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  9. Microsoft game studios GRABBED BY THE GHOULIES User manual

Microsoft game studios GRABBED BY THE GHOULIES User manual

0903 Part No. X09-93065
Get the strategy guide
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l Rotate Camera
L Move
APick Up Weapon/
Advance Text
r Rotate Camera
> Pause Game/Skip Story
R Attack
l+r Auto-center Camera
B Discard Temporary Weapon
About Photosensitive Seizures
A very small percentage of people may experience a seizure when
exposed to certain visual images, including flashing lights or
patterns that may appear in video games. Even people who have no
history of seizures or epilepsy may have an undiagnosed condition
that can cause these “photosensitive epileptic seizures” while
watching video games.
These seizures may have a variety of symptoms, including
lightheadedness, altered vision, eye or face twitching, jerking or
shaking of arms or legs, disorientation, confusion, or momentary
loss of awareness. Seizures may also cause loss of consciousness or
convulsions that can lead to injury from falling down or striking
nearby objects.
Immediately stop playing and consult a doctor if you experience any
of these symptoms. Parents should watch for or ask their children
about the above symptoms-children and teenagers are more likely
than adults to experience these seizures.
The risk of photosensitive epileptic seizures may be reduced by
sitting farther from the television screen, using a smaller television
screen, playing in a well-lit room, and not playing when you are
drowsy or fatigued.
If you or any of your relatives have a history of seizures or
epilepsy, consult a doctor before playing.
Other Important Health and Safety Information The Xbox
Instruction Manual contains important health and safety information
that you should read and understand before using this software.
Avoid Damage to Your Television
Do not use with certain televisions. Some televisions, especially
front- or rear-projection types, can be damaged if any video games,
including Xbox games, are played on them. Static images presented
during the normal course of gameplay may “burn in” to the screen,
causing a permanent shadow of the static image to appear at all
times, even when video games are not being played. Similar damage
may occur from static images created when placing a video game on
hold or pause. Consult your television owner’s manual to determine
if video games can be played safely on your set. If you are unable to
 nd this information in the owner’s manual, contact your television
dealer or the manufacturer to determine if video games can be
played safely on your set.
The Story . . . . . . . . . . . . . . . . . 2
The Characters . . . . . . . . . . . . . 4
Getting Started . . . . . . . . . . . . . 6
The Controller . . . . . . . . . . . . . 8
Screen Display . . . . . . . . . . . . 10
Playing the Game . . . . . . . . . . 12
Challenges . . . . . . . . . . . . . . . 18
Items and Secrets . . . . . . . . . . 20
Weapons . . . . . . . . . . . . . . . . . 22
The Ghoulies . . . . . . . . . . . . . 24
Game Hints . . . . . . . . . . . . . . 26
Staff Credits . . . . . . . . . . . . . . 27
Warranty . . . . . . . . . . . . . . . . 28
Customer Support . . . . . . . . . . 29
1
Any Haven in a Storm?
After walking for hours, Cooper’s map-reading
skills are proving less impressive by the
minute, the storm is almost upon them, and the
latest development reveals Cooper and Amber
squinting up at a building that looms suddenly
from the darkness…
Perched like a watchful vulture on top of a
cliff, Ghoulhaven Hall broods over the shadowy
landscape that forms its domain, lit by well-
timed melodramatic zig-zags of lightning.
It’s also noticeably absent from the map.
The next time he looks up, the creatures of
Ghoulhaven have materialized out of thin air,
bundled up the thrashing Amber and whisked
her away into the depths of the haunted house!
Within seconds, no trace of Amber or her
captors remains and Cooper’s world is turned
totally upside-down. Stunned, he realizes he
has no choice but to attempt a rescue.
What Cooper doesn’t know is that there’s more
to Ghoulhaven Hall than meets the eye. A
lot more. This  rst fateful appearance of its
inhabitants has given him an inkling that
it’s not just your everyday dilapidated old
mansion, but until he sets foot inside, he has
no idea just how many Ghoulies cram the
place from floor to rafters, where they came
from, or how they  t into the master plan of
Ghoulhaven’s shadowy owner!
