Walkthrough by DomZ Ninja
Ghostbusters: The Video Game on SuperCheats.com

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            Winner of the GameFAQs FAQ of the Month for July 2009
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==============================================================================

                         GHOSTBUSTERS THE VIDEO GAME

                               FAQ/Walkthrough
                         Copyright (c)2009 DomZ Ninja

==============================================================================

 Author: DomZ Ninja
 E-mail: domzninja[at]hotmail[dot]com
 Updated: 08/23/09
 Version: 1.0

 NOTE: This guide does contain spoilers!

______________________________________________________________________________

                              TABLE OF CONTENTS
______________________________________________________________________________

See that series of numbers to the right of each section? If you want to find 
a specific section in the FAQ, press CTRL + F to open a search box. Type in 
the series of numbers for the desired section that you're trying to find and 
press Enter. Whabam! The search function will take you there in an instant.


1] - Version History.................................. [0100]
2] - Controls......................................... [0200]
3] - The Basics....................................... [0300]
4] - Walkthrough...................................... [0400]
       4.01] Hotel Sedgewick.......................... [0401]
       4.02] Times Square............................. [0402]
       4.03] Public Library........................... [0403]
       4.04] History Museum........................... [0404]
       4.05] Return to Hotel Sedgewick................ [0405]
       4.06] Lost Island.............................. [0406]
       4.07] Central Park Cemetery.................... [0407]
5] - Artifacts........................................ [0500]
6] - Water Fountains.................................. [0600]
7] - Equipment........................................ [0700]
8] - Achievements..................................... [0800]
9] - Bestiary......................................... [0900]
       9.1] Enemies................................... [0910]
       9.2] Bosses.................................... [0920]
10] - Thanks/Credits.................................. [1000]

______________________________________________________________________________

 1] VERSION HISTORY                                                     [0100]
______________________________________________________________________________

FAQ/Walkthrough #44
-------------------

 Version 1.0 (07/29/09) - FAQ/Walkthrough complete and submitted.

______________________________________________________________________________

 2] CONTROLS                                                            [0200]
______________________________________________________________________________

.-----------------------------.----------------------------------------------.
|  D-Pad                      |  Equip Items                                 |
|-----------------------------|----------------------------------------------|
|  Left Analog Stick          |  Move                                        |
|-----------------------------|----------------------------------------------|
|  Right Analog Stick         |  Move Camera                                 |
|-----------------------------|----------------------------------------------|
|  Start                      |  Pause                                       |
|-----------------------------|----------------------------------------------|
|  Back                       |  Field Guide Shortcut                        |
|-----------------------------|----------------------------------------------|
|  X Button                   |  Throw Ghost Trap                            |
|-----------------------------|----------------------------------------------|
|  Y Button                   |  Equip PKE Meter/Paragoggles                 |
|-----------------------------|----------------------------------------------|
|  A Button                   |  Interact                                    |
|-----------------------------|----------------------------------------------|
|  B Button                   |  Jump, Evade, Sprint (Hold)                  |
|-----------------------------|----------------------------------------------|
|  Right Trigger              |  Primary Fire                                |
|-----------------------------|----------------------------------------------|
|  Left Trigger               |  Secondary Fire, Slam                        |
|-----------------------------|----------------------------------------------|
|  Right Bumper               |  Vent Pack                                   |
|-----------------------------|----------------------------------------------|
|  Left Bumper                |  Capture Stream                              |
'-----------------------------'----------------------------------------------'

______________________________________________________________________________

 3] THE BASICS                                                          [0300]
______________________________________________________________________________

- PKE Meter: Locating Signals ------------------------------------------------
==============================================================================

* Press Y to equip PKE Meter. Use the Right and Left Analog Sticks to turn and
  move towards the detected signal.

The PKE Meter is the cornerstone of any supernatural investigation. It 
functions like a divining rod: just point it toward a PK energy source and it 
will heat up. Point it away, it goes cold.

Use the PKE Meter to "follow" a PKE signal to your target. As you get closer 
the PKE Meter's "wings" will higher and higher until you are within scanning 
range. 

PKE Signals are divided into three types, each identified by its own PKE Meter 
screen color:

Red - Hidden ghosts and other entities
Green - Environmental Phenomena
Blue - Cursed Artifacts

Your Ecto-Goggles are linked to autofunction whenever you use your PKE Meter 
in order to provide additional feedback.


- PKE Meter: Scanning --------------------------------------------------------
==============================================================================

* Press Y to equip the PKE Meter. Pres and hold Right Trigger to scan.

Using the PKE Meter for tracking is helpful but you can also use it to perform 
a full target scan on a variety of paranormally-tainted entities and objects.

At the center of the PKE Meter/paragoggles screen are three nested circles 
that act as a scanning target. Ghosts scanned while within the outer ring 
receive a 25% scan. Those scanned within the second ring receive a 50% scan 
and those scanned within the center ring receive a 100% scan.

Information on each creature is progressively unlocked based on its current 
scan level. Creatures can be scanned multiple times until a 100% scan rating 
has been reached.

A completed scan initiates a cross-referenced query to all digitally available 
material and instantly updates the appropriate entry in your onboard 
Ghostbuster Manual and Tobin's Spirit Guide.


- Ghost Trapping -------------------------------------------------------------
==============================================================================

* Press X to deploy a ghost trap. Control the Capture Stream with the Right
  Analog Stick to bring the dazed ghost above a deployed Ghost Trap. When the
  trap opens, use the Right Analog Stick to keep the struggling ghost inside
  the trap's containment cone.
  
When a ghost is placed over a deployed trap, the trap will automatically open 
releasing a containment cone that will begin to drag the ghost down into the 
trap. Though some ghosts will be drawn quickly down into the trap, more 
powerful ghosts will notice the trap's opening and will do everything they can 
to escape.

Use the capture stream to keep struggling ghosts in the center of the trap's 
capture cone until they have been drawn into the ghost trap. If a ghost leaves 
the cone it will be able to escape, and you will have to subdue them and 
restart the trapping sequence from the beginning.

Oh, and please remember to always gather your trap before leaving the area!


- Teammate Revival -----------------------------------------------------------
==============================================================================

* Get close to an incapacitated teammate. Press A when prompted.

The Portable Proton Field Emitter (or PFE) emits a low-level, Proton-saturated 
energy field that can immediately revive those incapacitated due to paranormal 
attacks. Simply get close to your downed teammate and activate the device and 
they'll be back into the fight in no time.

When a Ghostbuster goes down, his pack will trigger an emergency pack venting 
that acts as an eye-catching emergency beacon. Downed Ghostbuster portraits 
will also appear on screen with an arrow that points toward their location.


- Pack Overheating & Venting -------------------------------------------------
==============================================================================

* When the Proton Pack's heat level rises, press Right Bumper to manually vent
  the pack.
  
Containing and accelerating subatomic particles generates a lot of heat - heat 
that, if left unregulated, could lead to a particle containment failure. In 
order to prevent the... unpleasantness... that would result from a loss of 
containment, the Proton Pack has an automatic purge system that forcible cools 
the pack when its heat levels get too high. This "overheating" system prevents 
the pack from exploding with the force of several atomic bombs at the cost of 
interrupting normal pack operations for several seconds.

Because the Proton Pack's overheating system is automatic, the pack tends to 
shut down at inopportune moments. Fortunately, the pack's heat can be manually 
dumped allowing for more tactical flexibility.

Manually venting the Proton Pack cools it down more rapidly than the automatic 
overheating shutdown system so it is in the user's best interest to vent the 
pack manually whenever possible.


- Blast Stream Use -----------------------------------------------------------
==============================================================================

* Use Up to equip Proton Equipment, aim at your target and press Right Trigger
  to fire.
  
The Blast Stream is a Ghostbuster's most fundamental piece of equipment. Its 
concentrated stream of protons is highly effective against most paranormal 
entities. Less fortunately, this "blast" steam is also very effective against 
non paranormal objects as well.

Firing the Blast Stream is easy! Simply point at what you want to shoot and 
then fire away! The Blast Stream will fire as long as you let it or until the 
Proton Pack overheats resulting in an auto shutdown (don't worry - the pack 
will auto-cycle back on in a few seconds). Watch your aim or you will end up 
causing more damage to your surroundings than to any ghost. Be careful! It's 
very easy to get carried away!


- Capture Stream & Slamming --------------------------------------------------
==============================================================================

* Use Up to equip Proton Equipment. To auto-wrangle a ghost, use the Blast
  Stream to damage the ghost until it's wounded. The stream will automatically
  enter capture mode and contain the ghost. While blasting, press Left Bumper
  to manually capture the wounded ghosts. When a ghost is caught in the
  capture stream, direct the stream with the Right Analog Stick to pull or tug
  the ghost. Press Left Trigger to initiate a slam.
  
In order to trap a ghost, you've got to first be able to grab him. When a 
ghost is blasted enough it becomes "dazed" at which point your blast stream 
will automatically change into a capture stream which will quickly contain the 
ghost. You can also manually fire a capture stream to capture wounded ghosts, 
though this could take some practice to master.

Captured ghosts will struggle against the capture stream and must 
be "wrangled" into submission. To successfully wrangle a captured ghost, 
direct your Capture Stream to pull or tug the ghost in the direction opposite 
of where it is trying to go. Each time you get a good wrangle-tug, your 
Capture Stream's slam meter will gain some slam. The slam also trickles into 
the meter over time but successfully wrangling a ghost is the fastest way to 
accumulate it.

Blasting a ghost is effective, but you can wear him out much faster by 
overloading your capture stream and slamming him around the room a bit. While 
a ghost is held in your capture stream, overload the stream and bash the 
little spook around the area. Note that each slam drains the slam meter a bit. 
If the meter is empty, your capture stream won't overload, and you won't be 
able to slam anything.

Once the ghost is wounded, use the capture stream to move him over a live 
ghost trap (see the Training Entry on Ghost Trapping for details).

Skilled Ghostbusters can even slam a ghost directly into a ghost trap!

Besides ghosts, some objects can be grabbed by the capture stream and moved 
around the environment to clear a path or to just engage in some "active" 
redecoration.

______________________________________________________________________________

 4] WALKTHROUGH                                                         [0400]
______________________________________________________________________________

 NOTE: This walkthrough is based on Experienced difficulty.


==============================================================================
 4.01] HOTEL SEDGEWICK                                                  [0401]
==============================================================================

 Artifacts: 6
 Ghost Scans: 6


- You're Hired ---------------------------------------------------------------

If you were hoping to play as one of the members of the famous quartet, you'll 
be disappointed. Ghostbusters The Video Game introduces a silent protagonist 
whom you will be controlling: the "rookie". 

Ignore the objects you can interact with, like the answering machine and 
arcades, and run towards the fire pole to the left of Peter. Slide down the 
pole for your first achievement, then follow Ray towards the stairs.

* Water Fountain
  Before following Ray down the stairs, use the water fountain at the base of
  the steps. Sounds weird, but it'll help you unlock an achievement!

Continue behind Ray to meet up with Egon. Time to bag Slimer! Follow the on-
screen instructions to capture Slimer-- whoops! Don't worry, you didn't hit 
the wrong button. A second ghost escapes and flees with Slimer to the sub-
basement. Pair up with Ray and head down to the basement in chase of the two 
apparitions.

Catch up with Ray as he descends the stairs. You can hold B to perform a quick 
dash: kinda like the Roadie Run from Gears of War, but not nearly as fluid. Oh 
well! Enter the cellar to spot Slimer.

Like Dead Space, this game features no real HUD as most of the necessary 
information is displayed on the back of your Proton Pack. Just listen to Ray 
as he gives you a rundown on the basics.

When you're ready, start blasting away at Slimer with your Blast Stream. Watch 
his PKE, which is displayed as green bars on the circular targeting reticule. 
A ghost's PKE basically represents their health: as the green bars disappear, 
the ghost weakens. Slimer is a quick lil' fella, but continue following him 
and be grateful that he doesn't harm the Ghostbusters.

Watch for the red bars that fill up on the side of your Proton Pack. As you 
use the Blast Steam, your pack will overheat. Before it overheats and 
automatically vents (which takes some time), press the Right Bumper to 
manually vent the Proton Pack. Once Slimer loses half his PKE/health, he 
disappears through a wall.

Well one got away, but there's still one left! The Sloth Ghost is a big 
target, which should make aiming easier. Just like with Slimer, use your Blast 
Stream to sap away the ghost's PKE. Aside from hiding behind stacks of crates, 
the Sloth Ghost will occasionally barf on you, which causes slight damage. 
Ignore the projectile vomit and continue your assault.

Once the Sloth Ghost is dazed, you will be able to use your Capture Stream. 
The beam will automatically change as you will now begin wrangling the ghost 
like a giant bass. Use the Right Analog Stick to move the gun around and whip 
the ghost into shape. When it tries to fly to the left, move the beam to the 
right to keep it from fleeing. Every so often, try slamming the Sloth Ghost 
against walls with the Left Trigger (that is, when the Slame Meter is filled).

Eventually, Ray will tell you to drop a ghost trap. Press X to drop it in a 
preferably open area and pull the escapee towards it. Once close enough, the 
trap will open and reveal a pillar of light. When the ghost is inside 
this "cone", it will slowly be sucked into the trap. As it struggles to break 
free more than ever, continue wrangling the ghost as it becomes enveloped in 
the light and is ultimately imprisoned. Way to go!

The hunt for Slimer continues. As you regroup, approach the Ecto-1 (the car) 
and press A for another cutscene.


- Extended Service Agreement -------------------------------------------------

* Water Fountain
  After the cranky hotel manager moves aside, enter the room and immediately
  head to the right. Across from the two vending machines is a water fountain.
  
Proceed through the halls of the hotel and make your way towards the 
elevators. After a harsh rejection, follow Peter and Ray into the open 
elevator.


- On-The-Job Training --------------------------------------------------------

As Slimer flies down the hallway, make haste after the ghostly green blob. 
Continue down the corridors until Peter stops you. Various inanimate objects 
will begin floating in the air. Dodge them as they divebomb at you, then move 
on to spot Slimer doing what he does best: eating!


- Slime Trail ----------------------------------------------------------------

Blast Slimer to cause the lil' bugger to run away again, prompting another 
lesson; this time on your PKE Meter and scanning ghosts. Press Y to put on 
your Paragoggles and move forward with the PKE Meter in hand. Pay attention to 
the green bars on the scanner: the higher the bars are, the closer you are to 
paranormal activity. It's like the saying goes about getting "hotter" when 
close to the intended target and "cold" when farther away.

Walk straight ahead and scan the Ectoplasm on the wall, then continue through 
the open door with the goggles still on. Continue forward. You should be fine 
as long as Ray informs you that you are getting warmer and the bars increase 
in length. Now that you are looking for a ghost, the bars will be red instead 
of green.

