GAMES MICROSOFT XBOX GRABBED BY THE GHOULIES Manual - page 13
Temporary Weapons
These notable features
of Ghoulhaven Hall’s
interactive environments can
certainly make things easier
in a tight spot. From chairs to
cues, vases to bottles and books to
burgers, they can be found in a wide
array of forms just waiting to be swung
or hurled at Cooper’s drooling foes. Of
course, all have their limits—either in
supply or in the number of hits that they
can take before falling apart. When you see
the Temporary Weapon Grab Icon, press
A
to
take hold of the Weapon,
R
to attack and
B
to
discard (if something better comes along)!
Special Temporary Weapons
Used as above, these are larger parts of
the scenery that can’t be picked up but can
be manipulated as powerful fi xed weapons,
such as billiard tables and couches (watch
for the Temporary Weapon Grab Icon). Again,
each of them will only take so much damage
before becoming useless. Cooper might want
to address these shortcomings with Baron Von
Ghoul’s interior decorator the next time he
sees him.
All weapons obtained by Cooper during the course
of his unplanned night out can be grouped into one
of three categories: Permanent Weapons, Temporary
Weapons and Special Temporary Weapons.
Permanent Weapons
These are weapons passed
on to Cooper at key stages in
the game by other characters.
Each is ‘permanent’ in that
Cooper automatically makes
use of the weapon until
the time comes for it to be
unceremoniously whipped
from his hands.
Permanent Weapons are generally crucial to
success at these key points, either because they
can damage an otherwise invulnerable enemy (such
as the vampire-unfriendly garlic blunderbuss), or
because they provide another function alongside
their value as a weapon (like the candle, which
lights Cooper’s way as well as being a hot item to
use against mummies).
Each Permanent Weapon has a fi xed level of ammo
that decreases with use, but mercifully the meter
refi lls itself when the weapon is not in action.
While this means that ammo
does
have to be used
sparingly at the risk of Cooper being attacked
when the meter hits rock bottom, it also means that
he’ll never be unarmed and helpless for more than
a few seconds at a time.
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