Grabbed By The Ghoulies
FAQ/Walkthrough
Xbox
written by: David "Zoop" McCutcheon
e-mail:
[email protected] (check walkthrough before e-mailing, thank you)
version: 4.0
date: 02/03/04
this document is Copyright 2003-2004 David McCutcheon. The only websites
that may host this document are GameFAQs.com, IGN.com, and
Neoseeker.com. If you have a fan site and wish to use the guide, please
e-mail me so we can clarify with my regulations. If you're a web-run
business, please send e-mail to the following address:
[email protected].
We will discuss such matters in private. Thank you.
~ Revision History ~
~ 4.0 ~
Finally updated... a lot. The walkthrough is finally finished! Thank you
to everyone that has been patient with the slow updates, you guys and
gals are THE BEST. Seriously, amongst all of my readers, the Grabbed By
The Ghoulies ones have been amongst the kindest, and you've earned my
respect. Thanks a bunch, gang!
~ 3.5 ~
Just got my work assignment today, so this FAQ/Walkthrough will be on
hold for a little bit. Here's the most recent update, anyway.
~ 3.0 ~
More updates to almost every section once again. Chapter 2 is finished,
people.
~ 2.0 ~
Updated almost every section some more. Have fun, kids.
~ 1.0 ~
Just started work on this one... I will write Chapter 1 today, and be on
hiatus for a week with my job. After I get through with that, I will try
to write this bad boy up and keep it steady. Hey, an early version is
better than no version at all, especially considering there are no FAQs
up for it as of right now.
*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*
T A B L E o f C O N T E N T S
*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*
~!~NOTE~!~
If you need to find a certain something in the guide, press and hold
Control (Ctrl) and press the F key. Type out the word you are looking
for, and search. If you're too lazy to do this, don't bother e-mailing
or IMing me. Thank you.
Table of Contents:
I. Introduction
Ia. Contact Me
II. Story
III. Controls
IV. Characters
V. Weapons
VI. Walkthrough
VI.a Chapter 1
VI.b Chapter 2
VI.c Chapter 3
VI.d Chapter 4
VI.e Chapter 5
VII. Basics
VIII. Enemies
IX. Credits
X. Disclaimer
::---::---::---::---::---::---::---::---::---::---::---::---::---::---::
::: ::: ::: ::: SECTION I. - INTRODUCTION ::: ::: ::: :::
::---::---::---::---::---::---::---::---::---::---::---::---::---::---::
Hello kids! Your favorite writer in the entire world is back once again,
but I'm not sure where the hell he went. So, instead, I will replace
him. This is my very first Xbox outing, so hang in there with me. As
many of you know, considering I wear it on my shirt like a Wal-Mart
nametag, I have been employed by IGN.com for several months now, so my
time for FAQing has decreased considerably. BUT, I always make an effort
to show love to the children of the world by writing FAQs much like this
one to please the masses. Me? A sell out? Naaaah.
In this FAQ/Walkthrough, you will find the Introduction. If this were a
mall, you'd see the "You Are Here" icon. After that comes Contact Me,
where you can snag my e-mail address and AIM name. You can find the
Story section after that, thanks to the instruction manual. Next up is
the Controls, where you can spot the controller movements. Characters
follow, with descriptions of every character in the game here. I will
list every (or damn near close to it) weapon in the game in the Weapons
section. The Walkthrough is next, which is where 96% of the readers will
look. You can find everything from freeing those slaves to collecting
the books there. After this will be the Enemies section, filled with
every ghoul in the game. Credits are next, and that is where all of my
Thank Yous go out. The Disclaimer rounds up the FAQ, so go there if
you're really, really bored.
As always, I hope you find my work as satisfactory as that of a strategy
guide that you would pay money for in the stores. After all, that is my
inspiration.
-David "Zoop" McCutcheon
::---::---::---::---::---::---::---::---::---::---::---::---::---::---::
*** *** *** *** SECTION I.a - CONTACT ME *** *** *** ***
::---::---::---::---::---::---::---::---::---::---::---::---::---::---::
If you need me for anything whatsoever that IS NOT covered in the guide,
and that means SEARCHING THE GUIDE by pressing Control and F together
and typing out what you are looking for, and then hitting enter. But as
long as it has to do with the game. Sorry, but I don't feel like hearing
about how cute your kitten is if I don't really know you, yanno?
Actually, kittens are cute... Ahem. You can contact me via e-mail, or
sometimes IM. I check my e-mail several times a day; so don't hesitate
if you have a question! But please read the long paragraph below my
contact info.
E-Mail address:
[email protected]
AIM: Legacy Of Zoop
Please only e-mail me if it's something you do NOT see in the guide. Try
to look for it; if it's not there, feel free to e-mail me.
If you don't know how to e-mail me, just simply bring up a new,
unwritten mail (this varies with different services. It should say
"Write Mail" on the button, though) and write out my e-mail address. For
the subject, copy and paste this: Grabbed By The Ghoulies FAQ. In the
body of the mail, write whatever you like, even hate mail! Just one
request: Only e-mail in English. Any foreign language e-mails will be
discarded. Sorry, I'm not smart enough to know a second language. I
don't care what you send, but positive feedback is always nice. But if
you're into the hate mail thing, I can dig that, too.
::---::---::---::---::---::---::---::---::---::---::---::---::---::---::
::: ::: ::: ::: SECTION II. - STORY ::: ::: ::: :::
::---::---::---::---::---::---::---::---::---::---::---::---::---::---::
Thanks to the Grabbed By The Ghoulies instruction manual for this
information...
"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 the 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 well-
timed melodramatic zig-zags of lightning.
It's also noticeably absent from the map.
Cooper shudders. Personally, he'd rather brave the storm than seek
shelter in what appears to be the set of some over-the-top 1960's horror
film. Amber's not listening to his concerns, however; she's had enough,
and manages to drag Cooper as far as the main gates before he insists on
checking the map one last time, trying to work out the quickest route to
real civilization.
Big mistake.
The next time he looks up, the creatures of Ghoulhaven have materialized
out of thin air, bundled up the trashing Amber and whisked her away into
the depths of the haunted house! Within seconds, no trace of Amber or
her captors remains and Cooper's world is turned totally upside-down.
Stunned, he realizes he has no choice but to attempt a rescue.
What Cooper doesn't know is that there's more to Ghoulhaven Hall than
meets the eye. A lot more. This first fateful appearance of its
inhabitants has given him an inkling that it's not just your everyday
dilapidated old mansion, but until he sets foot inside, he has no idea
just how many Ghoulies cram the place from floor to rafters, where they
came from, or how they fit into the master plan of Ghoulhaven's shadowy
owner!
::---::---::---::---::---::---::---::---::---::---::---::---::---::---::
::: ::: ::: ::: SECTION III. - CONTROLS ::: ::: ::: :::
::---::---::---::---::---::---::---::---::---::---::---::---::---::---::
____________________
/ CONTROLS \
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯\
Left Control Stick --------------------- Move Character |
Right Control Stick --------------- Attack/Throw Weapon |
Start Button ----------------------------- Pause Action |
R Trigger ------------------------------- Rotate Camera |
L Trigger ------------------------------- Rotate Camera |
L Trigger + R Trigger -------------------------- Strafe |
A Button ----------------------- Pick Up Weapon/Confirm |
B Button ------------------------------- Destroy Weapon |
Y Button ------------------------------------- Disabled |
X Button ------------------------------------- Disabled |
Black Button --------------------------------- Disabled |
White Button --------------------------------- Disabled |
________________________________________________________/
::---::---::---::---::---::---::---::---::---::---::---::---::---::---::
::: ::: ::: ::: SECTION IV. - CHARACTERS ::: ::: ::: :::
::---::---::---::---::---::---::---::---::---::---::---::---::---::---::
Here is where you will find a short list of all of the main characters
in the game. Enjoy.
==================
------Cooper------
==================
Cooper is the main character in the game, the opposite of his pink-
haired girlfriend, Amber, the same snotty brat that has been abducted by
the ghoulies inside of Ghoulhaven Hall. As the bleached-haired hero, you
must travel your way through a lot of rooms in order to snatch your
girlfriend back. Good luck!
==================
-------Amber------
==================
The girlfriend of the main hero, Cooper. Amber is a pink-haired chick
that tends to get extremely fussy with her boy toy, and that is likely
the reason that he is head over heels for her. Poor old Amber just
cannot seem to keep out of trouble, as she comes so close to getting
rescued, only to fall into the clutches of evil once more. Will Cooper
ever rescue Amber from the Ghoulies...?
===================
--Baron Von Ghoul--
===================
Baron Von Ghoul is the ruler of the Ghoulhaven Hall estate, and the
mastermind behind what is going on inside, and immediately outside, of
the Ghoulhaven grounds. We catch an early glimpse of Baron Von Ghoul in
the introduction movie, and notice that he has the power to control the
Ghoulies themselves. Just what exactly is Baron Von Ghoul up to, anyway?
==================
------Crivens-----
==================
Old Mr. Crivens is the butler in the Ghoulhaven Hall estate, so he knows
first hand on what to do to waste those Ghoulies, and he also knows his
way around the mansion like the back of his hand. Crivens will help you
around in your adventure, leading our hero to his lovely girlfriend time
and time again. Crivens pops up with random tips to help you on your
journey.
==================
---Ma Soupswill---
==================
Ma Soupswill is one of those extremely racist characters. Seriously, I'm
surprised this passed inspection. Anyways... Ma Soupswill is here to
bail you out of any big heaps of trouble that you happen to stumble
upon, as she will cook up any sort of mystery known to man. She will
help get you out of a terrifying jam at the beginning of Chapter 2.
