Chapter 5-1: We’re Leaving a Lasting Imp-ression

CHAPTER 5-1: WE’RE LEAVING A LASTING IMP-RESSION


Navigation:
Chapter 1: The Rescue
Chapter 2: The Restoration
Chapter 3: The Riddle
Chapter 4: The Reckoning
Chapter 5: The Race
-5-1: We’re leaving a lasting Imp-ression

 

IT’S SOUPSWILL THAT ENDS WELL!


While the Race is still on with our final prisoner left to be rescued, our time limit that forced us to sprint through the last rooms doesn’t apply any longer, as we’ve managed to escape Ghoulhaven Hall with time to spare! Aside from our ever pressing Time Taken statistic for our Super Scary Score, we can finally stop to take in the sights, such as the struggling Baron Von Ghoul who has finished his descent from his Quarters wedged in between the legs of his own statue just to the right. If you spin around on the spot however, you should manage to make out a crate placed in front of the gate here; if you smash it open you’ll find a Turbo Cooper! Soup Tin. From here, spin back around and sprint down the path towards Mr. Ribs who’s managed to find our final prisoner tied up in the large dish in front of the doghouse. Work your way around the fence toward Ribs and we’ll have rescued every prisoner in Ghoulhaven Hall.

As Mr. Ribs unties the girl who was held captive by Baron Von Ghoul, Cooper exchanges a high five for a job well done. “Nice going there, Ribs, old chum! I guess you are a real hero now!” Mr. Ribs beams proudly as Cooper glances around the Front Yard impatiently, “Right, now where’s Amber? It’s time to leave this dump at last!” As the dubious duo make their way out from the dogs area, the inside of the dogs house lights up with a hundred dozen pairs of glowing red eyes. Just as Cooper and Mr. Ribs approach the end of the gate, a handful of Imps escape the confines of the dog house and run towards them. The leader of the pack wielding a large dogs bone, jumps into the air directly behind Cooper and delivers a heavy blow which sends the lad collapsing into the dogs dish. Without any means to defend himself, a vulnerable Mr. Ribs is left at the mercy of the Imps where he’s literally torn limb from limb with his head landing firmly outside the dish. This can’t be good…

As the growling Imps begin to surround the dog dish brandishing sharpened knives and forks, it seems as though they’ll finally have their vengeance against a Cooks Chair wielding Cooper 99 rooms beforehand. Unbeknownst to any of the Imps however, a figure on the opposite side of the wall hoists themselves up to get a view of the spectacle. As Ma Soupswill stands in the moonlight atop the wall, she drops down to squash an unfortunate Imp before addressing the entire group, “He’s off the menu, yer little purple critters! But I’m gonna spoon up some grief fer yer an’ cook me up some Imp stew!” Flourishing a massive wooden spoon, Ma Soupswill raises it into the air as the Imps quickly lose interest in the leftover scraps in the dogs dish and have starts to crowd around her as they edge on ever-steadily. Let’s hope that Ma’s Imp recipe calls for 100 of these Imp Ghoulies, because that’s the exact number we’ll be taking care of before the night is over…

Starting off with a meager 25 health, this challenge is more of an endurance test than anything else. Luckily Ma Soupswill is quite agile when it comes to brandishing her massive wooden spoon for defense. From where you start off you’ll need to exhibit some crowd control by clearing out the first waves stemming from inside the dog house ahead. Try and situate yourself as to confront all Imps head on, that way they don’t sneak around to the sides; each doghouse houses 50 Imps, so it’ll take quite some time to mow through them all. Once you’ve finished, turn around and you should manage to spot a crate in the corner of the gate, to the right of a lantern which houses an Energy Boost! Soup Tin worth 10 points, which we’ll pick up quickly before heading off toward the second doghouse. Deal with the long string of Imps along the way until you’ve reached the source. Once you’ve managed to defeat all 100 Imps you’ll have solved the final challenge!


A SUPER SCARY SAYONARA!