Slimer is hiding next to a vase in the passage past the Ectoplasm. He's not 
very hard to find since Ray tends to hold your hand along the way. Once your 
reticule turns into a red ring, scan the area with the Right Trigger to find 
Slimer. Before he flies away, try and scan him. Keep him in the center of your 
reticule so he is in the center ring. That way you can get a 100% scan.

Backtrack to where Slimer went and stop at the two vending machines. Put your 
Paragoggles back on and scan the object on the floor in front of the vending 
machines to find your first cursed artifact: the GUSTAV SELF-SERVICE TRAY.

Between scanning a few objects and collecting the cursed artifact, you 
probably have enough dough to purchase one of the cheap upgrades. Press start 
and access the "Equipment" menu and buy the Blast Stream Focusing. Upgrades 
are incredibly important and should be purchased as soon as you are given the 
opportunity.

After collecting the item, Peter will call for help. Follow Ray, sprinting at 
the straightaways, to eventually reach a downed Peter. Press A next to him to 
help your fellow teammate up.


- Rough Descent --------------------------------------------------------------

Call the elevator and step inside. I wonder how Peter cleaned himself up so 
quickly? After the cutscene, step out of the elevator and catch up.


- Bad Service ----------------------------------------------------------------

Step into the opening; just as Slimer leaves, two Bellhop Ghosts enter! 
Remember to scan one of them for data before you take care of 'em. These two 
ghosts are pretty easy to bag, plus you have your friends to help you out as 
well. The most irritating things about the Bellhop Ghosts is that they fling 
random objects as you. Watch out for tables, chairs, and anything else they 
can get their hands on. If you're hit, you will be knocked down for a second 
or two.

Drain their PKE, begin the capture sequence, and lay down the trap to snag the 
Bellhop Ghosts one by one. Remember to collect the traps once you have 
completed your task! Once the first two are finished, run towards the desk on 
the opposite side of the room. Look behind the desk to find a small bell 
(using the Paragoggles helps a lot) and scan it to obtain THE SUMMONER BELL.

Another pair of Bellhop Ghosts will appear shortly after. You won't be able to 
capture them, as they split up and fly away. You and Peter are sent after 
Slimer while Ray and Egon go after the bellhops. While the hotel manager won't 
let the two of you in, Peter is forced to explore alternative options...


- Air in the Lines -----------------------------------------------------------

Slowly make your way through the kitchen as you experience spooky happenings. 
All in a day's work I s'pose. Once things start getting a little dangerous, 
like exploding stoves, approach the nearby door for a ghost to burst through 
past you. Before going through the now open door, scan the Black Slime on the 
wall in front of you.

A metal cabinet will block your progress, so instead look to the right to spot 
a ghost on the other side of the half wall! Scan him before he flies away and 
sends an army of dead fish after you. 

Dead Fish Fliers are categorized as "corporeal", meaning they cannot be 
trapped and must be destroyed instead. Use your Blast Stream to blow them up 
one by one. The fish are pretty quick on their err... fins, and can give you a 
good ol' kamikaze crash for nasty damage. Nevertheless, these fish are 
pathetically weak and can be defeated with ease.

Use the Capture Stream on the metal cabinet to move it aside. To use the 
Capture Stream on an inanimate object, hold down the Right Trigger to turn on 
the Blast Stream, then hold down the Left Bumper. Push it aside to reach an 
intersection.

First, go to the right. Enter the kitchen and follow it through to an eventual 
dead end. Scan the action figure on the table in the far corner for a STAY 
PUFT FIGURE, then return to the fork and proceed left this time. Exit into the 
ballroom.


- Rodriguez Bar Mitzvah ------------------------------------------------------

Slimer appears at the table and starts devouring the cake. Better take care of 
a few things before you begin fighting the ghost.

There is a ham on the far left side of the table containing all the food. 
Blast it to destroy the thing and obtain the "Kosher!" achievement. If worst 
comes to worst and you cannot find it, destroy the entire left side of the 
table and you should eventually get it. You'll have to pay a few extra bucks, 
but at least it's for an achievement!

Go behind the counter of the bar to the left of the food. Begin blasting the 
right side of the bar to create a hole. Once the hole is big enough to squeeze 
through, go behind the bar (like, the actual wall. Not the counter, but the 
bar itself) to find a wooden crate. Scan it to receive the VOYAGING CASE 
INTERNATIONAL. With those two taken care of, you can divert your attention to 
Slimer.

Slimer is no pushover, but at the same time nothing to write home about. Like 
in the tutorial mission, he rarely attacks and spends most of his time hiding 
or running. After shooting him with your Blast Stream every so often, he will 
turn invisible. Either search for Slimer with your PKE Meter or wait for him 
to reappear.

Capturing Slimer will take more time than any of the ghosts previously. He is 
a fiesty apparition and will need to be slammed against walls and ceilings 
multiple times in order to become dazed. When ready, drop your trap in an easy-
to-find location and pull him its way. You may need to slam Slimer a few times 
just to get him into the ghost trap as well.


- The Bellhops Are Restless --------------------------------------------------

Yep, just a trio of Bellhop Ghosts. We've dealt with a few of these guys 
before, so you know the drill. Just a regular ghost trapping drill. You have 
plenty of space in these two rooms to capture the ghosts. Remember to focus on 
one at a time.

After the fight, purchase some new upgrades if you haven't recently. Just as 
the manager arrives to whine more, the fisherman ghost from the kitchen 
appears - and disappears - in a flash. 

Hey, we finally get to tag-team with Egon! When the two of you encounter Pappy 
Sargassi, he will obliterate a staircase with a fishing rod of all things. 
Well, that team didn't last for long.


- Charge of the Light Brigade ------------------------------------------------

Before proceeding down the corridor, continue up the flight of stairs. Dodge 
the chair that flies your way and scan the picture on the wall. You've found 
the PORTRAIT OF G. SEDGEWICK.

Follow the hallway to encounter Pappy Sargassi, who unleashes a tidal wave 
that drags you back to the staircase. From your starting location, go straight 
and left. Follow the hall as the ghost gives you a little spook. Pass by the 
left path for now and go right towards a dead end.

In between the two elevators is a flickering candle. Scan it and get in closer 
for it to jump off the wall and attack! The Candelabrum Crawler is a pushover, 
so kill it after scanning.

Return to the hallway and go left this time to encounter many more crawlers. 
Dispose of them and when you reach the next intersection, head left (to the 
right is a dead end, but remember this location). A four way intersection lies 
up ahead. Straight ahead is the TOASTER OF SIGHTS UNSEEN behind a couch and to 
the right is the way to go.

The ghost pops out of the vending machine and flies away. Return to the dead 
end that I told you to keep in mind (it's in the above paragraph!) and enter 
the now open doorway. The trek back here won't be too enjoyable, as you will 
have your hands full with Candelabrum Crawlers.

Follow Pappy as he floats past you to reach some elevators. One will open up, 
draining all the seawater out of the floor.

* Water Fountain
  Facing the elevator that opened, turn around and look straight ahead. The
  water fountain is tucked away in the far corner.
  
Pass by the elevators and enter the nautical-themed restaurant.


- Sargassi's By the Sea ------------------------------------------------------

Time to face off against Sargassi! The big fisherman only has one true attack 
in which he will ram you. This attack leaves you momentarily stunned, but 
lucky for you the ghost doesn't follow up with a second attack and leaves you 
be until you recover.

Like any other ghost, drain his PKE with your Blast Steam. Pappy has a lot of 
health, but you do not have to deplete all of his PKE, for he will run away as 
the rest of the team rejoins your character.


- And the Kitchen Sink, Too --------------------------------------------------

As you head through the kitchen door in the corner, Pappy Sargassi bursts 
through. Whoahhhh, that guy looks a lot different than the ghost we were just 
dealing with! Scan the Kitchen Golem and back the heck away!

Use the sheer size of the restaurant to keep your distance from the golem. He 
is slow overall, but has the ability to transport his parts to a different 
location and reforming in a heartbeat. When you see it move its arms back and 
roar, dash out of the way before the golem bulldozes right through you. The 
Kitchen Golem will also inadvertantly knock tables, chairs, and any other 
object your way just by stomping around, so try to stay on the ledges lining 
the perimeter of the room.

After depleting its PKE, you will be able to use your Capture Beam on the 
Kitchen Golem. Wrangle the head and rip it right off of its body. Doing so 
will destroy the Kitchen Golem as Pappy Sargassi pops out of the lifeless body 
like a ghastly genie.

Pappy should be weak from before, so you won't have to do much to capture him. 
Once you trap the fisherman ghost, the level will end.


==============================================================================
 4.02] TIMES SQUARE                                                     [0402]
==============================================================================

 Artifacts: 6
 Ghost Scans: 6
 

- Mass Panic -----------------------------------------------------------------

As the level begins, follow the Ecto-1 down the street towards a large car 
pileup. Stand around and listen to the conversation until you are rudely 
interrupted by the Stay Puft Marshmallow Man as he summons a handful of 
Marshmallow Minis. Scan the little creatures before blowing them to gooey bits.
Watch out for their heated marshmallow projectiles!

Once the wave dissipates, Stay Puft hurls a car towards the wreckage in front 
of you, effectively clearing the path. He isn't all fun and games, as he 
conjures up a trio of Hobo Ghosts.

Fortunately for us, Egon activates the Super Slammer device on the roof of the 
Ecto-1. This gadget basically acts as a ghost trap, so drag the ghosts into 
the beam of light emanating from the vehicle once you drain their PKE. The 
trap is so powerful that any ghost that touches the containment cone for more 
than a second will be sucked in instantly!

Continue down the street alongside the Ecto-1; a few more Hobo Ghosts and some 
Marshmallow Minis will appear. Take care of the marshmallow enemies first and 
let your teammates sap the ghosts away.


- Ghosts & Gargoyles ---------------------------------------------------------

As you head 'round the corner, Egon gives out a warning. Gargoyles! Three 
Stone Gargoyles break off of the hotel balcony and fly your way. These 
monsters can be tough to take down, mainly because their attacks are very 
deadly. Stone Gargoyles attack from a distance, either by chucking boulders or 
executing a diving swoop before retreating.

In order to defeat a Stone Gargoyle, you must physically destroy it. Use your 
Blast Stream, then hold down the Left Bumper to switch to your Capture Stream. 
Wrangle the gargoyle a bit until your slam meter fills up, then smash them 
against the ground or a wall to break 'em apart.

After defeating the initial wave of Stone Gargoyles, more will appear, this 
time accompanied by a Construction Worker Ghost and Hobo Ghosts. Things will 
get a little hairy here (for the first time in the game so far, really), so 
remember to focus on one enemy at a time. Trap the ghosts using the Super 
Slammer and demolish the Stone Gargoyles.

The path is blocked yet again, so team with Winston as the two of you explore 
a desolate building.


- Spin Cycle -----------------------------------------------------------------

Winston kicks open the door to a laundromat. Dark and scary, just how I like 
it. Walk forward to become blocked by a series of cursed laundry machines. 
Take the open path to the far end of the building.

* Water Fountain
  Just past the line of laundry machines, next to the exit, is the fountain.
  
Before exiting, enter the storage room to the rigth of the water fountain. Use 
your Paragoggles to locate GAILLANO'S ENCHANGED PAIL, then leave the 
laundromat with Winston.

As you leave, you'll be treated to a new addition to your Proton Pack: the 
Boson Dart. The name may be a bit misleading, as the projectile fired is more 
of a giant ball of flaming energy than a dart. Test it out on the tanker 
truck - specifically, the pool of gasoline. After a few shots and the 
subsequent explosion, Ecto-1 will roll on through.

As you slowly move down the alley, sneak behind the white truck. There is a 
bottle wrapped in a paper bag on the floor between a table and a maroon car. 
Scan it for another cursed artifact: 3-TOED JENKIN'S MIDNIGHT GOOSE. Stay Puft 
will inadvertantly open the path up for you yet again by destroying a fence. 
Look down the alley on your right to spot the big fella. Hello!

Up ahead is the theater, which just so happens to be our next destination. But 
hey, are you itching to find another artifact? Then follow meeee!! Okay, that 
might have been a bit unnecessary and overly enthusiastic. Regardless, go to 
the left past the trash bags towards Otto's Bar. Down the stairs is what seems 
to be an ordinary traffic cone, but in reality is PATRELLI'S MISCHIEVOUS CONE.

Return to the main alley and ride with Ecto-1 as the gang spills out onto the 
street.


- Hindenburg: The Musical ----------------------------------------------------

Pools of Black Slime cover the main entrance of the theater. You should have 
scanned it back in the previous level, but now is certainly another chance if 
you missed the opportunity before. As Ray explains, you want to try your best 
to stay out of gobs of the thick black goop.

Soon enough, a brand new ghost appears. Scan the Opera Diva Ghost and go to 
work. Gosh, I wonder how many "fat lady singing" jokes one can make in a 
situation like this?

Even by now, I'm sure you have realized that the majority of the enemies in 
this game all have relatively the same attacks. They either shoot projectiles 
at you or throw things at you. No need to go into specific details on each 
foe's attack patterns.

The Opera Diva Ghosts will travel through the Black Slime, which act as 
teleporters in a way. If you see one float through a slimy hole, they will 
emerge elsewhere. Keep in mind that you can use Boson Darts to significantly 
decrease enemy PKE, but also be wary that it automatically overheats your 
Proton Pack after every use.

After trapping a few Opera Diva Ghosts in the Super Slammer, several Stone 
Gargoyles and Hobo Ghosts will appear. Your Ghostbuster friends seem to have 
the toughest time clearing out the gargoyles, but in reality they are the 
easiest to defeat. Finish off the Stone Gargoyles and then focus on the Hobo 
Ghosts, whom usually stay on the outskirts, flinging molotov cocktails.

There are a lot of ghosts here, so stay on your toes and pay attention to 
partner icons if any of your teammates fall victim to the phantoms. A cutscene 
will begin once you have trapped every last ghost.


- Shadow of the Stay Puft ----------------------------------------------------

It's up to the rookie and Ray to get Stay Puft's attention. Sheesh, I know 
about initiation and hazing, but don'tcha think this type of mission is a bit 
cruel and unusual for someone on his first day?

Fire Boson Darts and the occasional Blast Stream at Stay Puft to get him to 
follow you. Once you see him start lumbering towards the two of you, back up. 
His feet will cause massive shockwaves and disrupt anything nearby, including 
you and Ray.

Hit Stay Puft a few times and back away, then repeat the process. A few 
Marshmallow Minis will show up, but they can be wiped out in one shot with 
your Boson Dart. When Stay Puft hurls a billboard towards you, it will create 
an opening around Times Square.

