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<P align=center><B>Maxim Ghosts to Glory</B><B> Walkthrough</B></P>
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Maximo is a 3-Dimensional platformer with heavy focus on close combat and no
small amount of environmental exploration. It is a remake of a "classic" game,
that being Ghouls n' Ghosts for the arcade and 8-bit Nintendo. The game keeps
the difficulty of the old title and adds new challenges to conform to the
increase in dimsension.
Keep in mind that Maximo is not for everyone. It is a dedicated game designed
for dedicated gamers (or dedicated cheaters -- I know where I stand), so if
you're looking for something to occupy you for just an evening, go break the
house at Vegas. Conversely, if you want a challenge, you should buy this game.
Maximo has a high difficulty level, and no -- you can't change that no matter
how hard you try, Timmy.
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The game progresses like this:
(1) Introductory Stage
(2) Smash the Exit Crystal (after slaughtering enemies)
(3) Go into Hub Level
(4) All other stages (includes Introductory Stage)
(5) Beat-down Hub Level boss
(6) Repeat four times, then rinse.
================
Health Meter
================
Maximo uses a health system unique to its forebear and to its series.
Character starts off with two (2) bars of health. Each bar contains four (4)
hits-to-kill (or 'hit points', you nerd). Technically, Maximo can only take
four (4) HTKs of damage, the extra armor just allows him to carry more HTKs.
Losing all the HTKs causes the character to lose a life. Lose all the man's
lives, and you are forced to pay for the ability to continue with "Death
Coins" or as I like to call 'em, credits.
Losing health is easy, but getting it back is hard. That's because if a health
bar empties out (and has no HTKs in it) you lose the bar until you find armor
(which adds a full lifebar). This means if Maximo is hit continuously, he will
have less HTK to absorb when he "recovers" his current lifebar. This
translates into extremely careful gameplay, or you will find yourself not
being able to complete tasks required because you bled all the way over here
without using a hemeostat. It's like I said to Regina before she started
fighting rejects from Jurassic Park: DO NOT GET HIT. Understand?
Normally, you are limited to the maximum of three (3) lifebars. Getting armor
while you're at the three bar maximum grants you 20 seconds of invincibility --
as well as refill your current lifebar to its maximum -- so you should always
keep yourself in tip-top condition. If you find yourself swinging back and
forth between boxers and armour, it means you're rushing things or going about
it the wrong way (there's probably a better solution but you're not using it).
That's not the way to go if you want to see the ending. Keep in mind that
there are four, very good looking sorceresses to save. Just remember that and
play on.
==============
Save Pools
==============
You can only save your game at a Hub Stage, provided you find the save pool
and have 100 gold coins . It costs money to save progress -- so if you don't
go nuts and buy everything you see, you'll always have money to spare.
Additionally, scarf up all the gold coins (money) you can as you play stages.
You'll need them. Trust me.
You also use save pools to travel back to other hub levels you've completed
(for 100 coins). Use the travel option to "reset" the prize wheels and hidden
chests in hub levels to stock up. The money you find in the hub levels will
defray the costs of travel and purchases.
================
Check Points
================
You will come across spots to temporarily save your progress while you're in a
stage, called checkpoints. To activate them, you will need to down strike the
checkpoint to activate it. If you die in the stage and have another life to
spare, you restart here rather than from the beginning. What's saved at a
checkpoint?
Checked
-------
Enemies killed
Locked Chests opened
Locked Doors opened
Iron / Gold Keys taken
Statue Switches destroyed
Abilities lying in the open, taken
Hidden Chests with Armor, Magic Blades, or Abilities opened
Not Checked
-----------
Spirit Stones / Snowmen destroyed (checked for Mastery, however)
Torches / Goo Globes destroyed (checked for Mastery, however)
Always Checked
--------------
Coins, Bags, Gems taken
Normal Chests opened (Mimics replace them)
Hidden Chests with Money or Potions opened (Mimics replace them)
Power-ups taken (Armor, 1-up, Magic Swords, Potions, Prize Wheels)
Charges left in a Magic Sword
==============
Lock Spots
==============
These ability spots save abilities you want to keep should you lose a life.
Abilities not in Lock Spots are lost and must be reacquired, which may be
impossible with some. You start with three Lock Spots, but Lock Spots are
increased by one for each boss you cack until you have a total of seven Lock
Spots to secure Maximo's social security.
