This guide will give advice about how to defeat Challenge 21 of Grabbed by the
Ghoulies (the Challenge is called "Play It Again, Son!"). You can access this
Challenge by getting a Gold rating in each of the previous 20 Challenges (see
my other guide for this game if you're having trouble doing that). Some global
knowledge about this Challenge:
--The idea of this Challenge is basically a hard mode for the original game.
Yup, the entire game.
--Rather than Cooper, Amber is the controllable character (unfortunately, not
with analogous storybooks or bosses or dialogue-which would have been so
sweet), but she doesn't seem to be weaker or stronger than Cooper in any
fashion where fighting or running are concerned.
--There are none of Ma Soupswill's soups (good or bad) in this version of the
game. No more "Energy Boost," no more "One-Hit Wonder," no more "Miniature
Cooper," and especially no more "Challenge Complete." But also no more
"Reverse Controls," no more "Slo-Mo Cooper," etc. It's actually kind of
liberating not to have to think about collecting them and relying only on
weapons and your own skill.
--Amber has 10 Energy in each and every room (remember, with no possible higher
total due to the lack of soups), which renders the game much more "cautious,
get in some hits, then pull back" action than "whack away!" action in some
rooms. Interestingly, however, it also means that she has more energy than
Cooper did in some rooms.
--This also means that any failed Super Scary Shock is a death for the player
(since a Super Scary Shock failure costs, conveniently, 10 Energy), and you
must take each Shock, as there are no "Shocker Blockers" lying about.
--Keys in the FIND THE KEY! Challenge are always inside items with the Rareware
logo on them, so don't waste time wrecking plain old boxes and such in your
search.
--Always remember that hitting a Ghouly with a weapon when he or she is
standing deals more damage than if you do so when they are knocked down.
--I won't mention every Shock (the red ones that spread from a certain point
outward). Just know that if you see one coming, you should get out of the way.
Enough of this introductory stuff, let's get it on:
Chapter 1: The Rescue
Scene 1, Grand Hallway ("Imps are Wimps"): Upon being given control of Amber,
beat the few Imps scattered around at the beginning, whereupon you will be
issued both an indestructible chair and a...
CHALLENGE: KILL 'EM ALL!
Wipe out those Imps with the chair; just don't get over-eager and get yourself
killed (start playing the caution game early and you'll save yourself a lot of
grief). The game will automatically take you to the next room once you
complete the Challenge.
Scene 2, Trophy Room ("'Shocking...Positively Shocking.'"): Just take care of
each Super Scary Shock as you head down this hallway. They're not very hard
just yet, anyway (only four buttons each).
Scene 3, Billiard Room ("In and Out"): Head for the open doorway on the
opposite side of the room; ignore the Skeletons unless you have a thirst for
blood (errr...for marrow, rather).
Scene 4, Gaming Room ("The Easiest Key"): The door is shutting and an
ectoplasmic question mark is showing up on that door so that means a...
CHALLENGE: FIND THE KEY!
Luckily, the placement of the key is not random in this room, so the Imps won't
be too much of an impediment. Just smash the Xbox box, and the door will be
open for your continued enjoyment.
Scene 5, Billiard Room ("Swing Away!"): So, there's the open door, guess we'll
just run on over to it (maybe we'll pick up a pool cue right now just in case)
and...oh...so then it appears we have a...
CHALLENGE: KILL 8 SKELETONS!
..to take care of. Eliminate the first three Skeletons with some pool cue
smashes (so you stay out of their reach). There are two pool cues (six swings)
and three skeletons. They each have 20 Energy, and hitting them with a melee
weapon takes 10 Energy (if they're standing up). You do the math. After that,
there are Skeletons all over the place. Just gather them 'round the pool table
without letting them land too many blows and meet your quota with a single
swing of the recreational equipment. That opens the door, so go on.
Scene 6, Lower Corridors ("'I Just Don't Like the Way They Move'"): As you head
down this hallway, you'll encounter your first, and hopefully last, plain ol'
Shock from the ringing telephone. After you get over that, just keep on
walking. POW, a Spider pops out of one of the vases. There are more near the
end of the hallway as well. You can kill them as they show up (if you're the
violent type...or happen to like seeing pink-haired, teenage girls smashing
large arachnids), or you can just keep running till you make it to the exit
door.
Scene 7, Cinema ("Just Like in Indiana Jones!"): As you progress past the area
with the projector and the first prisoner, some Ghoulies will pop out just
before a left turn. You can safely run past them with almost no trouble at
all. You'll have control taken away for a moment (there was a comic-strip
segment here before in the original playthrough). When it comes back, all you
have to do is run further into the room just past the Haunted TV and step onto
the fireplace threshold. You'll promptly be taken to the next room.
Scene 8, Gaming Room ("Have a Seat!"): Smash the first chair (on those tables)
you can reach and soon thereafter, you'll draw a...
CHALLENGE: DEATH TO ALL HAUNTED CHAIRS!
The first thing you should do is destroy all of the chairs that have come off
of their tables so that they don't become Haunted Chairs later when you defeat
the current one sliding around on the floor. So break lifeless chairs while
avoiding the more mobile one. When there's only one chair left on the table,
pick it up and use it on its sentient counterpart. That should clear this
room. The other thing to mention is that inside the Xbox box are three
Skeletons. Their first instinct is to kill you, but if they get hit by a
Haunted Chair, they will attack it instead. You can use them if you like, but
I think it's more of a Pandora's box than an Xbox box if you ask me.
Scene 9, Basement ("A Long Walk for a Short Drink of Battle"): So you're
walking down a long, twisting hallway, populated by quite a few Spiders and any
number of melee weapons. You can kill and use these as you desire (you don't
even have to be all that careful since Spiders are weak and you only have one
guy to kill at the end and will have the perfect weapon when the time comes).
So walk and walk and walk until you get to the end and a door slams in your
face and it's time for a...
CHALLENGE: DEATH TO ALL MUMMIES! (which is to say, in this case, one Mummy)
After you've dealt a few useless blows to the Mummy, Crivens'll pop up with
some advice and a candle. Utilize both and get rid of that shriveled pile of
gauze. Then the next room is all yours.
Scene 10, Relic Store ("Light my (Mummy on) Fire"): Watch the first-person
segment of this level until you're given the cue to defeat the Super Scary
Shock. Do so, then defeat the Mummy who put you in such a tizzy, and get a...
CHALLENGE: KILL 'EM ALL!
..as your reward. Basically, just swing the candle at Mummies (especially if
they're clumped together in groups, which is useful advice for use of any melee
weapon), and make sure you don't use up its energy store too fast. Run around
if it needs to recharge and always stay out of reach. Above all, never let
them use that large club thing (it must have a special name, but I don't know
what it is) they pull out if you're dizzied by their initial blow. If
necessary, get out of being dizzied by quickly spinning the left analog around
and get back to burning monsters. You'll get through it, and the door shall
become ajar.
Scene 11, Cellar ("The Shock comes from Sapphic Overtones in Tandem with
Disturbing Amounts of Narcissism"): The first thing you've gotta do is calm
Amber down from seeing her monstrous self's desire to plant its lips on the
more beautiful version of itself. So press the right set of buttons to do so.
Now, you can get rid of the two Skeletons that show up and then leave, or you
can leave them to beat on the grosser version of yourself while you move on.
Scene 12, Ye Olde Archives ("Break the Door Down!"): Walk slightly forward and
a couple of Spiders might decide they're interested in making your acquaintance
(though you can keep them from being activated by veering right from the
start). Reward them with death if they do. Then travel down the middle aisle
of this room between the two wine racks (always travel down the middle aisle as
the others will trigger more Spiders, and in some cases, other types of
enemies). Two more Spiders on the large wine cask at the end of this aisle
will approach and meet the same fate as the others. In destroying these guys,
try not to hurt either the nearby barrel or the set of bottles near the cask
(especially not the bottles, though). You can do this by backing up into the
large aisle you walked down and killing them there. After the Spiders are
finished, smash the large cask for another barrel. Pick up one of the barrels
and head over to the door to find out it's not what it seems since it starts
a...
CHALLENGE: DEATH TO THE HAUNTED DOOR!