It's your job to basically circle around Times Square. Remember, a squashed 
Ghostbuster is an ineffective Ghostbuster! Run between the car maze to reach a 
white truck that can be used as cover for the time being.

Oh, and remember, at any time here you can scan the Stay Puft Marshmallow Man. 
Doing so may require some bravery on your part due to having to get relatively 
close to the behemoth, though.


- Marshmallow Minis ----------------------------------------------------------

Between stomping like a madman and chucking Marshmallow Minis as you, Stay 
Puft will destroy the car pileup behind the white truck. Just keep pestering 
him with Boson Dart shots until he does so. With the path opened up, run away 
into the building.

Run over to the receptionist desk and try to quickly scan ASMODEUS' HOTLINE 
(the red telephone on the counter) before the cutscene begins. If not, simply 
collect it after the scene before the Marshmallow Minis attack.

After clearing the building of the small handful of marshmallow monsters, run 
towards the elevator for another clip. 


- Race to the Roof ------------------------------------------------------------

* Water Fountain
  As soon as you exit the elevator, run down to the end of the corridor. Just
  on your left is the water fountain, right before the offices.
  
Take a sip from the fountain and continue inside the offices. Pass by the 
reception room and you'll get a spike on your PKE Meter. Enter the offices 
through the door with your Paragoggles still on. Approach the vent in the dead 
center of the room to find a Marshmallow Mini.

A whole army of these freaks will drop down from the vents in small waves. 
It's very tough fighting so many enemies in such a small space, and trying to 
keep the bill low by preserving the room is even tougher (then again, you can 
get an achievement for destroying EVERYTHING here in the offices). Use a Boson 
Darts when the Marshmallow Minis are clumped together in groups, otherwise use 
your Blast Stream on individuals.

By the time you have killed every last one, scan the model in the corner of 
the room for HOHMAN'S BLACK LOW-RISE.


- Puffy White Menace ---------------------------------------------------------

When ready, attempt to exit the room to be bombarded by a few more Marshmallow 
Minis. Hit the bricks after vaporizing them. As you run down the hall, Stay 
Puft will peek in through the windows. Funny! Equip your Paragoggles and watch 
for the spike in blue bars as you hug the left wall. When it bends to the 
left, turn around and scan the painting on the wall for "THE RAVISHING RED 
PRINCE".

Follow Ray into the next room, where you will hear another scream. A woman is 
cowering in the corner as Stay Puft creepily looks in. Shoot his hand when he 
reaches inside the building to make him storm off. Zap the Marshmallow Minis 
left behind and enter the hall.

The mystery woman and Peter have a nice talk before Ray cuts in. Continue into 
the stairwell.


- Damsel, Distressed ---------------------------------------------------------

Speed down the stairs until you are interrupted by you-know-who. As the stairs 
collapse, the only other option is up. Run up the flight of stairs as Stay 
Puft begins tearing the building down. It's quite funny seeing his pudgy face 
peeking in between holes in the wall. It's also funny how "heroic" the guys 
are, leaving the chick behind without a care in the world.


- Ghosts At Work -------------------------------------------------------------

You will face off against some Construction Worker Ghosts up on the rooftop. 
It's been a while since we wrangled some ghosts, hasn't it? Trap the first 
two, then approach the glass rooftop as two more burst through. Construction 
Worker Ghosts are pests and you may have to revive Peter and Ray a few times, 
but it's all manageable.

Tiptoe near the edge of the roof with your PKE Meter in hand to notice a 
drastic increase. As soon as you're on the edge, Stay Puft climbs over the 
side and surprises you with a loud roar! Shoot him in the face once or twice 
with Boson Darts to knock him off the building. Easy as pie!


- The Rise and Fall of Stay Puft ---------------------------------------------

Watch the scene to begin your first boss battle.


==============================================================================
 BOSS: Stay Puft Marshmallow Man
------------------------------------------------------------------------------

It's hard to consider what is or isn't a boss in this game, but I consider any 
deity-type opponent you come across as a boss. With that said, this boss fight 
is pathetically easy. Nothin' to worry about here!

Your character is surprisingly calm as he hangs off the side of a building 
with a giant marshmallow monster lurking below. It's up to you... whatever 
your name is, to stop Stay Puft from climbing up the side of the building and 
reaching the rooftop again.

First things first, when the boss hurls a flaming helicopter at you, make sure 
to blast it with a Boson Dart before it collides with your helpless body. 
After, Stay Puft will begin his ascent. I gotta say, it's very difficult to 
lose this fight since he rarely attacks and takes forever to actually climb up 
the side of the building. After every "step" or two, Stay Puft will pause to 
catch his breath, giving you time to deliver a Boson Dart to his mug.

The Stay Puft Marshmallow Man only has two attacks. When you see him rear his 
head back, he will follow up by spitting globs of marshmallow at you. Zap them 
out of the air before they coat your entire body. The boss will also spawn 
several Marshmallow Minis when he blows on his hands. Defeat them as they 
climb up the building after you.

When Stay Puft wears down and pauses for a rest, use a Boson Dart to knock him 
back to the bottom of the building. He will then try and climb back up, 
essentially repeating the same process over again. The only thing you need to 
watch out for in this battle is to time your attacks properly. Using a Boson 
Dart one or two seconds before Stay Puft launches marshmallows at you is not 
only bad luck, but fatal as well. Use your Blast Stream until he tires out, 
then follow up with a Boson Dart.

Knock the Stay Puft Marshmallow down three times. The third time, though, he 
will be down for the count. "You killed my dessert!"

==============================================================================

With Stay Puft out of the way (for good), the level will come to a close.


==============================================================================
 4.03] PUBLIC LIBRARY                                                   [0403]
==============================================================================

 Artifacts: 6
 Ghost Scans: 10
 

- The Man From P.C.O.C. ------------------------------------------------------

After the cutscene, you will return to the firehouse. Walk forward and to the 
right to meet up with more of the crew. Enter the Ecto-1 to blast off to the 
New York Public Library.


- One of Our Lions Is Missing ------------------------------------------------

As you can see (and judging from the title), one of the lion statues in front 
of the library is missing. Approach the remaining statue for two ghosts to 
burst out. Follow them into the library.


- Crusters & Crusto ----------------------------------------------------------

Once inside, the ghost duo will disappear again. Go up to the balcony, where 
you will be given a new firing projectile: the Shock Blast and Stasis Stream. 
Press Left on the D-Pad to switch over to it and test 'em both out to 
continue. Next, go back down the stairs and equip your PKE Meter to start 
searching for the two ghosts.

You'll be able to find one of the two hiding in a glass cabinet on the right 
side of the foyer. Once it escapes, follow it down the hallway to the left. 
Proceed down the corridor to reach the reading room - evidented by the mass of 
books and tables.


- Dangerous Books ------------------------------------------------------------

Proceed to the center of the room with your PKE Meter in hand to encounter the 
Book Golem. Scan it, then run to the perimeter of the reading room.

The Book Golem is very similar to the Kitchen Golem we faced off against 
earlier in the game, but we have a few new tools to take it down. As if Egon 
and Ray didn't blurt it out enough during the fight, you can try to slow the 
golem down with your Stasis Stream. Switch over to it and use the Left Trigger 
to slow the golem down, giving the other two time to drain its energy with 
your Blast Stream.

Once the Book Golem's HP is low enough, you can use the Capture Stream on 
its "head" or a few Boson Darts to finish it off. Afterwards, go to the right 
side of the library to encounter Eleanor Twitty, a fan-favorite. Sssshhhhhh!

Before following her, head to the left and kick open the door. Scan the big 
portrait lying against the wall for the PORTRAIT OF ELEANOR TWITTY. Return to 
the right side of the reading room and go through the door that is opened for 
you.


- There She Is! --------------------------------------------------------------

Regroup to the right as Twitty disappears again, but not before shushing 
everybody! Go down the stairs and immerse yourself in the weird music every 
time a bookcase falls over.


- Ssshhed Again --------------------------------------------------------------

The furniture inside the tiny room begins levitating as soon as you enter. 
Egon mentions that he's got something on his PKE Meter. Stand next to him - 
who should eventually be standing near a corner - for the Gray Lady to appear 
yet again. You should be able to scan her before she disappears. Enter the 
open door.


- Scary Stories --------------------------------------------------------------

Everything collapses to the ground in the next room you enter. Go to the left 
to reach a storage room filled to the brim with bookcases. First the lights go 
out, then the bookcases trap you inside a small box. Walk and wait around for 
the first bookcase to move, then enter the maze.

Follow the librarian as she bursts onto the scene. As you continue, one of the 
twin ghosts from before will reappear and then disappear just as quickly. Go 
around the bend to encounter two paths to take. To the right is a dead end and 
a powerful bookcase that will knock you on your feet, so naturally go down the 
left corridor instead.

Continue forward to encounter Ms. Twitty again. You'll be temporarily sealed 
in as the gang learns of the ghost's true origins. Soon after, a bookcase 
opens up, revealing a path to the exit. But as soon as you reach the doorway, 
a blue ghost dashes to the right and out of eyesight. Before following it, 
scan the glowing lamp next to the two computers for the RELUCTANT READING LAMP.

Turn around and go down the middle corridor. Equip the PKE Meter once the game 
prompts you to do so and examine the towering stack of books. A Paper 
Construct will jump out and attack. Blast it with a Boson Dart or Shock Blast 
to finish it off with ease, but not before scanning the lil' sucker.

Several bookcases will rearrange itself, but that shouldn't stop you from 
taking the exit out into a lit hallway.


- Sorted Out -----------------------------------------------------------------

Proceed down the hall. The right is a dead end filled to the brim with Black 
Slime, so instead continue to the left. Step inside the room and wait for Ray 
to drop in... along with a couple dozen Book Bats. Scan the creatures. They 
like to attack in swarms, which makes disposing of them pretty easy when it 
comes to Boson Darts or Shock Blasts.

A few moments after the Book Bats are taken care of, Crusto shows up. Next up, 
Cruster joins his twin! These two phantoms will often create makeshift shields 
composed of random appliances and furniture lying around. Blast them out of 
the sky with a Boson Dart or two before the ghost can fling it at you.

Aside from creating shields and tossing said shields at you piece by piece, 
Cruster and Crusto don't really do that much. Occasionally some Book Bats will 
join in on the charades, but they aren't very tough at all. Focus on one at a 
time and weaken them with Boson Darts and Shock Blasts before laying down a 
trap and sucking them in. Once there's only one left, it's a simple double-
team effort.

Once the two ghosts are bagged, we're given the task of rejoining Egon. You 
may want to upgrade now if you haven't yet this level.


- Slippery -------------------------------------------------------------------

The next few rooms contain several Paper Constructs. They're usually found in 
groups of four or five. Remember that their weakness is Shock Blasts, and they 
can be killed in one or two shots if hit up close. They're fast freaks, so 
keep an eye on them and blast 'em to bits.

One in the second room, go down the hall and eliminate one final Paper 
Construct on your way to the location of the librarian. She will appear in the 
corner, back facing you, giving you plenty of time for a 100% scan. Like 
always, she will shush you before flying away. Follow her into the previous 
room, where you'll spot a newly opened door. Unfortunately, it slams shut once 
you approach it.


- Hey! Look Behind You! ------------------------------------------------------

With the door slammed shut in your face, turn around to spot Eleanor Twitty 
again. She leaves yet again, but not before summoning a swarm of Book Bats. 
There's a whole horde of these menaces, so dispatching every last one can be a 
hassle. Your best bet is to simply stick with the Blast Stream. The door will 
open for the two of you once the Book Bats are dealt with, resulting in an 
informative cutscene.


- Story Hour -----------------------------------------------------------------

Follow the hallway to spot a stuffed animal float through a doorway.

* Water Fountain
  As much fun it would be to get your hands on a cute stuffed panda, ignore it
  for now and first drink from the fountain on your right.
  
When you near the door where the stuffed animal went, it'll shut in your face. 
What's with that all of a sudden? Well you know what they say: when one door 
closes, another opens. That is certainly the case here, as three Paper 
Constructs open a door behind you and Ray. Tear them apart before moving 
through and opening the door to your right.

You can get an achievement here, which takes a bit of investigating. From the 
entrance to the kid's room, open the door on the left. Use the Capture Stream 
to move the furniture on the other side out of the way. You will find the 
stuffed panda lying on a chair. Inspect it with your PKE Meter and you'll see 
a flash of purple fly past you.

The door will close, so open it and look on the ground. Follow the trail of 
glowing purple footprints towards the puppet theatre. Once you do, the stuffed 
panda will begin floating and dancing in midair. Once it collapses, follow the 
trail of purple handprints on the wall. Once successful lap should net you the 
achievement.

The room's exit is in the northwest corner. Descend the flight of stairs to 
finally reach Special Collections.


- Special Collections --------------------------------------------------------

Before following Ray, check out the door with the chair wedged underneath the 
doorknob. Knock the chair over and open the door to gain access to a small 
closet. Scan the calendar hanging on the wall to obtain the PIN-UP CALENDAR OF 
DOOM!

Enter the main chamber to spot the Gray Lady again. She leaves the room as two 
Book Centurions appear. These guys look like they just came out of the movie 
300, with their large shields and spears. Of course, these fellas are made 
entirely out of books.

In order to deal with their shields, use the Capture Stream on them. Remember, 
hold down the Left Bumper before using the Right Trigger to do so. With their 
defense yanked right out of their paws, shoot 'em dead with Boson Darts.

With the two centurions out of the way, go forward and to the right. Once Egon 
says that something's fishy, whip out the PKE Meter. Scan the bookshelf on the 
far right to find a niche. Ray even feels a breeze from the other side! Push 
the bookcase aside to find yourself a good old-fashioned secret passage!


- Old Secret Places ----------------------------------------------------------

Go down the dark and damp staircase until you're eventually ambushed by a 
Paper Construct. Defeat the monster and enter where he came out of. Follow the 
perimeter to reach the main section of this room. Pull out the PKE Meter and 
look for a spike in the readings, which should occur as you near a bookstand. 
Scan the creepy book stand to initiate a fight!

The book stand will begin conjuring up loads of enemies: from Book Bats to 
Paper Constructs to even a handful of Book Centurions (but mainly the first 
two listed). The final enemy summoned is Cruster, meaning that I s'pose there 
is more than one out there in the world. Trap him. Twitty's ghost appears to 
open a pathway for you.

In the next room, go immediately to the left, behind the bookcases, to find 
random jumk leaning against the wall. One happens to be a cursed artifact, the 
old-fashioned glowing chair: SEAT OF VAPORS FOUL.

There are three metal beams blocking the exit. You must use your Capture 
Stream to yank them out of the wall. Doing so can be a bit annoying, so grab 
onto one and repeatly slam it to eventually dislodge. Repeat with the other 
two and proceed onward. Go down the stairs to reach a dark and damp room.