===========
Arsenal
===========
Maximo uses his sword to lay the smack-down on monsters. The sword can power-
up to magic swords that have different elements affecting different enemies,
and can have other unique abilities as well. Unlike the shield, the sword is
not made from cardboard and is unbreakable. It would've been funny though, to
see if Maximo can do bad kung-fu without a weapon, like Dante. After you see
Maximo die 86'986'435 times, this sentence will not be funny.
Maximo's shield protects him from blows, but has a limited durability. His
shield is more useful with certain power-ups than as a constant, reliable
defense. As enemies increase in later levels, keeping a shield gets harder and
harder. That's why it'll be important to go to the ADVANCED section for good
tactics to avoid being put in danger in the first place. There are three (3)
shields available for play: Iron (starts off with this every time you die),
Silver (buy one), and Gold (buy one).
Gold and Silver shields are kept after you die, but if they are destroyed,
they are replaced by an Iron ('crappy') Shield with your next life. This means
you need to buy another one. There are a limited number of Silver and Gold
shields you can buy since non-Hub level Prize Wheels do not restock. Silver
and Gold Shields are never seen in Hub Levels. Tough luck. If you buy a better
shield, keep it in good shape unless you are fond of wasting stuff.
===========
MONEY ITEMS
===========
Gold Coin - Each coin increases your expendable income by one. Let the good
times roll. There are a lot of them and they tend to be left over the air, as
a trail for you to follow to more important items.
Coin Bag - Bag of the stuff, worth five coins. Unlike the single coins, bags
are affected by gravity and always drop to the ground.
Gem - shiny objects attract lots of attention, and gems are no different.
Like single coins, they can be found in the air or on the ground. Worth ten
coins, gems are rarer and harder to find in certain instances.
Spirits - you only get them from breaking spirit stones (see TERRAIN ITEMS).
These blue glowing balls with wings are an alternate form of currency. Collect
50 and you get a continue credit with the next spirit stone you shatter. This
item is never dropped by enemies.
Death Coin - because "credit" sounds too blase. But that's what they are:
credits which allow you to continue your game once you run out of Maximo's.
Every time you game over, Death makes a killing by upping the price for
continuing. Not having enough credits to cover the cost to go on livin', and
it's, "Game over, Kingston".
Iron Key - not really money, but might as well be. Just like in Gauntlet,
you'll need keys to access valuables. Unlike Gauntlet, you cannot buy keys.
There is precisely one (1) key for each lock (be it treasure box or gate) in
any one stage, and you can carry up to nine (9) of them.
Gold Key - Give us the gate key. I have no gate key. Fezzik, tear his arms
off. You mean this gate key. Gold (gate) Keys are used to unlock gold gates
and/or doors. They are rarer than iron keys and you can only carry one at any
given time.
=============
TERRAIN ITEMS
=============
Prize Wheel - a very crappy store with one item to sell at a price that is
non-negotiable. Take it or leave it, it's up to you. Watch what you buy,
because once you take it, it's gone forever.
Spirit Stone - takes a variety of forms, but its purpose remains the same:
it holds five (5) spirits inside. The top half holds two (2) spirits, the
bottom half three (3). A down strike is needed to completely destroy an entire
spirit stone. Top half damages your shield if you throw against it. The bottom
half cannot be destroyed by a shield toss and does not damage your shield even
though you hear the clang.
Snowman - behaves exactly like a spirit stone (see above) but is found in
the Frozen Wastes.
Torch - a fragile terrain item that may or may not hold money. Damages your
shield if you throw against it.
Goo Globe - behaves like a torch (see above) and is found only in the
Dreamlands -- I mean, Spirit Realm.
Statue Switch - small gray stone statue that will be unlike spirit stones
and other indestructable objects since Maximo will actively look at it when
its in range. It activates something crucial to completing the stage.
============
HEALTH ITEMS
============
Green Potion - restores two (2) hits-to-kill (HTKs) to Maximo's current
lifebar. Can be found already placed in a stage or in a treasure box. This
item is never dropped by enemies.
Red Potion - restores all hits-to-kill (HTKs) to a barely empty lifebar. Can
be found already placed in a stage or in a treasure box or even bought at
prize wheels for 50 coins. This item is never dropped by enemies.
