Ghostbusters the Video Game All Art Pages and Scans

Ghostbusters Guide

Since y'all're not going to be using this input:

We're going to take to meddle effectually with the controls a bit. Y'all can remap some (not all) of your controls in the options menu. Peradventure the most of import affair to do is to map the capture beam function from the left side of your controller to the right side of the controller.

While this may screw with your ability to manually cool (or reload) your proton wand in a style similar to Gears of State of war , you should know that tapping the manual cooling push in one case is all you lot need to do (and the game does that automatically for you).

The reason for mapping the capture beam to the correct side is and then you tin quickly shift your blaster beam into capture way to quickly kill some monsters that are very tough customers (kills you in one or two hits) just who are very susceptible to being smashed against the ground. You can get out the controls alone if you like -- but that's probably the only recommendation IGN will put out right now as the most important.

When the light turns dark-green - the trap is clean
Fast Traps $5'OOO. Handy to take. If you miss with the slam dunk, the trap still pulls in a ghost at twice the speed. This upgrade affects all Ghostbusters.
Slam Dunk Trap $eighteen'OOO. Dunking ghosts is vital late in the game since leaving them around will spawn more enemies. The computer volition non slam dunk ghosts unless they do it by blow.

You'll rapidly learn that while near of the corporeal monsters can be destroyed (total protonic reversal!), that leaves a good 50% of the noncorporeal enemies around who are immune to your blast wands. That's where the muon trap comes in. The muon ghost trap (circa 1991) is a much improved version of the older ghost trap perfected by Doctors Raymond Stanz and Egon Spengler in 1984.

Where the old ghost trap could only capture one event (or series of events) in 1 sitting, the newer muon ghost trap is able to compartmentalize each captured PKE manifestation into an infinite number of artificially induced dimensioned "pockets" of reality inside the trap. In game terms, this allows y'all (the player using Hoss) the ability to re-use the ghost trap for other ghosts afterward each successful trapping.

And in game terms, if yous lose sight of your trap (and need another i in a bustle), simply deploy another trap. The previous trap you lot placed will teleport to your paw and you tin redeploy it elsewhere. This doesn't advocate one of the Trophies/Achievements though.

What're you lot guys supposed to exist? Some kinda cosmonaut?
PKE Fast Scanner $5'OOO. Widens the reticle of the meter to browse enemies more effectively (gets the 100% faster). Purchase it if you accept a agglomeration of money.
PKE Recharge Boost $8'OOO. Allows the meter to scan and re-browse very chop-chop. Scanning enemies apace is sometimes ameliorate; multiple scans will get y'all to 100% for ghost scans as well.

The PKE meter (psychokinetic free energy meter) is a hand portable device capable to detecting PKE levels in a 100 human foot radius. However, to get the specific locations of a PKE surge or event, yous need to bring the meter closer to the betoken of origin.

Enemies and ghosts scanned volition reveal their weaknesses besides as brief history in your HUD. When you lot are lost, use the PKE meter to observe the source of the disturbances and head there. Don't forget that a ghost-free New York is a tourist-friendly New York.

The Proton Pack
Blast Stream Focus $1'5OO. This makes the blast stream more accurate. Accuracy might count once you are alone, but salvage the coin for something more important.
Blast Stream Recoil $1O'OOO. This is a vital upgrade in one case you lot get to the Public Library. Since the proton beam is your chief weapon, you will desire to move quickly when giant monsters are rampaging towards you. Moving slowly means you will current of air up dying a horrible death.
Boson Super Charger $12'OOO. This increases the impairment and allows 3 darts to be fired before the pack overheats. Since you lot but have one dart on the screen at a time, you may consider buying immunity before the charger.
Boson Dart Immunity $14'OOO. This upgrade is vital on Normal difficulty or above. On Easy, your Ghostbuster can be knocked down past the boom, just he will accept no damage. If you lot don't want to die when bravado a sprint at point bare, purchase this upgrade.