Get back slightly and toss the barrel at this monstrosity (it has 60 Energy and
you just took 15). Then move back to the wine cask you left earlier and pick
up the bottles. Fire all six at the Door (that's 30 more taken care of). Then
pick up the other barrel and heave it to end the battle. If you accidentally
destroyed the barrel earlier when fighting the Spiders, go back to the start
before triggering the Challenge and grab the bottles there. Then just use that
set on the door, and follow that up with the set mentioned before near the
cask. At any rate, that's a Chapter concluded.
Chapter 2: The Restoration
Scene 1, Kitchen ("Conforming to the Fire Code"): Immediately, you're thrust
into a...
CHALLENGE: KILL 'EM ALL!
Not much advice to give here. Careful of the phone on the counter as it often
issues a regular Shock. Spray the Fire Imps as the opportunity arises, and
don't get hit by the fire they spit at you. Once you've won, a Skeleton will
emerge from the exit door. Thrash or avoid as you choose, but get to the door.
Scene 2, Scullery ("A Fart Worse than Death"): Work through here killing
anything (like Spiders) that might impede your progress later. An important
note is that there is a spider in the pile of dishes opposite the exit door
that you should take care of (since odds are good that you'll hit the upcoming
Zombie into them). Then face up to the...
CHALLENGE: DEATH TO ALL ZOMBIES (the Zombie) IN 25 SECONDS!
..they throw at you near the door. Just pummel him into a corner and never
let up and you'll get the job done. Then move on.
Scene 3, Lower Corridors ("Cruisin'"): Just dash to the exit ignoring the
Haunted Chairs.
Scene 4, Embassy Ballroom ("Don't Crash the Party"): Near the start, you'll
have to get over a Super Scary Shock. After that, DO NOT go on the dance
floor. If you do so, touch a Ghouly on the floor, and start the Challenge, it
makes the room a billion times harder than it needs to be (which is almost not
at all). Rather, grab the plant near the entrance to the dance floor (but on
the side of the railing that's not actually on the dance floor) and head to the
far end of the tables on the left side of the room as you face the dance floor.
Go to the railing parallel to the far table and toss the plant onto the floor
hitting as many Skeletons as you can. Your goal here is to clear the dance
floor of as many Ghoulies as possible (you'll find out why soon), and since
Skeletons are weaker than Zombies, that's who we're aiming for. Now, pick up
the bottles on the back table, get up against the back railing, and carefully
aim yourself at the Skeleton blocking the exit to the dance floor. Hit him
with two bottles, and then let him recover from his dizzy spell. After he does
so, throw a couple more to kill him. Use the remaining two bottles in your
hands on a random Skeleton (if there are any in range who have 5 Energy left
due to the plant you threw, they should be your targets). If you see any more
Skeletons with 5 Energy, pick up bottles either on the nearby table or the
railing closer to the dance floor entrance and finish them off and then use
four more bottles to smash another Skeleton (like you did to the one guarding
the exit). Now fling the plant near the far table onto the dance floor using
the same rationale as before. Finally, use the last group of bottles to take
care of as many Skeletons as you can. All right, now it's time to walk onto
the dance floor. You want to weave among the Ghoulies and make it to the exit
of the floor without touching any of them. If you can do that, the Challenge
won't start and you won't have an overwhelming battle to overcome. Instead,
you'll walk freely off the floor, up the stairs, past the angered Mummy, and
out the door.
Scene 5, Conservatory ("Don't Let 'em Swarm You!"): This is the first room that
I think can be sort of hard if you don't know what you're doing. Kill the lone
Ninja Imp you see wandering around and start the...
CHALLENGE: GHOULY'S GOT A KEY!
Ninja Imps everywhere! Pick up a melee weapon and head over to the side of the
room directly clockwise from the exit door. This is where the Ninja Imp with
the key spawns (he's glowing gold every couple of seconds). Kill him, and then
sprint for the door. The problem here is that the Ninja Imps suddenly gather
together and come at you with breakneck speed. Do not get trapped anywhere and
get to the door as fast as you can.
Scene 6, Boathouse ("Playing it Switzerland"): If you attack both of the
Zombies here, you'll activate a Challenge, but if you leave them alone (or only
kill one), you can walk unhindered to the next room.
Scene 7, Lighthouse Store ("I Thought You Were S'posed to Turn to Stone"): Time
for another...
CHALLENGE: FIND THE KEY!
It's basically just a matter of staying out of the Medusa's way while you wreck
the room to get hold of the key. You can't even attack the Medusa very well
because you're hampered by the squirt gun (swinging it rather than firing with
it can be a bit of a pain). Don't let her get you in her green headlights
either, as that will bring up a Super Scary Shock you must overcome. After you
get the key, you can kill the Zombie near the door if you want. That wasn't so
hard, was it?
Scene 8, Lighthouse Living Quarters ("Cheaters Never Prosper"): The two Zombies
in here are busy fighting each other over a card game. The only enemy that'll
take any of your time is the Zombie Pirate that pops from the open door. Kill
him (yay, squirt gun) or go around him and move on.
Scene 9, Lighthouse Lantern Room ("Don't Guard it Too Well, Do They?"): Go
upstairs, grab the glowworms from the glass enclosure upstairs, then head back
where you came from. One Imp will be on the stairs as you head down. Kill or
don't as you choose. Leave here.
Scene 10, Lighthouse Living Quarters ("They're Coming Out of the Woodwork!"):
Head toward the exit door to start up the...
CHALLENGE: KILL 10 ZOMBIES IN 50 SECONDS!
Zombies are now popping out everywhere and are being spawned by the Haunted TV.
With the squirt gun in hand, this isn't too much of a problem. Just let it
recharge decently and try to always take out the nearest Zombie so that they
never get close enough to do damage. Then move on out of here.
Scene 11, Lighthouse Store ("Tread Lightly"): This room is just a matter of
getting around the Medusas to get to the wide open door.
Scene 12, Boathouse ("Not the Face!"): Head for the open door on the other side
of the room, but don't think this room's just a matter of course, 'cause
instead it's a...
CHALLENGE: DEATH TO THE HUNCHBACK!
..when you get to that seemingly unguarded door. This guy's annoying to fight
but not usually capable of defending himself. Hit him once anywhere on his
body to make him be still for a second (so he doesn't turn his weak spot-his
face-away from you), and then pummel his face with your fists. Use your fists
rather than a weapon because a weapon is an instant knockdown and takes 10
Energy away, but your fists means each individual blow you land takes 1 Energy
till he's dizzied when you'll throw the knockout blow to take 10 more. This is
more efficient. Also, it's very difficult to hit him with weapons since you
have to use one hit to make him stand still, then move around quickly to hit
him in the face (by which time he's usually recovered). After a knockdown,
back off a decent distance till he gets up again, then quickly close in and
repeat the process explained before. There are some Imps set against their
fellow Ghouly in the barrel near one corner of the room (near a map with a
black "X" on it), but I think they're not that useful and using them is much
slower than just taking him on yourself. There are also some Spiders set
against you sitting in various items around the room. The only other thing to
be aware of in fighting the Hunchback is he'll occasionally go on this crying
jag that he won't come out of till you hit him. Unfortunately, doing that
makes him go red (invulnerable) and causes him to launch into a pretty
devastating spin attack where he moves slightly faster than you can. To avoid
this, go around an object that you can keep circling so that you can always
keep him away from you (in this room, it's the large pile of junk in the center
of the room). I think you might be able to stop him from ever crying by always
hitting him just after he's recovered from a knockdown, thus not allowing him
to do anything but get hit some more. Anyway, when he's gone, so is this room.
Scene 13, Dining Room ("Keep your Friends Close..."): Once you go far enough
into this room, the Captain will notice you and send one of his boys after you.
Punish that unlucky candidate with regular blows until he's dead (don't hurt
any of the weapons sitting around; you're gonna want to use all of them). Once
that's happened, you'll have a...
CHALLENGE: DEATH TO ALL ZOMBIE PIRATES AND THE CAPTAIN ZOMBIE PIRATE!