==================
---Fiddlesworth---
==================
Fiddlesworth is the official groundskeeper of the Ghoulhaven Hall
estate, and boy, what a ghastly task that is. Fiddlesworth spends his
days and haunting nights roaming the premises looking for things to do.
By the looks of the poor boy, he doesn't seem too bright, now does he?
==================
--Babs Buffbrass--
==================
Babs Buffbrass is the maid, housekeeper, assistant, or whatever other
term you have for saying "the lady that keeps the house all tidy." She
looks a little beat up from taking care of the kooky household, but she
is a key ally in finding out the deepest, darkest secrets of Ghoulhaven
Hall. She can easily provide hard information on the spot to aide you in
your journey.
==================
-----Mr. Ribs-----
==================
Without giving away too much, Mr. Rubs is a nice ghouly that is the
assistant to Ma Soupswill in the Kitchen of Ghoulhaven Hall. Not only is
he cute, but he's friendly, as well.
==================
---Dr. Krackpot---
==================
As the name suggests, Dr. Krackpot is not all right in the head. Or,
he's cracked up. Get it? It's a pun. It's funny, because his name is Dr.
Krackpot. No? Okay... Dr. Krackpot makes his first startling appearance
in Chapter 1, and you get a small taste of what you're in store for in
the future. He is the mad scientist and good friend of Baron Von Ghoul,
the owner of the Ghoulhaven Hall building. Could the reason that the
living dead roam the estate be linked to Dr. Krackpot?
::---::---::---::---::---::---::---::---::---::---::---::---::---::---::
::: ::: ::: ::: SECTION V. - WEAPONS ::: ::: ::: :::
::---::---::---::---::---::---::---::---::---::---::---::---::---::---::
You can find a practically full list of weapons in this section. I am
constantly adding more weapons to this list, so keep your shorts on
while I continue with it. Thanks
_________________________________________
/ NAME --------- TYPE --------- HIT COUNT \
|=========================================|
| ANCHOR -------- Melee --------------- 3 |
| ANVIL --------- Throw --------------- 1 |
| BARON'S CANE -- Melee --------------- 3 |
| BARREL -------- Throw --------------- 1 |
| BATHTUB ------- Spin ---------------- 1 |
| BIRTHDAY CAKE - Throw --------------- 1 |
| BOILING POT --- Throw --------------- 1 |
| BONE ---------- Melee --------------- 3 |
| BOOK ---------- Melee --------------- 3 |
| BOOT ---------- Melee --------------- 3 |
| BOTTLES ------- Throw --------------- 6 |
| BOX ----------- Throw --------------- 1 |
| BROOM --------- Melee --------------- 3 |
| CANDLE -------- Melee ---- Rechargeable |
| CANDLESTICK --- Melee --------------- 3 |
| CHEST --------- Throw --------------- 1 |
| CHINA --------- Melee --------------- 3 |
| COOK'S CHAIR -- Melee -- Indestructible |
| COOKING POT --- Melee --------------- 1 |
| DETERGENT BOX - Melee --------------- 3 |
| DOUGH ROLLER -- Melee --------------- 3 |
| DUMPSTER ------ Spin ---------------- 1 |
| EXTINGUISHER -- Combo ---- Rechargeable |
| FEATHER DUSTER Melee --------------- 3 |
| FISHING POLE -- Melee --------------- 3 |
| FOOD PLATTER -- Melee --------------- 1 |
| FRAGILE CRATE - Throw --------------- 1 |
| FRUIT BASKET -- Throw --------------- 1 |
| FRYING PAN ---- Melee --------------- 3 |
| GAS CONTAINER - Throw --------------- 1 |
| GIANT VASE ---- Throw --------------- 1 |
| GLASS SHEET --- Melee --------------- 3 |
| GOLD VASE ----- Throw --------------- 1 |
| GUITAR -------- Melee --------------- 3 |
| HAMBURGER ----- Throw --------------- 6 |
| HAM LEG ------- Melee --------------- 3 |
| HAND SAW ------ Melee --------------- 3 |
| HORN ---------- Combo ---- Rechargeable |
| LADDER -------- Melee --------------- 3 |
| LAMP ---------- Throw --------------- 1 |
| LAWN GNOME ---- Melee --------------- 3 |
| LONG SHOVEL --- Melee --------------- 3 |
| MAIL BOX ------ Melee --------------- 3 |
| MIRROR -------- Melee --------------- 3 |
| OPERATING TABLE Spin --------------- 1 |
| PAINT CAN ----- Throw --------------- 6 |
| PICNIC TABLE -- Spin ---------------- 1 |
| PLANT --------- Throw --------------- 1 |
| POOL CUE ------ Melee --------------- 3 |
| POOL TABLE ---- Spin ---------------- 1 |
| PORTRAIT ------ Melee --------------- 3 |
| POT ----------- Throw --------------- 6 |
| POTATO SACK --- Throw --------------- 1 |
| RAKE ---------- Melee --------------- 3 |
| RECORD PLAYER - Throw --------------- 1 |
| SHOVEL -------- Melee --------------- 3 |
| SHRUB --------- Throw --------------- 1 |
| SKILLET ------- Melee --------------- 3 |
| SODA LAUNCHER - Melee ---- Rechargeable |
| STOOL --------- Melee --------------- 3 |
| SWORDFISH ----- Melee --------------- 3 |
| TABLE --------- Melee --------------- 3 |
| TELEVISION ---- Throw --------------- 1 |
| THICK BOARD --- Melee --------------- 3 |
| TOILET PAPER -- Throw --------------- 6 |
| TOY CHEST ----- Spin ---------------- 1 |
| TRASH CAN ----- Throw --------------- 1 |
| TRAY ---------- Melee --------------- 3 |
| TREE STUMP ---- Throw --------------- 1 |
| TROPHY -------- Throw --------------- 1 |
| UMBRELLA ------ Melee --------------- 3 |
| VASE ---------- Throw --------------- 1 |
| WATER GUN ----- Combo ---- Rechargeable |
| WHEEL BARREL -- Melee --------------- 3 |
| WICKER BASKET - Throw --------------- 1 |
| WOODEN CHAIR -- Melee --------------- 3 |
| WOODEN BATH --- Melee --------------- 3 |
|=========================================|
\-----------------------------------------/
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::---::---::---::---::---::---::---::---::---::---::---::---::---::---::
::: ::: ::: ::: SECTION VI. - WALKTHROUGH ::: ::: ::: :::
::---::---::---::---::---::---::---::---::---::---::---::---::---::---::
In this section, you can find everything to complete the game...
completely! Enjoy your stay.
x=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=x
VI.a ---------------------- CHAPTER 1
x=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=x
=-----------=
GRAND HALLWAY
=-----------=
In the first room that you start out in, you will be given prompt
instructions on how to defeat enemies. You will be inside of a room that
is filled with Imp enemies. They will easily die in one to two hits
each. You will have to destroy every one of them to be given a Cook's
Chair. Pick it up, and more Imps will come in. A Question Mark appears
on the door. Destroy all of the Imps to unlock the door. Collect the
Rare Book on the stairway first, and then walk through the open door.
=---------=
TROPHY ROOM
=---------=
Inside of this room, you will be introduced to the Super Scary Shock
sequences. You will have to press a series of buttons in a certain order
to pass these "tests." Starting off, press A, A, A, A to pass the first
test. The next few will be completely random, so it is up to you to make
it through safely through the door. You will collect another Rare Book
at the exit.
=-----------=
BILLIARD ROOM
=-----------=
You can completely ignore the Skeleton enemies that are chatting near
the exit. Go to the left to collect the Rare Book, and dart straight
ahead. This will make the Skeletons angry, but just zoom right past them
and through the open doorway.
=---------=
GAMING ROOM
=---------=
Inside of the Gaming Room, you will have to find the Key to open the
door, so killing off the Imps will be useless, although you can to get
them out of your hair. To find the key, look for the Rare Crate and bash
it open with a normal attack. Collect the key to unlock the door. The
Rare Book is on the rocking chair, near the television.
=-----------=
BILLIARD ROOM
=-----------=
Upon entering, Baron Von Ghoul appears to tell you that your health will
be determined at random from now on. Not a big deal. Continue in the
room, and fight off the Skeletons with the Pool Cue melee weapons. After
you destroy the first three, the cover comes off of the pool table. Pick
it up, and swing it around, killing all but two Skeletons that are left.
Pick them off with the regular ol' punches and kicks, and collect the
Rare Book on the side of the grandfather clock. Now enter the next room.
=-------------=
LOWER CORRIDORS
=-------------=
As you enter, pick up the can of soup from Ma Soupswill. This is a Super
Soup, and it will give you the amount of life written on the can. Walk
forward to receive your first Scare, and read what Crivens has to say
about this feature in the game. Walk forward, and a Spider will pop out.
They are easy to eliminate, much like the Imps. Move around the corner,
take the table, and use it to whack away at the Spiders that come out.
Go near the gated area with the monsters having a party, and look to the
right to find the Rare Book. Now go through the doorway.
=----=
CINEMA
=----=
Walk up the winding stairway, and you will find a slave. You can free
her in a little bit, once we have the "key." Walk down the nearby
stairway, and bash the enemies that come through the window with your
fists. Afterwards, move left through the corridor. Enter cut scene. Kill
off an Imp, and pick up a Plant. Walk to the left to find the Haunted
Television enemy. You cannot touch this enemy, not even with a melee
weapon, so throw three Plants at it to destroy it before it can spit out
too many enemies. You can find the Rare Book on the bookcase. Go to the
fireplace to be transported back to the Gaming Room.
