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Challenge Guide by Uilnslcoap
Version: 1.0 | Updated: 02/02/2004
Ghoulies Challenge Guide Version 0.8-all the Challenges have been broken down and the best methods I've found for beating them typed up. Tonight and probably tomorrow, I'll go through and mark down the Rare Book locations and hopefully update relatively soon after. But at least the real meat of this guide is done. There's already a Rare Book guide on GameFAQs, I've noted, so mine will not be oh-so-necessary, but simply a bonus. Perhaps if one guide confuses you (note: mine), the other shall enlighten. Version 1.0-well, I think that's everything. Unless anyone writes to me to say something like, "You fool! That's not the way to do it/where that is!" This guide is completely finished...which isn't something I can say for my other guide on GameFAQs, but maybe someday... Contents I. Intro II. Challenges 1-20 Guide III. Rare Book Location Guide IV. Outro Intro Grabbed by the Ghoulies is a very good game. It is not a classic, and therefore it will not go down as a high point in Rare's history (Rareware is, after all, a company which has had more than its fair share of classics). Still, its mechanics are solid, its presentation is charming, and the challenges it issues are satisfying to fulfill. Plus, its premise and execution are novel and fun: who hasn't wanted to hit a Zombie with a giant, stuffed fish or throw toilet paper at Death himself? It has that Rareware atmosphere, too. The creators are, after all, the same team that gave us the first two Donkey Kong Countries and the Banjo-Kazooie games. If we couldn't expect good atmosphere and character and art design from them, what would the world of video games be coming to? This game deserves a better rep than it has. The disappointment around it, I believe, stems from all the expectation that surrounded "RARE'S XBOX DEBUT" and all that jazz. If this game had been released by your average video game company, then it would have gotten better scores in all those video game magazines, and that's the truth. I have decided to concentrate on the Challenge portion of this game in writing a guide for it, since the main game should (mostly) be simple enough to be handled by anyone, but some of these Challenges issue a fair amount of frustration and, dare I say it, challenge. And if you thought these were aggravating, wait till you see the last surprise they have waiting for you. By the way, I think I'll write a guide for that, but for now, let's help those who can't even access said surprise by getting them some good ratings in the first 20 Challenges (you'll find a detailed strategy for each of them below) and helping those who can't access those first 20 Challenges as well (see the Rare Book Location section for that). Now, on with the guide! Challenges 1-20 Guide Challenge 1: Billiard Room Bust-Up! The Goal: Break as many Skeletons as you can... The Catch: ...in sixty seconds. Gold: 12 Skeletons broken Platinum: 16 Skeletons broken Starting Energy: 50 Time Limit: 60 seconds Power-ups: none Difficulty: 1/5 Strategy to Platinum: Beat 5-6 Skeletons with a combination of the two throwable trophies on the couch and some regular attacks on those Skeletons who have taken damage (they will be down to 5 Energy after being hit by a trophy). Next, take out probably about 8 Skeletons by getting them to surround the pool table and then swinging it at the appropriate moment. Finish off the rest (2-3 more for Platinum) with normal attacks. Vary that with pool cue attacks if you like. This ain't the hardest Challenge to get Platinum in. Challenge 2: Bring out the Imps! The Goal: Avoid the Imps... The Catch: ...without being hit even once as long as you can. Gold: 36 seconds of hitlessness Platinum: 48 seconds of hitlessness Starting Energy: 5 Time Limit: none Power-ups: 1 "Turbo Cooper" (in the playpen ahead and to the left of the starting point, near the Xbox...box-smash the railing for access) Difficulty: 2/5 Strategy to Platinum: Note the Pulp Fiction reference in the title of this Challenge. Just want to point that out. Pick up a chair and kill the first three Imps that get near you (they're entering one at a time at this point). Then head over to the playpen and smash the railing. Grab the "Turbo Cooper" at about 18-20 seconds (I find it troublesome to collect it later with many Imps on your trail and putting yourself in a tight space where they can corner you, but if you can manage it, it might make the end of this Challenge easier) and then start running from one end of the room to the other back and forth. It's sort of up to you to manage this. Make sure to have the camera oriented properly when turning around and heading in the opposite direction so that you can make for gaps between groups of Imps. If you want, pick up a chair for when your "Turbo Cooper" runs out about 20 seconds after you picked it up. You have the choice of either maneuvering more for about 8-10 seconds (if you picked it up when I recommended) or trying to dispatch any Imps that approach with chair swings. If your luck is bad, achieving Platinum can be slightly frustrating here, but it's by no means impossible. Challenge 3: Super Duper Super Scary Shock! The Goal: Match as many (out of 15) of the buttons on the screen as you can... The Catch: ...before the Shock is over. Gold: 9 buttons matched Platinum: 12 buttons matched Starting Energy: 15 Time Limit: approximately 5 seconds Power-ups: none Difficulty: variable depending on the player (1/5 for me, I think) Strategy to Platinum: Errrr...memorize the layout of those four buttons and have good eye-brain-thumb coordination. I've managed all 15 buttons, so surely getting 12 isn't so out of reach. I guess just use a little caution not to make mistakes because speeding through, making a mistake, and losing valuable moments to press more buttons is not as good as being slightly slower and hitting the right buttons. I think a mistake means no chance at Platinum. Challenge 4: Friday Night at the Embassy! The Goal: Beat all the Zombies and Skeletons on the dance floor... The Catch: ...and retain a lot of energy in the process. Gold: 13 Energy at completion Platinum: 18 Energy at completion Starting Energy: 30 Time Limit: none Power-ups: 1 "5 Energy" (smash the painting of Ghoulhaven Hall to the right of your starting point), 1 "Knockdown Mania" (in the small, framed picture on the back right corner of the dance floor as you face the dance floor from the starting point) Difficulty: 3/5 Strategy to Platinum: Start by collecting the "5 Energy" I mentioned above and then pick up the potted plant on this side of the dance floor railing. DO NOT go on the floor yet. Rather, go to the left of the starting point and to the back end of the tables there. Heave the plant into as large a group of Ghoulies as you can. Remember also that large, throwable weapons such as the plant don't break until they hit a wall and cause a ring of damage to emanate from their point of impact. So if you see a big group near a wall with enemies in between, that's the spot to aim for. Next, lining the area to the left of the starting point are three groups of bottles (on the dance floor railing and the tables nearby). Use these to kill Skeletons while still off the dance floor. This is prudent for two reasons. 