..thrown at you. This is kind of a pain. It's a lot of running around and
getting in a couple of blows whenever you see a chance at dealing out hits they
won't be able to give back to you (such as when one of them becomes separated
from the rest of the group). Luckily, you do have aid. Hit the Captain with a
hamburger or something near the start (don't get crowded behind the buffet
table) and the nearby Skeletons will join in the fun and be on your side (stay
out of their way when they toss weapons and such). What you want to do at the
beginning of the fight (besides get the Skeletons involved) is use the melee
weapons and smaller projectile weapons (like hamburgers) sitting around and
save the larger projectile weapons (like cakes) mostly for later. I tend to
keep them running around the long table in the middle of the room, and
occasionally turn around to hit one, or try to split one away from the others
and deal out a thrashing for a few moments to him. After you've done enough
damage to the initial group, reinforcements will show up. I try to gather them
all together and then toss a large projectile weapon into the middle of them
(without hurting the Skeletons). You will eventually run out of weapons, so
just hope the Skeletons are doing their job and maybe you'll be down to two or
three Pirates by the time your weapons are spent. Then it's up to you to get
them each on their own and take them out (or set them up to be hit by
Skeletons). Always try not to damage any of the weapons sitting around if you
can help it, and good luck.
Scene 14, Embassy Ballroom ("Unleash the Ancient Evil"): This time it's even
easier to get through here without combat. There's a speaker at the bottom of
the stairs near the stereo equipment up on the stage/platform thing in this
room. Grab it and get up on the mini-staircase thing (where the Mummy was dee-
jaying on your first trip through this room) near the railing of the stage.
Toss the speaker onto the dance floor. There was a Mummy inside! And it's
against it's fellow Ghoulies! The other Ghoulies are obliviously dancing while
it wreaks havoc among them. Now all you have to do is let Mr. Mummy take care
of almost everybody on the floor (you can go to the bathroom or get a cup of
coffee if you want) and then make your way practically unhindered to the exit
of the floor. You'll receive a Super Scary Shock near there, but overcome
that, and it's on to the next room.
Scene 15, Lower Corridors ("More Running Down Hallways"): You might get hit a
time or two by the Ninja Imps that pop out, but no big deal as you make your
way over to the exit.
Scene 16, Scullery ("Looking Out for the Little Guy"): Head toward the exit
door, and up will start a...
CHALLENGE: DEATH TO ALL ZOMBIES BUT NOT TO ANY IMPS!
There are two Zombies. If you can smash them both into the same corner and
keep hitting them both repeatedly, it will make things easy. If not, after you
kill the first (or within a certain time, I think), an Imp will pop out that
you'll need to not smack around. Also, some of the smashable things around
have Imps inside. Just hit what you have to and not what you shouldn't and
you'll make it.
Scene 17, Kitchen ("Impaled on his Own Sword"): After talking to Ma Soupswill,
the door to the next room will open and a Zombie Pirate shall emerge. Head on
over there, and after he puts his sword down to pick up a chest to heave at
you, pick up the sword and deal him a fatal blow. Then move on.
Scene 18, Ffffreezer ("Leave Them Out in the Cold"): Run through to the exit
door without looking back.
Scene 19, Garbage Yard ("Speak Softly and..."): Walk on through this place and
then up will start a...
CHALLENGE: KILL 30 SPIDERS USING ONLY WEAPONS!
Not too much trouble really. As long as you keep moving when you're not
attacking, the Spiders shouldn't be able to get more than a couple of hits on
you. Use melee weapons if they're in small groups, but if they're following
you in a large pack, you might consider picking up a trash can and taking out
about half a dozen in one go. Also worth noting is the large dumpster you can
swing around. Use that when the second wave appears (after you kill the first
twelve, twelve more pop out all at once). Gather them around and swing the
dumpster around. Soon the door will open.
Scene 20, Wood Shed ("Running and Smacking"): You could probably run through
this room without taking too many hits, but I tend to hit the Flying Imps that
pop out as well as the Spiders that come my way (just to be secure...all right,
and also vicious). Very linear (like much of the game), pretty simple.
Scene 21, Farmyard ("Motley Mob of Monsters"): Before you kill that lone Imp
hitting Fiddlesworth, open up the fenced-off area (so you can get to the
Skeletons in the Challenge quickly) just to the right of the exit door as you
face it. Then kill that Imp to set off a tough...
CHALLENGE: KILL 'EM ALL IN 60 SECONDS!
It's difficult to avoid getting the Reaper involved on this one with the time
limit so tight, but you can try. You've got two Ninja Imps, two Zombies, two
Skeletons, two Flying Imps, and a Zombie Pirate to eliminate. I don't really
think there's a "best" way to do this. There are plenty of weapons about, and
I just tend to try to kill whatever's nearby. If the Zombie Pirate drops his
sword to start heaving chests, pick it up and whack him for a quick kill before
he gets the chance. If the Reaper gets in on the action, just thank goodness
that he kills other Ghoulies and that the death of the last Ghouly is an
automatic trip to the next room (you don't have to make it to the next
doorway).
Scene 22, Chicken Shed ("To Be Fair, YOU'VE Probably Been Eating THEM for
Years"): Walk down the extremely linear pathway, killing any Chickens that have
a taste for your blood. When you get to the end, grab the egg there and head
back the way you came. Soon after you start doing that, up will pop a...
CHALLENGE: STAY ALIVE FOR 60 SECONDS!
Work your way back along the path, shooting any nearby Chickens, especially any
who are flapping and about to attack. If none are in sight, spin the camera
around and see if any are coming from behind. Just keep it together, and
you'll get through here with little trouble.
Scene 23, Farmyard ("Get Out of Dodge"): Just book it to the other end of this
room and get through the door. Don't stop to tangle with any enemies on the
way.
Scene 24, Workshop ("Smash and Burn!"): Immediately begins a...
CHALLENGE: KILL 8 GHOULIES AND FIND THE KEY!
First, take care of the Skeleton with the frying pan. I tend to let him swing
at me, just dodging his blow, and then break him into pieces. After that,
Mummies pop out that you'll have to knock into the fire. There aren't usually
overwhelming numbers of them, so it shouldn't be too tough. When you're not
hitting Mummies, break objects with the Rare logo. If a couple of Mummies
sneak up on you together, try to knock them both down with a weapon and then
pummel them into the fire. At any rate, not a terribly difficult room, and
let's move on just like you will.
Scene 25, Lower Corridors ("One Good Toss"): Immediately, you're given a...
CHALLENGE: DON'T GET HIT!
All you have to do to make sure this requirement is met is take the nearby
tossable vase and hit all four of the nearby chairs with it (they're Haunted,
you'll find). Then you can roam freely to the exit...well, there's a Super
Scary Shock to handle once you get there, but I know you're plenty capable.
Scene 26, Pantry ("Diligent Elimination"): So walk part of the way into the
room and up will dart a Coat to signal a...
CHALLENGE: DEATH TO ALL HAUNTED COATS! (ahem...one Haunted Coat)
The thing with Haunted Coats is that when you hit them, they tend to float a
few feet in the direction they were hit, so you have to pin them against a wall
to really destroy them. Do so to this one to complete the Challenge and an Imp
or two will pop out. Do yourself a favor and whack them now to avoid trouble
later. You might also break the low cabinets nearby to free and then kill a
couple more Imps. Break open the nearby fridge with the hamburgers in it and
note the position of a flour sack on the floor in this room. Now head for the
door to start up another...
CHALLENGE: DEATH TO THE HAUNTED DOOR BUT NOT TO ANY IMPS!
So now you see why we killed Imps while the Challenge was not on. First, grab
the bag of flour and toss it at the Door. Next, use the hamburgers to bring
its Energy down to 15. Now, just walk up to it at an opportune moment and bang
it to pieces with your regular blows. That clears this room, so walk on.
Scene 27, Kitchen ("Fowl is Fair"): The way I tend to take out Mr. Ribs is by
using large throwable objects a couple of times and then using a smaller pile
of six to finish him off. He grows faster with less Energy, but you can hit
him real good with your fists at the start of this room. At any rate, you're
never in danger of being hit, so I'm not gonna write any more about this.
Scene 28, Grand Hallway ("That's an Antique!"): You're given this little
warning...
CHALLENGE: DON'T DAMAGE THE SCENERY!
..at the start, but it's not a difficult order to follow. Walk over to the
open door (kill Haunted Paintings if you want).
Scene 29, Cloakroom ("The Random and the Not-So-Random"): After you activate a
Haunted Coat in here, you'll start up a...