The proton pack and its accompanying wand is your master equipment throughout this case. When in uncertainty, apply the proton pack's blaster beam. The proton pack's blaster beam is your default weapon and it is quite capable of capturing or destroying all enemies (even on Hard, but that's rather difficult).

In improver to destroying carts full of toilet newspaper (and spurring civil lawsuits), the proton beam will destroy any object salvage something covered in blackness slime. Coupled with the pack's integral boson dart and you have the best weapon in the game.

The Darkmatter Addition
Shock Blast Fire Rate $xi'OOO. An expensive but handy upgrade. It's primary goal is to let you fire chunks of the stuff without stopping.
Daze Blast Intercooler $12'OOO. Allows more shots to be fired before the pack overheats. Buy this before the burn down rate, as the weapon works chiefly up close.
Stasis Beam Intensifier $6'OOO. Increases the time a target is placed into stasis, and places information technology in stasis faster.
Stasis Beam Intercooler $nine'OOO. Allows the beam to be fired longer before the pack overheats. Handy if you lot are shooting for a statis dunk.

The Dark Affair add-on Spengler activates at the showtime of the Public Library is only useful on the easiest settings (and y'all only employ the statis beam on Hard). The shotgun daze blaster brings the game into a DOOM like setting, not a Ghostbusters setting. Still, it is handy to have confronting the monsters who are vulnerable to the weapon.

Stasis is by and large useless unless yous are in dire demand to stop a monster from communicable and killing you (usually happens on Hard). If you are about to dice on Difficult, you will probable drop dead sooner rather than later anyway. Stasis is handy though, for the times when your allies are able to help you. Stasis may too help you avert being overwhelmed by the Stone Cherubs in Central Park (near the end of the game).

The Slime Addition
Slime Impairment Increase $iii'OOO. Increases the damage washed past the Slime thrower mark 2 past an appreciable amount.
Slime Heat Subtract $4'OOO. Let's the slime blower operate longer without overheating. This is a must buy!
Tether Duration $5'OOO. Increases the time a tether volition exist before it breaks apart. Very unnecessary.
Tether Heat Decrease $eight'OOO. Reduces the rut used from firing a slime tether past a large amount. Not handy.

So Ghostbusters Two may non be your favorite moving picture, but the slime gun is a very essential part of the game. So much so that you should upgrade the slime throwing function of the attachment to the maximum. Whatever monsters who are not vulnerable to the proton beam volition probable be vulnerable to the slime (or the shocker). And since the slime thrower uses so little rut to being with, upgrading it means you tin fire that damn thing forever.

The portals where the slime monsters appear from can be sealed shut, but but with the slime attachement. Larn to dear information technology. It's prissy to exist slimed.

The tether is what makes the weapon mandatory in the game. Using the game's unique physics, yous can move objects past tethering them together (the slime contracts naturally). This lets you motility cranes, boxes, and other obstacles you'd normally have to destroy. It's definitely helpful when you want to avoid breaking too much property.

The Meson Collider
Collider Penetration $7'OOO. Increases damage of the single Meson shot. This is similar to the Boson Super Charger in that it makes the Meson Collider'south shot as stiff (but faster travelling) than the Boson Dart.
Collider Accelerator $1O'OOO. The single Meson shots may be fired more often (thanks to the cooling event). Since you can have several shots on the screen (non just one), you may want to use this confronting some bosses instead of the Boson Dart.
Pulse Accelerator $8'OOO. The burn down charge per unit of the overload pulse is increased dramatically.
Pulse Harm Increase $1O'OOO. The overload pulse will do more impairment. The effects are quite visible on Easy, just less so on normal and difficult.

This is the final add together-on (added at the History Museum). Information technology lets you spray several enemies or place a tracker on them and then all your other shots from the Overload Pulse will home in on the hapless target like Zorg's ZF1 from the Fifth Element.

This weapon has some dubious qualities, although the collider'south single shots are potent, they are not as explosive like the boson sprint. Tracking is handy, simply few of the enemies you face up at that signal can do good from it (except the bosses perhaps).

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Source: http://xbox360.gamespy.com/xbox-360/ghostbusters/guide/page_4.html

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