Cooper shudders. Personally, he’d
rather brave the storm than seek
shelter in what appears to be the
set of some over-the-top 1960s
horror  lm. Amber’s not listening
to his concerns, however; she’s
had enough, and manages to
drag Cooper as far as the
main gates before he insists
on checking the map one
last time, trying to work
out the quickest route to
real civilization.
Big mistake.
2
3
Cooper
Amber
Fiddlesworth
Dr. Krackpot
Baron Von
Ghoul
Babs Buffbrass
Crivens
Ma Soupswill
Of cial Groundskeeper of
Ghoulhaven Hall, charged
with the unenviable
task of patrolling and
maintaining the gardens
and outbuildings.
The long-serving Housekeeper
may look a bit rough around the
edges, but she’s worth keeping in
mind as a source of Ghoulhaven
insider knowledge.
Right-hand man to the
Baron of the Hall, Krackpot
certainly lives up to his
name and is a keen scientist
with suspiciously close ties
to the Ghoulies themselves.
The owner of Ghoulhaven Hall,
and the slightly unhinged
mastermind behind Cooper’s
entire nerve-jangling ordeal.
Is a  nal reckoning with
the Baron inevitable?
Our hero, an unsuspecting young
everyman trying to make the best
of his predicament and ultimately
rescue Amber from the depths of
this hair-raising Hall!
Cooper’s girlfriend, who
is not having a good day and isn’t
likely to see it improve much
until Cooper (hopefully) manages
to get her out of Ghoulhaven.
Ghoulhaven Hall’s elderly
Butler is one of Cooper’s  rst
contacts within the house, and
soon proves himself to be an
extremely valuable ally.
The in-house Cook, whose culinary
talents may later come in handy—
just don’t ask questions about her
slightly odd choice of assistant.
4
5
Don’t run before you can
walk, sir! Some of those later
Ghoulies are most fearsome .
Features
From here (depending on progress made in the
current save slot) you can replay completed
Chapters, watch storybook scenes, listen to the
soundtrack, view credits, access other game
demos, and tinker with in-game options such as
the camera mode and controller rumble.
Bonus Challenges
Track down and acquire hard-to- nd Bonus
Books (see Items and Secrets, pages 20-21) to
unlock special Bonus Challenges. Successfully
complete these to win trophies, which in turn
unlock further tantalizing extras. Initially
none of these Challenges will be accessible, so
get searching!
Can’t wait to take a Ghoul by the horns? That’s
the spirit! Here’s what you need to know in
order to plunge straight into the adventure.
After the introductory sequence you’ll see the
Save screen, gateway to the main game. There
are three separate slots available for you to
save your progress, each as vacant as a zombie’s
head upon your  rst visit. Use ? (D-pad) to
highlight an empty slot, then press A to open
it. Next, enter a name using ? (move cursor),
A (select), l or r (move text cursor), and X
(toggle symbols).
Note: If you have a previously saved game,
press A to open the slot or X to delete the
save  le. Once the slot is highlighted, Y
displays info and stats on your progress.
Finally, you’ll reach the slot’s menu screen with
three further options.
Play
Select this to throw yourself straight into the
game. In a slot with saved game data you’ll pick
up Cooper’s story at its most advanced stage, so
if you’d rather start elsewhere, use the Replay
Chapter option in the Features menu. Naturally
you won’t be able to jump to a Chapter ahead of
those cleared of Ghouly infestation.
6
7
l Rotate Camera
L Move
A Pick Up Weapon/Advance Text
r Rotate Camera
> Pause Game/Skip
Storybook Sequence
R Attack
When Holding a
Permanent Weapon
R (Right thumbstick):
Push in the direction of your attacker
to swing the weapon, or hold it in
that direction to  re!
l+r Auto-center Camera
B Discard Temporary Weapon
Pause Menu Options
b Go to Game Stats page
b Go to Map page
B Return to game
X Quit game
Y View Challenge rules
(during Challenges only)
8
9
Cooper’s Energy
Challenge Icon
Ghouly
Energy
Ghoulies
Temporary
Weapon Grab
Icon
Cooper Permanent Weapon
Challenge Door
Permanent
Weapon
Ammo Gauge
10
11
The moral of the story?