CHALLENGE: DEATH TO ALL OF A RANDOM SPECIES IN 60 SECONDS!
Now, the species they want you to eliminate changes with each time you play
this room. It's either the Mummy, Flying Imps, Zombies, or plain old Imps.
Each species resides in one of the Haunted Coats. The Mummy is in the Coat
directly to the right of your starting point (behind a coat rack), the Zombies
straight ahead from the starting point on a coat rack, the Imps ahead and to
the right on a coat rack, and the Flying Imps straight ahead on the opposite
side of the room near a chest and two large windows. Take out whichever one
you need to and then the Ghoulies that pop from it. If it's the Mummy, you can
kill him by kicking him out of a window. After that, get to the door.
Scene 30, Sitting Room ("Switcheroo"): Pick up the lamp on the table and throw
it over at the chair in one corner of the room (it would have come to life
later). Then head for the door to begin the...
CHALLENGE: KILL 'EM ALL BUT NOT TWO OF SAME TYPE IN A ROW!
Two Skeletons and two Zombies. I tend to go Skeleton, Zombie, Skeleton, Zombie
because Skeletons are easy to kill and having one less Ghouly around is a good
thing. Plus, when you get the last Zombie on his own, you have all the time in
the world to whack him into a corner and beat on him till he's dead. The
Challenge gets easier the more Ghoulies are dead. Go to it, and use the
paintings (and other stuff) sitting around to smash 'em good. Then head for
the exit.
Scene 31, Music Room ("Run Away!" *in Monty Python voice*): Do as my title
says, toward the exit door, but you will have to take care of a Super Scary
Shock there.
Scene 32, Walled Garden ("Take the Dung-y and Run"): Whack the Zombie Pirate
ordering about the Skeletons (who will then be your best mates) and then pick
up the Dungweed near them. That'll bring up a...
CHALLENGE: DON'T GET HIT!
Run toward the exit door (up some stairs near a flower bed). Pick off anything
that attempts to impede your progress. If you do get hit, it's not such a big
deal. You have the soda gun, and any projectile-firing weapon is the Reaper's
worst enemy as you can pretty much eternally fend him off with one. Get out of
here.
Scene 33, Study ("Kill It! (or is it "Them"?)"): Let's begin with a...
CHALLENGE: FIND THE KEY!
You still have the soda gun, so go ahead and kill that Jessie and Clyde just to
make things simple. Then smash the Rare urns to find the key. Easy enough,
let's leave.
Scene 34, Music Room ("I Hate this Room and So Will You"): First, destroy the
two busts along the wall directly to the right of your starting point, or a
very annoying Cursed Mummy emerges from one of them later. Destroy any weapons
you can currently reach with your gun (such as the guitar on the cushion in
front of you). Then, walk a few steps into the room and it's time for a...
CHALLENGE: STAY ALIVE FOR 60 SECONDS AND KILL 30 NINJA IMPS!
This part of it is pretty easy. Pick off Ninja Imps as you please, being
careful not to use ammunition too quickly. Once you've met both of the
requirements above, Bass Buffbrass will appear to relieve you of the wonderful
gun you're toting. Before you let her do that by going near her, eliminate any
stray Ninja Imps meandering about and take care of any more weapons lying
around. After you've handed it to her and try to leave, you'll get another...
CHALLENGE: DEATH TO THE HUNCHBACK!
..and it's the worst in the game. Not so much because the Hunchback is a
relatively annoying enemy (who you'll deal with in the same manner as last
time), but because there are Skeletons thrown into the mix that sometimes bring
their own weapons with them (you got rid of the ones that might have been
picked up otherwise). Kill one and another will appear soon to take its place
(maybe with weapons). The best you can really hope for is to disarm the
initial three (if any of them bring weapons) with a couple of attacks and then
let them stick around, since, as described before, killing one brings on
another who might be armed. If the Hunchback goes into his crying, whimpering,
dangerous mode, you can try to get him to hit the Skeletons and thus turn them
against him, but they're very ineffective at fighting him. You pretty much
have to do it yourself and that means leading the Skeletons away, and then
running back to deal with the Hunchback who doesn't always position himself too
well in terms of letting you do this conveniently. You only have time for a
few hits even under the best circumstances. After you get ol' Hunchy down to
about 14 or 15 Energy, whack one or two of the Skeletons and then finish him
off before reinforcements arrive. Sometimes you get lucky and they leave you
to deal with the Hunchback for a long time. Good luck. Once you're over this
hump (ha ha), it's never as hard again, I don't think.
Scene 35, Sitting Room ("Efficient Melee: A Study in Oxymorons"): Another
immediate...
CHALLENGE: KILL 'EM ALL WITH JUST 15 HITS!
There's one Haunted Painting around, and you want that to be the final tally in
this room. Go up to all the other paintings around the perimeter of the room,
grab it and then break it (with the "B" button) while staying away from the one
that moves. After you've broken them all, pick up the lamp on the table and
kill the Painting. You can even kill it with regular hits if you like.
Scene 36, Cloakroom ("Make a Break for it Without any Breaking"): There's this
clause from the start...
CHALLENGE: DON'T DAMAGE THE SCENERY!
The open door is on the left. Occasionally something will pop out to oppose
you, but your main concern is sneaking around the Medusa. If you can manage
that, this room shouldn't give you any trouble. If you do attempt to kill
something, make sure you don't knock them into anything. If you fail the
Challenge, just try to run about. The Reaper won't be very quick on his feet
(errr...very quick on his floatation) in the first few seconds of his presence
anyway. Not a terribly troublesome room.
Scene 37, Grand Hallway ("So Hard to Get Good Help These Days"): Kill the two
nearby Skeletons in maid outfits, then approach the exit to set off the...
CHALLENGE: DEATH TO THE HAUNTED DOOR USING ONLY WEAPONS!
There are two sets of throwable objects up at the top of the first flight of
stairs. Use both on the Door and don't get the Skeletons on your back and this
room is over.
Scene 38, Kitchen ("Upholding the Fire Code Once More"): Head forward to get
the fire extinguisher and it's time yet again for a...
CHALLENGE: KILL 'EM ALL IN 90 SECONDS!
Same deal as last time. Just more of them. After you kill all but one or two
of them in the first batch, more will fly from the large pot. If it seems like
you've killed all of them but the Challenge has not been lifted, the few you
haven't gotten are probably flitting about in a corner (probably near Ma
Soupswill). The time limit is not terribly stringent, so just avoid hits and
deal death as much as you can without too much worry. Onward!
Scene 39, Cellar ("The Skeleton and the Spider"): Start up with a...
CHALLENGE: GHOULY'S GOT A KEY BUT DON'T GET HIT!
Straight ahead from the entrance door, on the opposite wall from it is a wine
cask (don't open any of the others) which contains an armed Skeleton and a key-
bearing Spider (who runs from you). Dispatch the Skeleton before he can deal a
blow, and then get rid of the Spider. It's a bit tough to corner him, but it's
better than opening up another cask to get weapons since it brings on so many
other Ghoulies who will almost certainly hit you. Anyway, track the Spider
down and whack it to get out the key. Then you can leave without opposition
but for a slight Super Scary Shock.
Scene 40, Ye Olde Archives ("Doesn't This Cause a Rip in the Space-Time
Continuum or Something?"): You've got one hit to give in this battle. Take two
of them and your monstrous self is the winner. This battle is all about
excellent weapon usage. If you whack her successfully one time with a melee
weapon, then you can just run around the room tossing boxes and bottles at her
whenever you come across them. You'll get her down, and this Chapter will be
over.
Chapter 3: The Riddle
Scene 1, Grand Hallway ("Think You Can Manage to Walk Through a Door?"): Yup,
walk on over to the open door and that's that.
Scene 2, Housekeeping Store ("Needle-in-a-Haystack Stew, Sprinkled with Just a
Pinch of Annoyance"): Automatically once again...
CHALLENGE: FIND THE KEY BUT DON'T KILL THE HAUNTED TV!
Part of this is down to simple luck. If you get the key early on in your
search (and early in the room's layout), then you can just tear past the TV
before it's even spawned anything. If you have to look around a lot, then it's
possible the room will be so full of enemies that you won't be able to meet
your objective before they overwhelm you. But work fast and that won't happen.