1) Fewer enemies in general once you're on the floor is a good thing-they don't have as much of a chance to overwhelm you-and Skeletons have less energy than Zombies. 2) Skeletons can use weapons and might get to some before you even realize it (there's a painting, a guitar, and a potted plant they have access to). Back to the guide: upon hitting a Skeleton with two bottles (which take off 5 Energy each for both Zombies and Skeletons when they're standing up) they will grow dizzy; wait for them to become undizzied before throwing the last two to dispatch them. Do not hit a knocked-down enemy with bottles (it takes off only 2 Energy for Skeletons and none for Zombies). If you're perfect (with 18 bottles at your disposal), that's four Skeletons dispatched and one at 10 Energy- maybe you even killed more than that with a lucky throw of the potted plant. But three killed and one damaged is pretty reasonable considering how all the enemies move around. Next, pick up the potted plant at the back of the tables and throw it with the same consideration as the first plant you threw. Now pick up the chair near the tables and walk onto the floor at last. Your first hit on the enemies will set them all off, so I suggest hitting another Skeleton (and hopefully killing it if you were successful with bottles earlier), but hitting a bunch of enemies at once should also be a consideration (this will become easier once they start attacking you). Priority one is avoiding hits, but priority two is making sure Skeletons stay away from weapons (if you see one with a light above his head, distract him by smacking him in the face). Also, do not hit a downed enemy with a weapon unless there are only one or two enemies left (you do more damage to them if they're standing up: 10 standing, 5 down). After the chair is done, use the potted plant in the corner near the entrance to the dance floor, then the painting on the left side of the floor, then the guitar at back right. Just back off and swing away. Once you're down to some Zombies and you're weaponless, you should try to down them one at a time and keep kicking them when they're down until dead (hopefully you keep kicking them further and further from their compatriots). Concerning the "Knockdown Mania," it can be helpful, but remember that although you cannot be knocked down once you've started your animation to swing at an enemy, this animation takes awhile and you CAN take damage from an enemy's swing before your attack lands but while you're winding up. So start your wind-up a bit early, and get the swing to land before the enemy can attack. The frustration in terms of getting Platinum comes from the fact that if you fail, it takes so long to defeat everyone in the room again. Good luck! Challenge 5: Soak-a-Zombie! The Goal: Kill 20 Zombies... The Catch: ...as quickly as you can. Gold: 85 seconds Platinum: 70 seconds Starting Energy: 50 Time Limit: none Power-ups: 2 "Super Weapons" (one in the chest directly behind Cooper's starting position, one in the low wood cabinets behind and to the left of the starting position) Difficulty: 0/5 Strategy to Platinum: Sheesh, even without the "Super Weapons," you only have to be slightly conservative with your water supply. With them, this is a breeze. Just look for another Zombie by rotating the camera if you've killed every one in sight, and make sure to hit the Zombies you see on your way to collecting the "Super Weapons" (since your gun is about to be full forever (relatively), go ahead and use some ammo now so you don't waste time collecting the "Super Weapons" when you could have one fewer Zombies to kill). Also, some smashable objects contain Zombies, making your objective even easier if you use them. Consider this Challenge a free Platinum. Challenge 6: A Touch of Frost! The Goal: Kill as many Ghoulies as you can... The Catch: ...in sixty seconds and only with weapons. Gold: 10 Ghoulies killed Platinum: 13 Ghoulies killed Starting Energy: 30 Time Limit: 60 seconds Power-ups: 3 "One-Hit Wonders" (one in each pipe that descends to the floor from the piping on the ceiling, but you must hit the correct side of the pipe) Difficulty: 1/5 Strategy to Platinum: This is comically easy once you know the location of the "One-Hit Wonders." There are weapons in the open air around the room as well as on the inside of the fridges at the perimeter of the room. Especially valuable is the fridge immediately to the right of the starting point (conveniently near one of the pipes with a "One-Hit Wonder") because it contains two sets of throwing weapons.twelve kills guaranteed if your aim isn't rubbish! Of course, melee weapons are plenty useful too if you get Ghoulies clumped together and can take a bunch out with a single swing. It's understandable if you can't get Platinum the first time around, but come on; those "One-Hit Wonders" are everywhere! Also, if you land one hit with your fists while "One- Hit Wonder" is active, that kill counts but will end the round (as a violation of the "Weapons Only" rule). Challenge 7: Poor Ol' Fiddlesworth! The Goal: Protect Fiddlesworth from the Imps... The Catch: ...not letting him be hit even once for as long as you can. Gold: 45 seconds of Fiddlesworth hitlessness Platinum: 60 seconds of Fiddlesworth hitlessness Starting Energy: 15 Time Limit: none Power-ups: 1 "Turbo Cooper" (behind the bales of hay directly behind your starting position) Difficulty: 2/5 Strategy to Platinum: The Imps in this level have a very set pattern of emergence (wave-like). They come from the same four spots in a clockwise fashion and always in the same order. The gap between each Imp's appearance at each spot gets smaller with each new wave. In other words, on the first set of four, it takes awhile for the second Imp to appear after the first has popped out, but on the next set of four, it takes less time. By the fourth wave, they come out at nearly the same time from each spot. The four spots they appear at, in order, are the wood cart you face at the start, the well to the right of your starting position, the bales of hay behind your starting position, and the bushes behind the white fence to the left of your starting position. You need to kill the first 15 Imps that show up to succeed at Platinum (interestingly, you can leave the fourth Imp in the fourth wave alone and make it to 60 seconds on the clock). The first Imp will make its appearance about seven seconds in. Kill that one and the next one with your feet, and then pick up the spotted eggs near the well (which you, of course, moved toward to kill the second Imp). Move between the well and the bales of hay, and face the