Battling the Ghoulies
While Cooper might not have willingly chosen
to be in this situation, he’s certainly not
going to let it get the best of him. Undaunted
by numbers, he’ll press the attack against
oncoming Ghoulies with a vengeance, trusting
in sheer bravado (and occasional blind panic)
combined with a repertoire of armed and
unarmed combat moves to see him through.
Regardless of whether or not Cooper’s lucky
enough to have picked up a weapon,
R
(Right
thumbstick) is always used to launch his
attacks. Movement is controlled separately by
L
(Left thumbstick). In combination, the two
thumbsticks give Cooper the freedom to aim
punches, kicks, and weapons in any direction,
not just the one he’s facing. You’ll soon see how
essential this is to overcoming the (sometimes
terrifying) odds!
The range and variety of unarmed combat
moves open to our hero comes as a surprise
even to him, and the type of move executed
depends upon distance from the target and
position in the chain of attacks. See the
Weapons section (pages 22-23) for more details
on the arsenal of Temporary and Permanent
Weapons stored deep within the mansion, and
what spectral bottom-kicking advantages each
of the different types has to offer.
Rooms
Ghoulhaven Hall and its grounds are split into
over 50 rooms of various sizes which could
be anything from a narrow, gloomy hallway
with peeling wallpaper to a wide outdoor
farmyard haunted by all kinds of eerily
unfamiliar sounds and shadows.
Each Chapter of the game takes place over a
number of rooms, some telling a more tangled
and far-reaching tale than others. By the time
he’s wrapped up his business at Ghoulhaven,
Cooper’s likely to know the layout of the place
better than Crivens himself!
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