Next!
Scene 3, Crivens' Quarters ("Swatting Pests"): Another automatic...
CHALLENGE: DEATH TO ALL FLYING IMPS BUT USING ONLY WEAPONS!
Dispatch the initial group of these guys with melee weapons (if they fly close
to your face and attempt to hit you, hit them before they can manage it, or if
you're busy with something else, try to keep moving so they can't quite reach
you). Keep moving if you hear one of them start to do their dive-bomb attack
and they'll miss you and hit the floor (where you'll be able to whack them out
of existence). After you've got the last of the first set, another bunch will
pop out. Try to get them around the large swingable weapon in the middle of
the room, and use it at the right moment. There might be a few left. Just
pick up whatever else is laying around and finish them off. Then it's off to
the next room without even having to get to the door.
Scene 4, Housekeeping Store ("What Do You Think You're Laughing At?"): Inside
one of the cabinets in this room is the Ghouly whose presence will signal the
next...
CHALLENGE: DEATH TO THE WARLOCK!
This cackling imbecile can be eliminated with careful use of objects in the
room as shields and good utilization of opportunity. Stand in the center of
the room after he's disappeared. If you see where he appears and can rush over
there in time before he's fired off a spell, then do so and smack him around.
If he's too far away, just dodge behind something and wait for a good chance.
Soon you'll be out of here, as long as you can take the Super Scary Shock
waiting for you near the end.
Scene 5, Grand Hallway ("Smash and Slash"): Ignore the Haunted Painting (or
kill it if you like) near the start and grab a nearby potted plant. Use it on
the Skeletons and the head of the first staircase, and then hit them all while
they're down to finish them. Then pick up the nearby vase and wait for the two
Zombie Pirates to drop their swords to fling chests at you. Toss the vase at
them after they've put down the swords (or even if only one of them has). Then
pick up the sword, and kill them with stabs from it. Then the door is all
yours.
Scene 6, Upper Corridors ("Moronic Mummies"): Cooper only had 1 Energy in this
room, and Amber has ten so consider yourself lucky there. First, kill the two
Haunted Paintings that come at you in the short hallway here. Now, you can try
to get through the Mummies fighting each other when you see a chance or you can
make your own opportunity by flinging one of the hampers in a corner (I think
they're hampers) into the Mummies and then walking through the doorway.
Scene 7, Bathroom ("Insubordination: Breaking the Rules, Turns Out Cheaters DO
Prosper"): Kill as many of the Haunted Coats laying around the room as you can
(there are five and you can definitely kill four) before the...
CHALLENGE: KILL 'EM ALL WITHOUT USING WEAPONS!
..begins. Take care of any remaining Haunted Coats with just your fists (try
to only activate one of them at a time so they aren't ganged up on you). But
after you eliminate them and the next set of enemies emerges (Ninja Imps), it's
clear that it'd be tough to follow the requirements and survive. Kill the lone
Imp (not a Ninja Imp) to bring out the Skeletons who are the last of your
opposition. Gather as many enemies as you can around that bathtub and swing to
get rid of most of them and bring on the Reaper. There will likely be a few
Ninja Imps left but you can definitely get all the Skeletons with a little bit
of skill and luck. Pick up some weapons and finish off those remaining
enemies. If it takes too long, the Reaper will get faster and faster so lead
him around the bathtub as much as you can if such becomes the case. Anyway,
you'll make it and go on.
Scene 8, Schoolroom ("The Reaper? He'll Be Here in Just a Minute"): Here's a
simple...
CHALLENGE: DON'T DAMAGE THE SCENERY AND THE REAPER'S COMING IN 60 SECONDS!
Just run through here without attracting the Medusas' ire and you won't have
any trouble. The occasional Imp will pop out, but just keep running to the
door.
Scene 9, Infirmary ("Preemptive Attrition"): Do not talk to Fiddlesworth until
you've followed the instructions below. The key to getting out of this room
easily is to not start up the (very annoying) Challenge. To do so, kill the
first Medusa you see with the bowl of fruit near the bed and the potted plant
in one corner. After that grab the bottles on the medical supply cart, and
position yourself so you can fire into the gap between Fiddlesworth and the
wall. Hit the other Medusa with all six shots, and she'll go down. Now talk
to Fiddlesworth. You'll get the squirt gun (which would have been a hindrance
when some of your enemies are Medusas), but the Challenge will never start up
(for some reason, killing the Medusas makes this not happen). So just walk
through the next doorway.
Scene 10, Dunfiddlin Cottage Garden ("All Manner of Undead"): You can kill or
not kill the Zombies as you choose, but I do. Especially because the Zombie
Pirates often fling those chests which instantly kill you. You'll encounter
your first Vampire on your way, which you can't do anything about with your
current weapon (which is odd because you'd think "sacred water" would work on
Vampires). Eventually you'll get to Fiddlesworth and lose the squirt gun in
favor of Ol' Edna. Then you can move on to the next room.
Scene 11, Greenhouse ("In Case of Emergency, Don't Break Glass"): Walk a little
bit into this room and up starts the...
CHALLENGE: GHOULY'S GOT A KEY BUT YOU'VE ONLY GOT 12 HITS TO FIND IT AND YOU
CAN'T DAMAGE THE SCENERY!
The Ghouly in question is a Vampire Chicken on the far side of the greenhouse,
near the exit door. You can kill almost everything in your way and still have
a shot left for said Chicken as you go through the room, but if you can avoid
killing, it'll be useful since you're less likely to break a pot or something
and violate the rules. There's a large, bare patch near the middle of the room
where you'll get a Super Scary Shock, but you can avoid it by walking around
the perimeter of this patch instead of through the middle. At any rate, don't
let that distract you from reaching the Chicken. The Chicken in question glows
gold occasionally, so you'll know it when you see it. If you bring on the
Reaper by accident, it's not such a big deal since you have a gun in hand and
can hold him off while you continue your Chicken hunt. Anyway, after you've
got the key, keep going.
Scene 12, Potting Room ("The Good, the Bad, and the Ugly"): Go forward to pick
up the piece of the rhyme; eight Ghoulies will pop out (four Skeletons, two
Vampires, and two Vampire Chickens) and then it's a...
CHALLENGE: KILL 6 GHOULIES BUT NOT TWO OF SAME TYPE IN A ROW!
This isn't so bad. Just keep running about and plugging whatever Ghouly is
appropriate. You'll need to kill at least one Vampire to meet the requirements
so try to take care of that early on. I try to go in this order: Skeleton,
Vampire, Skeleton, Vampire Chicken, Skeleton, Vampire Chicken. Of course, any
combination within the rules is perfectly viable, but I think that one is the
easiest. After you've completed the Challenge, kill whatever two Ghoulies are
still wandering about while you still have the gun on hand 'cause when you go
to the door, you'll hand over your weapon and soon thereafter start up
another...
CHALLENGE: DEATH TO THE HUNCHBACK IN SIXTY SECONDS!
Just do what you've done to this guy before. Try to be quick about it. If you
don't take care of him in time, hope that he's in good position for the Reaper
to take care of him for you. Either way, get to the door.
Scene 13, Greenhouse ("Asian Invasion"): Run past the Ninja Imps (you can pick
up a weapon to fend off any that get too close). There'll be a Super Scary
Shock at the same patch of ground as last time which you can avoid in the same
way, but other than that, it's just booking it to the door.
Scene 14, Dunfiddlin Cottage Garden ("Wanna Play a Game of Worms?"): Lots and
lots of Spiders on your way down. Take care of them or just keep running,
whichever you feel like. When you get down to the picket fence, head through
the gate (avoiding the Worm) and, soon after, up starts a...
CHALLENGE: GHOULY'S GOT A KEY BUT YOU'VE ONLY GOT 80 SECONDS TO FIND IT!
The Worm with the key is in the beehive on the right side of the yard as you
face the exit door. Smash it (avoid the Shock if it pops up), and then get the
Worm that was inside to blow up. End of Challenge, end of room.
Scene 15, Dunfiddlin Cottage ("Mildly Annoying"): In one of the cabinets or
barrels that is about, the Warlock is enclosed (there are also Flying Imps in
some of them, but you can take care of them pretty fast if you stumble on
them). Find him and it's time for the inevitable...