- Dark & Damp ----------------------------------------------------------------

Original title, I see. The door is shut tight with an electric lock, so climb 
up onto the ledge and flip the switch. The power won't last long, but the door 
still opens. As if things were ever this easy, a Book Golem appears to put a 
damper on your plans. While you may not have much moving room here in this 
waterlogged chamber, your offensive maneuvers still stay the same.

Exit through the open door.


- The Trouble With Golems ----------------------------------------------------

You will appear in the furnace. While it seems like we finally have the Gray 
Lady cornered, she gets away yet again. A pair of Coal Golems emerge from the 
furnace and wreak havoc on the entire area - including the three Ghostbusters!

We just dealt with a golem about 45 seconds ago, and now we deal with two of 
them. They fight and act just like any other golem we've seen in the game, so 
you should know what to do by now. Just remember to scan!

With the golems out of the way, it's time to find a way to reach the librarian 
ghost. Walk past the furnace where the Coal Golems first appeared and look on 
the left wall. It doesn't look too sturdy, so blast the wooden boards and 
loose rubble to create an exit.

Egon will also reveal a new weapon. You can now use the Slime Blower to get 
rid of pesky slimes. Press Down on the D-Pad, then followed up with the Right 
Trigger to push away the Black Slime blocking the tunnel. Head on down for 
another cutscene.


- The Gozarian Codex ---------------------------------------------------------

Grab the book out of Twitty's hands for her to disappear. That was easy. With 
her out of the way, take out your PKE Meter and look for a signal. You'll soon 
find one: the librarian. Guess it wasn't that easy.

She certainly wants that book back, but we aren't just going to hand it over. 
While this isn't technically a boss battle, is is fairly difficult. The 
Librarian Ghost is protected by a spherical shield held up by floating 
bookstands. In order to reach her, you must destroy the bookstands to lower 
the shield.

Only use Boson Darts if you have impecable aim, otherwise you will miss the 
fast-moving bookstands and have to recharge. If you aren't as comfortable, 
stick with the Blast Stream. While you do this, the Librarian Ghost will be 
flinging waves of Book Bats your way. It may seem like you'll be taking the 
brunt of her attacks, so don't fret if you become incapacitated several times.

With the shield finally out of the way, the Librarian Ghost can be captured. 
Now all she does it teleport around the room and use sonic screams to knock 
you over. Stick to Boson Darts and your Blast Stream to weaken her, then 
ultimately capture the pesky ghost.


- Eleanor's Plan -------------------------------------------------------------

Ohey, a cross-dimensional portal. Lets go! Climb the staircase behind you and 
use the Slime Blower to neutralize the Black Slime coating the door, then go 
inside.


- The Other Side -------------------------------------------------------------

Ray and Egon rush down the stairs into a portal. Try and go through only to be 
stopped by a Book Golem. Now that you're goin' solo, you will have to take 
care of this behemoth all by yourself.

Go up the stairs towards the gate and enter the portal to your left. Scan the 
rolled-up rug on the side to locate ALI EL-BALUU'S IRKSOME RUG.

Return through the portal and head through the one to the right of the gate 
(straight ahead). Head down the narrow platform to find another Book Golem. 
There really isn't much room at all to fight, so try and circle around him 
while putting your Shock Blast to use.


- Across the Bridge ----------------------------------------------------------

Continue down the walkway to meet up with Ray again. He'll teach you how to 
use the Slime Tether, which in my opinion, can be a little confusing to use a 
first. Your first shot attaches the first end of the tether, and your second 
shot attaches the second end, making a successful tether. Test it out on the 
raised bridge - Ray will help you out here.

Once the bridge is lowered, cross it to the other side. Up ahead is a circular 
room with a large wall in the center. The wall has two holes in both sides and 
can rotate around the room. You must use the Slime Tether to rotate the wall 
so you can reach the portal on the other side. Shoot the first end of the 
tether through the hole on the right, then attach the other end to the floor 
on the left side (or vice versa) to pull the wall with you. Enter the portal.


- Hall Of Mirrors ------------------------------------------------------------

Follow Ray down the long passage until he disappears into a portal. The portal 
then shrinks into nothingness, leaving you alone again. The lights flicker and 
a brand new ghost appears behind you.

Scan the Cultist, then begin attacking. The Cultist disappears in and out of 
the mirrors lining the wall, so destroy the mirrors with Blast Streams and 
Boson Darts to shoo the ghost out of hiding. Once it has nowhere to run, drain 
its energy and bag it. Exit through the door at the end.


- Curioser & Curiouser -------------------------------------------------------

You're situated on a wavy bridge with a portal at the far end. As you progress 
closer and closer, Book Bats will fly out of the portal. There's no sense in 
defeating them, so simply dash towards the portal and continue through.


- Ghostworld Library ---------------------------------------------------------

Ray has no such luck with the portals below, so ignore him for now and move 
forward down the pathway. Enter the portal at the top of the ramp. You'll be 
given a warm welcome by several Paper Constructs at the far end of the 
walkway. You're best off staying far away and using your Blast Stream and 
Boson Darts on these goons. There's plenty of 'em as you slowly make your way 
towards the portal at the end of the area, so keep your distance.

Enter the portal at the end to reach another bridge. Go through the portal on 
the other side. Gah, so... many... portals!!


- Topsy Turvy ----------------------------------------------------------------

S'more Paper Constructs appear on a floating platform; target the platform 
with Boson Darts to send the whole group plummeting. How rewarding. Go around 
the bend on the other side to reach an upside-down room! Equip your PKE Meter 
and comb the ceiling for a purple chair for FEATHERWELL'S STALKING CHAIR.

Cross the room to reach the other side of the area, and the long staircase 
that Egon is talking about.


- The Long Staircase ---------------------------------------------------------

Climbing to the top of the staircase is easier said than done, since flocks of 
Book Bats loop around certain sections of the staircase. The Book Bats loop 
around the bridge is a set pattern, making it easy to wait and zap them 
periodically with your Blast Stream. Making a mad dash is quicker, but 
eliminating most of the groups is much safer.

The first group circles around the stairs in a ring. They're easy to get past. 
The second one is tough, as they all cram through a doorway. It's best to 
clear most of these bats out of the way. Otherwise, you can run through the 
doorway and hide on either side to protect yourself from the funneling Book 
Bats. The next two groups are easy to eliminate.

Eventually you will step on an island that begins to sink. Use the Slime 
Tether to pull the island back up to the staircase. Shoot one end onto the 
staircase, then the other end on the platform you're standing on. A total of 
two Slime Tethers will raise you back on track. 

Climb the stairs and another platform will begin drifting away. Pull it back 
with Slime Tethers and move on. The remaining islands all drift separately, so 
you must pull one to your location with Slime Tethers, step on, and repeat 
with the next closest island. Annoying, I know, but it's the only way to reach 
the exit portal.


- Wrath of The Collector -----------------------------------------------------

Cutscene, boss.


==============================================================================
 BOSS: Azetlor the Destroyer
------------------------------------------------------------------------------

Sooo, I guess he doesn't go by "The Collector" anymore. There are two parts to 
this battle. Luckily, not much changes between these two parts, so there isn't 
much to memorize for this boss fight.

Azetlor only has two attacks that you should watch out for. Of course, I'm not 
counting the fact that his lower body is basically a cyclone and simply 
colliding with the boss will deal crazy amounts of damage to you. If you get 
too close, the boss will smash you with his giant fists. If you stay too far 
back, he will retaliate with a purple shockwave attack.

With that said, it is important to always keep your distance from the boss. 
His shockwave attack is much easier to dodge than his overhead slam. Plus, you 
can use the wide array of portals surrounding the arena to get from one side 
to the other in quick fashion.

Your first task is to remove Azetlor's mask. It is covered in Black Slime, so 
you must remove it with your Slime Blower. Having all three good guys 
neutralizing the slime makes things progress rather quickly, so remember to 
revive your teammates whenever possible, as soon as possible. Once the slime 
is removed, use the Capture Beam and rip the mask right off the boss's face.

Now that the boss's lone eye is visible, it's time to target it with your 
Blast Stream and/or Boson Darts. I prefer the Blast Stream just because it's 
easier to target the big guy. It is important to specifically aim for the eye 
and no other part of Azetlor's body. Doing so can be tricky since his eye is 
rather small compared to the rest of him, but you will eventually drain him 
over time.

Azetlor focuses on one target at a time, meaning he doesn't move around much 
and tends to dish out the damage on one member until he is dead. Again, it is 
essential to keep your buddies alive and well so they can not only help you 
attack the boss, but revive you if the time comes. Doing so may require you to 
get close to Azetlor. The best plan of action is to dash to your teammate, 
revive him, then jump into the closest porta to flee from the deity.

Azetlor will be accompanied by the occasional flock of Book Bats, but they are 
nothing to worry about. In fact, completely ignore them and focus entirely on 
Azetlor's eye. If you stick to the hit and run tactic and put the portals to 
good use, Azetlor will be finished off in no time.

==============================================================================

With Azetlor reduced to rubble, run through the portal to finish the level.


==============================================================================
 4.04] HISTORY MUSEUM                                                   [0404]
==============================================================================

 Artifacts: 6
 Ghost Scans: 11
 

- The Shandor Legacy ---------------------------------------------------------

Ray is sitting at the kitchen table six feet in front of you, so go 
investigate the origins of the mysterious symbol seen at the library. Since 
you probably don't have anything to do here in the firehouse, return to the 
Ecto-1 to get things movin'.


- Dr. Rutherford, I Presume? -------------------------------------------------

While it's always important to keep things tidy during each mission, that note 
intensifies during your stay at the museum. It is very easy to wreck precious 
valuables and racking up debt. Follow Winston and Ray through the storage area 
until you encounter Black Slime seeping across the floor. Remember, you can 
neutralize it with your Slime Blower.

As Ray and Winston walk forward, they discover a locked door. In the far 
corner opposite the door is a stack of wooden crates. Push them away with your 
Capture Beam to find a switch on the wall. Flip it to open the door.

Go down the hall to spot something fly past the doorway. Follow it (take out 
the Black Slime covering the floor) through the open door and to the left. On 
the far left side, on a metal shelf, is a strange tribal mask. You may have to 
knock the wooden crate out of the way to scan it: RITUAL MASK OF BAD ADVICE.

Enter the next room and destroy the shaking crate to free Dr. Rutherford. 
Follow the doc into the elevator to start a cutscene.

Well, now we know why they're called possessors. Ray has been possessed, but 
you can easily shoo the ghost out by spraying him with the Slime Blower. Once 
the ghost exits the host, begin hitting it with your Blast Stream. If it 
possesses someone else, repeat the same process. Eventually you will be able 
to capture it.


- Opening Night --------------------------------------------------------------

After the cutscene, four possessors get thrown our way. Before dealing with 
them, make sure to scan a possessed human for your log. Like normal, slime the 
Possessed Humans to expel the ghost out of their body. Unlike previously, 
Possessed Humans will attack you, so it may be easiest to remove all four 
ghosts from their host's bodies first.

While these ghosts can possess like the last one we encountered, they are a 
new type of ghost: Beauty Queen Ghosts. Nevertheless, treat them like the 
Possessor Ghost from before and bag it. Focus on one at a time and shoot it 
with Boson Darts and Shock Blasts. There are four in all, so you may be here 
for a while.

Watch the cutscene with Ilyssa as the group forms a game plan.


- Ilyssa Lost ----------------------------------------------------------------

Follow Peter and Winston into the next chamber, where you will encounter the 
kidnapper. You may be able to scan him quickly, but probably not a 100% scan. 
We'll be seeing him much later, so don't you worry.

The mysterious ghost releases several Possessed Statues. These guys are real 
tough, and wield giant spears. Hide behind the giant metal box in the center 
of the room, occasionally peeking around the side to fire a Shock Blast.

The next room contains a lot of display cases and some more Possessed Statues. 
If you are concerned with not making a mess, try not to fire at the enemies 
from a distance and aim away from the glass displays. Follow the hall at the 
end to reach a fancy-looking door.


- Chairman Chase -------------------------------------------------------------

You'll enter a very tribal area through the door. Maybe an Aztec or Mayan-
themed room? I dunno, I'm not very culturally diverse. All you need to know is 
that this place is filled to the brim with Possessed Statues. The room is long 
and the left and right side are connected with bridges.

Head to the opposite end of the chamber to encounter Flying Skulls and more 
statues. Use your Shock Blast on both types of enemies until the coast is 
clear. Yes, Ilyssa and the evil ghost are gone too! Enter either door at the 
end.


- Ruined Hallway -------------------------------------------------------------

Pass through the empty exhibit to reach a narrow hallway filled with rubble. 
As you hear the deity ghost's powerful bellow, more Possessed Statues appear 
in front of you. Use the rocks for cover as you eliminate every last one 
before taking the door at the end of the corridor. Enter the next exhibit and 
stop at the metal gate.


- American History -----------------------------------------------------------

...X. No? Okay. Ray opens the gates for you guys just before he gets possessed 
again. Haha. The Civil War exhibit is up next, and there's really nothing to 
do in here except... learn stuff. Psh, who would want to do that? Actually, 
you may want to activate all four speakers in the room to earn an achievement! 
There's also another artifact in the southwest corner of the room. The CURSED 
MUSKET OF C. STARKEY is hanging on the wall.

Near the exit door to have it close on you, sealing the group inside. Proceed 
closer to start a cutscene.


- Ghost War ------------------------------------------------------------------

It's a reinactment of the Civil War! Remember to scan both the Union Ghosts 
and the Confederate Ghosts. While the two sides tend to fight each other, the 
occasional phantom may see you as a threat as well.

There is a nice amount of ghosts, but they are all pretty weak and easy to 
capture. Stick purely to Blast Streams, because if you start throwing Boson 
Darts into the mix you'll surely destroy this entire room. Leave the Civil War 
exhibit and quickly pass through the next room. Cutscene!


- Little Egypt ---------------------------------------------------------------

As you enter the Egypt exhibit, a Black Slime Portal appears in the middle of 
the area. Flying Skulls burst out like a bat out of hell. There is an infinite 
amount of these creatures, so scan, then plug up the portal with your Slime 
Blower. Finish off the remaining cretins before heading through the next door.


- Unexpected Guests ----------------------------------------------------------

Approach the gate with your PKE Meter equipped for a short scene, then enter 
the next room to have the doors close behind you. The Possessed Statues in 
here not only look different from the others, but they are more durable and 
carry around shield. Yank the shields out of their hands with the Capture 
Beam, then follow up with a few Shock Blasts.

Kill off the Possessed Statues first, then worry about the Union Ghosts and 
Confederate Ghosts. With the spectres dealt with, examine the west wall with 
your two pals. Flip on the PKE Meter and scan the wall to discover a hidden 
door! Wash the Black Slime off before going through.


