GHOST BUSTER'S


BUILDING A FRANCHISE:

Follow instructions on the screen to buy and outfit your vehicle; to 
pick up and release supplies with the forklift, press the button. Keep 
an eye on your credit available (upper right corner).

EQUIPMENT:

* PK ENERGY DETECTOR: warns of an approaching ghost, called a "Slimer," 
by turning a building pink when you pass it.

* IMAGE INTENSIFIER: makes Slimers easier to see when you are trying to 
catch them.

* MARSHMELLOW SENSOR: warns you of the impending approach of the 
Marshmellow Man by turning a building white when you're by it.

* GHOST VACUUM: sucks up itinerant ghouls (called "Roamers") as you 
travel the streets of the city.

* GHOST TRAPS: are what you use to catch and store Slimers. Each trap 
holds one Slimer. Without them, you cannot earn money.

* GHOST BAIT: attracts Roamers, which periodically gather to form the 
Marshmellow Man. Without BAIT, you cannot stop him. You get five dollops 
of bait when purchased.

* PORTABLE LASER CONFINEMENT SYSTEM: stores ten Slimers in your vehicle. 
Saves travel time back to GHQ for more traps.

YOUR ACCOUNT NUMBERS:

* If you successfully complete a game, an account number will record 
your account balance. You can use your account number on any 
Ghostbusters program. Be careful to always enter your name and account 
number in exactly the same way.

MAP SCREEN:

A map of the city appears, with Zuul's horrible temple in the center and 
GHQ at the bottom. Red flashing buildings indicate the presence of a 
Slimer.
* Guide your vehicle to red flashing buildings leaving as short a trail 
as possible to reach the building. As you do this, freeze any Roamers 
that are moving to Zuul by touching them.

* To position yourself at buildings directly above the street, push the 
button. To position yourself at buildings below the street, pull back on 
the joystick and push the button.

THE STREETS:

Steer the vehicle at passing Roamers (if you have frozen any) and push 
the button to vacuum them up. This keeps them from getting to the Temple 
of Zuul. The city's PK energy reading jumps a 100 for each Roamer that 
gets to Zuul.

BUSTING GHOSTS:

When you arrive at the site of the disturbance, take the following steps 
with the joystick:

* Direct the first Ghostbuster toward the center of the building and 
push the button to deposit the trap. Then move him to the far left of 
the screen, turn him towards the trap, and push the button again.

* The second Ghostbuster appears. Direct him to the far right of the 
screen, turn him towards the trap, and push the button. Both 
Ghostbusters will power on their negative ionizer backpacks.

* Move your Ghostbusters inward to trap the Slimer between the streams. 
But do not - repeat, DO NOT - cross the streams.

* When you have the Slimer over the trap, push the button. The trap will 
pull him in. (Be precise, if you miss, you know what will happen.)

* Every trapped Slimer increases your credit rating. The amount earned 
depends on how quickly you respond. Your accumulated credit is shown on 
the screen at all times.

IMPORTANT SAFETY TIPS:

* Hit the SPACE BAR during the game for a status report.

* Every escaped Slimer adds 300 to the city's PK energy level.

* Beware that monolith of marshmellow monstrosity. When a MARSHMELLOW 
ALERT flashes at the bottom of the screen, the Roamers will quickly run 
to form him. You must immediately hit the "B" key on the keyboard to 
drop a dollop of bait before he stomps any buildings.

END OF GAME: THE TEMPLE OF ZUUL

The game ends one of three ways:

1. The Gatekeeper and Keymaster join forces at the Temple of Zuul and 
you have NOT earned more money than you originally started with.

2. Once the Gatekeeper and Keymaster have joined forces at Zuul, and you 
DO have sufficient credit, but you are not able to sneak two of your 
three Ghostbusters into the entrance of Zuul.

3. You successfully reach the top of the Temple of Zuul by sneaking two 
Ghostbusters into its entrance.