camera toward Fiddlesworth. Kill the next two Imps with an egg each. Now, pick up the "Turbo Cooper" behind the hay bales. Dispatch the next wave of Imps with the rest of your eggs (if you miss with one shot, kill the last with your feet). For the third wave, kill the first with your feet and then grab the eggs near the wood cart. Smack the other three with eggs, and then take out the first three of the next wave with eggs as well. That's all you need to do to win Platinum. Any more Imps than that is gravy. Mistakes are easy to make, and any Challenge where one hit is the end has some innate trouble already, so don't get frustrated if you mess up a few times. The Platinum is not too far off. Challenge 8: Who's the Daddy? The Goal: Kill as many Mummies as you can... The Catch: ...in just sixty seconds. Gold: 5 Mummies killed Platinum: 7 Mummies killed Starting Energy: 30 Time Limit: 60 seconds Power-ups: 2 "Freeze Ghoulies" (one behind starting point in Rareware vase/urn, other in Rareware vase/urn on opposite side of room from that one), 2 "Turbo Coopers" (one Rareware vase/urn slightly counter- clockwise of starting point, other in Rareware vase/urn on opposite side of room from that one), 1 "Knockdown Mania" (inside metal boiler control thing counter-clockwise of starting point) Difficulty: 3/5 Strategy to Platinum: Three free kills if you know the way! So really, it's only two Mummies for Gold, and four for Platinum. Concerning beating Mummies, when you're delivering the knockdown blow to any Mummy, I suggest having the camera pointed toward the fire and hitting the Mummy head on toward the fire. This can be difficult if you're surrounded, but do your best to concentrate attacks on one Mummy at a time. One last piece of advice: never let a downed Mummy up if you have a choice. Make sure they get burned up. If you knock two down, concentrate on one. Here's my way of doing this Challenge: grab the large urn to the left of your starting position and toss it in the fire. That held a Cursed Mummy and earned you a kill. Pummel the mummy that is now near you into the flames. Next, collect the "Turbo Cooper" first mentioned above and book it clockwise to the next big urn (up on a table) and throw that into the fire. Get pretty close to the flames as the game will often interpret a throw with any enemies nearby as one that should head toward a group of enemies, and you want this vase in the fire, not knocking down Mummies. Grab the other "Turbo Cooper" mentioned above and then head for the final big urn slightly more clockwise. In with it. The rest is sort of up to you. I find the "Knockdown Mania" not all that worth your time given how quickly a Mummy is knocked down with a "Turbo Cooper" set of regular blows. This also renders weapons as less than worthy, but it's your choice. You only have three Mummies to go. The annoying thing about achieving Platinum in this Challenge is how easy it is miss the fire when you kick a Mummy toward it and how you can get a Mummy hung up just on the side of the furnace but not quite in the fire itself. Be careful with your aim, and I promise you can do it. Challenge 9: Smash the Study, Buddy! The Goal: Do as much damage to the room as you can... The Catch: ...within thirty seconds (+30 from around the room = sixty seconds). Gold: $8,500 worth of damage Platinum: $11,000 worth of damage Starting Energy: 15 Time Limit: 30 seconds (+30=60) Power-ups: 3 "Extra Times" (each worth ten seconds, set in each of the Rareware urns around the room, one on the big desk to the left of your starting position, another on the window sill behind that desk, and a third on a table by some glass-encased shelves ahead and to the right of your starting position) Difficulty: 3/5 Strategy to Platinum: This strategy has a lot of alternatives if things go a certain way or not (especially at the beginning), so I'm setting it off paragraph by paragraph with alternatives set off from the main path. Main Demolition, Part I: Grab the potted plant behind and to the left of your starting position and head to the left and just ahead of your starting position. Toss the plant so that it destroys the desk, the chair behind it, and one of the Rareware urns. You might even get the window back there if your aim is good. Circumstance 1: If you got the Rareware urn on the desk with that throw, pick up the "Extra Time" now. Circumstance 2: If you didn't get that urn, smash it with your fists and pick up the time. Main Demolition, Part II: Next, pick up the small dresser to the left of the desk as you face it from the starting point (next to a large plant which is neither tossable nor breakable). Circumstance 1: If you got the window earlier (though you probably didn't), aim the dresser at the center of the wooden shelf-thing with two doors open to the left of the window, and then pick up the "Extra Time" if you hit the urn on the sill with the potted plant. If you didn't do that, smash it now and pick up the time. Then hit the books on the right edge of the sill. Circumstance 2: If you didn't get the window, throw the dresser at it and try to take out either the urn (if you didn't hit it earlier) or the books (or both) as well. Smash the two doors sticking out from the large wooden shelf-thing with your fists. Hit the Rareware urn if you have to, but either way, pick up the time. Hit the books on the sill if you have to. Main Demolition, Part III: Pick up the nearby TV (to the right of the desk as you face it from the starting point) and throw it into the wall directly behind it so that its ring of damage gets both the books on the nearby sill and the safe door. Do not hit the glass decanter on the sill. Head for the small table with the decanter on it at the center of this room. Pick up the bottles there and use them to destroy 1) the dresser near the fireplace, 2) the decanter on the table, 3) and 4) each of the nearby chairs, 5) the faraway Rareware urn near the shelves, and 6) the square bit on the banister near the shelves. There are two throwable objects nearby (a vase and a trophy). Use one to destroy all of the glass shelves (upper and lower) near the Rareware urn by tossing it into the center of these shelves. Collect the "Extra Time" (you should have more or less ten seconds left about now). Run up the stairs and use the plant there to smash the shelves and vase at the bottom of the stairs. You just let loose a Zombie, but you only have one more thing to do. Collect whichever throwable object near the fireplace you didn't use earlier and throw it at the wall between the mantelpiece and a vase/urn, which looks similar to the one a Zombie popped out of just now. Having destroyed both of them, you put the total at just over $11,000 in damages. Well done, you. Alternatively, after the bottle stuff, you could collect the "Extra Time," use the plant to destroy the stuff at the base of the stairs, and THEN destroy the glass with a throwable object, followed by the mantelpiece/urn destruction. But whatever