CHALLENGE: DEATH TO THE WARLOCK WITH JUST 20 HITS!
Inside one of the other cabinets or barrels are a load of weapons to use on the
Warlock. Just use the furniture as a shield and smack him with a weapon
whenever you see an opening. Then head for the door that a bunch of Flying
Imps will emerge from to set off the next...
CHALLENGE: KILL 6 GHOULIES USING ONLY WEAPONS AND NOT TWO OF SAME TYPE IN A
ROW!
Luckily, the Flying Imps are going to take out one or two of their own breed on
the initial dive-bomb attack. After that, you have to run about hitting the
Zombies whenever you can (and only killing them when they're the appropriate
enemy to eliminate), and trying to get the Flying Imps to harm themselves and
the Zombies instead of you. One tip is that if a Zombie is charging at you
with a swinging arm, you can get him close, then back off at just the right
time to get his arm to come off and use as a weapon. Keep moving and make sure
to kill the appropriate species as you go through here. This Challenge has
proven fairly difficult for me sometimes, but you'll get through it eventually.
After you succeed, move on.
Scene 16, Workshop ("Evasive Action"): Toss the nearby large urn into the fire.
It contains a Cursed Mummy, and you definitely don't need that brand of
headache later. Next, start destroying any weapons laying about (I think the
quickest way is to pick them up and then press the "B" button to break them
rather than smashing them) and get rid of the other large urn on the opposite
side of the room near the fire before the door shuts and you're given a...
CHALLENGE: SURVIVE 90 SECONDS WITHOUT USING WEAPONS!
Skeletons are everywhere and that means that some of them will get the bright
idea to use weapons on you. You need to try and make sure that doesn't happen
too often. Move about the room getting rid of any weapons you see (especially
throwable ones like potted plants), and at the same time avoiding blows from
your opponents. If a Skeleton gets hold of a weapon, steer very clear, or if
you feel lucky, try to get it to use them on one of the other Skeletons. I
tend to run around in circles, leading them as one large bunch and trying not
to allow one or two to stray from the pack and go the other way around the
fire. Just try to keep moving and don't get yourself cornered under any
circumstances. Soon enough, the door will open and on you go.
Scene 17, Farmyard ("The Looooong Walk"): Don't kick the stone ring near here.
It has two worms inside it you don't particularly need to have in the open. As
for handling these Jessies and Clydes up here, there is a point beyond which
these guys cannot walk (the gap in the stone fence through which you must walk
to enter the main part of the yard where your enemies roam). Lead the first
one up to that point (but be out of its reach) and then start pummeling it once
it's turned around. Take 10 Energy away from it with each set of blows, let it
recover (don't deal the knockdown blow or you'll have to lead it back to the
point it can't cross again), then repeat. Deliver the killing blow when it has
20 or less left (10 individual blows for 1 Energy each, plus the knockdown blow
for 10 more). Do the same to the second one. Finally, pick up a barrel and
walk toward the exit door, around which the last Jessie and Clyde is marauding.
Toss the barrel at it and run to the exit while it's down.
Scene 18, Foundry ("Enforced Pacifism PLUS An In-Depth Look at the Role of Luck
in Video Games"): Immediately, you have a...
CHALLENGE: FIND THE KEY AND DON'T KILL ANY GHOULIES!
..to deal with. This Challenge in conjunction with the next one can be pretty
harrowing. You have to smash the Rare objects lying around and find the key
knowing that most of these objects contain enemies. If you just don't feel
like fending off (but not killing) Ghoulies while searching around, quit every
time a Ghouly pops out and start the room again until you find the key on your
first try. Then go to the door and start the next...
CHALLENGE: DEATH TO THE HAUNTED DOOR IN 50 SECONDS!
What's really annoying is that even if you kill the Haunted Coats that probably
popped out before, they contain Fire Imps that you have no chance at killing
with your current weapons. If you don't kill the Haunted Coats, they impede
your progress on the Door terribly. That's why I think finding the key early
is so helpful, and though it's a bit like cheating, my qualms aren't too big.
Anyway, there are two piles of throwable objects (one tin cans, the other glass
bottles) near a pillar in the middle of this room. Use both on the Door to
kill it and keep going. Note: you could also violate the rules early on and
use the Reaper to kill the Haunted Door, but it's kinda troublesome.
Scene 19, Stables ("Amber: Breaking Down Walls for Girls Everywhere"): After
you've picked up the fire extinguisher, you want to smash any barrels or large
crates lying around on your way through this room. This will release Fire Imps
you can then quickly kill which won't then be a big hassle to you later. Go
through doing that, smashing walls and gates, and killing all Fire Imps you can
reach. You'll reach a point where a Spider will come after you and soon after
that encounter a Super Scary Shock. Take care of that, and then kill all the
Spiders before picking up the next piece of the rhyme and starting this...
CHALLENGE: DON'T GET HIT, DON'T DAMAGE THE SCENERY, AND THE REAPER'S COMING IN
90 SECONDS!
Simply run back the way you came. Since you killed all the Fire Imps inside
scenery before, they won't pop out to bring hassle now, but you will have to
deal with three Fire Imps that came from the exit door. Carefully kill them
(get near a gap in the wall at the appropriate point and spray them once
they're in range), and you won't have a worry in the world since the time limit
isn't too tough to meet. Get to the door and let's go on.
Scene 20, Foundry ("Switch Hitting"): After losing the Fire Extinguisher, go in
and put two Mummies into the flames which will cause a Skeleton to emerge for
each Mummy you killed. After that, run towards the exit to start a...
CHALLENGE: KILL 6 GHOULIES BUT NOT TWO OF SAME TYPE IN A ROW!
First, kill a Skeleton you created earlier. Now, this Challenge can be pretty
aggravating, but you have some help. There is an Imp in each of these places:
the first barrel on the left from the start, the burlap sack nearest the exit,
and a crate near the exit (I think these locations are accurate and never
randomized). After destroying the Skeleton, loose an Imp and murder it. Then
kill another Skeleton. Then kill another Imp. Now it's just a matter of
killing one Mummy, and then the last Imp. Not so hard once you have a good
method of attacking the problem. Now get to the door.
Scene 21, Farmyard ("You'd Think It Would Cease Being so Super Scary and
Shocking Around the Third Time"): This room is entirely just a test of your
quick button-pressing abilities. In essence, it's like the second room of the
house, but with longer button combinations. Moving on...
Scene 22, Woodshed ("Cruelty to Animals"): You can go through the first part of
the room avoiding Medusas or killing them with throwable weapons. Some of
these throwable weapons contain Worms, so keep that in mind. You'll pick up
Ol' Edna near the end. Use it to kill the lone Vampire, then head for the door
to start the...
CHALLENGE: KILL 10 VAMPIRE CHICKENS IN 45 SECONDS!
Hit one of the (for now) plain Chickens to make all of them build an egg wall
around themselves and emerge as Vampire Chickens. Then blast 'em to pieces.
Not very difficult at all. Then get to the door.
Scene 23, Garbage Yard ("Insubordination: Breaking the Rules Part II, You
Almost Don't Have a Choice"): Let's have another...
CHALLENGE: DEATH TO ALL HAUNTED CHAIRS USING ONLY WEAPONS AND...WITHOUT USING
WEAPONS?!
Cooper's dilemma in this room actually had a fairly easy solution (involving
Miniature Coopers). Amber has to get out of here with the Reaper almost
certainly on her tail. First, though, let's get rid of all those chairs lying
around so that they don't decide to come alive later. After you've finished
that job, I would suggest using the dumpster to kill one chair (or both if you
can manage it, the Reaper's here either way), and then quickly finishing off
the other. Then it's just a matter of weaving around the Reaper to get out of
here. There is one viable (but difficult) way of getting through here without
breaking the rules. If you can get one of the Haunted Chairs to slide into and
kill the other, that will loose a Mummy from a dumpster who's a traitor to his
kind. He'll kill the other chair for you and that will be that. He'll also
help if you kill only one Chair with the dumpster swing, or if you kill both,
he'll keep Death occupied so you can make it to the door without being harried.
Scene 24, Ffffreezer ("Can My Friends Play, Too?"): Break open fridge doors
while you can before the...