The moral of the story?
Don’t take anything for granted!
Don’t take anything for granted!
Don’t take anything for granted!
The moral of the story?
Don’t take anything for granted!
The moral of the story?
The moral of the story?
Don’t take anything for granted!
The moral of the story?
The moral of the story?
Don’t take anything for granted!
The moral of the story?
Don’t take anything for granted!
The moral of the story?
Getting Around in
Ghoulhaven
Just as Cooper is never quite sure what he’ll
 nd around every twist and turn of Ghoulhaven’s
spooky corridors, it might come as a surprise to
you that Grabbed by the Ghoulies isn’t structured
in the way you might expect.
More speci cally, your fated route through
the Hall isn’t entirely straightforward. Cooper
often receives hints and tips from unexpectedly
helpful strangers, prompting nervous retracing
of steps in search of secret passages, newly-
opened doors, and lesser-known pathways.
Sometimes the advice offered may even seem too
helpful, but under the circumstances, who can
afford to ignore it?
Certain rooms could end up being visited more
than once, but don’t expect to face the same
situation behind those familiar doors each time.
Cooper could pass through a room relatively
unhindered once, twice, maybe three times, only
to  nd a whole army of Ghoulies awaiting him
on his next visit…
Chapters
Cooper’s entire trial by fear in Grabbed
by the Ghoulies is split into Chapters. Each
Chapter delivers a new main goal, beginning
with the rescue of Amber from right under the
Ghoulies’ slimy noses. The fact that this occurs
at the end of Chapter 1 should give our hero a
hint that there may be more to this quest than
he was expecting!
Having the story divided into Chapters also
makes it easy to return to speci c areas or
restage your favorite battles through the
Features menu of the save slot, without having
to drag Cooper through the preceding perils
and pitfalls over and over again.
12
13
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!
14
15
Just try not to pass out too frequently,
sir. What if your performance was
Just try not to pass out too frequently,
sir. What if your performance was
Just try not to pass out too frequently,
being... rated?
sir. What if your performance was
being... rated?
sir. What if your performance was
Just try not to pass out too frequently,
sir. What if your performance was
Just try not to pass out too frequently,
sir. What if your performance was
Just try not to pass out too frequently,
being... rated?
sir. What if your performance was
being... rated?
sir. What if your performance was
being... rated?
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  xed and can vary, potentially making
encounters and Challenges (see pages 18-19) a
lot trickier than they  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 terri 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!
16
17
These come in a whole range
of ectoplasmic flavors and
provide most of Grabbed by
the Ghoulies’ frantic in-game
action. Variety is key here,
as Challenges can involve
achieving something within
a time limit, taking out your
frustrations on the background scenery while
in search of a hidden key, or simply surviving
in the face of overwhelming odds.
Challenges don’t automatically happen every
time you visit a room, but you’ll know it when
they do. A Challenge begins when an exit
door suddenly becomes a Challenge door. The
Challenge requirements appear on-screen, and
Cooper has no way out until the requirements
are ful lled. Beat the Challenge and the door
opens; suffer a Faint and you’ll have to learn
quickly from your experience in time for the
next attempt!
Break a rule or exceed the time limit and the
Grim Reaper Ghouly appears, a truly alarming
foe who can induce Fainting with a single
touch. Cooper can persist at a Challenge even
with the Grim Reaper hot on his heels, but it
certainly won’t be easy.
There are several sets of Challenge criteria,
which are combined and shaken up later in the
game to create increasingly wild situations.
CHALLENGE TYPE REQUIREMENTS
One Breed Defeat all Ghoulies of a speci c breed.
Defeat All Defeat all Ghoulies, regardless of
breed.
Find The
Key
Locate a key hidden within a
background object.
Find The
Ghouly Key
Pin down and overcome the Ghouly
holding the key.
No
Weapons
Complete the Challenge without the
use of weapons.
Weapons
Only
Complete the Challenge using only
weapons.