works, works. The main thing about getting Platinum in this Challenge is that the time limit is rather tight. Just work on your timing and aim and make sure your right analog isn't out of whack (mine sometimes thinks it's aiming down all the time...this is very frustrating on this Challenge). Good luck! Challenge 10: Chop Socky Whacky! The Goal: Kill as many Ninja Imps as you can... The Catch: ...with just ten blows. Gold: 12 Ninja Imps killed Platinum: 16 Ninja Imps killed. Starting Energy: 30 Time Limit: 2 minutes, 30 seconds Power-ups: 1 "One-Hit Wonder" (inside the piano ahead of the starting point), 1 "Turbo Cooper" (inside the statue/bust ahead and to the right of the starting point), 1 "Super Weapons" (inside the statue/bust behind and to the right of the starting point) Difficulty: 4/5 Strategy to Platinum: Gosh, this can be aggravating, but there's one thing at the start that will make all the difference. Pick up the gramophone and heave it at one of the groups of Ghoulies behind the piano BEFORE they get a chance to meditate and grow. If you get all three, continue playing the Challenge. If not, quit and try again until you get all three with that shot. This makes the rest much easier. Now, what you need to do is get the Ninja Imps to use their high kick to smash the piano keys to get out the "One-Hit Wonder" and the busts containing the "Turbo Cooper" and the "Super Weapons" (thus saving you three hits for the Ninja Imps instead of said objects). Don't collect them just yet, though. First, pick up the guitar near where the gramophone was. Then, pick up first the "Super Weapons," then the "Turbo Cooper," and then the "One-Hit Wonder". Now use the guitar to whack Ninja Imps (hopefully in groups). Having used one hit with the gramophone, and saving one hit at the end for the couch you can swing around, you have 8 hits to work with. You've killed three Ninja Imps, and it's safe to assume you can kill three (and probably four.I've killed as many as six) Ninja Imps with a swing of the couch. Therefore, you need to kill 10 Ninja Imps (to be on the safe side) with the next 8 blows. This tends to be easy to do if, after having killed a couple of Imps, another group of little ones pop in from the windows. These little ones tend to be clumped together and thus easy to take out in sets of two (if not three). Just be a little careful, and remember that your regular blows are effective even if the weapon runs out and the "One-Hit Wonder" is still on (it probably won't since you collected the Power-ups so quickly one after another and the guitar still has three blows left in it after the "Super Weapons" has worn off). After that, just get a group of Ninja Imps to follow you around, get them near the couch (which is near your starting position) and swing away with your last blow. Tah-dah! Really, the only issue here is getting Ninja Imps clustered properly so you can get multiple hits with a single blow (that and making sure they don't hit each other out of the way of a blow when they attempt to hit you with their flying kick), but once you get the toss at the beginning right, the Platinum is in sight. Challenge 11: Amber Wants a Kiss! The Goal: Beat Amber's ogre-like incarnation... The Catch: ...as fast as you can. Gold: 65 seconds Platinum: 45 seconds Starting Energy: 100 Time Limit: none Power-ups: 2 "Turbo Coopers" (one in crate against wall left of starting point and another ahead and to right of starting point in crate in a corner made by shelves), 1 "Super Weapons" (directly behind the starting point), 1 "Invisibility" (in small rectangular crate right next to larger crate first "Turbo Cooper" mentioned above is in), 2 "Miniature Coopers" (in crate ahead of starting point, right behind Amber's original position) Difficulty: 2/5 Strategy to Platinum: Heh heh, this could be pretty hard, but not the way I've figured out to take care of it. Grab the "Invisibility" left of the starting point (start moving from the beginning and Amber won't have a shot at you), then the "Turbo Cooper" in the crate right next to it, and then turn around and get the "Super Weapons" near the start. Now, facing the location the "Super Weapons" used to be at, head down the right corridor, then turn right past the shelves and pick up the bottles in the corner here. Facing the bottles from your recent turn, Amber is to your right (having followed you down the nearby alcove till you collected the "Invisibility" there). Now, fling bottles at Amber until her energy is down to 50 (your "Invisibility" has probably run out in the meantime). She will grow dizzy at that point, and you should wait for that to wear off, then begin throwing bottles again until she's dead (make sure not to let her hit you after you let her dizziness wear off and thereby waste a great run). Between the "Turbo Cooper" (which will run out soon after Amber's 50 mark) and the "Super Weapons," you can get her down in less than 40 seconds. Even if the "Super Weapons" run out after about 15 throws, you've got enough in your hands still take her out (at 5 damage with each throw). This should not be attempted with melee weapons as a knockdown causes her to go red and come at you. That's a waste of time. This projectile weapon, though, is perfect, as she stays up the entire time and thus is still able to take damage-save for the one moment when you must let her undizzy. Easy Platinum once you get the locations of appropriate power-ups and weapons nailed down. Challenge 12: Hey, Big Swinger! The Goal: Smash as many Skeletons as you can... The Catch: ...with just one swing of the bathtub. Gold: 8 Skeletons Platinum: 11 Skeletons Starting Energy: 1 Time Limit: 60 seconds Power-ups: 2 "Freeze Ghoulies" (one in clothes closet clockwise of starting position-the second such closet you'll encounter, the first holds a skeleton, the other in a clothes closet on opposite side of room from there), 2 "10 Energy" (one in hamper behind starting point, another in hamper on opposite side of room from there) Difficulty: 2/5 Strategy to Platinum: Start by collecting the "10 Energy" (your starting energy is ONE after all, we don't want a single hit to take out a lot of work) in the hamper behind your starting position. Go clockwise and smash the cabinet with the "Freeze Ghoulies," but don't collect it yet. Continue clockwise and hit the Skeleton in the shower one time, and then get that "Freeze Ghoulies" (you might take a blow or two from some roaming Skeletons, but that shouldn't be a problem). Work your way counter-clockwise around the room busting all the dressing-room/closet things thus letting loose Skeletons (note: there's a Skeleton inside the glass door where the sauna is-he takes a hit before he'll go after you, like the shower Skeleton, but you can do it while he's frozen), and skipping the one closet where the other "Freeze Ghoulies" resides. You might have one door or so still to break down when the "Freeze Ghoulies" wears off. Now, just gather them around and swing the bathtub