User manual GAMES MICROSOFT XBOX GRAND THEFT AUTO-VICE CITY

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[. . . ] Seizures may also cause loss of consciousness or convulsions that can lead to injury from falling down or striking nearby objects. Immediately stop playing and consult a doctor if you experience any of these symptoms. Parents should watch for or ask their children about the above symptoms-children and teenagers are more likely than adults to experience these seizures. The risk of photosensitive epileptic seizures may be reduced by sitting farther from the television screen, using a smaller television screen, playing in a well-lit room, and not playing when you are drowsy or fatigued. [. . . ] Regardless of whether or not Cooper's lucky enough to have picked up a weapon, R (Right thumbstick) is always used to launch his attacks. Movement is controlled separately by L (Left thumbstick). In combination, the two thumbsticks give Cooper the freedom to aim punches, kicks, and weapons in any direction, not just the one he's facing. You'll soon see how essential this is to overcoming the (sometimes terrifying) odds!The range and variety of unarmed combat moves open to our hero comes as a surprise even to him, and the type of move executed depends upon distance from the target and position in the chain of attacks. See the Weapons section (pages 22-23) for more details on the arsenal of Temporary and Permanent Weapons stored deep within the mansion, and what spectral bottom-kicking advantages each of the different types has to offer. 14 15 Energy A single pulsing red heart is used to represent Cooper's energy, shrinking and beating faster as he becomes weaker and more scared. In a further twist to the Ghoulies tale, initial energy levels upon entering a room are never fixed and can vary, potentially making encounters and Challenges (see pages 18-19) a lot trickier than they first appear!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. 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. Permanent Weapons are generally crucial to success at these key points, either because they can damage an otherwise invulnerable enemy (such as the vampire-unfriendly garlic blunderbuss), or because they provide another function alongside their value as a weapon (like the candle, which lights Cooper's way as well as being a hot item to use against mummies). Each Permanent Weapon has a fixed level of ammo that decreases with use, but mercifully the meter refills itself when the weapon is not in action. While this means that ammo does have to be used sparingly at the risk of Cooper being attacked when the meter hits rock bottom, it also means that he'll never be unarmed and helpless for more than a few seconds at a time. These notable features of Ghoulhaven Hall's interactive environments can certainly make things easier in a tight spot. From chairs to cues, vases to bottles and books to burgers, they can be found in a wide array of forms just waiting to be swung or hurled at Cooper's drooling foes. Of course, all have their limits--either in supply or in the number of hits that they can take before falling apart. When you see the Temporary Weapon Grab Icon, press A to take hold of the Weapon, R to attack and B to discard (if something better comes along)! Special Temporary Weapons Used as above, these are larger parts of the scenery that can't be picked up but can be manipulated as powerful fixed weapons, such as billiard tables and couches (watch for the Temporary Weapon Grab Icon). Again, each of them will only take so much damage before becoming useless. [. . . ] Messages subject to change without notice. Games Technical Support: Available 7 days a week including holidays. · In Mexico, call 001-866-745-83-12. Note: Xbox game tips are not available from 1-800-4MY-XBOX. [. . . ]

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