=---------=
GAMING ROOM
=---------=
Upon entering, grab a Shovel and do not walk towards the left, as you
can get Scared by a ghost reading a book. You will encounter the Haunted
Chairs for the first time in the game. You will be forced to destroy
them all before the door will unlock. They are fairly simple, just bash
away at them with a melee weapon or two. Watch out for their charges, as
they are like angry bulls. You can collect the Rare Book instead of the
playpen. Go through the open doorway afterwards.
=------=
BASEMENT
=------=
At the start, backtrack and collect the energy boost can. In nearly
every crate is an Imp, so be careful if you enjoy smashing things. Make
your way through the Basement, killing the Spiders along the way. Pick
up the Broom, and pick up the Super Weapons can. This will temporally
make your weapon indestructible. Bash the Spiders in the next area, and
enter the area after that. Destroy the random Spiders that land in front
of you.
Pick up the Thick Board, and collect the Super Weapons can. Follow the
path, bashing the Spiders to death, and proceed through to find the Rare
Book in a pile of rubble before you. If you missed the Super Weapons
icon, there is a shortcut to the left of the padded generator. An
Ancient Mummy will come out of the doorway ahead of you. Try pounding on
him to no avail, and Crivens will give you a Candle to use. Go crazy
with it, but remember to let it recharge whenever you battle the Ancient
Mummies in the next room.
=---------=
RELIC STORE
=---------=
From the start, you will notice another Slave that you should rescue
later on. An Ancient Mummy will pop out of nowhere to attack you, but
first you should perform a button combination for the Super Scary Shock
test passing. Destroy it with the Candle, and watch the cut-scene. You
can find the Rare Book behind you and to the left. Pick up a Super
Weapons icon, and destroy the Ancient Mummies without worrying. Go
through the open door after destroying enough Ancient Mummies.
=--------------=
YE OLDE ARCHIVES
=--------------=
Quickly enter the button combination for the Super Scary Shock test. No
more kissy-smoochy for now. Pick up the chair and bash the Skeletons.
You can bash Amber, as well, if you're feeling cruel. Pick up some
health cans in the room, and find the Rare Book near the exit, on top of
a box.
=----=
CELLAR
=----=
Leave the bottle on the right alone for right now, as we will need it
for an upcoming hard mini-boss fight. Walk straight, and look to the
left near the end of the room to find the Rare Book. Afterwards, go
right to find the door... only to figure out that it is a Haunted Door.
This thing is extremely deadly, so backtrack to the beginning of the
room and collect the One Hit Kills can near the door. This enemy uses
its doorknob as a sucker punch fist. Ouch. Just punch all of the enemies
around you with the One Hit Kills drink down to destroy them all. Now
you can go through the door. This will complete Chapter 1.
x=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=x
VI.b ---------------------- CHAPTER 2
x=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=x
=-----=
KITCHEN
=-----=
Walk up the stairs, and you'll find Ma Soupswill fighting off some Fire
Imps. Fire Imps fly, and they're on fire. Duh. Destroy them by blowing
the Fire Extinguisher their way. If your Fire Extinguisher is getting
too hot, swing it at them by tapping the attack stick in their direction
rather than holding it there. Afterwards, destroy the Skeleton that just
came in, and look for the Rare Book near the stovetop fireplace.
=------=
SCULLERY
=------=
As you enter the Scullery, collect the China melee weapon, and the Super
Weapons can. Make your way through to the end, and a Zombie will run in
the doorway. You must kill him (again) before the timer runs out. If the
timer runs out, the Grim Reaper shows up, and kills you off. You will
have to start over in the room. This shouldn't be too hard, just trap
the Zombie in the corner and pound away at him. Backtrack to the
beginning of the room and break open the water machine to receive the
next Rare Book.
=-------------=
LOWER CORRIDORS
=-------------=
We're now on the other side of the Lower Corridors. Grab the Vase, but
watch out for the Reverse Controls can on the ground. Throw the Vase at
the Haunted Chair, and round the corner to the left. Lift up the Fragile
Crate, and collect the Rare Book. Now go through the doorway.
=--------------=
EMBASSY BALLROOM
=--------------=
Inside of the Embassy Ballroom, you will have to deal with some pesky
enemies that are getting their groove thang on. To eliminate them, walk
in and... AHHHH!!!!!! Hit the button combinations to prevent from
fainting over that Slimer looking thing. NOW, where were we? Oh yeah,
ballroom. Walk around on the left side to collect all of the health, and
proceed to grab a Chair and walk onto the ballroom floor. Break the
portraits on the pillars to collect a Super weapons icon, and bash the
Skeleton's skull in, and play it safe. There are Plants, a Portrait, and
a Guitar on the dance floor, so use your weapons wisely until all of the
enemies are dead. Luckily, some of the enemies will attack their rival
race. Go through the gate, and head into the hall to collect the Rare
Book on a chair. Go back up the stairs and quickly avoid the Ancient
Mummy by going through the doorway in the hall to the left.
=----------=
CONSERVATORY
=----------=
As you enter, pick up the Pots to the right, and the Ninja Imps will
soon appear as you make your way forward. Blast them with the Pots to
clear the area of them. Take them out after collecting the Winter Can to
freeze them around the corner and eliminate them this way. If they get
too close to you, you can just use your fists of fury. There's a Toy
Chest to the left that can be spun in a circle, much like the Pool
Table, if the Ninja Imps surround you. There's a Glass Sheet in this
area to use on those Ninja Imps until you find that key of yours. There
is a captured Slave inside of this room, as well, so remember it. You
can find the Rare Book near the entrance, near the glass table.
=-------=
BOATHOUSE
=-------=
Once inside of the Boathouse, use your Water Gun on the Zombies inside
of here, as this stuff is like Holy Water to Satan in comparison.
Destroy the two Zombies, and the Grim Reaper Countdown will appear. Kill
the two Zombies with the Water Gun to stop the countdown, and then take
out the Imps And Skeletons by hitting them with the Water Gun, NOT
shooting them with it, as that will do nothing to them. You can find the
Rare Book to the right of the entrance, near the rack of items.
=--------------=
LIGHTHOUSE STORE
=--------------=
This is the first room that we find a Medusa in. When her eyes are
glowing green, do not get in front of her, or else you will go into
Scare factor once again. Hit her in the back with the Water Gun (not
shoot, that only works on the Zombies), and do not get near her while
she is flashing red, or else she will headbutt you. Collect the Shocker
Blocker can. This will automatically repel any Scares that get to you.
Try it on the Medusa, and finish her off. The key is inside of the Rare
Crate to the left of the entrance. Grab the Rare Book near the entrance,
inside of the hall, and kill off the Zombie by blasting him with the
Water Gun. Go through the doorway.
=------------------------=
LIGHTHOUSE LIVING QUARTERS
=------------------------=
Upon entering, just get out of the two Zombies' way, and allow them to
duke it out. You can clean up the leftovers. Spray the Haunted
Television with the Water Gun to kill it quickly. Go near the open door,
and a Pirate Zombie will come in. Kill him easily with the Water Gun
hose. These guys will be tougher later on. You can find the Rare Book
over near the toilet, just lying there. Easy to find. Go through the
doorway now.
=---------------------=
LIGHTHOUSE LANTERN ROOM
=---------------------=
Walk up the stairs, and take the Glow Worms. An Imp will come in from
the open door. Stand in your place and whack him with the Water Gun for
the kill. To find the Rare Book, bash the barrels in near where you got
the Glow Worms. Go through the doorway.
=------------------------=
LIGHTHOUSE LIVING QUARTERS
=------------------------=
The Rare Book is inside of the bathtub. Just smash it open and take it.
Enemy-wise, kill ten Zombies in the time limit after you go near the
doorway, or else the Grim Reaper will come after you. The good news? You
have the Water Gun. The bad news? They do not regenerate right away, so
it will burn time down on the clock. As soon as they appear, hit them
with the Water cannon. You should have around 10 seconds left, if you
were fast enough. Go through the door.
=--------------=
LIGHTHOUSE STORE
=--------------=
"Crunch My Carrots!" screams ol' Fiddle. Scary. Collect the Rare Book on
this small balcony. There are a few Medusas down there, so treat them
accordingly, or just avoid them if you're feeling not-so-confident. Run
through the door.
=-------=
BOATHOUSE
=-------=
Upon entering, look for the Treasure Chest in the center of the room.
Break it open to find the Rare Book for this visit to the Boathouse.
Head for the exit, and the Hunchback will appear. This ghastly creature
loves his face, so hit him in the back a few times to get his attention
off of his face, and begin pounding him in the kisser. Once he falls,
beat him until he covers his face. Allow him to get up, and repeat until
he dies. Walk through the door afterwards.
=---------=
DINING ROOM
=---------=
After entering, break open the vases behind you for some health, and
proceed through the hall. Kill the first Pirate Zombie, and a whole
bunch will come after you. Pick up any melee weapon you find, and begin
dueling with them in between running away from them. You will notice
that there is a Slave on a platter nearby the locked door, as well.
Collect the Titanium Heart can to become invincible.
After you destroy several Pirates, more will crash through the window.
Run around and collect the Winter can. Bash the skulls of the other
Pirates in. You can find the Rare Book along the way to the boss Pirate
Zombie. Kill him, and go through the doorway.
=--------------=
EMBASSY BALLROOM
=--------------=
Break open the water supply and collect the health. Grab the Broom, and
walk into the ballroom. Break up the portraits on the wall to collect a
Turbo and a Super Weapons can. Now bash the Zombies and Skeletons to
death. If you run out of weapons, use a Bone from the dead enemies as a
melee weapon. After you kill them, step pout of the ballroom floor and
break open the picture to receive the Shocker Blocker. Move right, and
the Shocker Blocker will block the Scare from the boogie monster that
pops out. Go around to collect the Rare Book on the table, but watch out
for the Haunted Chair. Exit the room.