Don’t Get
Hit
Complete the Challenge without
taking a single blow.
Next One
Different
Don’t defeat Ghoulies of the same
breed in succession.
Number Vanquish a speci c number of
Ghoulies.
Number
(Any
Breed)
Vanquish a speci c number of
Ghoulies of any breed.
Don’t
Defeat
Don’t defeat Ghoulies of a speci c
breed.
Don’t
Defeat Any
Don’t defeat any Ghoulies at all!
Limited
Attacks
Complete the Challenge using a
limited number of attacks.
No Damage Don’t damage the scenery or furniture.
Survive Survive for the stated amount of time.
Time Limit Challenge must be completed within
a time limit. This extra factor can be
added to any of the Challenge types.
18
19
Bonus Books
Bonus Books can be found in every
room of the Hall. Some rooms
have more than one Book to
offer, though only one at a
time: different volumes
from the same room must
be picked up on later visits.
Collecting Bonus Books is by no means essential,
but the number of Books found will have a direct
impact on the range of extras laid open in the
Features menu. Even when the game has been
completed, you can replay individual Chapters to
scour whole areas of Ghoulhaven for Bonus Books
with a minimum of backtracking.
Prisoners
A handful of the mansion’s rooms are populated
by bound and helpless victims of the Baron,
who unfortunately can’t be freed during Cooper’s
initial journey. Only in the later stages of his
quest will he have the opportunity and the
means to come back and save them. Maybe then
he’ll  nd out whether there’s any kind of reward
for doing so!
In the classic tradition of Sinister Enemy Hideouts
everywhere, the main collectibles in Ghoulhaven
Hall are weapons that can be picked up and
used to great effect against the local shambling
denizens. Cooper’s not complaining about this,
but there are other items to be found which could
prove even more valuable. Some of these will be
supplied at the appropriate time, such as the all-
important map; others lie scattered throughout
the Rooms, there for the  nding by anyone who
takes a break from Ghouly-bashing to seek them.
Breakable Scenery
During Cooper’s initial scuffles with
the Ghoulies, it’ll quickly become
clear that various elements of the
background scenery can be picked
up or demolished. As soon as you
discover that some surprisingly useful
Temporary Weapons can be unearthed
this way, there’ll be no stopping you.
However, note that thorough destruction
of the Baron’s ill-gotten property can
yield further bonus items, such as...
Soupswill’s Super Soups
Ma Soupswill is known for the restorative
properties of her soups, and Cooper is likely
to  nd more than a few cans littered around
the household (Ma’s way of making it available
to a wide audience). Just be aware that some
batches have had unexpected side effects, and
not always welcome ones!
20
21
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  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  xed level of ammo
that decreases with use, but mercifully the meter
re 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.
22
23
Due to the vast differences between Ghouly
breeds, there are all sorts of ways in which
Cooper can  nd himself injured if his
concentration slips. He can be bitten, clawed,
punched, burned, electrocuted, cursed and
mummi ed by the hordes of zombies, mummies,
skeletons, ninja imps, and items of haunted
furniture that infest the corridors.
He’ll also be shown no mercy when it comes
to numbers—the Ghoulies have no intention of
 ghting fair, and if they can round up 15 or
20 of their kind to bear down on Cooper in a
single room, so much the better!
The opulent rooms and darkened passageways
of Ghoulhaven Hall are home to all manner
of Ghouly breeds, each and every one of
them bearing an intense objection to Cooper’s
presence. Ghoulies can be humanoid, animal
or object, alive or dead, animate or inanimate ,
but all are dangerous and must be overcome
(preferably by hammering them to a pulp) if
Cooper wants to rescue Amber and escape to
the relative safety of the storm that continues
to rage outside.
24
25
Ah, there you are, sir. It’s just me, Crivens.
A few more tidbits have occurred to me
that may be of some interest.
You can deliver combinations of blows by holding
R in the direction of attack, or single blows by
just tapping R.
You may wish to stun the closest Ghoulies before
going in to  nish them off, sir. This will buy you
time if you  nd yourself surrounded.
Don’t be shy to initiate altercations with the
environs—“trash the place,” as I believe you
youngsters say.