Armor - armor adds one (1) full lifebar to your total, so you carry an
additional four HTKs. At auction, this item is expected to cost you 100 coins.
This item is never dropped by enemies.
1-up - In Italian, it would be "up-ones". Little hearts that add one (1)
life to your stock. You can buy this at prize wheels for 150 coins.
============
MAGIC SWORDS
============
Magic Swords have twenty (20) charges in them. Each time you successfully
strike an enemy, a charge is used. Each fireball you conjure will use two
charges (whether successful or not). Each doomstrike you perform will use four
charges (whether successful or not). Magic Swords are occasionally dropped by
enemies.
Firebrand
-
Orange torch pick-up, element of fire. Grants +100% damage to undead enemies
(which considering what you're facing, is a good thing) and +200% damage to
enemies of elemental ice. However, demons have a natural defence against this
weapon and it suffers a penalty of -50% damage against Hammer and Goat Demons.
-
Magic Bolt: single shot in a straight line.
-
Doomstrike: fire bubble in a very small area.
Lightbringer
-
Yellow torch pick-up, element of light. Grants +200% damage to undead and
demons, but lacks punch against plants, ravens, and anything else with a pulse.
-
Magic Bolt: single shot straight ahead that's supposed to home in on enemies.
-
Doomstrike: multiple fireballs shoot out and attempt to home in on nearby
enemies.
Icebrand
-
Blue torch pick-up, element of ice. The first strike will freeze an enemy
(uses one charge). Frozen enemies cannot move or attack or hurt you for five
seconds. If they thaw, they can attack normally, but if attacked while frozen,
they shatter and die. Only an overhead strike can shatter frozen enemies
(requires another charge). The Icebrand will be the sword that runs out of
charges the fastest, so use it on enemies that require a special sequence of
attacks to bring down. Bone Pirates come immediately to mind. The only caveat
are enemies that are resistant to ice enjoy the -50% damage penalty that the
Icebrand has against them.
-
Magic Bolt: shabon spray; okay, so I like Sailor Mercury more than the rest,
what's wrong with that? The mist acts like a shotgun and freezes all enemies
it touches. At close range, enemies may freeze and shatter if you're lucky.
Frozen Zombies always shatter with this move.
-
Doomstrike: the blizzard will damage enemies in the local area like the
Firebrand's doomstrike, but it has a bigger radius.
Armageddon
-
Purple torch pick-up, element of, ". . . these dark souls . . . are mine."
Grants a +200% damage bonus and works on all elements. Most powerful weapon
available and kills things in one, maybe two hits. This weapon is almost
always found right before lots of enemies, ensuring that you'll have little or
no charges left by the time you finish the level. Treat as a Bishamon Sword
that doesn't last. Using it against bosses is a pleasure enjoyed only by the
few who escaped a level with this baby, or lucky enough to have it randomly
dropped by an enemy in a hub stage.
-
Magic Bolt: a wave of destruction moves out to medium distance and dissipates.
Anything it touches is vaporized. The wave is affected by gravity and behaves
erratically on the edges of land.
-
Doomstrike: meteor shower that lasts fairly long, and moves where you move.
There is at least one meteorite for every enemy around you, and they will home
in as well.
============
WEAPON ITEMS
============
Sword Charge - banded sword icon. Refills five (5) magic charges to your
current magic sword. Monsters randomly drop this. You can also buy it from
prize wheels for 150 coins.
Shield Charge - banded shield icon. Refills five (5) shield durability to
your current shield. Does not replace your shield if you lost it and is not
dropped by monsters as often as you'd like.
Replacement Shield - complete shield pick-up. Gives back a shield if you
have none, or repairs ten (10) shield durability points to your current
shield. This item is rare and will not be found everywhere. It is never
dropped by enemies.
=================
ABILITIES: SKILLS
=================
Abilities are items that add moves to Maximo and allow him a greater range of
movement than he has initially. There are 17 abilities separated into four
categories; green abilities are the most basic and do not incur any costs.
Abilities are occasionally found in the open, inside treasure chests, but the
most common way to get one is from a monster.
Second Strike - allows a follow-up attack to the quick strike. Useful
against Bone Shields, but is weak and is not effective against most later
enemies. Motion is square-square.
