User manual GAMES MICROSOFT XBOX GRABBED BY THE GHOULIES

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[. . . ] l+r Auto-center Camera r Rotat ra ame e Camera l C ate Rot B Dis n eapo ry W pora Tem card L Mo ve A Pick Adv Up We ance ap Text on/ R Atta ck > Pause Game/Skip Story Get the strategy guide primagames. com® 0903 Part No. X09-93065 About Photosensitive Seizures A very small percentage of people may experience a seizure when exposed to certain visual images, including flashing lights or patterns that may appear in video games. Even people who have no history of seizures or epilepsy may have an undiagnosed condition that can cause these "photosensitive epileptic seizures" while watching video games. These seizures may have a variety of symptoms, including lightheadedness, altered vision, eye or face twitching, jerking or shaking of arms or legs, disorientation, confusion, or momentary loss of awareness. [. . . ] Energy is lost by taking hits from the Ghoulies or falling victim to shocks. Should Cooper lose all his Energy, he'll go into a Faint. This is far from the end of the road, however, and you'll see no Game Over screen in Grabbed by the Ghoulies. Instead, Cooper returns to the start of the scene or another suitable point, ready to give it another shot. Scares Although Cooper's kept permanently on edge by Ghoulhaven's chilly atmosphere and lurking tenants, it's the Hall's capacity for sudden Scares that can have the most shocking effect. Variety is key here, as Challenges can involve achieving something within a time limit, taking out your frustrations on the background scenery while in search of a hidden key, or simply surviving in the face of overwhelming odds. Challenges don't automatically happen every time you visit a room, but you'll know it when they do. A Challenge begins when an exit door suddenly becomes a Challenge door. The Challenge requirements appear on-screen, and Cooper has no way out until the requirements are fulfilled. Beat the Challenge and the door opens; suffer a Faint and you'll have to learn quickly from your experience in time for the next attempt!Break a rule or exceed the time limit and the Grim Reaper Ghouly appears, a truly alarming foe who can induce Fainting with a single touch. Cooper can persist at a Challenge even with the Grim Reaper hot on his heels, but it certainly won't be easy. There are several sets of Challenge criteria, which are combined and shaken up later in the game to create increasingly wild situations. Defeat All Find The Key Find The Ghouly Key No Weapons Weapons Only Don't Get Hit Next One Different Number Number (Any Breed) Don't Defeat Don't Defeat Any Limited Attacks No Damage Survive Time Limit 18 19 Bonus Books In the classic tradition of Sinister Enemy Hideouts everywhere, the main collectibles in Ghoulhaven Hall are weapons that can be picked up and used to great effect against the local shambling denizens. Cooper's not complaining about this, but there are other items to be found which could prove even more valuable. Some of these will be supplied at the appropriate time, such as the allimportant map; others lie scattered throughout the Rooms, there for the finding by anyone who takes a break from Ghouly-bashing to seek them. Bonus Books can be found in every room of the Hall. Some rooms have more than one Book to offer, though only one at a time: different volumes from the same room must be picked up on later visits. During Cooper's initial scuffles with the Ghoulies, it'll quickly become clear that various elements of the background scenery can be picked up or demolished. As soon as you discover that some surprisingly useful Temporary Weapons can be unearthed this way, there'll be no stopping you. However, note that thorough destruction of the Baron's ill-gotten property can yield further bonus items, such as. . . Breakable Scenery Collecting Bonus Books is by no means essential, but the number of Books found will have a direct impact on the range of extras laid open in the Features menu. Even when the game has been completed, you can replay individual Chapters to scour whole areas of Ghoulhaven for Bonus Books with a minimum of backtracking. Prisoners A handful of the mansion's rooms are populated by bound and helpless victims of the Baron, who unfortunately can't be freed during Cooper's initial journey. Only in the later stages of his quest will he have the opportunity and the means to come back and save them. Maybe then he'll find out whether there's any kind of reward for doing so! Soupswill's Super Soups Ma Soupswill is known for the restorative properties of her soups, and Cooper is likely to find more than a few cans littered around the household (Ma's way of making it available to a wide audience). Just be aware that some batches have had unexpected side effects, and not always welcome ones! 20 21 Temporary Weapons All weapons obtained by Cooper during the course of his unplanned night out can be grouped into one of three categories: Permanent Weapons, Temporary Weapons and Special Temporary Weapons. Permanent Weapons These are weapons passed on to Cooper at key stages in the game by other characters. Each is `permanent' in that Cooper automatically makes use of the weapon until the time comes for it to be unceremoniously whipped from his hands. [. . . ] You must call Xbox Game Tips (Automated) or Xbox Game Tips (Support Representative) for tips, hints, or codes. For more information, visit us on the Web at www. xbox. com Information in this document, including URL and other Internet Web site references, is subject to change without notice. Unless otherwise noted, the example companies, organizations, products, people and events depicted herein are fictitious and no association with any real company, organization, product, person or event is intended or should be inferred. Complying with all applicable copyright laws is the responsibility of the user. [. . . ]

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