Always be on the lookout for weapons, as even the
most insigni cant-looking object could prove a
life-saver in the right situation.
Keep an eye on the Challenge requirements at the
top left of the screen, as playing by the Master’s
rules is the only way to progress... and to prevent
a visit from the Grim Reaper!
Scared out of your wits, sir? In that case I suggest
you take a moment to calm down, as the Ghoulies
will cheerfully inflict double damage while you’re
in this condition.
Remember that you can rotate the camera with
l and r (and center it by pressing both at
once), as there are obvious tactical advantages to
keeping all your foes in plain sight!
Rare Credits
Game Design
Gregg Mayles
Steve Malpass
Gavin Price
Art & Graphics
Steve Mayles
Ed Bryan
Steven Hurst
Neill Harrison
Darren Nesbitt
Andrew
Pollington
Software
Chris Sutherland
Phil Baker
Michael Boulton
Will Bryan
Kieran Connell
Salvatore Fileccia
David Pashute
James Thomas
Mark Wilson
Music & Sound Effects
Grant Kirkhope
Voices
Steve Malpass
Estelle Ellis
Grant Kirkhope
Steve Mayles
David Pashute
Ed Bryan
Chris Sutherland
Louise Jacobs
Ben Cullum
John Silke
Quality Assurance
Huw Ward
David Wong
Richard Cousins
Gareth Stevenson
Chris Allcock
Robert Batch
Ross Bullimore
Simon Chang
Liam Davey
Andrew Kimberley
Christian Leech
Scott MacDowall
Luke Munton
David Parkinson
Hinesh Patel
Gary Phelps
Anthony Salway
Matthew Smalley
Production
Simon Farmer
Andy Wilson
Leigh Loveday
Executive Producers
Tim Stamper
Chris Stamper
Microsoft
Credits
Program Management
Earnest Yuen
Test
Tom Arnold
Andrew Franklin
Sean Kellogg
Chris Hind
Sean Jenkin
Mike Vargas (Volt)
Cap Stahelin (Volt)
David Neel (Volt)
Ty Roberts (Volt)
George Townsend
(Volt)
Steve Lang (Volt)
User Testing
Eric Schuh
Management
Jim Veevaert
Ken Lobb
Phil Spencer
Ed Fries
User Experience
Keith Cirillo
Dana Ludwig
Jason Groce
Localization
Jenni Gant
Dublin Localization
Japan Localization
Korea Localization
Taiwan Localization
Product Marketing
Chuck Frizelle
Print and Packaging
Operations
Ernst Janson
Darin Stumme (Volt)
26
27
Limited Warranty For Your Copy of Xbox Game Software (“Game”)
Acquired in the United States or Canada
Warranty
Microsoft Corporation (“Microsoft”) warrants to you, the original purchaser
of the Game, that this Game will perform substantially as described in
the accompanying manual for a period of 90 days from the date of  rst
purchase. If you discover a problem with the Game covered by this warranty
within the 90-day period, your retailer will repair or replace the Game at
its option, free of charge, according to the process identi ed below. This
limited warranty: (a) does not apply if the Game is used in a business or for
a commercial purpose; and (b) is void if any dif culties with the Game are
related to accident, abuse, virus or misapplication.
Returns within 90-day period
Warranty claims should be made to your retailer. Return the Game to your
retailer along with a copy of the original sales receipt and an explanation
of the dif culty you are experiencing with the Game. At its option, the
retailer will either repair or replace the Game. Any replacement Game
will be warranted for the remainder of the original warranty period or 30
days from receipt, whichever is longer. If for any reason the Game cannot
be repaired or replaced, you will be entitled to receive your direct (but no
other) damages incurred in reasonable reliance but only up to the amount
of the price you paid for the Game. The foregoing (repair, replacement or
limited damages) is your exclusive remedy.
