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Manage a team of ghost hunters and free London from paranormal terror in turn-based battles. Develop your own strategy and build your business well. Let's be honest - a ghost in your house can be a real pest. For centuries we have accepted hauntings as unexplained phenomena which we can do little to stop. Side affects of living in a haunted home can include sleepless nights, headaches, smog everywhere and in some cases even physical damage in the house. Enough is enough, with your help we intend to put an end to these paranormal pests. Build, manage and develop your own team of talented ghost hunters. With the income from your team's work you can equip them with some amazing gadgets, but manage your budget with care not everything is as useful as it may appear. Hunt your customers ghosts down - property damage should be kept to a minimum. Take on the ghosts, follow the map, take in the lovely sites and stunning landmarks. Be the hero of the day and save the city!

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Lv2 Mob Guide (Games : GhostControl Inc. : Forum : Ghosts and their abilities : Lv2 Mob Guide) Locked
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Jan 12 2014 Anchor

Level 2 mob's really arn't too much to handle, you still need to be careful, but most are easy to take down, I'd focus on taking out things that can do some real damage to property such as a Slime Ball or a Pest.

Slime Ball
Energy: 19 - 22 Damage: 2
Ectoplasm: 4 Attack Range: 4
Movement: 3 Hit Chance: 75%

Abilities: Slow 3
Info: Actually, it's a large transparent floating lime that hopes to one day make it as an artist through slime art. In any event, it's a bit slower than your average Lv2 mob, but it can also slow you down as well.

Feeble Apparition
Energy: 15 - 18 Damage: 2
Ectoplasm: 7 Attack Range: 1
Movement: 5 Hit Chance: 70%

Abilities: Evade 20 - 30
Info: If you can hit it, you can capture it, if you can hit it. It's Evade is typically set to 30, but I've seen a few set to 20 which means, VERY HARD TO HIT. It enjoy's mocking you while you try though.

Pest
Energy: 19 - 20 Damage:1
Ectoplasm: 6 Attack Range:1
Movement: 4 Hit Chance: 70%

Abilities: Split
Info: More of a pest than an actual threat as it likes to focus on destroying anything in it's path. It normally won't attack you, but if it does, it's attack is rather weak. Beware if it's dripping though, as you'll slide on it's slime trail.

Screamer
Energy: 14 - 18 Damage:3
Ectoplasm: 5 Attack Range: 5
Movement: 4 Hit Chance: 75%

Abilities: Push 3
Info: Your typical Lv2 Poltergeist, though, not too much of a threat, it is a pain to catch. Usually, it requires two or more team mates to capture that bugger. Has a tendancy to scream and knock you back three grids.

Rattler
Energy: 15 - 17 Damage: 4
Ectoplasm: 4 Attack Range:4
Movement 5 Hit Chance: 65%

Abilities: None
Info: A Lv2 spirit, he's rather easy to take down, just wittle down his health and try not to get hit by him... Also, he's in a band, he plays a mean chain.

Fez
Fez
Jan 12 2014 Anchor

Are certain weapon and trap combos best suited to certain mobs or spooks?

Jan 12 2014 Anchor

I use pullers and pull anything into my trap, the strategy seems to work well for me, but this is all up to you. I also prefer traps you can throw 2 grids away.

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