=-------------=
LOWER CORRIDORS
=-------------=
As soon as you enter, take the Rare Book from the small room on the
side. Now walk through to the doorway, ignoring the Ninja Imps.
=------=
SCULLERY
=------=
Collect the Dizzy Reaper Can to add time onto the Grim Reaper Countdown
that is coming up. Pick up the China, as well as the Super Weapons can,
and bash the two Zombies without hitting any of the Imps that pop up
from the background. If the Grim Reaper comes for you, throw an object
at him to put him down for the moment. Collect the Rare Book in the sink
on the way out.
=-----=
KITCHEN
=-----=
Inside of the Kitchen, you can find the Rare Book in the back of the
room (to the left of the entrance) on a cabinet top in the center. Give
the Glow Worms to Ma Soupswill. Collect both Cans on the tabletop, and
grab the Dough Roller. Kill the Pirate Zombie, and go through the door
to the icy Ffffreezer.
=--------=
FFFFREEZER
=--------=
You can find the Rare Book on a shelf near the back of the room. Go
through the open door.
=----------=
GARBAGE YARD
=----------=
This room doesn't look too complicated, but don't get your hopes up.
Pick up the Ham Leg and walk on through. You will have to fight quite a
few Spiders using weapons only. No fists here, people. Bash a few on the
right, and pick up the Table from the window crashing to use on several
others. Take the Miniature Cooper Can to prolong the beating of the
Spiders in a completely fair way. If they are getting too close,
scramble like Michael Vick until you find a weapon. Use that Dumpster
after you have lured them into a large group. After they are dead,
collect the Rare Book near the window with Mini Cooper.
=-------=
WOOD SHED
=-------=
Inside of the Wood Shed, you will find the Flying Imps for the first
time. Your health is low, so watch out for the suckers as they charged
at you. Break the nearby crates to discover some health cans. You should
carry a Tree Stump with you throughout the course of the stage, throwing
it at the Flying Imps that appear out of nowhere. Take the Hand Saw once
you find it, and use it against the upcoming enemies. Avoid the Scare
Factor ghost, and break the barrel coming up to grab a Shocker Blocker.
Take the Rare Book from underneath the tree, and kill the Spiders that
pop out. Avoid the Medusa and run for the exit
=------=
FARMYARD
=------=
Note: you must collect the Rare Book before you complete the task at
hand. It is on the left of the entrance, inside of some standing object.
Sorry, never worked on a farm to tell you what the hell it is. Once you
enter the Farmyard, you will watch a cut-scene. Grab the Hand Saw, and
kill the Imp bothering ol' Fiddles straight ahead. Afterwards, a Pirate
Zombie will crash through a window. You must kill all of the enemies
within the time limit of one minute. Grab the Extra Time and Mini Cooper
cans to help you out. Grab any weapons that you can find to use them on
the enemies in the area. There are more Dizzy Reaper and Extra Time cans
hidden near the fence. Break the fence down to reach the Skeletons.
=----------=
CHICKEN SHED
=----------=
Upon entering, head straight towards the back to find the Giant Egg and
anger the Vampire Chickens. To defeat them, simply use your horn to blow
straight at them. Go through the maze. Once you reach the area with the
cages along the wall, look near the hay on the left to find the Rare
Book for this room. Kill the Vampire Chicken, and collect the Giant Egg.
When you go to leave, Baron Von Ghoul appears to order the Vampire
Chickens to attack. You must survive these onslaughts for nearly a
minute long. To do this, simply kill the Vampire Chickens as they get
close to you. This should not prove to be too much trouble for you,
since you have the Horn. Run for the exit afterwards.
=------=
FARMYARD
=------=
After you exit the Chicken Shed, you will have to face off against
several different sets of enemies. Collect the Rare Book along the right
side of the fence and dash straight for the exit.
=------=
WORKSHOP
=------=
Once you're inside of the room, the Skeleton with the Giant Egg runs
into the next room. You must kill eight enemies in this room to proceed.
Grab the Long Shovel and bash the Skeleton with the Frying Pan.
Afterwards, punch the Ancient Mummy into the huge fire oven to kill him.
Run near the exit and break the vase to reveal an Instant Enemy Can.
This will make the two Ancient Mummies fight each other and the Vampire
Chicken while you find the Rare Book near the tabletop along the wall.
Kill the rest of the Ancient Mummies and search the room for a Spider to
provoke the Cursed Mummy mini-boss to come out of the woodworks. Crack
open the metal door and the vase behind it to reveal a +25 health drink,
so take it. Keep on pushing the Cursed Mummy into the fire oven to win
the battle, but watch out for the ancient curses that he screams out, as
they can drag you in and Scare you. Break open the Rare vase to find the
key to unlock the door, and go through it.
=-------------=
LOWER CORRIDORS
=-------------=
Upon entering, you find out that you cannot get hit, not even once, or
else the Grim Reaper will come after you. How lovely. Break the vase to
find a One Hit Wonder can, which will definitely become of good use to
us. Defeat all of the Haunted Chairs will one hit by grouping them up,
and break the vase near the door to reveal the Rare Book for this room.
Go through the door once you're finished. Oh, did I mention the
surprise?
=----=
PANTRY
=----=
There is a female Slave captured inside one of the freezers. Creepy.
Walk forward to be greeted by a Haunted Coat. Quickly search the grounds
and kill any Imps that you find, and head for the door, which is a
Haunted Door. Grab the Ham Leg, and bash away at the door outside of the
hall (as there is a Scare Ghost in the hall). Bust out the Mini Cooper
near the entrance, if need be, as well as the Titanium Heart can near
the opposite exit. After it is defeated, look for the Rare Book around
the exit, inside of a barrel. Go through the door.
=-----=
KITCHEN
=-----=
We're back in the Kitchen area. Look near the Ffffreezer to find the
Rare Book this time around. Now, to kill that darn Skeleton. At first,
he will start off slow, so use melee weapons against him here. Once his
health starts to dip down, grab some Throwing weapons to use against
him. Sooner or later, he will be dead. Now you will have the Giant Egg,
and learn a story about Mr. Ribs.
=-----------=
GRAND HALLWAY
=-----------=
We are back in the starting room of the game, ala Resident Evil. In this
room, you must not destroy anything in the room, or damage the scenery
in here, either. There's an Invisibility Can to the left, if you're
interested. Attack the two Skeletons as they are unaware of you, and the
Haunted Paintings will attack you. You will get a Rare Book from
destroying them both.
=-------=
CLOAKROOM
=-------=
Once inside of the Cloakroom, grab the Chest and walk forward to wake up
a Haunted Coat. Throw the Chest at it to destroy it. You must find a
random enemy in the room. The coat to the right has a Mummy inside, the
coat above this one has the Imps inside, the one to the left has the
Flying Imps inside, the one below this one has the Zombie inside, and
the hallway is where you can find the Haunted Painting. There is a TON
of Extra Time cans in here, including inside of the big chest near the
windows, as well as a Dizzy Reaper can. Collect them all to expand your
limits. The Rare Book is in the window. Break it open to collect it, and
go through the door.
=----------=
SITTING ROOM
=----------=
In the Sitting Room, break the grandfather clock to reveal the Rare
Book. Walk forward, and you will be presented with a new challenge: You
must not defeat the same type of ghouly twice in a row. So you will want
to kill a Skeleton, Zombie, Skeleton, Zombie or a Zombie, Skeleton,
Zombie, Skeleton. Makes sense, eh? To mix things up, you can attack the
Haunted Chair, as well. This isn't too hard, so walk through the door
once you're cleared to go.
=--------=
MUSIC ROOM
=--------=
After the cut-scene, you will have the Soda Launcher and end up in the
Music Room. A bunch of enemies will pop up from the guitar case in the
floor, so destroy all of the enemies that come out. To kill the Ancient
Mummies, lure them to the fireplace and shoot them into it. There are
Mini Cooper cans to the left of the entrance, of you need assistance.
Destroy the vase near the harp to collect the Rare Book. Head for the
exit... BOO!
=-----------=
WALLED GARDEN
=-----------=
Ooh, spooky. It's like something out of The Shining. Collect the health
can, and blow the Flying Imp away. Go along the right to find the Rare
Book in the corner, behind some shrubs. There's a trapped Slave in this
courtyard, near the pond. Blow the Pirate Zombie away, and the Skeletons
will fall in love with you for killing their owner. Collect your item.
Baron Von Ghoul will appear once more. You must not get hit, or else
you'll fear the Reaper. Destroy the enemies with the Soda Launcher on
your way to the exit.
=---=
STUDY
=---=
Once inside of the Study, you can find the Rare Book on the window to
the right. Search the safe for a Challenge Complete can. Walk safely out
the door, slipping past all of the trouble. Otherwise, you can fight
Jessie & Clyde. With the Soda Launcher, they are fairly easy. Stay your
distance, and keep shooting them. If you get too close, they will send
out a few Scares to slow you down and make you vulnerable. Destroy the
desk to find the Key.
=--------=
MUSIC ROOM
=--------=
Collect the Super Weapons can, and walk forward to find out that you
must kill 30 Ninja Imps before the timer runs out. This is easy with the
Soda Launcher. Talk to the person that just walked in. The Hunchback
will pop out of the piano, so collect the Titanium Heart can and go bust
him up and the Skeletons up. Repeat exactly as you did back in the
Boathouse, and he will drop the Rare Book after his demise.
=----------=
SITTING ROOM
=----------=
Inside of here, you will want to move forward and combo the Haunted
Painting on the right. Pick up the Lamp, and lure two Haunted Paintings
in one place, then kill them both with the Lamp. You can repeat this
with the other items in the room, and you can also make the Haunted
Paintings hit one another, as well. Collect the Rare Book underneath the
couch leg.