Limitations
This limited warranty is in place of all other express or statutory
warranties, conditions or duties and no others of any nature are made
or shall be binding on Microsoft, its retailers or suppliers. Any implied
warranties applicable to this Game or the media in which it is contained are
limited to the 90-day period described above. TO THE FULL EXTENT ALLOWED
BY LAW, NEITHER MICROSOFT, ITS RETAILERS OR SUPPLIERS ARE LIABLE
FOR ANY SPECIAL, INCIDENTAL, PUNITIVE, INDIRECT OR CONSEQUENTIAL
DAMAGES ARISING FROM THE POSSESSION, USE OR MALFUNCTION OF
THIS GAME. THE FOREGOING APPLIES EVEN IF ANY REMEDY FAILS OF ITS
ESSENTIAL PURPOSE. Some states/jurisdictions do not allow limitations as
to how long an implied warranty lasts and/or exclusions or limitations
of incidental or consequential damages so the above limitations and/or
exclusions of liability may not apply to you. This limited warranty gives
you speci c rights, and you may also have other rights that vary from state/
jurisdiction to state/jurisdiction.
For questions regarding this warranty contact your retailer
or Microsoft at:
Xbox Product Registration
Microsoft Corporation
One Microsoft Way
Redmond, WA 98052-9953 USA
In the U.S. or Canada, call 1-800-4MY-XBOX. TTY users: 1-866-740-XBOX.
Get an Edge on the Game!
Xbox Game Tips (Automated): Available 7 days a week including holidays, 24
hours a day.
• In the U.S., call 1-900-933-TIPS. $.95 per minute.
• In Canada, call 1-900-561-HINT. $1.50 (Canadian) per minute.
Xbox Game Tips (Support Representative): Available 7 days a week including
holidays.
• In the U.S., call 1-900-933-TIPS. $1.40 per minute.
• In Canada, call 1-900-561-HINT. $1.50 (Canadian) per minute.
Important: Individuals under 18 years of age need a parent’s or guardian’s
permission to call a pay-per-call number. Local and long distance telephone
toll charges may apply. It is the customer’s responsibility to check with their
telephone company to determine if additional telephone charges will apply.
Permission required from the telephone bill payer. Prices subject to change
without notice. May not be available in all areas. Requires a touch-tone
telephone. Call length is determined by user. Messages subject to change
without notice.
Games Technical Support: Available 7 days a week including holidays.
• In the U.S. or Canada, call 1-800-4MY-XBOX. TTY users: 1-866-740-XBOX.
• In Mexico, call 001-866-745-83-12. TTY users: 001-866-251-26-21.
Note: Xbox game tips are not available from 1-800-4MY-XBOX. You must call
Xbox Game Tips (Automated) or Xbox Game Tips (Support Representative) for
tips, hints, or codes.
For more information, visit us on the Web at www.xbox.com
Information in this document, including URL and other Internet Web site references,
is subject to change without notice. Unless otherwise noted, the example companies,
organizations, products, people and events depicted herein are  ctitious and no association
with any real company, organization, product, person or event is intended or should be
inferred. Complying with all applicable copyright laws is the responsibility of the user.
Without limiting the rights under copyright, no part of this document may be reproduced,
stored in or introduced into a retrieval system, or transmitted in any form or by any
means (electronic, mechanical, photocopying, recording, or otherwise), or for any purpose,
without the express written permission of Microsoft Corporation.
Microsoft may have patents, patent applications, trademarks, copyrights, or other
intellectual property rights covering subject matter in this document. Except as expressly
provided in any written license agreement from Microsoft, the furnishing of this document
does not give you any license to these patents, trademarks, copyrights, or other intellectual
property.
Unauthorized copying, reverse engineering, transmission, public performance, rental, pay
for play, or circumvention of copy protection is strictly prohibited.
© & p 2003 Microsoft Corporation. All rights reserved.
Microsoft, the Microsoft Game Studios logo, Xbox, the Xbox logo, Rare, the Rare logo, and
Grabbed by the Ghoulies, are either registered trademarks or trademarks of Microsoft
Corporation or Rare Limited in the United States and/or other countries. Rare Limited is a
subsidiary of Microsoft Corporation.
Manufactured under license from Dolby Laboratories.
Uses Bink Video. © Copyright 1997-2003 by RAD Game Tools, Inc.
28
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