Here’s the list of ghosts you’ll face when you play New Ghostbusters II for the Nintendo Entertainment System.
CHAPTER 1: THE COURTROOM
Slimers: These guys are very slow and aimless. They won’t attack you on sight, but don’t stand too close. They are very easy to beat; just shoot them with the proton beam and, while the beam is still on them, trap them.
Ghost Runners: They are faster than the Slimers, but at the same time pose as much of a threat to you as the Slimers. They run on a fixed route. They run ten forward ten paces and come back on themselves and run to the other end. Then come back on themselves etc. The strategy here is to stand in front of them as they run towards you, zap and trap. Easy as pie.
Pink Spinners: You’ll always see two of these buggers at a time, terrorizing a woman. They’ll spin circles around. Don’t get too close! Keep your distance at around ten paces away from the woman, and when you see an opening, zap ’em! When one of them is trapped, the other will start spawning smaller versions of themselves and disappear. The kids are fast, so just after they hop, zap them as they land. Once again, keep your distance.
Chainsaw Ghosts: These are annoying. They’ll vanish and, when you least expect it, they’ll reappear and slice you up. You can know where they are by seeing their shadow on the floor. Follow the shadow and when they appear, blast ’em!
Bath Slime: These aren’t like the one in the movie. These things are long and caterpillar-like. Go right up to the tub, and when it fills with slime, retreat to a safe distance, turn around, zap. One less bath slime to worry about.
Throwing Slimers: These dudes are smarter than the average Slimer. They are stationary and will throw stuff at you with unerring accuracy. They can’t, however, throw through objects blocking their way, but you can! But when there isn’t anything in their way, go right up to them, dodging their projectiles, and… Well you know.
BOSS
Scoleri Brothers: Boy, these dudes really are the masters of brotherly love! Shoot one of them with your Proton beam and while keeping your beam on them, keep on the move. The other brother will try to charge you down. Once the brother you’ve captured turns a nice shade of pink, you can now trap him. The other guy shouldn’t be a problem.
CHAPTER 2: ABANDONED RAILWAY
Pick Axe Ghosts: These people will go for you traveling in straight lines. Stopping for a second. Then move towards you again. The tactic is to wait until they go for you, then bypass them at the last second and in the second where there stationary…Do what you know is right!
Cart Ghosts: STAY OUT OF THEIR WAY! Even if you manage to catch them while you’re facing directly in front of them, you won’t survive the up-close and personal encounter with the mine cart heading straight towards you at 100mph! What you’ve got to do is wait by the tracks until they come towards you. The timing has to be right, so don’t foul it up. OR you can wait for them to crash into the walls at the end of the tracks. You won’t get any points but it saves you a bit of work.
Jackhammer Ghosts: These move at the same speed and in the same way as the moving Slimers in the courtroom. They do, however, make an effort to kill you. They’re also a lot smarter, trying to get you diagonally. But you’re faster. Approach them from the side (or front) and perform the number one rue in Ghostbusting. Zap and trap!
Heads: They move exactly the same way as the Jackhammer Ghosts. You can shoot them through the seats of the train. Ridiculously easy. However, there is another species that can spit projectiles at you. Dive between the seats to avoid them.
BOSS
Slimer: It’s Slimer again! But…funny thing. He’s dressed up as a steam engine driver. Don’t try to beam him or he’ll block it with his shovel. Trapping is ineffective, only if his back is turned on you. So hit A + B at the same time. He’ll turn around to block your stream, but he’ll fall victim to your trap. Don’t dawdle, though. He’ll shoot white stuff at you if you leave him too long.
CHAPTER 3: APARTMENT BUILDING
Slime Blobs: They move one space at a time, waits for a second before moving on. Slow and easy. Wait until they finish the jump and give ’em a good zapping!