Mighty Blow - allows a piercing attack with overhead strike. Strong move
that can break an enemy who turtles; bad news is that the stab is narrow and
can easily miss, leaving you vulnerable. Not good for multiple enemies. Motion
is triangle while moving.
Furious Spin Attack - spin attack is lengthened in duration. Useful only
against weak enemies, and can miss enemies that block or move. Motion is left
analog stick counterclockwise-square.
=================
ABILITIES: SHIELD
=================
Blue shield abilities allow Maximo something better to do with his shield than
block. One of the shield abilities should always be locked since it is so
crucial ot the game, but you'll find that there are two more shield tricks
that will prove invaluable as well.
Throw Shield - allows the circle button to be used to toss the shield like a
boomerang. Extremely useful when it comes to distracting an enemy who may
knock you off in a jump, or for the even cooler collection of money. Short
range and the shield is damaged whenever it strikes an enemy or destroys an
object, like torches. Motion is circle.
Mighty Throw - increases the throwing range of the shield toss. Necessary to
reach those far away coins and requires the Throw Shield ability.
Hovering Shield - the guys must've ran out of ideas. This ability keeps the
shield out until you recall it (like a Predator), depriving you of a shield
until it is recalled. This is the most useless ability I've found, next to the
Sorceress' Kiss. Actually, this ability ranks below the kiss, since the babes'
affection actually does something. Motion is to hold circle button down to
keep the shield out, release button to recall disc -- I mean shield.
Shield of Midas - this is it. The money grabbing sucker everyone's talking
about. It'll be the next big thing in 3D fantasy platformers I guarantee.
Combine it with shield toss and increased throw for totally excellent results.
Sadly, this ability is exclusive from the other two special shields (see
below). This ability is a shield with "evil red energy" surrounding it, so
grab it if you want it and it'll replace your current shield (but not
durability).
Shield of Storms - another excellent shield ability that goes a long way to
making that shield last. Everytime you press R2 and raise your shield, it
emits a puff of air that blows back an enemy so you can attack or flee (your
choice). It does no damage unless thrown, but it can push away naughty enemies
who tend to get rough with your shield. Exclusive from the other special
shields. This looks like a shield with lots of white smoke around it; grab it
if you want it, it'll replace your current shield (but not durability).
Shield of Thunder - it's lightning. Lightning damages enemies, not thunder.
Sheesh. Anyway, this is for people who enjoy attacking with their shield and
have more money than they know what to do with (for buying new shields of
course). The lightning attacks high and low, so you can use it to break spirit
stones that you don't care to leap to, at the cost of shield durability. Using
this shield for defence will allow you to deal damage to any enemy who strikes
your shield, so it is better than your normal shield -- you are protected from
damage and deal damage at the same cost of durability. Looks like a shield
with lightning around it; grab it if you want it, it'll replace your current
shield (but not durability).
================
ABILITIES: SWORD
================
Red sword abilities enhance your sword attacks and are quite useful. Two red
abilities require you to have botha magic sword and enough charges to use the
ability. By far the most useful will be the abilities that don't incur any
costs.
Magic Bolt - so that's what it's called. I always called it a fireball.
Allows you to shoot fireballs from your sword at the cost of two (2) charges.
Requires magic sword and at least two (2) charges. Motion is triangle-triangle.
Doomstrike - makes the down strike more interesting. Requires magic sword
and at least four (4) charges. Motion is cross-cross-triangle-triangle.
Long Sword - makes your sword longer by +50%. Works whether your sword is
normal or extra-crispy, and is one of few abilities that do not incur extra
costs. This one's a keeper, and coupled with Mighty Blow, these two abilities
is nifty combination.
Gold Seeker - sends out a green radar pulse everytime you down strike that
bounces off treasure chests. Also unearths hidden chests for you. Useful the
first tiem, then you realise that I'm telling you where everything is, so
screw this. Motion is cross-cross-triangle-triangle.
Wider Shockwave - doubles shockwave radius of Maximo's down strike, allowing
him to stun monsters farther away. Useful by itself, even more useful with
gold seeker or what's next.
Ring of Pain - I might as well call it the Ring of Death. A definite keeper
ability since it will allow the stun shockwave to do damage to enemies.