- The Ossuary ----------------------------------------------------------------

The lights begin to flicker as you go down the maintenance hall. Peter's gone! 
Go past the heapings of Black Slime on the walls as Peter jumps around from 
the corner to scare you. 

* Water Fountain
  After enduring Peter's cruel, sick joke, proceed around the bend to find the
  water fountain on the side of the wall. It's just before the door.
  
Right next to the water fountain is a gigantic stone head. Scan it for the 
BAGGED HEAD OF AZATHOTEP.
  
Open the door to spot the Chairman and Ilyssa again. The two disappear just as 
Possessed Statues and Flying Skulls appear. Luckily, the statues don't carry 
shields, so they aren't too hard to take down. Take the exit at the opposite 
end once the enemies are gone.


- Board of Trustees ----------------------------------------------------------

Once in the next room, turn on your PKE Meter and go to the left. The cursed 
artifact, PHOENICIAN PLAGUE VASE, is behind a glass display case. The Chairman 
is to the right, so turn around and confront him. Deal with the statues he 
conjures up, then scan the large painting on the side of the wall to find the 
PAINTING OF THE TRUSTEES.

The next room is very similar to the last, in terms of structure and enemy 
placement. Take out the wave of Possessed Statues and approach the closed gate 
at the end. Fortunately, Ray opens it for you.


- Ilyssa Found ---------------------------------------------------------------

We're back at the main entrance of the museum as the fearsome four rescue 
Ilyssa. The entire Ghostbusters group rejoins as a cutscene begins.


- Dark, Deep & Spooky --------------------------------------------------------

Scan the weakened obelisk in the center of the room, then smash it to bits 
with a well-placed Boson Dart. Proceed down the stairs to reach a tunnel 
network underneath the museum.

The tunnel network seems confusing, but you're only allowed to go one way. 
Search the gated doors and whichever one says "Interact" means that that's the 
way to go. When you enter what looks to be a huge tunnel shaft, walk to the 
left with your PKE Meter out. You should find the REMOTE CONTROLLED ECTO-1 on 
the ground not too far from the entrance.

Now go to the right this time, eventually reaching a hole in the ground. The 
game will prompt you to equip your PKE Meter; scan the glowing wall, then 
shoot it with your Slime Blower to reveal a hidden passage. Egon will teach 
the rook how to use the Meson Collider and Overload Pulse. We'll get to test 
it out on someone soon enough. Upgrade your gadgets and head through the open 
door to the boss chamber.


- It's The Chairman ----------------------------------------------------------

Who else would you find in a boss chamber? A boss, that's who!


==============================================================================
 BOSS: The Chairman
------------------------------------------------------------------------------

First and foremost, The Chairman grows to an immense size before the battle 
begins. The boss itself does not attack the Ghostbusters all that much, 
instead creating Black Slime Portals that spawn random enemies. You'll need to 
pay attention to where The Chairman positions himself around the square arena.

If The Chairman positions himself on one of the four sides, he will summon a 
wave of blue energy balls and hurl them at you, one by one. You can dodge them 
by jumping from side to side. Otherwise, that is the boss's only attack. He 
tends to fly above one of the four corners of the room. When this happens, he 
summons four Black Slime Portals (each in a corner of the room) that spawns 
enemies.

The enemies range depending on how much HP The Chairman has. At first, he only 
summons Venom Crawlers, tiny creatures that don't pose much of a threat. The 
next class of enemies are Black Slime Fiends, which resemble Paper Constructs 
in that they are very quick and have dangerous melee attacks.

The final type of enemy The Chairman summons are Black Slime Ghosts. These 
monsters are probably the most annoying since they can fly around the arena 
and are harder to hit than the other two types. While these guys may be 
ghosts, they can be killed; your Slime Blower works the best against the 
apparitions. The Chairman won't appear on the surface until you kill all the 
ghosts.

Remember that these are brand new enemies, so make sure to scan them! If you 
miss out, don't worry about it: we'll encounter the deadly trio much later.

Make it your first priority to plug up the four portals with your Slime 
Blower. The rest of the crew usually spends their time eliminating spawned 
enemies or focusing on The Chairman. Make sure to seal the holes so limit the 
amount of foes that you have to deal with.

This battle is incredibly simple; definitely easier than Azetlor. The Chairman 
doesn't attack all that much, so all you really have to worry about are the 
Black Slime Portals. Once you have all four sealed at a time, equip your Meson 
Collider and aim for the yellow eye on The Chairman's chest. He develops one 
new attack in his dying breaths, in which he creates large pillars of blue 
energy that spurt out from the arena.

==============================================================================

With The Chairman out of the way, the level ends.


==============================================================================
 4.05] RETURN TO HOTEL SEDGEWICK                                        [0405]
==============================================================================

 Artifacts: 6
 Ghost Scans: 6
 

- Mandala Revealed -----------------------------------------------------------

Once back at the HQ, stop by at Ray's office which is behind Janine (the 
secretary). The team decides to return to the hotel, so head off to the Ecto-1 
to begin the adventure.


- Access Denied --------------------------------------------------------------

Once you're inside Hotel Sedgewick (again), go forward through the gateway to 
encounter some harmless ghosts. Before following the gang, go down the hall on 
the left and take out your PKE Meter. At the end of the hall, to the right, is 
a floating pair of bell-bottom jeans. Scan the POSSESSED BELL-BOTTOM JEANS, 
but not before clearing the Black Slime off the ground to get in closer.

Head to the elevators, where the team's plan to ascend the hotel is 
interrupted by a damsel in distress.


- Endless Party --------------------------------------------------------------

Well... not really. As the Ghostbusters talk to the hotel manager, go up the 
stairs alone. At the very top is a group of suitcases. Scan the book on the 
floor behind them to spot the BROCCOLI QUEEN AUTOBIOGRAPHY.

Escort the hotel manager back to the entrance to start a cutscene. After 
spotting the "Spiderwitch", the manager decides to turn on the emergency 
generator.


- Enter The Spiderwitch ------------------------------------------------------

Continue playing "follow the leader" until you are ambushed by Webbed Fiends. 
Like Paper Constructs, keep an eye on the jumpy critters and smash 'em with 
your Shock Blast. 

Dealing with the two waves of Webbed Fiends isn't anything to write home 
about. Take care of them, then enter the hallway nearby to reach the kitchen 
just as the manager faints. It looks like he won't be of any use to us anymore 
(as if he were useful in the first place). Kick open the door to the kitchen.


- The Kitchen ----------------------------------------------------------------

You'll hear some sobbing and moaning upon entering the kitchen. Additionally, 
your PKE Meter spikes to the top of the charts. Pull the metal cabinet away 
from the wall with your Capture Beam and scan the oven on the ground to obtain 
the CRUEL OVEN.

The kitchen is a mess, even moreso than how we left it ways back. Traverse 
through the holes in the wall until you eventually come to a door. As the sign 
graciously points out, the generator room is on the other side.


- Emergency Generator --------------------------------------------------------

* Water Fountain
  As soon as you open the door to the generator room, look right in front of
  your eyes to catch the water fountain in the corner.

Head down the stairs and slosh through the water onto the central platform. 
Flip the switch to get the generator running.

Unfortunately, a power cable dips into the water and electrifies it. Use your 
Slime Tether to pull the power cord out of the water. It's right in front of 
the gate. Stick one end on the bulb, then shoot the other end onto a wall to 
keep it above the surface momentarily. Go through the gate and back up the 
stairs to the kitchen.


- Power Restored -------------------------------------------------------------

Things get a little messy once you backtrack to the kitchen. Three Black Slime 
Portals open up, revealing a trio of new foes to deal with: Cook Ghosts, 
Kitchen Fliers, and Chef DeForrest! Worry about plugging the portals with your 
Slime Blower first; each is spread out in a far corner of the room.

Chef DeForrest should be your primary target. The big lug is the most powerful 
of the bunch and has the power to summon other Cook Ghosts to the field. Stick 
to your Blast Stream, with the occasional Boson Dart thrown in. Just a regular 
case of ghost-trapping here, no strings attached.

Afterwards, it doesn't really matter who you tackle first, as long as you 
stick to one ghost at a time. The Kitchen Fliers are weak (yet annoying) and 
are basically no different than Book Bats and Flying Skulls; punish them with 
the Shock Blast. Cook Ghosts are rather easy to capture, but their ability to 
turn into kitchen utensils is quite frustrating.

With the chef and his cronies safely tucked away, exit the kitchen.


- Splitting Up ---------------------------------------------------------------

Looks like the manager is conscious again. Anywho, return to the main entrance 
of the hotel. Like, the very first room in the level, with the fountain. There 
should be a door on the northeast corner of the room. Step inside and take 
note of the tiny clock on the floor. Scan it to receive the SWISS DEATH CLOCK. 
Not only that, but cleaning the entire room of Black Slime nets you the "I've 
Quit Better Jobs Than This" achievement!

Once you're done sidetracking, head back to the rest of the group, who are 
stationed at the elevators. Go inside the one that Winston opens to begin 
another cinema.


- Up to the 12th -------------------------------------------------------------

Yeah, this is nothing but a scene as you are forced to listen in onto Egon's 
insane, overly intelligent ramblings. Of course, you can just press Start to 
skip the entire conversation. ;)


- The 12th Floor? ------------------------------------------------------------

Follow Egon through the dark and windy corridors. Eventually, he will stop at 
an intersection and go straight. The game prompts you to pull out your PKE 
Meter.

Don't listen to it! Instead, go left at the fork and follow the hall to the 
end. Open the door on your right to enter a large, fancy bedroom. At this 
point, you will probably hear a toilet flushing in the distance. Open the 
bathroom door and scan the PHANTOM FLUSH TOILET to insert it into your 
database. From there, return to the fork and follow Egon like a good little 
Ghostbuster.

Egon kicks open the door and catches sight of our target. The frightening 
poltergeist escapes with a bone-chilling laugh. Continue down the corridor as 
the scenery makes a dramatic change.

Eliminate the Spider Crawlers that scurry forth with a few concentrated Shock 
Blast shots. Proceed down the hall, zapping spiders as they pop out of their 
cocoons. Slime the spider web in your way and move on. A scene concludes this 
chapter.


- Ghostworld Again -----------------------------------------------------------

Again, when Egon goes one way, you go the other. In this case, take a right at 
the intersection. When you come to the floating beard (yes, you read that 
right. Weird...), scan it. THE UNRULY BEARD OF V. BELASCU is yours!

Catch up with Egon and continue in your pursuit of Room 1221. A few Spider 
Crawlers will try and ruin your fun, but put 'em out of their misery. When you 
reach the neighboring rooms, Egon will be at a loss. Not good.


- The 13th Floor -------------------------------------------------------------

Never fear, the rookie is here! Equip your PKE Meter and scan the invisible 
wall between Rooms 1220 and 1222. Use your Slime Blower to uncover Room 1221 
and head on inside.

Dang, this is a big room! Enter the adjascent room and inspect the foggy 
tunnel for a cutscene. Now that you're in the Spiderwitch's lair, move forward 
and take your your PKE Meter. The terrain is identical all around and easy to 
get lost, but you should fare well if you keep following your PKE Meter. Every 
so often you will catch a glimpse of the spider in the corner of your eye. 
Just keep following your trusty gadget until you reach a circular room.


==============================================================================
 BOSS: Spiderwitch
------------------------------------------------------------------------------

Overall, the boss fight against the Spiderwitch is not all too threatening. 
The key note is that while not very difficult, this fight can be quite 
annoying. There are several reasons why.

For starters, the Spiderwitch is very agile. She only has one primary attack: 
if you are close enough, she will swipe at you with her two front legs. 
Nothin' too bad, but you'll suffer from knockdown. She makes up her weak 
offense with unmatched speed. The boss can not only sidestep like a maniac, 
but also teleports around the arena like none other. Using powerful, slow 
weapons like the Boson Dart or Meson Collider can be risky because you have a 
high chance of missing.

Secondly, while not a pressing issue, it certainly factors into the outcome of 
the boss fight: it's only you and Egon. Not only does that mean that you have 
reduced firepower, but a lower chance of getting revived if you happen to fall 
in combat. Keep your distance when dealing with the Spiderwitch and you should 
be fine - for the most part.

The third and fourth points are tied together. Every so often, the Spiderwitch 
will take a break from getting her behind handed to her by running away to 
feed. Feeding means she regains health, and if you take too long to find her, 
all your hard work will be wasted as she recovers from the ass whoopin'. This, 
coupled with the fact that the boss arena is confusing to navigate, makes for 
a very obnoxious combo.

As far as I know, there are two main chambers, each symbolized by a chandelier 
hanging from the ceiling. These two rooms are connected by tunnels, and 
several other passages are present to make a somewhat bit network. The 
Spiderwitch feeds in alcoves on the sides of the walls, and can be traced with 
your PKE Meter. Since you can only walk when holding the PKE Meter, use is 
sporadically: pull it out and search for a spike, then put it away and dash to 
the intended location. Shoot her with any weapon to interrupt her meal.

You will have to perform the task of hunting her down multiple times between 
zapping her with your Blast Beam and Overload Pulse. I find those to be the 
most useful weapons (particularly the former), since they are easy to aim and 
deal a nice amount of damage. The battle against the Spiderwitch may drag on 
if you have a tough time locating her during feeding, but otherwise should not 
pose much of a problem.

==============================================================================

Good to see her out of the way. I never liked spiders. After giving your 
mission status to the rest of the team, the level will end.


==============================================================================
 4.06] LOST ISLAND                                                      [0406]
==============================================================================

 Artifacts: 6
 Ghost Scans: 6
 

- The Old Docks --------------------------------------------------------------

Wow, we're actually not starting a level off in the firehouse. Like that 
awesome guy from MXC would say: ...LETS GO!. The team is thrown right into the 
action here, as you're given a "puzzle" right off the bat. In order to cross 
the gaping hole in front of you, you'll have to plug it up. Once you've 
spotted the crane in the middle of the platform, use your Slime Tether to 
rotate the crane and the wooden boards attached. Once it's hovering over the 
hole, it'll automatically lower, creating a suitable path.


- Long Climb -----------------------------------------------------------------

Start up the slope until you hear a loud screech in the distance. Notice that 
you're standing on tracks... you may want to step off to the side. A trolley 
car will come flying past you, but you'll endure it if you stand off to either 
side of the tracks. As you move forward, Ray drops back in order to comandeer 
the Ecto-8 (no that's not a typo, it's the name of the boat). 


- Million-Dollar View --------------------------------------------------------

Continue forward until the landscape opens up, revealing a purdy sight. Walk 
straight ahead, past the tree and towards the group of brown shipping 
containers. Blast the barrels between the two containers and use your PKE 
Meter to scope out the cursed artifact lying on a ledge: the CHURCH OF GOZER 
SONGBOOK.