=-------=
CLOAKROOM
=-------=
The Cloakroom is filled with Medusas this time around, so be careful.
You also cannot destroy anything in the room. Collect the two cans
through the window without breaking it, and move forward. An Imp pops
out of a chest as you begin walking, so quickly kill it. Watch out who
you kill and where you kill them, as it could break something. Collect
the Rare Book inside of the green chest.
=-----------=
GRAND HALLWAY
=-----------=
Grab the Portrait in the corner and whack both of the Skeletons that are
coming your way. After they have been destroyed, collect the Rare Book
on the bookshelf. Go through the door... or not. Bash the Haunted Door
with the Chairs that you can find, and then grab the Invisibility Can
around the corner of a pillar near the doorway. Destroy the Haunted Door
with your invisible fists from here on out. This is against the rules,
but you'll be invisible, so the Haunted Door cannot attack you and
neither can the Grim Reaper. Quickly go through the door afterwards.
=-----=
KITCHEN
=-----=
Upon entering, take the Fire Extinguisher. Quickly collect the Rare Book
by attacking the bookshelf. Grab the Super Weapons can on the cabinet
top, and spray the living hell out of all of the Fire Imps in the area.
You should end this fiasco easily. Ma Soupswill will cook up the
Dungweed, and all three ingredients will make the remedy.
=----=
CELLAR
=----=
Once inside here, you will be set with some stipulations: Find the
monster with the key, and do not get hit. Perfect. Collect the Rare Book
to the right of you, in between the wall and a few boxes. An easy way to
do this is to break open the huge kegs, and allow the enemies to hit you
at least once. The Grim Reaper can kill all of them without much
trouble, and hence find the key for you. You can find it the easy way by
searching the first keg against the wall, from right to left. When you
head for the door, be on the lookout for a surprise.
=-------------=
YE OLDE ACHIVES
=-------------=
Uh oh! It's Ogre Amber! She is extremely fast, so do not waste time in
attacking her fresh from the start. Instead, you will want to run away
from her. You can only attack her when she is taunting you, and she only
taunts you after she slugs you across the room. Allow her to slug you
once, and hit her. 20 points are gone from her health, just like that.
Continue running afterwards, looking for any green crates that you can
find. These green crates contain Mini Coopers to kick her sorry butt.
You can also find a green crate with some more health inside, which is
always a welcomed addition to the battle. By now, there should be enough
health gone from the beast to finish her off. If you're looking for the
Rare Book in this room, it's near the exit in a box.
x=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=x
VI.c ---------------------- CHAPTER 3
x=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=x
=-----------=
GRAND HALLWAY
=-----------=
You can find the Rare Book in a vase near a bench. Go through the exit.
=----------------=
HOUSEKEEPING STORE
=----------------=
Break open the portrait of Dr. Krackpot to reveal a Winter Can. Touch
it, and walk around the Haunted Television, which you are ordered NOT to
destroy, and go left. Search the portrait to find the Rare Book, and
break open the dresser on the right to reveal the Key. Go through the
door.
=---------------=
CRIVENS' QUARTERS
=---------------=
Crivens is trapped inside of his room, and he needs your help. Start off
by finding the Rare Book near Crivens' bed, in the drawer. You cannot
use your hands when fighting in this room. Return to the entrance, grab
the book, and whack a few Flying Imps. Collect the Question Mark Can to
automatically complete the mission. Now, why would anyone rip up
something sacred and throw it into several reaches of the house?
=----------------=
HOUSEKEEPING STORE
=----------------=
Search the purple portrait to find that a Warlock is hiding behind it.
You must now kill the Warlock. He will disappear, and reappear
elsewhere. Zig-zag to avoid getting hit by his laser balls from the
wand, and attack him very quickly once you reach him. He will be knocked
out, but will quickly disappear to relocate. Try grabbing the Winter
Icon to freeze him in one place to finish him off, and those Turbo cans
are worth grabbing, as well. Collect the Rare Book on the way out, and
watch out for that Washer.
=-----------=
GRAND HALLWAY
=-----------=
Quickly watch out for the Haunted Painting that comes after you, and
grab the Invisibility can. Take the Table from the hall, and head
upstairs with it. Blast each Skeleton with it, and finish them all off.
After this, destroy the two Pirate Zombies with the Vases. You can find
the Rare Book near the purple tentacles on the door upstairs.
=-------------=
UPPER CORRIDORS
=-------------=
Grab a Portrait from the wall and bash the Haunted Painting. Do this
again with the second Haunted Painting. Break open the vase and collect
the three Mini Cooper cans to attack the Ancient Mummies up ahead. Grab
a Wicker Basket and throw it at the Ancient Mummies, and then run
through to the left to break open the vase and collect the Rare Book.
While the Mummies are fighting, rush in and go through the door.
=------=
BATHROOM
=------=
Break open the vase and collect the Turbo Cooper and One Hit Wonder
cans, and go on a search for Haunted Coats, destroying them and the
Ninja Imps as you move along. You cannot use any weapons in this room,
so the One Hit Wonder can really makes this place easier. Skeletons soon
follow to complicate matters further. Afterwards, collect the Rare Book
in the toilet, and take note of the Slave in the sauna area of the room.
=--------=
SCHOOLROOM
=--------=
Why this creepy guy needs a School Room, I have no clue. You must not
break anything inside of this long corridor, or else the Grim Reaper
will show up. However, if you're collecting those Rare Books, punch the
area on the left near the start with the globe to reveal the Rare Book,
and a heap of trouble, to boot. Making your way through these corridors
isn't easy, as attacking could mean certain death. Slip past the
Medusas, and avoid those annoying Imps as much as possible.
=-------=
INFIRMARY
=-------=
Inside the Infirmary, grab the Sodas and throw them at the Medusa until
she dies. Go right to pick up the Checkerboard. I don't even want to
know why that bed smells so terrible. Anyways... Bust out the Jesse &
Clyde from the locker, and talk to Fiddlesworth. He will give you the
Water Gun once more. You must kill the Medusas. Thankfully, that Jesse &
Clyde will help you out. For the Rare Book, go straight and to the
right.
=-----------------------=
DUNFIDDLIN COTTAGE GARDEN
=-----------------------=
Spray all of the Zombies (including the Pirates, arrr!) with the Water
Gun to mow them down. You will eventually come to a Vampire. You will
have to avoid her for now, and continue up the hill. Fight off the
Vampires after you have the Horn by shooting them once they have their
coffins open. You will gain the Rare Book for this area by completing
this task. Go through the doorway.
=--------=
GREENHOUSE
=--------=
Break the barrel to your right, hit the Winter Can, and head straight to
activate the challenges. You will have to find key inside of one of the
Vampire Chickens. You only have twelve shots, plus you cannot break
anything inside of here. Follow the path left and blow up the first
Vampire Chicken you find to get the Shocker Blocker.
Now head up and right to reach the health plus can, and you will be
grabbed by a large hand in the ground. The Shocker Blocker will take
care of the code input. Grab the health can, and continue the search for
the Vampire Chicken with the Key. After you have found it, blow away the
Vampires that have been following you, and get the Rare Book near the
center of the room, in a pumpkin patch.
=----------=
POTTING ROOM
=----------=
This is the room where we will find the first piece of the puzzle. Pick
up the piece, and you will have to kill six of any enemy, as long as you
do not kill the same type in a row. So try killing a Vampire, Vampire
Chicken, and Skeleton, or any other combination. Afterwards, you can
find the Rare Book by destroying some flowerpots on a table. Now try to
exit. Bust open the object to your right of the door to find a few Extra
Time cans, and begin busting up that Hunchback within a minute and a few
extra seconds. If all else fails, allow Death to consume him.
=--------=
GREENHOUSE
=--------=
Once you've entered the Greenhouse for a second time, collect the Super
Weapons can inside of the Watering Can, and take the Rake from the vine
walls up ahead. Belt away at the Ninja Imps here, and carry on. Make
your way through the maze, and bash the wheel barrels along the wall to
reveal a Winter Can. Collect it, and continue making your way through
the maze. Collect the health, and enter the Scare code. Hit the pile of
rocks at the corner to collect the Rare Book, and head for the exit.
=-----------------------=
DUNFIDDLIN COTTAGE GARDEN
=-----------------------=
Make your way past the tree stumps, and take out all of the Spiders
along the way. Watch out for the mean Puppy Ghost on the way down. You
will find a Worm enemy soon after this. Once you hit a Worm, it will
begin flashing red, and will blow up once the timer above it's head runs
out. Stay clear of this enemy once you hit it. Before you go into the
gate, head straight and collect your Rare Book in this area past the
shrubs on the right.
Now go into the gate, and pick up the Mail Box to fight with. Go for the
doorway, and it will close. You must take out all of the Worms in this
area before continuing on your journey. To do this, look for the Picnic
Table and swing it to kill a few. Hit the others with weapons, and lure
them to other Worms so that they can blow them up, as well. Check the
doghouse next to the building to find the Worm with the key.
=----------------=
DUNFIDDLIN COTTAGE
=----------------=
Once inside, take notice of all of the melee weapons near the entrance,
and walk forward. Go up the stairs to the left, and notice the trapped
Slave inside of the treasure chest that is making all of that racket.
Break open the Treasure Chest near the exit to find a Warlock hiding.
You have twenty hits to kill him, which is plenty. Just use your fists,
as we'll need to use the weapons for something else.
Head for the door, and you will be faced with another challenge: You
cannot use your hands; you must use weapons only, and kill six ghoulies.