CHALLENGE: KILL 9 GHOULIES WITH JUST 10 HITS!
..starts. Doing this will loose the Ghoulies fettered inside the
refrigerators. They're on your side. Release the other Ghoulies inside
fridges, and then just keep running in circles around the central freezer until
they've done your job for you (if there's one enemy left to kill, perhaps you
can get an Imp somehow). After that, make it to the door.
Scene 25, Kitchen ("Snaking Around Trouble"): Get around the Medusas (and some
Fire Imps) and get to the door.
Scene 26, Laundry ("A Magical Performance!"): Inside some of the hampers are
Ninja Imps and Spiders you should kill if you come across. But inside one of
them is the Warlock. When you find him, you start this...
CHALLENGE: DEATH TO THE WARLOCK BUT DON'T GET HIT!
So use the washers as cover and move in whenever you have an opportunity. If
he looses some enemies with any of his shots, try and take care of them without
taking a hit. Just play cautious, but move in quick when you see your chance.
Soon we'll be headed for the next room.
Scene 27, Servants' Dormitory ("Run for Cover!"): You are immediately given
this little stipulation...
CHALLENGE: DON'T USE WEAPONS!
Now, there are three Jessies and Clydes throughout this room that can be
irksome. But you can take care of them with little hassle. Each of them has a
point they cannot go beyond. The first cannot get close to your starting
point, the second cannot go down the stairs that lead up into the area it
patrols, and the third has a similar set of stairs it can't go down. Kill each
of them in the same manner as you did to two of them in the farmyard. Get them
to point where they can't cross, then run in and pummel them ten times. Let
them recover, ten more, down to 20 Energy, when you pound them to oblivion. I
would also kill the enemies one at a time sitting inside various aspects of the
scenery just to have a better time of it later. Now, get to the exit door and
add one Challenge to the previous one for this combination...
CHALLENGE: DEATH TO THE HAUNTED DOOR WITHOUT USING WEAPONS!
There's a pretty good way to do this similar to the thing you did with the
Jessies and Clydes. There are some points in this room the Door cannot go
into-such as the gap between one of the bunk beds and the wall. Get inside one
of these gaps and then wait for your chance to hit the Door. Then run back to
the place where it can't retaliate. Do this until you kill it. You could also
use a weapon on it and get Death to finish the job for you. At any rate, get
to the exit.
Scene 28, Servants' Bathroom ("Outrunning Death"): Guess what? We start with
a...
CHALLENGE: STAY ALIVE FOR 80 SECONDS BUT THE REAPER'S COMING IN 20!
So while we have 20 seconds, let's make use of them. Note: DO NOT activate any
of the Haunted Coats in this room! Run to the back left corner of the room
(looking at it from the entrance) and smash the stall door on the left side of
the room there to reveal the staircase to the exit. Walk slightly into this
hallway to trigger the Shock there (so that you don't do it when you're running
up the stairs at the end of this level with the Reaper in hot pursuit), and
then turn around. Go inside the open stall near here and grab some rolls of
toilet paper. Now, the Reaper should be here any second now. Stay at this end
of the large central set of mirrors and when the Reaper's about halfway down
one side of the mirrors, go to the opposite side and begin circling these
mirrors. Just make sure to not attract the Reaper to go in the opposite
direction by circling too quickly and thus running straight into him as he
comes around the wrong corner. He'll gain speed as time goes on, so at first
you need to let him catch up a little, while with about 20 seconds left, you
should just be running pell-mell. Around 15 seconds left, you should start
carefully tossing the rolls of toilet paper at him (let him recover from each
individual blow before tossing another). This should take you down to about 5
seconds. After tossing the last one, dash for the staircase and the exit door,
which should be open by the time you reach it.
Scene 29, Attic ("Race to the Bottom"): Here's the start of this one...
CHALLENGE: REAPER'S COMING IN 45 SECONDS!
Up the stairs to get a gun and then a Super Scary Shock. After that, run
through the room fast, destroying chests and such that block your progress.
Don't stop to kill anything. Just run and you'll get another Super Scary Shock
on your way out. If things go right, you'll make it to the door just before
the Reaper shows up.
Scene 30, Grand Hallway ("Soda Isn't Good for your Bones"): The three weapon-
bearing Skeletons here are easily smashable with your soda gun. Then just
proceed through the open door.
Scene 31, Experiments Chamber ("Amber: Quick-Draw Gunslinger with Friends in
Low Places"): Break the locker in the back to start up a...
CHALLENGE: DEATH TO THE WARLOCK IN 15 SECONDS!
Just quickly note where the Warlock has gotten to and shoot him. Do that one
more time with enough speed and this particular Challenge is complete. Now
walk toward the door to let Ms. Buffbrass lift the gun off you. Try to leave
and it's once again time for a...
CHALLENGE: KILL 8 GHOULIES USING ONLY WEAPONS!
First, kill the Imp and the Spider that show up. From then on, it's time to
take it easy on yourself. On the rightmost side of the large machine near the
exit door, you can smash the dial and let loose 3 Ninja Imps who have a grudge
against their fellow Ghoulies. Let them take on the other guys. Once you're
down to two or three Ghoulies to go, you can take a risk and kill your own
Ninja Imps to quickly reach your goal or you can play it safer and wait for
them to do their job. If they get killed in the process, it counts in your
favor anyway. At any rate, once the job is done (by them, mostly), head on to
one of the bigger annoyances in the game.
Scene 32, Krackpot's Lab ("The Long, Hard Slog PLUS Insubordination: Breaking
the Rules Part III, Death for the Undead"): Here's a tough...
CHALLENGE: FIND THE KEY, GHOULY'S GOT A KEY, AND DON'T KILL ANY SKELETONS!
There are points in this room that the Jessies and Clydes roaming about cannot
reach such as the caged area to the right of your starting point. You can use
these to kill them as you have before (just be careful not to get hit by the
Shocks they set off by screaming at you). There are also a number of
projectile and melee weapons lying about for use as you please. It does make
it much easier to handle the rest of the room if the Jessies and Clydes are
dead, but it's not completely necessary. With them dead or not, your first
step in completing the Challenge is to smash the Rare tubes near the
entrance/exit door (filled with liquid, green stuff). Most of them contain
Worms you must run from, but one holds the key you must find. The next step is
to free the Vampire with the Key and a Skeleton. Each is trapped behind large,
prison-style bars, one on each side of the room. After you've got both out,
kill the Skeleton to bring the Reaper. He's your friend right now as he's the
only way you'll get the key inside the Skeleton. Lead him to touch the
Vampire, and then run for the door fast.
Scene 33, Experiments Chamber ("More Friends in Low Places"): Those marauding
Skeletons look pretty dangerous. Why don't we let our old friends, the Ninja
Imps, handle this for us? They're in the same place as before, so bust 'em
loose. If a Skeleton does a good job with a throwing weapon, he might take out
our little guys, but you can always just start this room over if that happens
while there are still a lot of Skeletons around. At any rate, once the
population has decreased to a manageable level, just zip over to the exit.
Scene 34, Grand Hallway ("Shocks, and Doors, and Imps, Oh My!"): You're
instantly transported, upon exiting the last room, up in front of the Baron's
open door. Walk forward to trigger a Super Scary Shock. Once that's done,
break open the vase right next to the large doorway leading into this hallway,
then the vase far to the left as you face the exit door. They contain weapons
you'll want soon. Walk up to the exit. What do you know? It's a...
CHALLENGE: DEATH TO THE HAUNTED DOOR IN JUST 10 HITS!
Run over to the vase on the left. Toss the smaller, throwable vase at the
Door, then use the bottles to hurt it and keep it stunned while you sneak back
over to the other vase you broke before. Grab the other small, throwable vase,
and stand right near the exit door when you toss it at the Door and kill it.
Then, you'll get another...
CHALLENGE: KILL 'EM ALL IN 20 SECONDS!
Stupid little Imps! Smash 'em good! The last few will try to run, so track
them down before they ruin your chances at finishing this Challenge
successfully. If they do successfully evade you and the Reaper shows up,
there's a ladder that came out of the vase near the door that you can use to
smack the Grim Reaper (or attack the remaining Imps) and then run for the
door...where you'll encounter another Super Scary Shock. But you've come this
far, so that's probably not such a big deal to you.