Cupids: These spear-wielding demonic cherubs are the most annoying enemies in the game. There are two different types of cupids: The wall cupids; They keep still in the same spot, poking their spears at you through cracks in the walls. Either you wait until they’ve poked the spear through and shoot them through the crack in the wall or you go in the room they’re in and take them from behind. The square cupids: They go around in squares with their spears outstretched. Do not get in their way! What’s best is that you shoot them from the sides as they pass.
Ninjas: Like the cupids, they have two types: The katana ninja and the shuriken ninja. The katana ninja is a lot like the chainsaw ghost. Disappearing and reappearing too cut you to pieces. The ninja, however, is a lot faster and there’s no shadow to tell you where they are. They will pause for a split second before going in for the attack. Use it to your advantage. The shuriken ninja also disappears, reappears, etc, it’ll throw the shuriken left, right, and center in the direction it’s facing. If it faces directly in front of you, just avoid the stars and wait until it has its back to you. Introduce it to playing cards and have a jolly session with it…or alternatively, you can give it a blast with your positron collider and trap him.
Ogres: These dudes are hard. It’s best if you retreat to either the left or the right side of the room (so you are right next to the wall) and wait until it’s at the center of the room and quickly approach it from the side. Whatever you do, do not face directly in front of it. Those maces of theirs can reach long ranges and they hurt. They also use them without warning.
NO BOSS: Phew!
CHAPTER 4: THE RIVER OF SLIME
Slime Molds: They travel via the river. You can see them, sausage-shaped and they ripple more than the normal river does. They are easy to kill in this form, but they can rise from river, expelling blue things in random directions. It’s best to get out of the way when that happens.
Throwing Slimers: I know I mentioned these before, but a few things to note about these pink upgrades. They can now move around while throwing stuff, (at the same speed as the normal Slimers), and they throw a lot more frequently. The new tactic is to wait a split second after it’s thrown something, and quickly rid the earth of these pests.
Bats: Bruce Wayne isn’t going to be too happy with this. They move like the Pick Axe Ghosts in the Abandoned Railway only the second before they change direction is shortened. It’s best to face it dead on and wait until it comes toward you and smack it in the face with a well-aimed proton stream and trap it. Or if you’re not feeling confident enough, quickly move to the side as it comes towards you and attack it from the side.
BOSS
Slime Monsters: These are quite hard. You’ll start off with one to start with, but after that, another will surface with a friend and you’ll end up with three at a time. They don’t need trapping. Just hit one with a proton stream and hold it on him until he disappears. Remember to keep on the move because each time they resurface, they breathe fire on you. You’ll know where they are when they’re under the slime because you can see them with their spines in the air like the Loch Ness Monster. The last one does require trapping. Keep your stream on him until he turns green and trap him.
CHAPTER 5: ART MUSEUM
There’s nothing new here. This level uses all the skills you’ve learned thus far and puts them to practice. They use basically every ghost/monster/demon you’ve fought so far. Including the bosses! sigh So be ready.
BOSS
Janosz: The hardest boss in the game. Where are the slime blowers when you need them? Never mind. Might as well do it the old fashioned way…Anyway, there are three of this guy. You shoot one of them with a proton beam and keep it on him until he turns pink and trap him. Simple, no? It isn’t. As one of them is captured in the beam, the other two will breathe fireballs on you, which are very hard to avoid, so you’d better turn up your toes! One down two to go. Oh damn it! Another one has spawned! Well, same routine. Phew! Eight Janoszes later. One to go! When you have your beam on the last one, he’ll shrink back to his normal size. Hit that trap button right now!
CHAPTER 6: VIGO
No enemies down this ominous corridor. What now?
BOSS
Vigo: It has to end somewhere. The trick here is to shoot him with the beam and keep it on him for as long as possible. He conjures fireballs though. When they’re circling around him, stay as far back as the beam will allow. Then he’ll ‘distribute’ them once to the left three at a time and to the right three at a time. The logical thing to do is keep to the left when the balls go right and left when they go right. Repeat this after a few minutes and he’ll die. No trapping required!
The End
BeatleFan
3rd August 2003
Any comments, e-mail them to [email protected]
Be the first to comment