Run near the entrance to find the Rare Book inside of the broken fridge,
and begin slamming some ghouly booty with those melee weapons. Use the
Zombies' Bones if things come to worse.
=------=
WORKSHOP
=------=
As soon as you enter, bash the pot to the left to reveal a Cursed Mummy.
Quickly knock him into the fire, and the countdown will begin. You must
defeat an unlimited amount of Skeletons until the time runs out, and
that is when the door will open for you. To do this, just keep pounding
on the deadly things. Collect the Mini Cooper can from breaking the
opposite pot from the last, and another Cursed Mummy will actually help
you destroy the Skeletons from time to time. You can find the Rare Book
in a pot behind the safe towards the back of the room.
=------=
FARMYARD
=------=
Go to the right and break open the object here to release two Worms and
the Rare Book for this area. Move forward, past the Jesse & Clydes, and
collect the One Hit Wonder can inside of the objects ahead. Blast all
three Jesse & Clydes, and then go through the doorway.
=-----=
FOUNDRY
=-----=
Inside of this room, you cannot kill any ghouly that comes close to you,
or from afar, for that matter. On the left, you can find some Extra Time
cans, as well as a Dizzy Reaper can, if you happen to screw up.
Otherwise, hit the thing on the right to release a Titanium Heart can,
and move forward.
There's a Smiley Enemies can near the exit, if you need it for the
second objective. You can fight off the Ancient Mummies, as you cannot
kill them unless you knock them into the fire. To the left of the fire,
inside of a barrel, is where you can find the key. The Rare Book is on
the table to the left of it. Go for the door, and it will come alive.
Beat the Haunted Door down with weapons, and collect those Extra Time
cans if needed.
=-----=
STABLES
=-----=
Once you are inside here, move forward and beat in the barrel to the
left. Take the Shocker Blocker, and avoid the Fire Imp. Go over to Mr.
Ribs, get the Fire Extinguisher, and extinguish the Fire Imp behind you.
Go through the stables and collect the Rare Book in between some boxes
(divider), after knocking more pieces of the walls out until you can no
longer knock any walls out, knock away the doors, and go far left
through to the second row of stables, knocking walls away. Repeat the
process all the way through.
You will find yourself in an area with several Spiders. A Slime Monster
will come down to scare you. Thankfully, you have the Shocker Blocker.
Go through, and retreat when the Face Ghost appears. Continue whacking
the Spiders with the Fire Extinguisher, and collect the piece at the
back of the room. You must now escape the room before the Reaper shows
up! Easy work, though. Just blast the Fire Imps along the way.
=-----=
FOUNDRY
=-----=
Move forward, and speak to our bony friend. He will grab the Fire
Extinguisher from Cooper. Walk forward, and watch as the door closes.
You must watch out for the Scary Ghost that appears to frighten Cooper
as you lure the Mummies over towards the flames. Knock one into it, and
go from open a vase to reveal an Imp or another type of enemy. You must
kill six enemies, but never the same breed in succession of one another.
This can be tricky, but if you knock one of the Mummies into the flames
before the challenge begins. The Rare Book is inside of one of the
barrels to the left of the flames.
=------=
FARMYARD
=------=
Defeat the Jesse & Clyde beyond the wooden fences for a Rare Book by
throwing objects at them, or using melee weapons, and walk along the
path to the exit. Just be careful, and you should be able to come away
with the clean win.
=-------=
WOOD SHED
=-------=
Defeat all of the Medusas to reveal the Rare Book, which can be
accomplished by picking up throwing items and launching them at the
beasts. They will connect, even if they flicker off of the ground first.
Watch out for the Worms that appear, as well. Just outrun them. Speak
with Fiddlesworth, and blow the Vampire away. Run for the door, and it
will close. You must defeat ten Chickens/Vampire Chickens within the
time limit. Crack the crates and the like to reveal a Super Weapons
icon, as well as a Time Extended icon. Even if the Reaper shows up, keep
gunning for those Chickens, and exit once you've completed the task.
=----------=
GARBAGE YARD
=----------=
Speak with Fiddlesworth about "Grabbing" someone's "Goat," and walk
forward. There's some extra health ahead, in the green dumpster. You
cannot use your fists or any weapons in this challenge, and you must
destroy the Haunted Chairs in the region. Thankfully, there is a Mummy
that will take care of the dirty work. Just lure them to one another,
and watch the fun unroll. There's a Mini-Cooper inside of one the boxes,
as well. Pick up any chairs you see as you go along, and allow a Haunted
Chair to hit you. This will break the chair in your hand, which is what
you want to do. The Rare Book is in the dumpster near the exit.
=--------=
FFFFREEZER
=--------=
As soon as you enter, start whacking any enemy that comes close. You
must defeat nine of one race in ten hits. To do this, break some of the
objects to find a One Hit Wonder icon, and complete the task. The Rare
Book is in the meat locker. If all else fails, lure the Reaper into the
enemies until the door opens.
=-----=
KITCHEN
=-----=
Upon entering the Kitchen, you will notice that several Medusas are
lurking about. Go left and down the dark hall to find the Rare Book, and
go back up. The exit is on the right, so avoid those Fire Imps and
Medusas.
=-----=
LAUNDRY
=-----=
Check the washing machine with the wash towels on top of it for the Rare
Book. Now, destroy all of the other washing machines, and collect the
health icons. Wait to pick up the Mini Coopers and the like. Take note
of the Slave on the shelf. Look for the Warlock in a random basket, and
the challenge begins. You must defeat him without getting hit, so
collect the Trubo Coopers and the Mini Coopers. This battle will be over
before you know it, and if not, use the throwing weapons found in the
big wicker basket, so go through the doorway afterwards.
=-----------------=
SERVANTS' DORMITORY
=-----------------=
Inside of this area, you must only use your fists. Sadly, there are a
lot of enemies throughout this large room. Take on the Jesse & Clyde by
manipulating it after you attack by running away. You can smash the
trashcan to the right of the entrance for an Invisibility Can, which
will come in handy when dealing with that Jesse & Clyde. Don't forget to
search everywhere some numerous cans for extra health, and one vital can
for completing the area after the first set of stairs, and run to the
bed. Break some things here to find a Challenge Complete can. Dash up
the stairs, and through the "maze" to the exit under the stairs on the
right. You can find the Rare Book by defeating the Haunted Door, and go
through the exit to reach...
=----------------=
SERVANTS' BATHROOM
=----------------=
The Servants' Bathroom has two timers that will come on as soon as you
enter the room. The key to surviving is to run around and avoid the
Reaper for 1:20, although the Reaper appears after a mere 20 seconds
into that. Stay on the main route, and crack down the stall on the right
near the back to reveal a friendly Imp. The Pirate Zombie inside of the
incinerator will carry the Rare Book for the stage completion. If you're
having trouble, remember to grab that Dizzy Reaper Can near the exit,
which is behind a stall door on the left, and next to that stall is a 25
Heart Can. Lure the Reaper around in clockwise circles around the
counter in the center of the room before the timer expires, and dash for
the exit.
=---=
ATTIC
=---=
A timer for the Reaper to appear will begin once the stage starts. Speak
with the old hag, and march forward. Watch out for the upcoming button
combination, and start destroying the enemies that you see. Head left,
and destroy the blue chest that's in your way. Turn left, and notice
there's a Rare Book in-between the pillar and the cabinet here. Dart for
the exit in the upper right-hand corner, and be careful when nearing the
doorway, as it is a Super Scary Test. Exit the room.
=-----------=
GRAND HALLWAY
=-----------=
Head left, and go down the stairs. Destroy the Skeletons with your gun,
and blow the statue up that's to the right of the exit, and then enter.
=-----------------=
EXPERIMENTS CHAMBER
=-----------------=
As you enter, look for the Warlock that's hiding behind the lockers. You
have a short period of time to defeat the Warlock, which only takes two
hits, before the Reaper shows up. Piece of cake, just aim well. Shoot
the computer system in the next room to reveal the Rare Book, and take
out those pesky Imps. Speak with Babs again, and go to exit when Imps
fall from the ceiling. You must defeat them without using your fists, so
pick up whatever you can find to bash eight enemies to open the exit.
=------------=
KRACKPOT'S LAB
=------------=
Lure the three Jesse & Clydes over to the operating table, and give it a
spin. This will put everybody in the yellow caution, so try to whittle
down their health little at a time. There are plenty of healing items,
and remember to look for a Traitor Fever can through the right side of
the red-lit room, on the left. There's an Invulnerability Can here, as
well. Allow them to duke it out before you collect the Invulnerability
Can, in which you should run out to finish them off. Don't forget the
Rare Book, which is near the freezer. There's also a Winter Can near the
frozen food aisle. For an even easier win, there's a One Hit Wonder in
one of the small cages. Collect the first key from one of the enemies,
and the second from one of the giant test tubes. The Vampire holds the
other key. If you have trouble defeating her, break the Skeleton loose
and defeat it, and then use the Reaper to kill off the Vampire.
=-----------------=
EXPERIMENTS CHAMBER
=-----------------=
Break open the computer on the right to reveal three friendly Ninja
Imps. There's also a +5 Health Can here, too. Allow them to help clear
the next room, and lure the Skeletons into the small portion of the room
that you're in to kill them one by one. Find the Rare Book across from
the doorway, inside of the lockers. Exit the room into the Grand
Hallway.
=-----------=
GRAND HALLWAY
=-----------=
Go right, and enter the doorway on the left. The Rare Book is behind the
right part of the door. Now, head over to the purple vine doorway, and
watch the cut-scene. Before you go into the doorway, break all of the
vases and the like amongst the halls to lie out some weapons. Go towards
the doorway, and a Super Scary Test will happen. Afterwards. Run towards
the door to reveal a Haunted Door that you must defeat within ten hits.
