l+r Auto-center Camera e Camera r Rotat l C ate Rot ra ame B pon Wea rary o p Tem card Dis ve L Mo 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.
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.
Any Haven in a Storm? After walking for hours, Cooper’s map-reading skills are proving less impressive by the minute, the storm is almost upon them, and the latest development reveals Cooper and Amber squinting up at a building that looms suddenly from the darkness… Perched like a watchful vulture on top of a cliff, Ghoulhaven Hall broods over the shadowy landscape that forms its domain, lit by welltimed melodramatic zig-zags of lightning.
Our hero, an unsuspecting young everyman trying to make the best of his predicament and ultimately rescue Amber from the depths of this hair-raising Hall! Official Groundskeeper of Ghoulhaven Hall, charged with the unenviable task of patrolling and maintaining the gardens and outbuildings. Fiddlesworth Cooper The long-serving Housekeeper may look a bit rough around the edges, but she’s worth keeping in mind as a source of Ghoulhaven insider knowledge.
Features Can’t wait to take a Ghoul by the horns? That’s the spirit! Here’s what you need to know in order to plunge straight into the adventure. After the introductory sequence you’ll see the Save screen, gateway to the main game. There are three separate slots available for you to save your progress, each as vacant as a zombie’s head upon your first visit. Use ? (D-pad) to highlight an empty slot, then press A to open it.
l+r r l Auto-center Cam era Rotate Camera Rotate Camera B Discard Tempor ar y Weap on L Move Pause Menu Options b Go to Game Stats page b Go to Map page A Pick Up Weapon/Advance Text B Return to game X Quit game Y View Challenge rules When Holding a Permanent Weapon R (Right thumbstick): (during Challenges only) R Attack > Pause Game/Skip Push in the direction of your attacker to swing the weapon, or hold it in that direction to fire! Storybook Sequence 8 9
Cooper Permanent Weapon Permanent Weapon Ammo Gauge Challenge Icon Cooper’s Energy Ghouly Energy Temporary Weapon Grab Icon Ghoulies Challenge Door 10 11
Chapters Getting Around in Ghoulhaven Just as Cooper is never quite sure what he’ll find around every twist and turn of Ghoulhaven’s spooky corridors, it might come as a surprise to you that Grabbed by the Ghoulies isn’t structured in the way you might expect. More specifically, your fated route through the Hall isn’t entirely straightforward.
Rooms Ghoulhaven Hall and its grounds are split into over 50 rooms of various sizes which could be anything from a narrow, gloomy hallway with peeling wallpaper to a wide outdoor farmyard haunted by all kinds of eerily unfamiliar sounds and shadows. Each Chapter of the game takes place over a number of rooms, some telling a more tangled and far-reaching tale than others.
Scares 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.
CHALLENGE TYPE These come in a whole range of ectoplasmic flavors and provide most of Grabbed by the Ghoulies’ frantic in-game action. 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.
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.
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.
The opulent rooms and darkened passageways of Ghoulhaven Hall are home to all manner of Ghouly breeds, each and every one of them bearing an intense objection to Cooper’s presence. Ghoulies can be humanoid, animal or object, alive or dead, animate or inanimate, but all are dangerous and must be overcome (preferably by hammering them to a pulp) if Cooper wants to rescue Amber and escape to the relative safety of the storm that continues to rage outside.
Ah, there you are, sir. It’s just me, Crivens. A few more tidbits have occurred to me that may be of some interest. You can deliver combinations of blows by holding in the direction of attack, or single blows by just tapping . R R You may wish to stun the closest Ghoulies before going in to finish them off, sir. This will buy you time if you find yourself surrounded. Don’t be shy to initiate altercations with the environs—“trash the place,” as I believe you youngsters say.
Limited Warranty For Your Copy of Xbox Game Software (“Game”) Acquired in the United States or Canada Get an Edge on the Game! Warranty • In the U.S., call 1-900-933-TIPS. $.95 per minute. Microsoft Corporation (“Microsoft”) warrants to you, the original purchaser of the Game, that this Game will perform substantially as described in the accompanying manual for a period of 90 days from the date of first purchase.