Next, take the stairs.


- On the Ramparts ------------------------------------------------------------

After the noise complaint, head under the balcony to be interrupted by some 
Stone Gargoyles. Trust me, they were not the ones that made that sound. If you 
forget how to take these suckers out, you must use your Capture Beam and slam 
them against an immovable object. The Stone Gargoyles are some of the easiest 
enemies in the game, so seeing them is a welcome sight.

Under the balcony, several Black Slime Portals open up to drop off Venom 
Crawlers. Follow the bridge and subsequent hallway, dealing with the Stone 
Gargoyles and Black Slime Portals along the way. Nothin' too threatening if 
you ask me.

When you reach the other end of the area, a door - your destination - slams 
shut. Well, so much for that.


- The Hedge Maze -------------------------------------------------------------

Go down the staircase on the left side of the bridge to reach the ground. 
Reaching the cranks that activate the closed door is a chore in itself, as you 
are planted inside a giant hedge maze. Not only that, but you will have to 
deal with the very unsettling noises coming from deep inside the maze.

Luckily, they are only hedges, and can be burnt down with your Blast Stream 
and Boson Darts. I recommend burning down the labyrinth to make your life 
easier - plus you'll get an achievement for roasting every last bush. Once 
that's all said and done, head to the northwest corner of the maze (using the 
stairs as a reference point) and look behind the crank for another artifact. 
Scan the ANGUISHED STUFFED BEAR to add it to your collection.

As for unlocking the door, ignore the crank in front of you and instead 
inspect the one on the opposite end of the hedge maze (the northeast corner). 
Look up at its base and use your trusty Slime Tether to move the crank 
clockwise. Do this by attaching a Slime Tether to the cross-shaped crank, then 
stick the other side on a wall. The crank will be pulled clockwise, opening 
the door.


- Gaining Entrance -----------------------------------------------------------

The origin of the creepy noises will make itself known: several Black Slime 
Portals open up and unload Black Slime Fiends into the maze (well not so much 
anymore if you're an arsonist like me). If you missed out on scanning these 
monsters during the boss fight with The Chairman, here is your chance.

You don't really have to deal with all the portals. If you'd like, you can 
book it back up the stairs and through the door. That's always an acceptable 
option.


- Black Mass -----------------------------------------------------------------

We are inside Shandor's castle. Make a right as you are interrupted by a 
cutscene. A pleasant note: you can destroy whatever the heck you want here, 
since you won't be charged any fees of course. Have fun wrecking his pad!

Follow the walkway until you come to a door. A Mandala is on the other side, 
but as tradition stands here in Shandor's castle, the door closes right in 
your face. Turn around and take your frustrations out on the three worshipping 
Black Slime Ghosts. Some portals open up revealing Black Slime Fiends. You 
know what to do here.

The door opens up again, but don't leave just yet. Walk past the door towards 
the dead end and look in the left corner. A hole in the wall is patched up 
with wooden beams. It's a shoddy attempt, so blow it open with ease to find a 
secret compartment. Scan the painting on the wall to find "FOX HUNT ON TIAMAT 
ISLAND". With the artifact in hand, exit through the door.


- Gozer Worshippers ----------------------------------------------------------

Cutscene.

You're left by your lonesome deep down in the catacombs. After listening in on 
your comrades, enter the sewer in front of you.


- Rescue Mission -------------------------------------------------------------

Navigate around/through the Black Slime puddles until you reach a dead end. On 
the right side of the wall should be an opening that leads into a narrow 
tunnel. Slip inside and move along; it's all pretty straightforward. When you 
reach another seemingly dead end, you may notice an opening on the right side 
of the wall in front of you.

Walk forward to witness a Venom Crawler scurry in front of you. Dismiss it and 
go to the right at the fork. You will spill out into a small room. Search high 
and low with your PKE Meter equipped to discover the WHEEL OF ALABASTER 
WRETCH. Return to the tunnel and take a left this time. Do away with the Venom 
Crawlers until you exit into another similar chamber.

Defeat the Venom Crawlers up ahead until you finally get a change of scenery. 
You know what that means? Time for a new chapter.


- Rivers of Slime ------------------------------------------------------------

At the start of the area, follow the perimeter to the left as you endure more 
spooky groans and rattling chains. Naturally, don't even think about stepping 
into the river of Black Slime. Dumbest thing you could possibly do (which 
means, of course, that I did it at least once). 

On the other side of the tunnel is a floodgate. We must seal off the opening 
in order to drain the room of slime. On either side of the gate are weights 
shaped like teardrops. Grab them with one end of a Slime Tether, then shoot 
the other end into the round notch directly below the weight. Make sure they 
lock in place, the repeat with the second weight to drain the room.


- Black Slime What? ----------------------------------------------------------

Multiple portals open up on all sides of the room. Most of them disperse Venom 
Crawlers, but one drops off a gigantic Black Slime Monster! Scan the huge 
creature but don't get too close! 

Black Slime Monsters have similar attack patterns to golems. This brand-new 
entity has a close-range swiping attack and a battering ram similar to the 
golems we have faced countless times. They can also spew Black Slime from 
their mouth like projectile vomit. Despite their intimidating demeaner, you 
can pump a lot of slime into them with your Slime Blower. They can be taken 
down rather quickly for a monster that size, but be wary that you must fight 
two of them back-to-back.

Time to backtrack... sorta. Now that the ground floor is open, return to the 
previous area through the hole in the wall opposite of the floodgate we closed 
earlier. 


- Sewer Maze -----------------------------------------------------------------

Despite the title of the chapter, the first half of this area is completely 
linear. Follow the corridor until you come to a small group of Venom Crawlers. 
Defeat the pesky critters, then go to the right at the intersection. On the 
ground not too far away is the GHOSTBUSTERS DVD! Well look at that!

Return to the intersection and go straight this time. When you reach the 
second wave of Venom Crawlers, stick it to 'em with a few Boson Darts and 
continue east. Go through the pipe tunnel until you get a distress call from 
Winston.


- The Slime Labs -------------------------------------------------------------

Maneuver through the relatively straightforward pipe tunnel to reach a strange 
room. Open the iron maiden that's shaking about to free Winston. Finally, a 
friend! Ascend the stairs and through the door into the laboratory.

Walk straight ahead to reach a dead end with metal piping blocking all the 
other directions. Look to the left and equip your PKE Meter. Scan the jars on 
the other side of the metal pipe for the SINGING SLIME.

Climb the stairs and traverse across the catwalks to the eastern side of the 
room. Two Black Slime Portals open up. Close them immediately. Fend off the 
remaining Black Slime Fiends and Black Slime Ghosts. The ghosts tend to 
teleport around the room using the ventilation shafts, which is a major pain. 
Also it may seem like there is an endless wave of them, but trust me, there 
isn't. With the enemies cleared out, head downstairs. Follow Egon's voice (or 
just follow Winston) towards the exit.


- Rescue Egon ----------------------------------------------------------------

From the entrance of the room, approach the iron maiden on the right and open 
it to free Egon. Go to the left to trigger a group of portals, which dispense 
Black Slime Fiends, Black Slime Ghosts, and one angry Black Slime Monsters. It 
can get pretty tough, but like always, neutralize the Black Slime Portals 
first. This battle can get hectic, so stick together and eliminate the big man 
for starters before worrying about the fiends and ghosts.

There is an elevator on the left side of the room that you need to enter. The 
group is hesistant on rescuing Peter, but it's our only choice. Once at the 
top, proceed down the passage to the next room.


- Black Slime Beast ----------------------------------------------------------

The "Orrery Chamber". Hmmm, whatever that means. It's up to the four of us to 
stop the machine from doing whatever the heck it is doing. In that case, how 
do we know that we have to shut it down? Just listen to Egon and use your 
Slime Tether on the three orbs surrounding the spinning contraption. Drag them 
down to their base to turn the thing off.

Ha, told ya! The room begins filling up with Black Slime, so rush up the 
stairs to the top of the chamber. Stand around for a while until a scene 
begins.


==============================================================================
 BOSS: Imprisoned Juvenile Slor
------------------------------------------------------------------------------
 
The boss itself cannot see due to the mask on its head, though it uses the 
four gold orbs from downstairs to attack you. The golden orbs will shoot the 
occasional laser beam which are hard to avoid, but the balls themself aren't 
very durable. Sludge all four with your Slime Blower to begin the real boss 
battle.

The Imprisoned Juvenile Slor slams its head against the wall, shattering the 
mask and freeing himself. Two main things happen: it can see and attack you 
with its razor-sharp teeth, but at the same time exposes the glowing green 
weak point on its forehead. Some good news, some bad news.

The Slor has two main attacks. Normally, it will spew Black Slime from its 
mouth, not all unlike a Black Slime Monster would. Sometimes the Black Slime 
stays and forms a puddle on the ground; if you see yourself slowly getting 
hurt, look where you're standing and neutralize the slime.

In order to win the fight, you will have to utilize the boss's second attack 
against it. Every so often, the Slor will rear its head back and deliver a 
powerful chomp. If you're in the way, you'll most likely be killed instantly. 
Wait for the telltale signs before sidestepping. The Slor will miss and embed 
its teeth into solid concrete. Use this small window of opening to fire upon 
its weak spot with your Slime Blower.

The four gold orbs infrequently regenerate and float around the sides of the 
room, attacking the Ghostbusters. You're best off quickly destroying them 
again so you can fully concentrate on the boss without getting zapped by 
lasers.

The key to getting the Slor to use its bite attack is to stand away from 
everyone else and bait it into attacking you. Stand away from everyone and 
close to the edge of the ledge while attacking with your Slime Blower (though 
doing so does not deplete the boss's health). When/if the attack misses, 
capitalize by sliming its forehead.

Trying to bait the Slor into attacking is tough and may result in some 
frustration due to how quickly it recovers after missing and generally how 
fast the attack is. I lost count of how many times I needed to be revived 
during this boss battle. Attacking the Slor's weak spot normally (when it's 
just standing around) does damage the boss, albeit barely, but it does help 
some if you continue to aim for the forehead instead of anywhere else when 
trying to coerce the Slor into taking a bite out of you.

==============================================================================

Oh yeah, I forgot Ray even existed. Ha.


==============================================================================
 4.07] CENTRAL PARK CEMETERY                                            [0407]
==============================================================================

 Artifacts: 6
 Ghost Scans: 10
 

- Hero's Welcome -------------------------------------------------------------

You ready to leave? Of course you are. Head to the Ecto-1, pronto.


- Outside the Gates ----------------------------------------------------------

I wanted to drive! >=( Your PKE Meter will turn blue as soon as you regain 
control. Walk forwards; the hole in the wall is where you should go, but pass 
by and instead follow the path around the bend. Scan the object in the dark 
corner for the WHISTLING BUST OF MAUSCH.

Head through the hole in the wall to enter the cemetery. Several tombstones 
rise from the ground to block your path, but simply blow them up. You can't 
scare me! Go through the gate as it slams behind you.


- Stone Gardens --------------------------------------------------------------

Follow the straight path as it eventually takes you to an intersection. Go to 
the right to reach a church as the bell echoes in the distance. With the 
church in front of you, go to the right through the hole in the wall. Sneak 
behind the mausoleum on your left to discover the GHOSTBUSTER'S MUG & BALLOON.

Go to the right and your PKE Meter will still be going off. However, we are 
searching for an enemy. When you get close enough to one of the mausoleums, a 
band of Flying Skulls shoot out. Let them fly by before taking a look inside. 
The door screeches shut once you reach the bottom of the staircase. Okay, I 
may be a little bit scared now...

Enter the side room and destroy the roots blocking the tunnel. Your Shock 
Blast should work nicely on them. Proceed through the tunnel past some scary 
sights and a small tremor or two. Destroy the next set of roots along the way. 
The tunnel is very dark, but simply go straight and you will come to another 
mausoleum. Return to the surface.


- The Elusive Key ------------------------------------------------------------

Read the sign ahead that says "gate control". Use either your Slime Tether or 
Capture Stream to lower the control and open the cemetery gates.

With Ray by your side, you will be able to explore the bulk of the cemetery. 
Continue through the open gate and proceed forward. Take out the tombstones 
that rise from the ground and through the hole to your right. There's a small 
nook you can sneak through between the wall and a building. On the other side 
you will encounter two new foes.

Scan the Cemetery Crawlers and Grave Fiend first, then seal up the two Black 
Slime Portals. Both of these enemies are basically carbon copies of monsters 
we have already seen (Cemetery Crawlers are like Venom Crawlers and Grave 
Fiends are identical to Black Slime Fiends).

Two Cultists are left over. We haven't done it in a while, but we actually get 
to capture ghosts again! So exciting! We're back at the church again. There 
are some tombstones blocking an entranceway, so destroy 'em and move on 
through. From this location, walk towards the mausoleum across from you. Go 
around the right side (burn some bushes down) and scan the crying head in the 
corner to receive the STONE ANGEL HEAD.

Continue along. If you haven't figured it out yet, we are backtracking.


- Battle in the Boneyard -----------------------------------------------------

A handful of Grave Fiends accompany a pair of Cultists and a Cultist Summoner. 
Scan the summoner and set your sights on him first. All he does is float in a 
corner and conjur up Flying Skulls. Once he's dealt with, take down the last 
two Cultists.

Follow Ray to another mausoleum which opens up. Head inside and you will find 
a door at the end of a winding passage. The door lowers, revealing a whole new 
area to explore.


- Crypt Alley ----------------------------------------------------------------

Follow Ray through the long and windy ditch. It looks confusing and maze-like, 
but most of the passages get sealed off leaving only one path to take. When 
you reach the exit out of the crypts, a Cultist locks the door and steals the 
key.

Follow after him, killing the Grave Fiends that pop out of the crypt doors. 
You'll ultimately find the key resting in a dead end. The key is pretty heavy, 
forcing you to use the Capture Stream to lug it around. You won't have it for 
long until a powerful force barges into the crypts.

Scan the Grave Monster and use your Shock Blast against the big guy. He acts 
like a normal golem - using the same attacks - but the method of dispatching 
the monster is different: you must simply destroy it as opposed to ripping off 
its head. Stick to the Shock Blast and it'll eventually fall.

Drag the key back to the lock (the Grave Monster creates a nice shortcut for 
you) to start a cutscene.


- Chance For Rain ------------------------------------------------------------

Once up the stairs, go to the right in hopes of finding the remaining 
Ghostbusters. When you go through the opening in the wall, search behind the 
mausoleum nearby; the PKE Meter should let you know if your close. Sitting 
back here, between a row of tombstones, is the GHOSTFRUIT TREE.

Follow the path past a lit tower, towards the courtyard.


