GAMES MICROSOFT XBOX GRABBED BY THE GHOULIES Manual - Energy
Energy
A single pulsing red heart
is used to represent Cooper’s
energy, shrinking and beating
faster as he becomes weaker
and more scared. In a further
twist to the Ghoulies tale,
initial energy levels upon entering a room are
never fi xed and can vary, potentially making
encounters and Challenges (see pages 18-19) a
lot trickier than they fi rst appear!
Energy is lost by taking hits from the Ghoulies
or falling victim to shocks. Should Cooper
lose all his Energy, he’ll go into a Faint. This
is far from the end of the road, however, and
you’ll see no Game Over screen in
Grabbed by the
Ghoulies
. Instead, Cooper returns to the start of
the scene or another suitable point, ready to
give it another shot.
Scares
Although Cooper’s kept permanently on edge
by Ghoulhaven’s chilly atmosphere and lurking
tenants, it’s the Hall’s capacity for sudden
Scares that can have the most shocking effect.
Scares are surprise events such as phones
ringing without warning or Ghoulies popping
up at windows, and if Cooper fails to avoid the
visible Scare Sphere that these create, he’ll
lose control and become numb with fright. Not
only does this make him almost impossible
to move and too terrifi ed to defend himself
(hence the attack function lockout), it also
means he will receive double damage if he’s
unlucky enough to be surrounded by attacking
Ghoulies when it happens!
Super Scary
Shocks
Think of these as
more dangerous,
high-risk Scares.
A Super Scary Shock
can crop up either
as part of normal play or during a special
sequence, and is easily recognizable from the
row of buttons that pops up onto the screen.
It’s a ghoulish test of reactions in which the
buttons displayed must be pressed, in order
and as quickly as possible, to help Cooper
shake off the paralyzing fear. Taking too
long to snap out of it will result in a loss of
precious energy. Needless to say, you should
beware the Super Scary Shock!
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