Chapter 4: The Reckoning
Scene 1 (and only), The Baron's Quarters ("The Angel and the Jerk"): Be very
careful the entire time here and do NOT let the Baron hit you with the plane's
propeller, for that is death. Hit the Baron (I use fists but you can use
weapons if it makes you feel more secure), then back off when he tries to swing
at you. Hit him again, and dodge again. Hit him a third time, and he'll be
dizzy, so you can knock him down. That doesn't damage him, but it does give
you a weapon that will. Pick up the propeller toy he dropped, and when he's
not glowing red, whack him. Do this successfully three times, and he'll pull
out another copy of the thing you just used on him. Use the same strategy as
before (he'll be a bit quicker to respond to your attacks this time), and his
energy will be down to 140. He'll now pull out the Red Baron. Always move
perpendicular to the point the Baron chooses to fly into. I tend to stick
around his desk as he usually flies into that if you steer him in that
direction. You have to get two regular hits on his plane before you'll get a
weapon capable of hurting him. The only time he's very easy to hit is once
he's tried to fly the plane at you and crashed. I strongly suggest using
throwable weapons here as it's easy to mess up and strike the propeller of the
plane and die. After you've gotten those two hits, you'll get the soda gun.
Now, wait for him to crash (he's only vulnerable then) and fire at him. Having
been damaged, he calls for assistance. Kill each of the four Skeletons
(especially the one with the throwable weapon) with a pop of your gun. Now
wait for the Baron to dive again. Shoot him once more. Now he'll call out
Zombies who will each take two shots of your gun. Then it's dive time for the
Baron and shoot time for you once again. Next up on the menu, we have four
Worms. A shot each will dispatch them. Then, the Baron dives, and you shoot
the Baron. Lastly, it's a lovely set of Zombie Pirates for our contestant. Be
careful that none of them hit you with those chests they like to throw. Two
hits each and they're gone. Now it's just you and the Baron. All you can do
is move when the time is right and fire when you have a shot. You'll knock him
down, and your last tough battle is won and this short Chapter is complete!
Chapter 5: The Race
Scene 1, Grand Hallway ("Utterly Unnecessary"): Run to the exit door. Ever get
the feeling some of these rooms are here to make the tally come to a nice,
round 100 rooms?
Scene 2, Bathroom ("He Wants One More Pummeling, Apparently"): We have a...
CHALLENGE: DEATH TO THE HUNCHBACK WITHOUT USING WEAPONS!
..to overcome. Not much to say here. Handle him as you have before. You can
kill him in about 40 seconds if you play it right. Then, onward!
Scene 3, Conservatory ("Insubordination?: Difficult Requirements"): Having
taken care of the hostage, it's yet another...
CHALLENGE: KILL 20 GHOULIES WITH 5 HITS!
The Spiders and Worms here do not attack. Gather Spiders about you and lay
into them with melee weapons. If you can get four on each swing, you'll make
it out. You can also kill a bunch with the swingable toy chest. Good luck,
and if the Reaper comes, just kill a couple more Spiders as fast as you can.
Scene 4, Dunfiddlin Cottage ("Insubordination: Breaking the Rules Part IV,
Doing Yourself a Favor"): You're immediately given this...
CHALLENGE: DON'T DAMAGE THE SCENERY!
In the interest of speed, however, we're going to ignore that. Before you talk
to Mr. Ribs, smash one of the TVs. That'll call down the wrath of the Reaper.
Go talk to Mr. Ribs. Then get past the Death-man to the open door. If you
hadn't smashed the TV, an annoying Challenge would have popped up after talking
to Mr. Ribs. As it is, you have a fairly easy walk to the next room.
Scene 5, Dining Room ("Mutiny!"): After Mr. Ribs, it's another...
CHALLENGE: KILL 'EM ALL USING ONLY WEAPONS!
The lone pirate near one door puts down his sword to start heaving chests.
Pick that up, and you'll hopefully be able to kill at least four pirates in
three swings. Then you'll only have one to deal with, and lots of throwable
weapons at your disposal. Next!
Scene 6, Pantry ("A Surprising Lack of Action"): One Super Scary Shock before
Mr. Ribs, and one after. That's all there is to this room.
Scene 7, Relic Store ("I'm Tired of Fire Jokes"): Go forward to Mr. Ribs, grab
the candle and then it's time for the...
CHALLENGE: DEATH TO ALL MUMMIES AND ZOMBIES BUT NOT TO THE CURSED MUMMY!
I would say concentrate on the Mummies first, and only hit them when they're
standing. Two hits on each in that position and they're done. Make sure to
let the fire recharge decently. Luckily, if you run out of fire and there are
only Zombies left, that's not such a big deal with a melee weapon in hand.
Move around and don't get wrapped in the Mummies' gauze if you can help it.
Try not to get cursed by the Cursed Mummy, either. Keep on truckin'.
Scene 8, Laundry ("Insubordination: Breaking the Rules Part V, In the Name of
Efficiency"): Here's the next...
CHALLENGE: KILL 3 SKELETONS BUT NOT TWO OF SAME BREED IN A ROW!
Go to the far side of the washers from your current position. Bust them open
to get three Skeletons out. Get in position with a hamper and then toss it at
all three of them. Then kill them all. You've got the Reaper on you, but it's
just a short walk to the exit...though with a Super Scary Shock near the end as
well.
Scene 9, Walled Garden ("Insubordination: Breaking the Rules Part VI, FIVE
rules? F*#% that!"): After talking to Mr. Ribs, you'll get just a few
stipulations in this...
CHALLENGE: KILL 4 GHOULIES WITH JUST 4 HITS, BUT DON'T KILL ANY SKELETONS,
DON'T KILL TWO OF THE SAME BREED IN A ROW, AND DON'T DAMAGE THE SCENERY!
Ignore them. Blast Skeletons and Ninja Imps apart to quickly meet your quota.
If ol' Reap gets anywhere near you, blast him away. Get to the door.
Scene 10, Cinema ("Insubordination, Breaking the Rules Part VII, Au Revoir,
Monsieur Porte"): Kill the Haunted TV near the start, and then walk on. By the
window, you'll encounter a Haunted Coat. Kill it to bring out a plethora of
weapons that will be useful later. Head further on, freeing prisoners, and
handing over your awesome gun for the last time. At the door, you'll get your
second-to-last...
CHALLENGE: DEATH TO THE HAUNTED DOOR USING ONLY WEAPONS!
They couldn't have left you the soda gun? Ah well, let's take care of it the
old-fashioned way. Run back to the weapons from the Haunted Coat. Toss the
throwable weapon at him, then the pile of throwable weapons. After that, we're
not gonna use melee weapons when they're so hard to time right with the Door.
Rather, we wait for the proper opening, and then pound him into oblivion with
our fists. Then we run before the Reaper can claim his due.
Scene 11, Lower Corridors ("The Last Sprint"): Run, run, RUN to the door.
Scene 12, Grand Hallway ("Bidding Ghoulhaven a Fond Farewell"): It's just a
matter of getting around the Medusas here to make contact with Mr. Ribs. Then
we say goodbye to this place.
Scene 13, Front Gate ("Strength in Numbers-Soupswill's Revenge"): It's time for
the last...
CHALLENGE: DEATH TO THE IMPS!
Swarms and swarms of these buggers are coming at Ma Soupswill! Well, not much
to say about this. Soupswill and her spoon are very capable of owning the
Imps, but you should play fairly conservatively. If they ever manage to come
at you from more than one angle, get some distance from them and make them come
at you from the same place so that you can take them out with a single whack.
Keep at them, whack any that get close, and finish off this crazy game/Bonus
Challenge!
This FAQ copyright yours truly--2004 Uilnslcoap.
Grabbed by the Ghoulies game by Rare, trademark Rare, produced by Microsoft,
copyright Rare TM, etc. Rare is a wholly owned subsidiary of Microsoft Game
Studios, blahdy, blahdy, blah.
All trademarks and copyrights contained in this document are owned by their
respective trademark and copyright holders (thank you cut and paste!).
Well, I guess that's all. I hope the two people who read this guide find
something in here to ease their troubles. See you on the next guide, and have
a good day.