- Airstrike ------------------------------------------------------------------

Here, coffins will rain down from the sky like asteroids. Shooting them out of 
the air (the Shock Blast is the way to go) prevents the Grave Fiends from 
landing and pestering you. Aside from them, you will have to deal with a 
Cultist Summoner on the grounds.

Go up the stairs on the right to face off against a Grave Monster. These guys 
may look tough, but you can take one down in 15 seconds. Finish the bloke off 
before going forward and spotting another one. Eventually, a third will smash 
through a nearby fence. Thank the kind monster for giving you an opening, then 
slay him. Enter the opening.


- Full Assault ---------------------------------------------------------------

Your PKE Meter spikes. Scan the seemingly normal wall only for a Grave Monster 
to burst through like a bulldozer. Defeat him quickly, then bring your 
attention to the four or five Cultists hovering above. This is a tough battle, 
since the Cultists are hard enough, but a Grave Fiend will occasionally wander 
in and spot a meal in you and Ray.

Like always, focus on one at a time, stick together, and revive Ray when 
needed (which will probably be a whole lot). Proceed through the hole the 
Grave Monster generously created for you.


- Together Again -------------------------------------------------------------

Unfortunately, the Ghostbusters technically aren't together, as a fence 
separates the two of you from the Ecto-1. Winston asks you and Ray to clear a 
path for him up ahead. Walk towards the doorway on the same wall as the gate 
blocking the Ecto-1. To the right of the closed door is a pile of skeletons 
and assorted bones. Shoot the pile a few times with your Boson Dart to release 
a weight and open both the gate and door.


- Underground ----------------------------------------------------------------

As the name implies, we are going back underground. Run down the dark pathway 
to reach a tunnel leading under the surface. Break the roots in your way and 
descend into the unknown.

You will soon reach a chamber with a raging waterfall overhead. Walk around it 
to the right. A few Cemetery Crawlers jump over a pile of rocks to get to you. 
Defeat the trio, then stand on the pile of rocks looking beyond them. Your PKE 
Meter should go wild by now. Scan the skull stuck on the end of the wooden 
stake to find THE SKULL OF IVO SHANDOR.

After finding the artifact, move around the left side of the waterfall. Three 
Grave Fiends accompany another group of Cemetery Crawlers as the buggers ride 
down the waterfall to your location.

When the coast is clear, burn down the roots blocking the other end of the 
tunnel and leave. 


- Surfacing ------------------------------------------------------------------

You'll come to a room with a sarcophagus in the center. Facing it, head to the 
right to encounter a few enemy-spawning portals. Just another generic fight 
here: plug up the portals with your Slime Blower, then fend off against the 
stragglers. Daylight! Exit the tunnel to reach the surface again.


- Attack of the Stone Angels -------------------------------------------------

As you exit into a small opening, you will be presented with a closed gate. On 
the other side: the remaining Ghostbusters. Of course, this is some "special" 
gate in which you have no way of opening, meaning the rest of the team gets to 
watch you most likely get your ass handed to you in the upcoming fight.

Go to the gate across from the glowing green one. In a nook on the left is the 
ARCHANGEL'S GALLBLADDER just waiting to be scanned and collected.

Angels usually have divine and holy qualities, but certainly not the guys in 
this game. Stone Angels are thieving little devils that hurl fireballs and 
kamikaze dive into you. 

Keep in mind that there is an unlimited amount of Stone Angels. With that 
said, it becomes clear that we must use them somehow. Since Stone Angels are 
treated just like Stone Gargoyles, using the Capture Stream to slam them 
against something is the way to go. And that "something" is the supposedly 
indestructible gate.

Once you get sight of a Stone Angel (in the brief time that it isn't flapping 
around like a sugar-high toddler), snag it with the Capture Beam and aim for 
the glowing green gate.

It's a pretty hefty task for several reasons. First and foremost, the Stone 
Angels are a huge pain to contend with. Their attacks are powerful and there 
is an endless wave of the monsters. Second, Cemetery Crawlers begin appearing 
shortly after and usually go after Ray. Ray sucks at everything he does, so 
you will have to revive him over and over again. Finally, Stone Angels break 
on impact, so missing the hinges of the gate and having them be destroyed can 
be a real downer.

It'll only take three hits to down the gate, so if you're lucky you may get it 
done quickly without much harm. The second the gate breaks, all enemies 
disappear in a flash. Phew!


- The Final Gate -------------------------------------------------------------

Don't worry, this gate is wayyyy easier to destroy than the others in this 
cemetery. Once the Ecto-1 arrives in front of the gate, Slime Tether both 
sides of the gate to the car's front bumper. Makes sense, eh?

With the gate ripped down, continue towards the glowing tower we've been 
admiring in the distance since the level began. 


- Shandor Mausoleum ----------------------------------------------------------

The ol' "Slime Tether to the door" trick won't work on this magical entrance 
to Shandor's mausoleum. The Ecto-1 is down for the count and Winston is back 
to complaining about hoofin' it. The conversation gets cut short but four 
Cultists. While you are dealing with them, Grave Fiends rain from the sky in 
their meteor coffins and Cemetery Crawlers come in waves back where we came.

While it's important to deal with Grave Fiends and Cemetery Crawlers on the 
ground from time to time, your main targets are the Cultists. I found that 
your Meson Collider works best on depleting their energy. Being a slam-dunk 
afficionado really comes in handy during this fight, since you won't have much 
time to breathe between reviving incompetant teammates and fending off fiends.


- Headstones -----------------------------------------------------------------

When it all seems good and done, the two massive statues become animated and 
stomp all over the crew. Scan the Keyhead Monsters and whip out your Shock 
Blast. Like the Grave Monsters from before, the Keyhead Monster's bark is 
worse than its bite. Most of its attacks can be powerful, but easy to dodge if 
you constantly circle around its feet. Do so while firing away with the Shock 
Blast and the two will bite the dust in no time.

After the two big guys fall, a few more Grave Fiends and Stone Angels may show 
up. Deal with them, then face the door again. Naturally, the Keyhead Monsters 
drop keys with their death. Pick them up with your Capture Beam and insert 
each one into the appropriate slots. If you are too slow, you'll be punished 
by more waves of either Grave Fiends or Cemetery Crawlers.

With the door to the mausoleum now open, go inside and prepare for a showdown. 


- Destructor Form ------------------------------------------------------------

It's the final confrontation, whoopee!


==============================================================================
 BOSS: Shandor the Architect
------------------------------------------------------------------------------
 
Shandor only has two attacks: he will fire a smokey green ball at you which, 
if hit, will most likely kill you instantly. This attack is a testament to how 
important it is to stick together, because Shandor has no trouble at divide 
and conquer even if he is immobile. He can also summon groups of Flying 
Skulls, but they are best off ignored entirely.

Shandor is protected by a powerful green force field. Your Meson Collider 
should be able to pass through the shield and damage him, but the downside is 
that Shandor will automatically regenerate using the four green crystals 
surrounding the chamber.

With that out of the way, ignore Shandor entirely and focus on the four green 
crystals. They are protected by columns of stone that cannot be destroyed. 
Instead, use a Slime Tether to connect to one side of the column, then attach 
the other end to a wall or the floor. This will pry the column open, revealing 
the crystal inside. One shot with a Boson Dart will take care of it.

Taking down all four crystals is the way to go here. Alternatively, you can 
focus on attacking Shandor entirely with your Meson Collider. If you damage 
the boss enough, it will take much longer for him to heal, meaning the 
crystals stay open. If you get Shandor down to oh, lets say a quarter health 
left, all four crystals will be open for several seconds. That means that you 
can pick each one off when they are exposed, negating the Slime Tether 
strategy entirely. It's totally up to you.

With the shield down, a white portal leading to the Ghostworld will appear 
underneath Shandor. Just like trapping a measly ghost, use the Capture Stream 
on him and pull him into the portal.

==============================================================================

The battle will come to a close when Shandor is yanked into the portal. The 
fight may be over, but Shandor is in no way finished with you. In fact, he is 
just getting started...


- Cross the Streams ----------------------------------------------------------

A cliche transformation, a cliche setting, a cliche bombardment of threats. A 
cliche final battle!


==============================================================================
 BOSS: Shandor the Architect
------------------------------------------------------------------------------

Shandor underwent a little makeover, but still isn't all that challenging. 
Shand-- err, "The Architect" will appear in one of five spots. He will either 
pop up in one of the four corners to attack or through the hole in the middle 
of the arena. His position accurately reflects his next movements and actions, 
so pay attention to Shandor's current location at all times.

He only has three attacks that are just as lethal as the ones in the last 
battle. When Shandor is in the central cavity, he will use a slamming attack. 
As he smashes his fists into the floor, volcanic geysers will emerge from the 
ground and disappear a second or two later.

His other two attacks are used when he is left in one of the corners. Shandor 
will pick up a huge boulder and toss it at the nearest target - insta-kill. 
Also, the boss will use a move similar to the first where he causes a single 
volcanic eruption under you.

The battle strategy is somewhat similar to the previous one. When Shandor 
stands in the center of the arena, he will pause in order to get healed by the 
four yellow crystals on each side of the area. The crystals are much easier to 
take down, though: a few Meson Collider shots will do the trick. When you see 
Shandor glow yellow, aim for the crystals. They are your primary target during 
this phase; they not only regenerate the boss, but also summon Flying Bats.

Even if you manage to destroy all crystals, they will eventually reappear once 
Shandor floats into the central circle again. The only real time to attack the 
boss is when he positions himself in the corners. Late in the fight, Shandor 
will move around a bit quicker and move to an adjascent corner as opposed to 
diving under and resurfacing somewhere else.

In short: zap Shandor with the Meson Collider when he stands in the corners. 
When he reaches the center, prevent him from healing by taking down the four 
crystals. Your teammates should help a little bit, but you'll probably have to 
take care of two or even three of the crystals if you want this battle to end. 
Pretty underwhelming final battle if you ask me.

==============================================================================

And that's a wrap! Watch the ending cutscene and the credits afterwards. Good 
job on busting ghosts! How does Professional Mode sound now? ;)

______________________________________________________________________________

 5] ARTIFACTS                                                           [0500]
______________________________________________________________________________

- Gustav Self-Service Tray ---------------------------------------------------
==============================================================================

 "c.1893 Fine silver service set purchased as a lot from the famed Austrian
 Hotel de Gustav after it mysteriously burned down. This is the only piece 
 from the set known to appear at the Sedgewick room unbidden and
 unaccompanied. Frightened guests are often unsure as to the proper gratuity
 for this service."

 Location: Hotel Sedgewick
 
After scanning Slimer for the first time, follow him to reach a small alcove 
with two vending machines. With your Paragoggles in place, search the floor in 
front of the vending machines to find the tray.


- The Summoner Bell ----------------------------------------------------------
==============================================================================

 "Origin unknown, but reportedly seen in the Hotel de Jardin Printanier just
 before its disappearance (the hotel, not the bell). How this paranormally
 significant artifact ended up in the Hotel Sedgewick is anyone's guess, 
 though its impact on customer service cannot be underestimated."
 
 Location: Hotel Sedgewick
 
In the room where you first encounter the Bellhop Ghosts, look behind the 
receptionist desk to find the bell lying in plain sight. Again, your PKE 
Scanner and Paragoggles help out here.


- Stay Puft Figure -----------------------------------------------------------
==============================================================================

 "c.1989 A Ghostbusters craze broke throughout NYC following the Vigo Incident
 of '89. Souvenier street vendors moved literal tons of unlicensed clothing
 and cheap knockoff novelties. It's estimated that Stay Puft figures outsold
 the usually bestselling Statue of Liberty by more than two to one that year
 (even the new windup walking version of Libby). The trend faded almost as
 quickly as it began, and sales of Ghostbusters merchandise dwindled. Some
 remainders can still be found on the streets of Manhattan and the Boroughs,
 and may even be imbued with supernatural elements."

 Location: Hotel Sedgwick

In the kitchen, push the metal cabinet aside with the Capture Beam. Go to the 
right and follow the path to eventually reach a dead end. The Stay Puft Figure 
is standing upright on a table in the corner.


- Voyaging Care International ------------------------------------------------
==============================================================================

 "c.1865 The Voyaging Case Internationale has been appearing at train
 stations, loading docks, and airports since the mid 1800's. Porters and
 baggage handlers around the globe whisper its legend. Generally regarded as
 friendly."

 Location: Hotel Sedgewick
 
In the ballroom, walk behind the bar and start blasting the bar itself. Ignore 
the destruction of precious alcohol and other splendid items and tear a hole 
in the right side of the bar. Once you have enough room to go behind the bar, 
peek inside to find a wooden crate, which is the artifact.


- Portrait of G. Sedgewick ---------------------------------------------------
==============================================================================

 "c.1910 When Godfrey McCallister Sedgewick opened his grand hotel, many
 thought it strange that someone who detested people so thoroughly would open
 a business where so many were invited to come."
 
 Location: Hotel Sedgewick
 
After getting split up from the gang in your pursuit of the fisherman ghost, 
head up the blocked staircase. You won't be able to proceed up the stairs, but 
you will be able to scan the portrait on the wall.


- Toaster of Sights Unknown --------------------------------------------------
==============================================================================

 "c.1968 Madame Dee, a powerful but dying medium, cast her estimable power for
 prophecy into the object nearest to her as she drew her final breath. The
 Toaster of Sights Unseen can answer any question posed about the future."
 
 Location: Hotel Sedgewick
 
The flooded hallways are a bit tricky, but manageable. You will eventually 
reach a four way intersection in your journey. Straight ahead is a dead end; 
behind the couch, lying against the wall is the toaster.


- Gaillano's Enchanted Pail --------------------------------------------------
==============================================================================

 "c.1940 World-famous magician Angelo Gaillano had an older brother, Ronald,
 who was said to be an even more talented magician than Angelo. Ronald wasn't
 good with audiences, though, so took up construction work when he couldn't
 get regular stage work."

 Location: Times Square
 
Inside the laundromat, in the side room to the right of the exit.


- 3-Toed Jenkin's Midnight Goose ---------------------------------------------
==============================================================================

 "c.1944 The fabled Bottomless Bottle of 3-Toed Jenkins, a notoriously
 unrepentant tramp that rode the rails in the 30's and 40's. The legend goes
 that he was called 'Speedy Jenkins' before he exchanged something dear to him
 for a bottle of cough syrup that never runs dry."
 
 Location: Times Square
 
After blasting open a hole in the alley with your new Boson Dart weapon, 
proceed towards a white truck. Head behind the truck to find a table riddled 
with bottles. However, the bottle we're looking for is on the floor between 
the table and a car.


- Patrelli's Mischievous Cone ------------------------------------------------
==============================================================================

 "c.1979 Charged with a high level of PK energy as well as a strange sense of
 mischievousness, this ordinary looking traffic cone has been known to
 maliciously change position - confusing drivers and racking up an impressive
 string of bizarre traffic accidents."
 