at the right time. Handled correctly, this Challenge should not be too adversely affected by the time limit, and the Platinum should be in your grasp pretty fast. Challenge 13: Gone to Pot! The Goal: Kill as many Vampire Chickens as you can... The Catch: ...but you can't break anything in the room and have only sixty seconds. Gold: 13 Vampire Chickens killed Platinum: 17 Vampire Chickens killed Starting Energy: Time Limit: 60 seconds Power-ups: 2 "Freeze Ghoulies" (one just ahead and to right of starting point behind pots, another on opposite side of room and to left from starting point), 1 "Super Weapons" (on exactly opposite side of room from starting point, obscured by pots) Difficulty: 4/5 Strategy to Platinum: I guess all I can say is sort of notice if knocking the Chicken backward with your gun (considering the angle you're firing toward the Chicken from) is going to hit anything fragile. Try to hit ten of them, and a few seconds after you succeed at that (so that you give enough time for more Vampire Chickens to re- spawn), collect a "Freeze Ghoulies." Now all you have to do is hit each Chicken that's standing around without fear of them hitting something on their way to death (until the "Freeze Ghoulies" wears off). Just make sure your shot itself won't hit any pots or what have you on the way. The reason this earns a 4/5 rating is because it's rather easy to break something accidentally. However, use a little caution and the Platinum shall come. Challenge 14: Kick 'em Quick! The Goal: Kill 20 Flying Imps using Amber... The Catch: ...as fast as you can. Gold: 65 seconds Platinum: 50 seconds Starting Energy: 30 Time Limit: none Power-ups: 2 "Turbo Coopers" (in fridge to immediate left of starting position, and in chest ahead and to right of starting position), 1 "Super Weapons" (upstairs ahead and to left of starting point in crate with alarm clock on it-near the chest where the prisoner usually is), 1 "Traitor Fever" (also in fridge to immediate left of starting position) Difficulty: 4/5 Strategy to Platinum: Playing with Amber makes absolutely no difference in gameplay as far as I can tell. It also makes little difference whether you use weapons or not, and pretty much the only one you have time to pick up if you want Platinum is the frying pan in the sink just to the right of your starting position, so grab it if you want. Either way, smash the fridge door to your left and grab the "Turbo Cooper" (but not the "Traitor Fever" just yet). Concentrate in the first half of this fight (there's an initial batch of ten and then the last ten fly out of a barrel ahead and to the right of the starting point-in the living area, not the kitchen area) on dispatching them as soon as they get close enough. I tend to go forward, then around the couch, then near the doorway you emerged from (near the kitchen) to enter this area. If it's possible, kill the last Flying Imp (of the first half) very close to the kitchen door. Once the second wave has started to emerge, head back into the kitchen area and grab the "Traitor Fever." Now they'll start doing this dive-bomb attack they would have used on you and, instead, kill each other. At least four or five of them will probably die from this very quickly, and you'll probably be able to take out at least two more very fast since they're now stuck in the ground for a few seconds from their attempted attacks (assuming you didn't accidentally get knocked down by one of these attacks). Then you just have to take out a few more who are still around (and they will take each other out, too). If luck is with you, somewhere along the line, an enemy will have smashed the chest with the other "Turbo Cooper" inside and you can use it to help at some point. This Challenge earns a higher difficulty rating because the time limit is pretty stringent and you rely on some luck to get you to the Platinum level. Challenge 15: Take Out the Trash! The Goal: Kill thirty Spiders... The Catch: ...with as few attacks as possible. Gold: 12 attacks Platinum: 9 attacks Starting Energy: 10 Time Limit: none Power-ups: 1 "Freeze Ghoulies" (in dumpster ahead and to left of starting point), 1 "Invisibility" (in dumpster directly behind starting point), 1 "Super Weapons" (in dumpster behind and to right of starting point-around a wall-near ramp leading up to door), 1 "5 Energy" (in window ahead and to right of starting point) Difficulty: 2/5 Strategy to Platinum: Killing thirty Spiders has a little more to it than just laying smack whenever you can. One more element they've added is that there are twelve Spiders at the start and you must kill all of them to make the next dozen appear. This means you've got to be sparse with hits, and make sure you take all twelve out efficiently (it's okay to use a single hit to kill one Spider-as long as you've taken out the rest with very few moves). You have the option at the beginning of attempting to take out each group of Spiders (four groups clumped three at a spot and not moving at the start) or getting them all moving by touching one so that they'll be grouped altogether. I go for the latter since it enables you to get many spiders with one shot while the other strategy takes a little more luck (in the Spiders' initial layout-you need them really close together so a single well- aimed hit can get them all) and speed because they'll eventually unfreeze. You can also attempt to gather them all around you and then swing the dumpster around, but I do that on the next set of twelve. So, following my strategy, pick up a trash can and get all the Spiders to follow you.then fling the trashcan so that it kills as many Spiders as possible. Use one more trashcan in the same way, and then use melee weapons to kill whatever remains. If it takes more than 5 hits to kill the first twelve, start this Challenge over. Assuming you did it in 5 hits (preferably four), gather the next twelve Spiders that suddenly appear around you and then lead them toward the dumpster. Swing away! Hopefully you killed them all, but often you'll leave one or two behind (hopefully one). Use a melee weapon either way and try to kill both with one hit if it's two Spiders. Once they're dead (that's 24 down, six to go), more Spiders will pop out, but a little more one at a time (up to twelve I think) and a little less in one big flourish. So wait until a significant number have appeared and then fling one more trash can at them. Hopefully you take out four or five with that throw and can use one last melee weapon swing to kill a couple more and successfully complete this Challenge. So again, two trash cans, then melee on the first dozen Spiders, then the dumpster and melee (if necessary) on the next dozen, then one trash can and melee on the last six you need. The reasonably-hoped-for total is eight blows (two trash cans, two melee swings, then one dumpster, one melee, then one trash can, one melee). Seven would be quite lucky. Six is vaguely possible. So you can see there's a bit of room for