Ma Soupswill tosses her wooden spoon into the air where it spins twice before ending its journey squarely on the back of the final Imp’s head. Speaking of head trauma, a confused and dizzy Cooper shakes off his daze as he rises to his feet. Peering around the yard trying to get his vision to stop blurring, Cooper manages to have everything come in focus just as he sees Ma Soupswill effortlessly push open the large metal gate at the entrance. “C’mon dear, don’ hang about!” Ma shouts as she waves Cooper over, “Yer bin here quite long enough! An’ pass me what’s left o’ me assistant, would yer?” Looking down toward his feet, Cooper jumps in shock as Mr. Ribs skull hops on the spot waiting to be picked up. “Don’t worry, it’s not as bad as it looks! Mr. Ribs says, addressing Cooper’s look of disbelief, “Hero Ribs will be okay! Cookie will fix me up…Oooh.” Scooping up what’s left of Mr. Ribs, Cooper tosses him towards Ma before running through the gate.

Well done, young ‘un! Thanks fer what yer done!” Soupswill yells after him, “You an’ pretty Miss Amber take good care o’ yerselves!” A bouncing Ribs also sees Cooper off in Ma’s arms, “Yes, strange boy real hero now, like hero Ribs! Diddly-Doo!” From inside the gate, a rather late Fiddlesworth joins the party to bid farewell, “Pet my piglet! Well, yer done us proud, lad! Yer knobbled that nasty Baron an’ saved ol’ Fiddlesworth from bein’ ‘omeless into the bargain. Fiddlesworth laughs heartily before he begins sniffling, “I actually be rather sad t’see yer go. Yer were the best young friend I ‘ad. I think I’m gonna cry… Sniff! Where’s Babs? I need consolin’!” As if on cue, Babs slides into view as well, giving Cooper a thumbs up, “Well done, kid! Didn’t mean t’be so ‘ard on yer before.” Buffbrass says sympathetically, “I guess lookin’ after Fiddly is better than slavin’ after the Baron…just! Although e’s got some filthy ‘abits an’ ‘e keeps unmentionable things in ‘is sock drawer!” She pauses in reflection, “Ah well, take good care o’ yer both!

Tracing a route with her finger, Amber lowers the map and smirks at Cooper, “C’mon you! Let’s finally leave these weirdos! I’ve worked a shortcut to get us back on track!” Amber cocks her head to the side as she indulges Cooper, “It’s just down this hill, right at the gnarled old tree and through a quaint-sounding place called Ghoulsville-in-the-Gloom!” Amber stuffs the map into her oversized pack and breaths a sigh of relief, “I’m sure that’s the last we’ll see of this crummy dump and those awful Ghoulies..!“. With the cheers of their friends behind them, Cooper and Amber continue down the path left unfinished just hours prior, making their ascent and catch the sunrise as it bathes them in light. Up ahead, the quaint-sounding ‘Ghoulsville-in-the-Gloom seems trapped in a perpetual raincloud, but this is truly the least of their worries, as the silhouette of Baron Von Ghouls biplane seems to have flown into the village. Perhaps Amber may have spoken much too soon…

As the scene fades from view, it’s time to see just how we’ll you’ve done. As discussed in the preface, you’ll be judged on four categories worth 25 points each for a grand total of 100. The first category you’ll be judged in is your Time Taken which should be well under three hours if you’ve managed to follow the best routes detailed here. Next, you’ll be evaluated on how many Ghoulies Defeated you’ve had a part in, which should send you over 700 given the Impish offering in the final scene. Afterwards, you’ll be graded on how well you’ve managed to keep Cooper upright and breathing in Times Fainted; so long as you’ve managed to faint less than 20 times, you’ll be golden for that one as well. Finally, given that you’ve managed to get this far utilizing your time wisely you’ll have liberated all 10 kidnapped children in the Baron’s home, maxing out your Prisoners Rescued score. If you’ve got perfect scores across the board you’ll justly earn your 100/100 Super Scary Score!

CONGRATULATIONS AND CONCLUSION!
Now that you’ve mastered Grabbed by the Ghoulies there’s no reason to head back into the garish Ghoulhaven Hall!
…Or is there… While you might have busted every Ghoulies chops and put a time trial watch to shame, there’s still much to do in the haunted and hallowed halls. If you’re feeling up to more frights and fights, why not pay a visit to the Grabbed by the Ghoulies Bonus Book Guide? It’s sure to see you to unlocking additional content in the form of concept artwork and extra challenging Bonus Challenges that will keep you grabbing Ghoulies for some time to come!

Return to the Grabbed by the Ghoulies Player’s Guide