Use the weapons that we revealed to defeat it, and a whole bunch of Imps
will be let loose to make a mess of the halls. You must defeat them all,
which shouldn't prove to be too hard. Head for the door, hit the button
combination of the Super Scary Test, and make your way through the door.
This will complete Chapter 3.
x=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=x
VI.d ---------------------- CHAPTER 4
x=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=x
=------------------=
THE BARON'S QUARTERS
=------------------=
As the boss battle begins, run into the rich golden bathroom, and look
along the left wall to find the Rare Book that is in here. From here,
you'll want to fight with the Baron himself!
The Baron only has one attack: he will swipe his cane at you if you get
too close to the sneaky devil. If you attack him, he will merely glow
red and attack, if you're near him. You will need to pick up an object
from the cartoon-ish battleground, and sneak up behind the Baron as he
wanders around the playground of fun. Once he turns his head away from
you, throw the item at him, or bash him with it. This will stun the ol'
chap. From here, you will want to pick up the Cane that the Baron
dropped, and he will speak to you.
Begin slamming the Cane into the Baron whenever he is not glowing red to
do some decent damage to him. He will pull another Cane out of his
pants. He comes prepared, folks. If the items are not working, you can
strafe around the Baron, dodge his cane swipe, and counter his attack
with a punch. This will stun the Baron, as well. The easiest way to hit
the Baron without chasing him much is to time his red glowing abilities
and when they fade, and hit him as soon as he gets up. This will prolong
for quite some time, so you may need a little bit of health by now.
Break everything through the rooms to find more awesome power-ups,
including a Super Weapons Can! Using this with the Can will speed up the
fall of the Baron.
After halfway through the battle, the Baron will come out with the Red
Baron, his plane suit. Dodge his first buzzing attack, and attempt to
punch him. He will give you a gun, which makes him a complete buffoon.
Just remember to watch out for the propeller on the front of the Red
Baron during the battle. Soon enough, the Baron will blow his horn to
call out a few Skeleton reinforcements. Blow them away with the gun.
Afterwards, the Red Baron will charge in at you, so evade the attack,
and shoot him from behind afterwards.
This will trigger him to call a few more enemies out of the woodworks,
with the second batch being Zombies. Defeat them, and hit the Red Baron
from behind after evading another sweep-in. He will call on some Worms
to get nasty, so quickly dispense them with one hit each. Another hit on
the Red Baron from behind, and the Pirate Zombies come out. Grab a Super
Weapons icon, and blow them away with two to three hits per enemy.
Finally, hit him one last time to stop this onslaught.
Grab an Invulnerability Can and a Turbo Cooper Can, and shoot the Red
Baron after every time that it swoops in to hit you, much like before.
He will zoom towards you extremely fast, so grab any Turbo Cooper or
Invulnerability Can(s) that you see. You must hit him three times with
the gun. Just remember to strafe from side to side by holding the two
shoulder triggers to avoid his attacks.
This battle is not too tough, if you know what to do. Practice makes
perfect, as they say. After the Baron has been defeating, you will have
cleansed Ghoulhaven Hall of evil! Or not. In fact, you now must save
those teenagers that are stuck throughout the rooms, before the Reaper
ceases your property... er... life!
x=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=x
VI.e ---------------------- CHAPTER 5
x=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=x
=-----------=
GRAND HALLWAY
=-----------=
Start out by collecting the Turbo Cooper can and head towards the right.
Break the vase to find the Rare Book, and go through the door.
=------=
BATHROOM
=------=
You can only use your fists to defeat the Hunchback, so break through
the glass leading to the sauna, and break the dresser to the right to
collect the Turbo Cooper and Mini Cooper cans. There's a One Hit Wonder
neat the vine doorway, inside of a wicker basket. The Rare Book is in
the wicker armoire near the second vine doorway. Exit the room.
=----------=
CONSERVATORY
=----------=
Look for a pot straight ahead, to the side of a bench. Break it to
reveal the Rare Book. Run over to Mr. Ribs and speak with him. He will
free a girl, so run towards the way you came in. You must defeat 20
enemies in five hits. Ouch. Crowd around the Spiders and hit the Toy
Chest to kill around half of the enemies. The Worms can be destroyed by
themselves, if you make them angry. As for the rest of the Spiders,
crowd them in pairs to bump them off. There's three Mini Cooper Cans
near the other exit, so get those, if needed. Talk to Fiddlesworth, and
exit.
=----------------=
DUNFIDDLIN COTTAGE
=----------------=
Go speak with Mr. Ribs, and bash the armoire near the bed to find the
Rare Book, and spray all three of the Haunted Televisions to open the
door. Go through.
=---------=
DINING ROOM
=---------=
Run over to Mr. Ribs after speaking with Fiddlesworth to free the little
emo kid from the tray. Behind the large dinner table is a vase that
contains the Rare Book. You can also grab the One Hit Wonder can, and
kill off all of the Pirate Zombies to save time. The Reaper will come
out, but shrug him off, as this will save time this way.
=----=
PANTRY
=----=
Walk near Mr. Ribs, and a Super Scary Test will begin. Complete it, and
talk to ol' Ribsy. The Rare Book is near the vine door, on the shelf. Go
to the exit and another Super Scary Test will begin. Exit after you've
completed it.
=---------=
RELIC STORE
=---------=
Speak with Mr. Ribs, and check the objects to the left to find the Rare
Book inside. You must quickly defeat the Mummies and the Zombies without
harming the lil' Tiki Preacher man. Take them out individually instead
of head-on. Head for the exit afterwards, where you will speak with Ma
Soupswill before you go through.
=-----=
LAUNDRY
=-----=
Run forward and speak with Mr. Ribs. Now, you must defeat three
Skeletons, but not the same race of Ghoulie in a row. Check the washing
machine for an array of Zombies and Skeletons to mix and match with. You
can find the Rare Book in the washing machine with the laundry basket
atop of it. Head for the exit, and a Super Scary Test will begin.
Afterwards, go through.
=-----------=
WALLED GARDEN
=-----------=
Babs greets you as you enter this area. Walk along the left until you
see a Turbo Cooper can lined up against a wall with several plaster
vases. Break them to reveal the Rare Book, and talk to Mr. Ribs in the
center of the stage. Let's skip the stipulations and defeat the two
Skeletons as they come out, and the Ninja Imps. Now, avoid the Reaper as
he shows up. Dash for that exit, tiger!
=----=
CINEMA
=----=
Break the vase on the left to reveal the Rare Book, and carefully move
through the maze of Bad Cans without hitting any. Head to the right
after you've made it past the Ban Can maze, and speak with Mr. Ribs,
followed by Babs, who will take your weapon away. Head for the door
quickly! Uh oh, it's a Haunted Door that you must defeat. Use the
throwing weapons in the immediate area to defeat it quickly, without
much hassle.
=-------------=
LOWER CORRIDORS
=-------------=
There's no challenge here, just run through and avoid all of the
enemies! Don't forget that Rare Book that's in the vase next to the
exit.
=-----------=
GRAND HALLWAY
=-----------=
This room is filled with Medusas, and the time limit continues!
Carefully sneak by the Medusas as they turn their heads away in
confusion. Don't forget the Rare Book in the vase to the side of Mr.
Ribs!
=--------=
FRONT GATE
=--------=
It's been a while since Cooper saw this place. You can find the last
Rare Book near Mr. Ribs in a doggie dish. It's pretty obvious that
you'll have to whack-an-Imp to get past this final level. There's quite
a few, but they're no challenge, especially compared to the Baron. Just
back up and do not get crowded around the overabundance of little guys.
Everything is laid out on a silver platter after they're defeated!
Congratulations! You have completed Grabbed By The Ghoulies! Watch the
ending, and kick your legs up after the anti-climactic last stage. Do
the happy dance! Good. Now play dead. Good boooooy!
::---::---::---::---::---::---::---::---::---::---::---::---::---::---::
::: ::: ::: ::: SECTION VII. - BASICS ::: ::: ::: :::
::---::---::---::---::---::---::---::---::---::---::---::---::---::---::
Here is where you can find all of those Game Basics. Enjoy.
=========
RARE BOOK
=========
The Rare Books are to be collected. There is one in every room,
including ones that you visit for a second time. Collect five to open up
a bonus minigame.
==========
HEALTH CAN
==========
This will replenish your health by whatever is on the cover of the can.
================
TURBO COOPER CAN
================
This will make your playable character faster.
=================
SUPER WEAPONS CAN
=================
Once you have collected this can, your weapons cannot break from being
bashed over the head of a ghouly. This will last as long as the icon is
in the lower left-hand corner of the screen, much like all of the can
durations.
==============
ONE HIT KO CAN
==============
Once you collect this can, you can kill any enemy with one hit until the
icon disappears from the lower left-hand side of the screen.
===============
SHOCKER BLOCKER
===============
If you happen to become Scared, this item will automatically press the
button combination on the screen for you. Consider this as your "Get Out
Of Jail Free" card in Grabbed By The Ghoulies.
==============
EXTRA TIME CAN
==============
Collect this can to extend the amount of time that you have until the
Grim Reaper shows up to own your ass.
=================
INSTANT ENEMY CAN
=================
Collect this can to make all of the enemies in the room fight with one
another!
==================
TITANIUM HEART CAN
==================
Once you collect this, you will be invincible until your hearts turn
back to red.
==========
WINTER CAN
==========
Also known as the Freeze Can, once collected, all of the enemies in the
room will be frozen until the icon disappears from the screen.
===========
MINI COOPER
===========
Like the vehicle in name, but definitely not by effect. A mini version
of Cooper will pop out of nowhere to pound on the enemies in sight. Dare
I say it? "I shall call him mini-me!"