error with 9 blows as the Platinum total. Make it happen! Challenge 16: Dirty Laundry! The Goal: Kill as many Ninja Imps as you can with Amber... The Catch: ...in just ten seconds (+ sixty from around the room = seventy seconds). Gold: 24 Ninja Imps killed Platinum: 30 Ninja Imps killed Starting Energy: 30 Time Limit: 10 seconds Power-ups: 6 "Extra Times" (in each of the cylindrical hampers sitting around the room with the one exception mentioned next), 2 "Super Weapons" (both in hamper at the bottom of the staircase to right of the starting point) Difficulty: 2/5 Strategy to Platinum: I love the soda gun! Blast open the washer doors directly ahead of you to release some Ninja Imps, then open the two hampers next to each other to your right to get some extra time. After that, alternate between blasting washer doors (to get more and more Ninja Imps on the floor), killing Ninja Imps, and collecting more time as you work your way counter-clockwise around the washers. The "Super Weapons" are optional, but will give you lots of time where you don't have to think but just blast everything with utter abandon. Be sure to collect all the "Extra Times" so that you can reach your target number of kills without hassle. Really not difficult at all if you play it right to get Platinum. Challenge 17: Catch the Cowards! The Goal: Kill as many Imps as you can... The Catch: ...but they're running from you and you only have sixty seconds. Gold: 19 Imps killed Platinum: 23 Imps killed Starting Energy: Time Limit: 60 seconds Power-ups: 2 "Turbo Coopers" (one in the left locker, as you face the lockers, behind your starting point, another on opposite side of room and to left of starting point, in a medical supply thingy near some boots), 3 "Miniature Coopers" (in each of the cages directly ahead of the starting point) Difficulty: 5/5 Strategy to Platinum: Ugh. The number of times I've gotten 22 Imps. You're going to be going counter-clockwise around the room (and the operating table) the whole time. First, though, break the locker behind you to get the "Turbo Cooper," then begin your counter-clockwise trek by heading for the opposite side of the room, killing any Imps on the way, to smash each of the cages with a "Miniature Cooper" inside. Activate one of those, and let him kill some Imps on that side of the room while you journey more counter-clockwise to get the other "Turbo Cooper" mentioned above (make sure to kill any Imps that your miniature self isn't handling on your way to that power-up, though). Then pick up a boot, and continue counter-clockwise. Keep going around, killing the whole time, and activating a new "Miniature Cooper" once you reach that spot again. On the last go-round, once you reach the last "Miniature Cooper" and activate it, you should be almost out of time and your "Turbo Cooper" should be almost up (or maybe it's gone already depending on how many Imps you got). Pick up the bottles on the corner of the operating table nearest the second "Turbo Cooper" you collected, and use them to kill six more Imps. Hopefully you got enough. If you need to do this a lot of times, it's understandable. But don't give up. You'll get the Platinum eventually (and maybe early on if you're lucky). Challenge 18: Bedtime Gory! The Goal: Kill as many Ghoulies as you can with Amber... The Catch: ...in sixty seconds and don't kill any Imps. Gold: 17 Ghoulies killed Platinum: 23 Ghoulies killed Starting Energy: 30 Time Limit: 60 seconds Power-ups: 3 "Super Weapons" (in a drawer to the left of the starting point), 3 "Turbo Coopers" (in a drawer right next to the one mentioned previously), 3 "One-Hit Wonders" (in a drawer to the right and just ahead of the starting point) Difficulty: 3/5 Strategy to Platinum: This room has some variations depending on how quickly enemies spawn (from the Haunted TV), or if you break certain things, but the following should work: bust the two drawers on the left with one hit (using the dresser in front of the starting point), collect everything that emerged from them, but avoid the two Flying Imps you also released with that throw, and then turn around and pick up the bottles that were directly behind your starting position. Hit the drawer on the right with a bottle and grab the "One-Hit Wonders" that pop out of there. Remember that those bottles can be thrown a long way and thus you don't need to be near your target to hit (and kill) it. There's one last thing to take into account. If you pass the curtains that divide this small hallway from the main part of the room, then the nearer of the two Haunted Televisions will spawn an Imp which will cause trouble for you from then on (even if you don't kill him by accident-and thereby end the Challenge-he'll probably leap on you and destroy the bottles in your hands, thus rendering the Challenge about three times as difficult). So kill the Skeleton that has gotten pretty near your position (he's probably hit you, actually) by the time you've collected the "One-Hit Wonders." Next, kill the Flying Imps you released earlier, and then kill the appropriate Haunted TV by throwing a bottle at it from far away before it spawns that Imp. Head into the main portion of the room, and bust the desk causing two spiders to emerge. Kill them, then hit the grandfather clock from which two Zombies shall emerge; kill them. Then the two urns near the window from which four more Zombies shall come. Then the Skeleton that is probably running amok by now (created by the Haunted TV)). Then break the urn slightly more counter-clockwise to get two more Spiders. Now head into the bathroom and break the sink to get three Ninja Imps you can kill. Then do the same to the medicine cabinet for three more Ninja Imps. Now kill the Skeleton, which the other Haunted TV has probably spawned by now, then the Haunted TV itself. You probably have enough kills now and are nearly out of time, but if you need or want more, then the shelves in the corner opposite the bathroom (near the bed) contain worms if you hit them. It's simply a matter of speed and knowing the layout of the room to get the Platinum (and making sure you don't let the Haunted TV spawn that Imp). Challenge 19: Who's Still the Daddy? The Goal: Kill as many Mummies as possible... The Catch: ...in sixty seconds and with only 10 blows. Gold: 11 Mummies Platinum: 15 Mummies Starting Energy: 15 Time Limit: 60 seconds Power-ups: 2 "Turbo Coopers" (one up on crate almost directly in front of starting point, another on floor in corner made by crates almost directly behind starting point), 2 "Invulnerabilities" (one in crate directly to left of starting point, another in crate directly to right of starting point), 2 "One-Hit Wonders" (one in small dog/sphinx-thing behind and to left of starting point, one in large dog/sphinx-thing ahead and to right of starting point) Difficulty: 2/5 Strategy to Platinum: Basically, just grab the "Turbo Coopers" and "One-Hit Wonders" mentioned as fast as you can, and hit Zombies only in groups