Although not effective against some monsters, the ring will be useful against
all the little suckers that you want to kill before they swarm you like those
seagulls in, "The Birds" and kill you before you can get to that sea-bell.
========================
ABILITIES: MISCELLANEOUS
========================
The last two abilities are extremely powerful and suitably rare. Although both
are good to keep, both abilities are theoretically exclusive, since they do
not work well with each other. You have to decide the way you fight to find
the one right for you.
Mask of Sorrow - black and white mask. Having this thing in your inventory
will let you become a Revenant. Instead of merely becoming invincible in gold
armor, Maximo will become a revenant and be able to kill any monster by a
simple touch, turning tough enemies like Crocodiles, Bone Elites, and Bone
Pirates into something like a human hand lopped off into a blender. Should you
go into a boss fight in Revenant form, you'll realize you wasted your efforts
since the damage done is minimal (about one pixel's worth). Use it to clear
the end of the stage fights on later levels.
Increased Armor - hammer and anvil item. Allows Maximo to carry one extra
lifebar (up to four) instead of the usual. If you die, you still start with
two lifebars, but you will get the benefit of four HTKs should you find enough
armor. Nice for players who have problems in boss fights or to get past areas
that you keep taking extra hits because you're lousy. It takes longer to
reach "spiritual invincibility" since the added lifebar gets in the way. You
have to decide what you want Maximo to keep.
Kiss - color depends on Sorceress. They have no in-game use but they do
unlock something (see SECRETS). It's up to you to keep them locked in a spot
(so you don't lose them when you die). I think they are a waste of valuable
Lock Spot space.
==================
Double-Jumping
==================
The double-jump was something inventing in the days of yore, for 2D platform
jumping. Ghosts n' Goblins was one of few games to take advantage of it.
Basically a second jump after the first, where the player is tested on how
well he/she/it can manipulate the game's parameters and adjust the jump.
Double-jumping has not changed much in Maximo, and in fact, has been improved
upon for the game. Normal double-jumps, where you press cross-cross as fast as
you can, are usually for manuevering or to deliver a down strike. To make it
through the game alive, you will be required to perform two
additional "styles" of double jump which merely take advantage of the double
jump theme.
The first style is called the double back jump. It basically consists of the
character jumping in one direction, then using the second jump to land back in
the same spot. You should practise this manuever, because you will use it to
get things you normally cannot get, or to avoid an attack an return to the
same spot. It is required that you perform it at least once in the game, and
if you're human, you'll be doing it a lot more than that.
The second style is called the double long jump. This version of double jump
has the character perform the second jump not at the height of the first jump
(which is what normally happens for the greatest increase in height) but
rather at the lowest point possible inorder to gain the most distance. This
manuever trades height for distance, and is used to reach those "impossible"
ledges. A minor variation on this move involves falling, executing the first
jump, then the second jump, each at the last possible moment in order to
maximise distance.
Do not try this at home. As any doctor can attest, it doesn't work in real
life.
===================
Terrain Tactics
===================
Use the terrain to your advantage to avoid enemies and to attack them one at a
time. Enemies cannot climb, but they can drop. This means you should seek the
high ground and trigger death from above. Retreat and repeat until they die.
Even better, enemies are limited and remain dead if you restart at a
checkpoint (only if you killed them and then activate the checkpoint). It is
possible to avoid a lot of enemies and make it to the exit crystal with a lot
of health to take on the exit crystal melee. This will also help preserve your
shield's durability until you actually need to use it.
Also, fight enemies one at a time to make sure you are not surrounded. Since
Maximo can only swing his sword only at one, maybe two enemies, he cannot hope
to fight against an army of undead and win. That's only if you're cheating.
Know your enemy as welll; for example, mimics can be avoided by memorisation,
or by inspecting a chest and then retreating immediately as the chest begins
its animation. If it's a mimic, you will be far enough away to avoid its
attack and return the favor.
==============
Hub Levels
==============
Prize Wheels do not restock items, but prize wheels in hub levels do. Keep
this in mind when you prepare for a boss fight or are simply collecting stuff
in a hub level before you tackle the next stage. If you are clever, you find
the best stuff in the hidden chests and start almost every level well armored
and equipped with a fully charged firebrand.
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[此贴子已经被作者于2005-10-25 10:56:55编辑过]
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