================
DIZZY REAPER CAN
================
This will make the Grim Reaper avoidant of you.
======================
CHALLENGE COMPLETE CAN
======================
Will instantly take care of the challenge in the room.
================
INVISIBILITY CAN
================
Once you collect this can, you become invisible. As if that wasn't
painfully obvious by the title of the can.
=================
QUESTION MARK CAN
=================
Once you collect this can, the objectives for the room will be cleared,
and you will be free to go.
=====
SLAVE
=====
There are several Slaves that are trapped inside of the mansion, and you
can find them tied up in various rooms. You can free them by collecting
a key top unlock the padlocks on their chains.
===========
SCARE GHOST
===========
Scare Ghosts are transparent beings that will warn you before they
"scare" you. If you happen to get "scared" by this, your character will
move very slowly, take twice as much damage, and be unable to attack,
all for a short time.
============
STIPULATIONS
============
There are several stipulations to several different rooms throughout the
game. These stipulations range from defeating only a certain set of
enemies, not touching any enemies, or not touching anything in the
atmosphere. They are explained for the first time whenever you reach a
stipulation room.
===========
GRIM REAPER
===========
The Grim Reaper will appear and kill your character, if you do not
defeat all of the enemies in the correct amount of time that is
displayed on the screen. If you die, you must try the room over again.
=============
SCARE TACTICS
=============
There are certain enemies that cannot harm you, and you cannot harm
them. But, they will scare you. As soon as you notice that they are
there, run away from a red evil face appears within the area. If it hits
you, you will take twice the normal damage from enemies due to your
character being scared.
=================
SUPER SCARY TESTS
=================
These Super Scary moments will happen for the first time in the Trophy
Room of Chapter 1. You will have to press a random button combination to
pass this test, or else you will "faint" (see: die).
==============
SMILEY ENEMIES
==============
If there is a smiley face along with the enemy's health statistics, then
that enemy will attack other enemies, as long as you stay out of sight.
Use this to your advantage.
::---::---::---::---::---::---::---::---::---::---::---::---::---::---::
::: ::: ::: ::: SECTION VIII. - ENEMIES ::: ::: ::: :::
::---::---::---::---::---::---::---::---::---::---::---::---::---::---::
In this section, you will find the enemies of the game trapped inside!
Whee! Enjoy.
ANCIENT MUMMY
-------------
You will first find this enemy in the Basement of Chapter 1. You will
have to destroy the Ancient Mummy by using fire on it, so the Candle
works well, considering any other attack will simply not work against
the Acient Mummies.
CURSED MUMMY
------------
You will find the Cursed Mummy inside of the Workshop room. He is very
dangerous, as he will chant ancient curses to lure Cooper in for the
Scare, where you will not be able to attack as he tries to smash you
with his inscribed tablet. To kill him, push him into the fire.
FIRE IMP
--------
The Fire Imps are much like the regular Imps, except they're nothing
alike. Har har, I fooled you! These Imps fly around in the air, and
flames surround them. Touch them, and you get burnt. Badly. You can
destroy them with the Fire Extinguisher.
FLYING IMP
----------
Sadly, the Flying Imps can cause massive amounts of trouble for poor
Cooper on his journey, especially if you are low on health. The Flying
Imps can and will charge at you, just like a flying bull. You can easily
kill them with a couple of hits, but that does not make them any less
annoying.
HAUNTED CHAIR
-------------
Unlike every other game with a haunted chair known to man, the Haunted
Chairs will NOT fly at you. Instead, you can get rid of them just as you
would against any other enemy in the game, although using melee weapons
is the easiest way to destroy them.
HAUNTED COAT
------------
First found in the Pantry, the Haunted Coat is an extremely fast melee
enemy, much like the Pirate Zombie or Skeleton. It has quite a small
amount of health, and its defenses are fairly low. An easy enemy to
defeat.
HAUNTED DOOR
------------
This is the mini-boss of Chapter 1 in the Cellar room. You can defeat
this enemy by pounding at it with a melee weapon, although in the Cellar
itself, it is wise to use the One Hit Kills bottle against it to destroy
it in a mere punch. Watch out for the doorknob, as it can use this as a
boxing glove to knock Cooper around. Be very careful around this enemy.
HAUNTED PAINTING
----------------
The Haunted Painting first shows up in Chapter 2, near the end. The
Haunted Painting's health is very low, although it is a very fast enemy.
Watch out for when it spins around in circles, as it will leap at you
soon after. Try hitting it beforehand to disrupt the attack, or you can
also try hiding behind something.
HAUNTED TELEVISION
------------------
The Haunted Television enemy is very tricky. You cannot hit it with your
fists, nor can you hit it with a melee weapon while the television is
lit up. Once it is "turned off," swing at it. Of course, the best way to
rid the world of the Haunted Television is to use Throwing weapons at
it, such as Plants, Vases, and Bottles.
HUNCHBACK
---------
The Hunchback is a very dangerous enemy, indeed. The only spot that
damages this menace is his face, so attack him on the back a few times
to let him guard down, and begin punching him in the face. Once he is
down, you can continue wailing on him until he covers his face. Allow
him to get back up, and repeat as instructed.
IMP
---
Imps are very fragile creatures that are very tiny, and purple. You can
crush the Imps in a mere one to two hits.
JESSIE & CLYDE
--------------
With the Soda Launcher, they are fairly easy. Stay your distance, and
keep shooting them. If you get too close, they will send out a few
Scares to slow you down and make you vulnerable.
MEDUSA
------
Instead of being frozen into a deadly stone once the Medusa sets her
sights on you, the Scare meter will come into affect, and you must
quickly enter a button combination that the screen provides. You can
attack her from behind for the best results possible.
NINJA IMP
---------
The Ninja Imps are very much like the regular Imps, with the exception
that they can jump into the air, and they are extremely fast in
comparison to their regular cousins. Treat them exactly as you would a
regular Imp.
PIRATE ZOMBIE
-------------
These swashbucklers are very deadly, as they have quite a bit of health
on their meters, and they are VERY consistent in chasing after you. You
can eliminate them little at a time.
SKELETON
--------
The Skeletons pack a deadly punch, especially in large groups of four or
more. You will want to eliminate them by attacking them until they fall,
and getting in a few good hits here and there until they explode.
SPIDER
------
The Spiders are very characteristic, as they are big, cute, and fuzzy.
You can easily stomp them out with a few attacks. Just watch out for
their rolling hits, as they can hurt.
VAMPIRE
-------
It's not over until the fat vampire sings, and boy, these vampires are
fat. Just look at that animated cleavage! Holy cow. You will want to
lure them over to you, and back away when they pop out of the coffin.
Slug them a few times afterwards to defeat them.
VAMPIRE CHICKEN
---------------
You will first encounter these deadly enemies in the Chicken Shed,
obviously enough. They will perform charges to attack you, and their
health is up there quite a bit, but you can use the Horn weapon to
destroy them with ease.
WARLOCK
-------
The Warlock's are extremely vicious wizards. They will disappear, and
reappear elsewhere. Zig-zag to avoid getting hit by his laser balls from
the wand, and attack him very quickly once you reach him. He will be
knocked out, but will quickly disappear to relocate.
WORM
----
You can find the Worms in Chapter 3 of the game. You can defeat this
fearsome enemy by punching it once, as it will begin flashing red at
this moment. From here, you will want to run away, considering a timer
will appear above the head of the Worm, and once the timer runs out, the
Worm will be toast. Burnt toast.
ZOMBIE
------
The zombies are very much like the Skeletons, only a little bit faster
and much more responsive in comparison. You can still eliminate the
Zombies just as easily, as their AI is somewhat shot compared to the
Skeletons, who chase you constantly.
::---::---::---::---::---::---::---::---::---::---::---::---::---::---::
::: ::: ::: ::: SECTION IX. - CREDITS ::: ::: ::: :::
::---::---::---::---::---::---::---::---::---::---::---::---::---::---::
All of the thanks in the world to Jeff "Ceejaycee" Veasey. Great guy
that has done a lot to inspire my writing. Thank you for all of those
big breaks you gave me. Thanks to Stephen Ng for running IGN FAQs, a
great place to submit FAQs at, as well as the guys as Neoseeker.com.
Much love to my homies Chris Carle and Hilary Goldstein over at IGN.com,
as well.
Thanks to Rare for continuing to make great games. Looking forward to
Kameo, as it looks splendid.
Thanks to my beautiful girlfriend Valerie. Our three year anniversary is
this month (November 2003), so thank you for the years of our
relationship thus far, much less the few years before that with our
friendship. I will always love you, as you inspire me to work harder
than anyone else at what I do. Thank you.
Major thanks to my good friends, including Rousterfar, Brian Sulpher,
Chad Steele, Devin Morgan, Colin Moriarty, Reverend Vegita, Snow Dragon,
The Happiest Buddha, Gobicamel, Tom Hayes, AlaskaFox, and many more that
I cannot name due to the fact that it would be filler. INCLUDING
KRUSTARF omg!
For your musical listening pleasure, check out Nick Drake. Damn guy has
been dead over 30 years now, I believe, but most of his songs are
amongst the shortest and best ever recorded. Check him out.
::---::---::---::---::---::---::---::---::---::---::---::---::---::---::
::: ::: ::: ::: SECTION X. - DISCLAIMER ::: ::: ::: :::
::---::---::---::---::---::---::---::---::---::---::---::---::---::---::
This document is Copyright 2003-2004 David McCutcheon. It may not be
reproduced nor retransmitted in any form. It may not be altered,
published, sold, given as an incentive to buy, etc. without advance
permission from the author. Violation of the above terms can and will
result in a lawsuit. Thank you.