of two or more (you only have 8 hits after bringing out the "One-Hit Wonders"). This isn't all that difficult once you've got the location of everything down, but occasional bad placement of enemies can do you in. Still, Platinum is all yours pretty fast. Challenge 20: (Don't Fear) The Reaper! The Goal: Evade the Grim Reaper's touch... The Catch: ...as long as you can. Gold: 55 seconds Platinum: 70 seconds Starting Energy: 1 Time Limit: none Power-ups: 1 "Dizzy Reaper" (ahead and slightly to right of starting point, in dark, shaded window-between two lit ones-near door) Difficulty: 2/5 Strategy to Platinum: I like the song the title of this Challenge refers to, and I find this final (well, sort of final) Challenge surprisingly easy. Here's how I do it. Start running clockwise around the perimeter of the level. Pick up the wheelbarrow you see on your way, and continue your clockwise trend. Smash the window with the "Dizzy Reaper" on your first trip around, but don't collect it yet. Sometime during your second lap around the Reaper will probably get close. Swing the wheelbarrow once to put him a little more in his place, and then continue running. Collect the "Dizzy Reaper" when you come to it and get as far from the Reapers (there are now two or three of him) as you need to so that you reach the 70-second mark (which isn't all that far). You might need to do this three or four times to get it (especially your swing of the wheelbarrow at the Reaper) just right, but it's not hard to get Platinum on this, the final (sort of) Challenge. Rare Book Locations Note: sometimes I say "vase," but I think some of the things might be large urns or something (anyway, whatever they are, they're semi- cylindrical objects that generally contain things-either flowers or ashes) Chapter 1: The Rescue Scene 1, Grand Hallway: on large staircase directly ahead of your starting position. Scene 2, Trophy Room: collected automatically upon completion of room. Scene 3, Billiard Room: corner of room with couch and trophy case immediately to left of starting position. Scene 4, Gaming Room: on a rocking chair in a corner near a TV and a portrait of the Reaper (as well as the Ultimate title Atic Atac). Scene 5, Billiard Room: near grandfather clock slightly ahead and to right of starting position. Scene 6, Lower Corridors: in corner past exit door, near bars through which Mummy, Skeleton, and Zombies are visible (dancing). Scene 7, Cinema: lowest shelf of a rickety bookshelf near couch and portrait of Zombie Pirate (all this is near the fireplace). Scene 8, Gaming Room: in corner of playpen near Xbox box-smash the railing to the pen for access. Scene 9, Basement: in broken sarcophagus on large pile of rubble closer to the end than the beginning of this room. Scene 10, Relic Store: around corner counter-clockwise from exit door (visible during first-person portion of this scene). Scene 11, Ye Olde Archives: on a box near a shelf very close to the exit door. Scene 12, Cellar: on the far side of the second large wine cask on the left, straight ahead from the starting point. Chapter 2: The Restoration Scene 1, Kitchen: on stove, visible in upper-right corner of screen at pause screen directly after you get the fire extinguisher. Scene 2, Scullery: inside water dispenser (I think that's what it is) right near entrance door-starting with this one, you must sometimes smash things to find the book. Scene 3, Lower Corridors: behind "Fragile" box opposite exit door. Scene 4, Embassy Ballroom: on shelf below water dispenser near blocked door opposite exit gate of dance floor. Scene 5, Conservatory: next to bench just to right and straight ahead from starting point. Scene 6, Boathouse: in bucket next to shelf near entrance door (on the side of the shelf further from said door). Scene 7, Lighthouse Store: right next to entrance door. Scene 8, Lighthouse Living Quarters: near toilet to right of starting point. Scene 9, Lighthouse Lantern Room: in small barrels on floor at the end of the circular path you traverse to get the glowworm (smash). Scene 10, Lighthouse Living Quarters: in bathtub just to left and ahead of starting point. Scene 11, Lighthouse Store: in stack of boxes and stuff behind starting point. Scene 12, Boathouse: in large chest near center of room (smash). Scene 13, Dining Room: on long buffet table right next to lead pirate's original position (you see it very clearly in one cut scene). Scene 14, Embassy Ballroom: after exiting dance floor, turn right twice and go to far table, which it's on. Scene 15, Lower Corridors: directly ahead of and just to right of starting point, in dark corner diagonal from "Fragile" box. Scene 16, Scullery: as you face into room from exit door, in sink on left. Scene 17, Kitchen: on counter across room and around bend from starting point. Scene 18, Ffffreezer: on shelf fairly near exit door. Scene 19, Garbage Yard: in large pile of junk straight ahead and to right as you face the room from the exit door-specifically it's in (or at least near) a stove/oven. Scene 20, Wood Shed: in corner with 3 Spiders near a plant, close to a table with a buzzsaw on it. Scene 21, Farmyard: in wood chipper next to large pile of logs right next to start door (smash). Scene 22, Chicken Shed: after emerging from a path with a perimeter of chicken wire and burlap sacks, it's on a bale of hay near one end of the coops here. Scene 23, Farmyard: up against white fence near wood chipper, almost directly across from starting point. Scene 24, Workshop: clockwise from exit door, near large urn with Cursed Mummy in it. Scene 25, Lower Corridors: in vase near exit door next to bars, beyond which you can see a giant Spider and its web (smash). Scene 26, Pantry: in barrel, near exit door (smash). Scene 27, Kitchen: near Ffffreezer door, almost directly on opposite side of room from starting point. Scene 28, Grand Hallway: kill Haunted Painting on left side of exit door as you face it and the book pops out of it (or it might be randomized between the two Paintings-I'm not sure)-from here on, some books require you to kill a specific enemy to make them appear. Scene 29, Cloakroom: on window sill on one side of the room-as you face the two windows, it's on the sill on the right slightly obscured by curtains. Scene 30, Sitting Room: in grandfather clock to right of starting point (smash). Scene 31, Music Room: in corner next to bookshelf behind starting point.
