134 lines
4.6 KiB
Plaintext
134 lines
4.6 KiB
Plaintext
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GHOST BUSTERS DOCS!
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This is from the Commodore version of the game, so be alert for
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differences...
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BUILDING A FRANCHISE
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Follow instructions on the screen to buy and outfit your vehicle: to
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pick up and release supplies with the forklift, press the joystick
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button. Keep an eye on credit available, (upper right corner).
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> PK Energy Detector warns of an approaching ghost, called a "Slimer",
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by turning a building pink as you pass it.
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> Image Intensifier makes Slimers easier to see when you're trying to
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catch them.
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> Marshmallow Sensor warns you of the impending approach of the
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dreaded Marshmallow Man by turning a building white when you're by
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it.
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> Ghost Vacuum sucks up itinerant ghosts (called "Roamers") as you
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travel the streets of the city.
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> Ghost Traps are what you use to catch and store Slimers. Each trap
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holds one Slimer. Without them, you cannot earn money.
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> Ghost Bait attracts Roamers, which periodically gather to form the
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Marshmallow Man. Without bait, you cannot stop him. (See Important
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Safety Tips, below). You get five dollops of bait when purchased.
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> Portable Laser Confinment System stores ten Slimers in your
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vehicle. Saves travel time back to to GHQ for more traps.
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YOUR ACCOUNT NUMBERS
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If you successfully complete a game your account number will record
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your balance. You can use your account number on ANY Ghost Busters
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program. Be careful to always enter your name and account number
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exactly the same way.
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A map of the city appears, with Zuul's horrible temple in the center
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and GHQ at the bottom. Red flashing buildings indicate the presence
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of a slimer.
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> Guide your vehicle to red flashing buildings, leaving as short a
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trail as possible to reach the building. As you do this, freeze any
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Roamers that are moving to Zuul by touching them.
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> To position yourself at buildings that are directly above the
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street, push the button. To position yourself at buildings below the
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street, pull back joystick and push the button.
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THE STREETS
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Steer the vehical at passing Roamers (if you have frozen any) and push
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the button to vacuum them up. This keeps them from reaching the temple
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of Zuul. The city's PK energy lever jumps 100 points for each Roamer
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that reaches Zuul.
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BUSTNG GHOSTS
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When you arrive at the site of the disturbance, take the following
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steps with the joystick...
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> Direct the first Ghost Buster toward the center of the building and
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push the button to deposit the trap. Then move him to the far left
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side of the screen, turn him towards the trap, and press the button
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again.
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> The second Ghost Buster appears. Direct him to the far right of the
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screen, turn him toward the trap, and press the button. Both Ghost
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Busters will power up their negative ionizer backpacks.
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> Move the Ghost Busters inwards to trap the slimer between the
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streams. But do Not, repeat do NOT, cross the streams.
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> When you have the slimer over the trap, push the button... the trap
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will pull him in. (Be precise: if you miss, you know what will
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happen).
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> Every trapped Slimer increases your credit rating. The amount
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earned depends on how quickly you respond. Your accumulated credit is
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shown on the screen at all times.
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IMPORTANT SAFETY TIPS
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> Hit the space bar during the game for a status report.
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> Every escaped Slimer adds 300 to the city's PK energy level.
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> Beware that monolith of marshmallow monstrosity. When a Marshmallow
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Alert flashes at the bottom of the screen, the Roamers will quickly
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run to inform him. You must immediately hit the "B" key to drop a
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dollop of bait before he stomps on any buildings.
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END OF GAME: THE TEMPLE OF ZUUL
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The game ends in one of three ways:
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1. the Gatekeeper and Keymaster join forces at the Temple of Zuul and
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you have NOT earned more money than you started with.
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2. Once the Gatekeeper and Keymaster have joined forces at Zuul, you
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DO have sufficient credit, but you are unable to sneak two of your
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three Ghost Busters into the enterance of Zuul.
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3. You succesfully reach the top of the Temple of Zuul by sneaking
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two Ghost Busters into its enterance.
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