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Ghosts and Magic
G&M Stage
It's magic

Appears in

Need For Madness 2

Boss Car

Mighty Eight (Unlocked on completion)

Number of Laps

3

Main feature

NO shortcuts, Racing

Soundtrack

Sauron

Number of Checkpoints

4

Recommended Strategy

Race

AI Behavior

Race

Preceded by

Majestic Duty

Followed by

Rolling with the Big Boys

Ghosts and Magic is the 10th stage in the second Need for Madness which shows Mighty Eight's true power.

Overview[]

This is one of the most "real" tracks in this game; it is rectangular with many ramps, the boss being Mighty Eight, which is considered the second fastest car in the game in terms of Top Speed and Acceleration. Ghosts and Magic is based on the track "The Fast and The Furious + The Radical" in NFM1. All cars will race (unless there is MASHEEN and/or EL KING) in this 3 lap stage. This stage is also perhaps the third most fast-paced stage, after The Gun Run and The Stretch.

Strategy[]

Racing[]

The level is aptly named - Mighty Eight will "magically" disappear like a "ghost" if you are left behind. The best choice for this level is Formula 7, since it is literally the only car that can beat Mighty Eight in terms of speed. Alternatively, High Rider can be used, due to it's good stunting stat and being fast enough to catch up to Mighty Eight (tied with La Vita Crab in Top Speed ).

http://www.youtube.com/watch?v=r8LR6Cnte-A thumb|400px|left

During the race, do nothing but forward loops and Aerial Boosts, as they will make you propel you forwards. Make sure you land properly after each stunt, as a bad landing can allow Mighty Eight to gain an insurmountable lead. This is especially important if you are using High Rider. Keep going at it for the entire race, and Mighty Eight will have been beaten. Whenever possible, use Aerial Boost.

Note: While it isn't recommended, it possible to beat this stage with any car if the AI is dumb enough to get Mighty Eight wasted early enough into the race or messes up while stunting. This can make you gain an easy lead and leave the AI in the dust. If you're lucky or skilled enough, you can even beat this stage with Tornado Shark or even Nimi with some clever techniques or strategies.


Wasting[]

This can be easy if you know where to camp as EL KING or any other car capable of wasting in a reasonable amount of time. It's not recommended you put it behind a giant ramp as the cars will fly over it and you'll waste power trying to intercept and catch up. During the start, drive EL KING backward, doing a stunt on the wall sided ramp. Do not use the quarterpipe. Now you either wait near the sandy ramps and keep on doing stunts there, or camp just before the giant ramp (not the one at the start). Do bear in mind that this strategy may not always work in a multiplayer game.

Trivia[]

  • When both MASHEEN and EL KING are present, the latter can get confused and go backwards through the stage. If MASHEEN gets close to EL KING, EL KING will start going the right way and vice versa.
  • All AI cars in this stage, (minus MASHEEN and EL KING) will have their AI in "race mode" so they will not go out of their way to waste you. EL KING may race at the start but if the Player hit's the 2nd lap it will revert to going backwards around the stage and waste racers in it's path.


List of Stages in Need for Madness 2
The Introductory Stage · Let the Dream Begin · Arrested by the Man · Twisted Revenge ·

Centrifugal Rush, Under Water? · The Stretch · The Garden of the King · Maximum Overfly · Majestic Duty · Ghosts and Magic · Rolling with the Big Boys · Suddenly The King Becomes Santa's Little Helper · Digger's Revenge · The Gun Run · Dances with Monsters · Four Dimensional Vertigo · The Mad Party

Bold: Stages are similar to the game's prequel

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