Scene 32, Walled Garden: next to flower bed/trough thing near stairs leading to exit door, with its spine against the wall. Scene 33, Study: on window sill near large desk on one side of room. Scene 34, Music Room: kill the Hunchback and it pops out. Scene 35, Sitting Room: under couch ahead of starting point, on side nearest exit door. Scene 36, Cloakroom: in chest on right side of room from starting point, near windows (smash)-but this calls out the Reaper due to the "No Damage" clause in this room. Scene 37, Grand Hallway: on shelf directly ahead of starting point. Scene 38, Kitchen: in the one smashable shelf in this room clockwise from power-ups on counter in center of room (smash)-you have to get it before you finish off the Fire Imps. Scene 39, Cellar: in gap between box and wall in pile to right of starting point. Scene 40, Ye Olde Archives: ahead and to right of starting point, in small, rectangular crate next to blocked door (smash)-you have to get it before you defeat ogre-Amber. Chapter 3: The Riddle Scene 1, Grand Hallway: in vase to Cooper's left at starting point-the vase is between a bench and the wall (smash). Scene 2, Housekeeping Store: next to portrait of Ghoulhaven Hall to left of exit door as you face it. Scene 3, Crivens' Quarters: in dresser by Crivens's bed to left of starting point (smash). Scene 4, Housekeeping Store: kill the Warlock and it will emerge. Scene 5, Grand Hallway: near Baron von Ghoul's door (directly above front door of house). Scene 6, Upper Corridors: turn left just in front of the exit door as you face it and it's in the vase next to the bars (smash)-beyond which you can see a large, cascading pile of Rare books-what a taunt! Scene 7, Bathroom: in the toilet slightly clockwise from exit door (smash). Scene 8, Schoolroom: in a low cabinet immediately to left of starting point-the particular cabinet has a goldfish bowl on top of it and is the left one of the two as you face it (smash)-the Reaper then comes a- knockin' because the "No Damage" sign has been turned on by the stewardess (all right, so that's a far cry from a joke-but I try). Scene 9, Infirmary: as you enter the main part of the room, after talking to Fiddlesworth, it's in an alcove blocked by two bad soups, leaning against the far wall. Scene 10, Dunfiddlin Cottage Garden: kill the two Vampires-one of them has it (but you can only do this with Ol' Edna which you get off Fiddlesworth near the end of this room). Scene 11, Greenhouse: almost exactly in the center of the room, sitting in the midst of a row of plants on the ground. Scene 12, Potting Room: as you face the piece of the rhyme, it's in a pot on a table just to the right of the rhyme (smash). Scene 13, Greenhouse: in pile of-coconuts, perhaps?-in back left corner of room as you come from Potting Room (smash). Scene 14, Dunfiddlin Cottage Garden: go past the gate to the cottage and it's just around the corner of the large bush on the right as you pass this gate. Scene 15, Dunfiddlin Cottage: in the fridge near your starting point, only available after Zombies emerge from it at the beginning of the second Challenge this room offers. Scene 16, Workshop: in large metal door close to opposite side of room from exit door (smash). Scene 17, Farmyard: in large stone ring up against wall just to right of starting point (smash). Scene 18, Foundry: in bellows (blacksmith flame-increasing thing) on desk just to left of fire as you face it (smash). Scene 19, Stables: more or less center of first portion of room, wedged between crates and a trough on top of them. Scene 20, Foundry: in large barrel close to exit door, opposite the fire (smash). Scene 21, Farmyard: kill the Jessie and Clyde penned opposite the starting point and it'll come out (there's a "One-Hit Wonder" in the wood chipper near the exit door-also, there's a "Shocker Blocker" inside a barrel near the cart close to the entrance-very useful for this room). Scene 22, Woodshed: kill the last Medusa you encounter as you go through this room and it comes out (but just kill them all with all those throwable weapons to make your trip easier-even if it does mean running from some worms). Scene 23, Garbage Yard: in the dumpster very near the exit door ramp (smash). Scene 24, Ffffreezer: inside the second fridge clockwise from the exit door with a Mummy also in it (smash). Scene 25, Kitchen: at bottom of stairs ahead and to left (clockwise) of starting point, near blocked door. Scene 26, Laundry: as you face the washers just after coming upstairs, it's in the washer third from the right (smash). Scene 27, Servants' Dormitory: kill the Haunted Door. Scene 28, Servants' Bathroom: inside the large furnace just to the left of the starting point-you can't break into it; it only opens when the survival timer has finished ticking down and then the Rare Book and a Cursed Mummy emerge. You'll also have the Reaper speedily trailing you at this point, so only collect the "Dizzy Reaper" near the exit door after the counter is finished so that you can collect the Book with (some) ease. Scene 29, Attic: about halfway through this room, you'll come out of an area with a mirror on one side to emerge into a place with lots of dressers and a sewing machine on the table in the center. On the left, as you enter this area, against the wall is a dresser with shelves on top. Between this dresser and a large wood beam is the Rare Book. Scene 30, Grand Hallway: inside the bust to the right of the exit door as you face it (smash). Scene 31, Experiments Chamber: as you face the large old-school computer/machine near the exit door, it's inside the leftmost dial (smash). Scene 32, Krackpot's Lab: it's in the fridge opposite the exit entrance door with the door already open thanks to the Jessies and Clydes. Scene 33, Experiments Chamber: in the left locker (as you face them) on opposite side of room from exit door (smash). Scene 34, Grand Hallway: turn Cooper left and then left again after climbing the first set of stairs. Two open doors set off the small chamber you just entered from the main part of the room. It's in the small gap between one of these doors and the wall. Chapter 4: The Reckoning Scene 1 (and only), The Baron's Quarters: in the medicine cabinet in the bathroom (smash). Chapter 5: The Race Scene 1, Grand Hallway: in vase right by exit door (smash). Scene 2, Bathroom: in cabinet opposite entrance/exit door (smash). Scene 3, Conservatory: in potted plant next to bench across from exit door (smash). Scene 4, Dunfiddlin Cottage: in large wardrobe near bed (smash). Scene 5, Dining Room: in vase behind large buffet table (smash). Scene 6, Pantry: go left as you face the two fridges in this room and it's in the far shelf (smash). Scene 7, Relic Store: going counter-clockwise from starting point, hit the sarcophagus near a blocked door; it's the third sarcophagus you'll encounter (smash). Scene 8, Laundry: as you face the washers after talking to Mr. Ribs, it's inside the second one from the left (smash). Scene 9, Walled Garden: inside vase/trophy/pot thing clockwise from entrance against wall near Turbo Cooper, a bush, and an overturned bench (smash). Scene 10, Cinema: inside vase on table right by starting point (smash). Scene 11, Lower Corridors: in vase right by exit door (smash). Scene 12, Grand Hallway: as you face front door, it's in a vase up on a table to the immediate left, under a portrait of Ghoulhaven Hall (smash). Scene 13, Front Gate: counter-clockwise from start, there's a large doghouse; it's in the food bowl. Outro 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!).