 Location: Times Square
 
Pass over the fence that the Stay Puft Marshmallow Man destroyed to come to a 
narrow corridor to your left. Follow it towards the neon sign says "Otto's 
Bar"; the artifact is underneath the sign, just down a flight of stairs.


- Asmodeus' Hotline ----------------------------------------------------------
==============================================================================

 "c.1965 There were only five production models of TeleCo's 'Red Phone' ever 
 made. It's rumored that the phone only completed calls for those about to
 die."
 
 Location: Times Square
 
After running away from Stay Puft and taking refuge in an abandoned building, 
scan the red telephone on the receptionist desk.


- Hohman's Black Low-Rise ----------------------------------------------------
==============================================================================

 "c.1926 American occultist John George Hohman commissioned a scale model for
 a domestic center of evil. 'Black Low-Rise of Tri' from the Shandor
 architectural firm. The model was completed, but Hohman never returned to
 claim, or pay for it."
 
 Location: Times Square
 
Found inside the offices, in the corner next to the window overlooking Times 
Square. Probably best if you scan it AFTER killing the gargantuan wave of 
Marshmallow Minis.


- "The Ravishing Red Prince" -------------------------------------------------
==============================================================================

 "c.1954 Painted by the famed 'Madman of the Hague,' Remco de Groot, De Groot
 was infamous for supposedly using his own blood, and the blood of others, to
 construct his modernist masterpieces. This was later proven just a wild
 rumor, however."
 
 Location: Times Square
 
In the hallway just past the offices. Hug the left wall and you should 
eventually find it. Wearing the Paragoggles helps when trying to locate the 
painting.


- Portrait of Eleanor Twitty -------------------------------------------------
==============================================================================

 "c.1923 Eleanor Twitty, head of the New York Public Library's Special
 Collections, was murdered by her lover, philologist Edmund Hoover, when she
 denied him access to Special Collections. Hoover was later revealed as an
 incorrigible serial killer and was executed by the state. Twitty is
 memorialized as a dedicated librarian that gave her life protecting the books
 she so dearly loved."
 
 Location: Public Library

Inside the main reading room. After defeating the Book Golem, open the door on 
the northwest side of the area to find the painting lying against the wall.


- Reluctant Reading Lamp -----------------------------------------------------
==============================================================================

 "c.1959 Celebrated novelist Arthur Houston conceived and conducted research
 for his new books at this library table, under this lamp, for over thirty
 years. Severe writer's block gripped him in his sities and wouldn't let go.
 Houston's psychic frustration channeled to the lamp and resides there now,
 refusing to let anyone read under its light."
 
 Location: Public Library

Once you exit the bookcase maze, go to the left to find a group of desks and 
two computers. Scan the small lamp between the two to locate the artifact.


- Pin-up Calendar of DOOM! ---------------------------------------------------
==============================================================================

 "c.1975 While surveying the contents of seventeen crates of old stock
 photographs he'd bought as a lot at an auction, calendar publisher Werner
 Gischman came across a treasure-trove of photos: a twenty-year collection of
 ravishing pun-ups of Parade Queens from New York Thanksgiving Parade.
 Gischman recognized the goldmine he'd stumbled upon, a nostalgic pin-up craze
 was sweeping the nation in '75, and he rushed to print the collection as a
 sixteen-month calendar.
 
 What Gischman didn't know was that the photos, when arranged in a certain
 order, deciphered a code that points toward the ture origin of the Devil (an
 origin that, as it turns out, is far less impressive than most people think).
 
 Foreswarn to protect this secret for untold generations, dark cultist sect,
 The Vigilant Legion of the Black Pit, realized the calendar had reached store
 shelves too late to stop it. In a last-ditch effort to keep the code secure,
 the Vigilant Legion cast a spell over all the crates of calendars, so that
 the pages would flip and switch constantly. As it turned out, nobody was
 really interested in Parade Queens from the 50's and 60's, and the calendar
 sold less than a dozen copies. The Vigilant Legion bought up most of them,
 and Gischman gave the rest to friends and family at Christmas. Embarrassed by
 their alacrity, the Vigilant Legion of the Black Pit murdered them all
 anyway, just to be thorough."
 
 Location: Public Library

After entering the Special Collections, push away the chair that's keeping the 
closet door in place. Once out of the way, open it and peek inside the closet. 
Scan the truly evil calendar, which is hanging on the wall.


- Seat of Vapors Foul --------------------------------------------------------
==============================================================================

 "c.1957 Originally owned by self-proclaimed wizard and prankster, Franklin
 'Laffy' Wurst, Wurst felt that the famous whoopee cushion gag, while amusing,
 needed and update. He supposedly summoned a sub-demon and bound it to the
 chair, then invited obnoxious dinner guests to have a seat, to their eventual
 horror and embarrassment. Wurst was shot and killed by a particularly
 temperamental victim."
 
 Location: Public Library
 
Eleanor Twitty will open a pathway in the basement after defeating the evil 
bookstand's army. Go through into the next room, then head to the far left end 
to find the chair leaning up against the wall. It's glowing and creepy-
looking, so it's not very hard to miss.


- Ali El-Baluu's Irksome Rug -------------------------------------------------
==============================================================================

 "c.1256 Antique carpet imbued with the power of flight by minor Persian magus
 Ali El-Baluu. On its maiden flight around his palace, the rug dipped
 erratically, and the corpulent El-Baluu tumbled off while more than 90 feet
 in the air. He died instantly on impact."
 
 Location: Public Library

After entering the ghost world and defeating the Book Golem, head up the steps 
towards the towering gate. Enter the portal on the left to reach a high 
platform. At the end of the platform is the rug, rolled up in the corner.


- Featherwell's Stalking Chair -----------------------------------------------
==============================================================================

 "c.1976 Nate Featherwell, aspiring ventriloquist, had big dreams but not much
 talent. He spent his life savings on a charm from a voodoo priestess. When
 used correctly the spell would bring wood to life. Nate hoped to use it to
 charm his dummy, Smuggy, but accidentally worked his spell on the chair he
 sat on instead. The chair, alive but ignored, grew jealous of the attention
 Featherwell lavished on the inanimate Smuggy, and did away with them both in
 a rage-fueled wood-chipper 'accident'. The chair slipped away unnoticed and
 remains at large to this day."
 
 Location: Public Library

Found inside the upside-down room. Look on the ceiling to spot the purple 
glowing chair.


- Ritual Mask of Bad Advice --------------------------------------------------
==============================================================================

 "c.1915 Leslie Campbell, niece of archaeologist Professor Gordon Campbell,
 received the Huxatli Ritual Mask of Bad Advice in a package from her uncle.
 It was the last anyone ever heard from him. In the package was a cryptic
 note: 'Don't listen.' But, eventually, she did."
 
 Location: History Museum

After spotting the possessor in the museum basement, follow it through the 
door and go to the left. In the far left corner is a large metal shelf. The 
mask is tucked in a dark corner, behind a small wooden box.


- Cursed Musket of C. Starkey ------------------------------------------------
==============================================================================

 "c.1868 Confederate artillery gunner Cecil Starkey deserted his post in the
 midst of a bloody battle that wiped out his platoon. The last surviving man
 in his platoon cursed Starkey with his dying breath. 'The cannon you
 desecrated will yet find ye.' Starkey was killed years later in a hunting
 accident, where witnesses claim he somehow fired a 12-pounder cannon shot
 from his rifle. The shot allegedly bounced from tree to tree until returning
 to its terrified owner, Cecil Starkey."
 
 Location: History Museum
 
In the Civil War exhibit, hanging on a wall in the southwest corner. 


- Bagged Head of Azathotep ---------------------------------------------------
==============================================================================

 "c.1967 BC Once part of a mammoth statue of the evil Egyptian god/warrior
 Azathotep, this stone head has never been able to keep its mouth shut.
 Normally it just breathes heavily and mumbles but occasionally it will
 whisper a maddening, sanity-dissolving riddle that has sent more than one
 unlucky listener into the asylum."
 
 Location: History Museum

After exiting the Egypt exhibit, in the maintenance hall next to the water 
fountain.


- Phoenician Plague Vase -----------------------------------------------------
==============================================================================

 "c.1700 BC Worshipers of Resheph surreptitiously placed these vessels among
 goods shipments to enemies. When activated, the vessels produced hordes of
 various plagues to overwhelm and terrorize enemies. The writing on this
 particular specimen translates as 'sacred rat jar.'"
 
 Location: History Museum

In a hallway not too far from the Bagged Head of Azathotep. Found to the left 
inside a display case.


- Phoenician Plague Vase -----------------------------------------------------
==============================================================================

 "c.1936 Painter Ambrose Whitman capture the city's most powerful captains of
 industry in a moment of solemn reflection in a painting entitled, 'The
 Chairman and the Board of Trustees.'"
 
 Location: History Museum
 
In the same room as the Phoenician Plague Vase, except on the right side of 
the hallway. 


- Remote Controlled Ecto-1 ---------------------------------------------------
==============================================================================

 "c.1987 Created as part of the merchandising flood that followed the
 Ghostbuster's initial success, this remote controlled Ecto-1 was a favorite
 among the fans. Judging from its occasional twitching and wheel spinning this
 particular car seems to have had a run-in with a low level possessing sprite
 who has somewhere else to be."
 
 Location: History Museum

Down in the tunnel network. When you reach the giant tunnel shaft with the 
green crystals lining the walls, walk to the left with your PKE Meter in hand. 
It is lying on the ground a few feet away.


- Possessed Bell-Bottom Jeans ------------------------------------------------
==============================================================================

 "c.1970 Rumored to have first been haunted during a seance on the Merry
 Prankster's tour bus, these jeans have long been a staple of the psychedelic
 supernatural underground. Spotted backstage at Woodstock, caught on grainy
 16mm film in the candlelit background of a Haight-Ashbury love-in,
 photographed riding behind a member of a notorious biker gang fleeing
 Altamont, the 'Walking Pants' have been around whenever weirdness or tragedy
 strikes the hipster scene. The 'Walking Pants' are the hippie equivalent to
 the 'Girl on the Road' ghost story. Prior to their resurfacing this year,
 they haven't been seen since 1981."
 
 Location: Return to Hotel Sedgewick
 
At the entrance of the hotel, just after encountering the harmless ghosts in 
the foyer, proceed down the hall on your left. At the end, make a right to 
find the possessed jeans surrounded by a moat of Black Slime.


- Broccoli Queen Autobiography -----------------------------------------------
==============================================================================

 "c.1973 As related in her book, 'Confessions of a Broccoli Queen', the
 beautiful Sydney Chalmers came to the big city with big dreams and a modeling
 contract, and was selected Broccoli Queen of the Thanksgiving Day parade in
 1967. Little did she know that would be the pinnacle of her career. She went
 to Hollywood to make movies, but only appeared in a string of low grade
 exploitation films. A life of ongoing wild parties and desperation led her to
 pen a sexy and scathing tell-all of the beauty industry. Sydney died in a
 tragic and somewhat suspect hot tub accident the day the book hit the stands.
 She never knew that she'd finally found the success she craved, as the book
 entered bestseller lists and remained there for over two years. Not really
 cursed, but it's a really good airplane read."
 
 Location: Return to Hotel Sedgewick
 
Just as you discover the hotel manager shrieking like a schoolgirl, head up 
the staircase until you can go no further. In the corner, behind a few 
suitcases, is the autobiography.
 
 
- Cruel Oven -----------------------------------------------------------------
==============================================================================

 "The origins of this evil cooking device are unclear. What is known, however,
 is that demons and devils apparently love a home-cooked meal."
 
 Location: Return to Hotel Sedgewick
 
Yay for short entries! The Cruel Oven is found tucked behind a metal cabinet 
just after entering the kitchen. Pull the cabinet away from the wall to find 
the oven lying in a small alcove.
 
 
- Swiss Death Clock ----------------------------------------------------------
==============================================================================

 "c.1821 The Infamous Swiss Death Clock was constructed by Herschel Glueke,
 genius but demented watchmater. It is intended to show the exact time of
 death of anyone that comes near it. When placed in the Firehouse in close
 proximity to so many past-life entities, the clock's hands spins out of
 control. Peter uses sit as a desk fan."
 
 Location: Return to Hotel Sedgewick 
 
After cleaning up in the kitchen, backtrack to the front doors of the hotel. 
With your back against the main entrance, look on the far right side for a 
small door. Go inside to find the clock resting on the floor.
 

- Phantom Flush Toilet -------------------------------------------------------
==============================================================================

 "c.1906 Presented to His Majesty Edward VII as a diplomatic gift from the
 Moroccan ambassador, this stunning specimen of engineering and craftsmanship
 has been a harbinger of disaster and death since its initial casting.
 Unbeknownst to the ambassador, a Turkish drowning demon was bound to the
 magnificent throne as a fiendish assassination ploy.
 
 An insolent underbutler became the seat's first British victim, when said
 servant tried to use it before Edward had a chance. The underbutler was
 dragged to his horrible watery doom, and the toilet was quickly removed from
 the Royal Palace and thrown in the rubbish. It has since passed through many
 hands and households, spawning terror and tragedy in each. Even in this day
 and age, it is difficult to imagine that such a work of beauty is so
 incredibly deadly."
 
 Location: Return to Hotel Sedgewick 

Once you reach the 12th floor again, follow Egon until the two of you come to 
a fork in the road. While Egon goes straight, go left. At the end of the 
hallway, open the door to reach a bedroom. Inside you should hear faint 
flushing noises. Find the bathroom to ultimately discover the possessed toilet.


- The Unruly Beard of V. Belascu ---------------------------------------------
==============================================================================

 "c.1933 Russian demonologist Vladmir Belascu, performed exorcisms throughout
 Central Russia in the twenties and early thirties. He never noticed that one
 of the very minor subdemons he cast out had escaped into his beard, a massive
 and wild nest that stirred envy in most men. Upon his death, the possessed
 beard left Belascu's face and stowed aboard a freighter to the Americas. The
 beard has a tendency to affix itself to the chins of unknowing victims while
 they speak to mock them, but rarely does any real harm."
 
 Location: Return to Hotel Sedgewick 

You will soon come to a second intersection after entering the web-filled 
corridors, and again you will disobey Egon and take the path he ignores. At 
the fork, head to the right to eventually find the beard floating in midair.


- Church of Gozer Songbook ---------------------------------------------------
==============================================================================

 "c.1919 Having resuscitated the Dark Church of Gozer and wanting to increase
 its popular appeal, Ivo Shandor made attempts at updating ancient Sumerian
 droning rituals to modern-day worship songs. The practice of singing in the
 Dark Church was abandoned soon afterward."
 
 Location: Lost Island

Once making it onto Shandor's property, look behind the brown storage 
containers to find the book lying on a wall. You will have to destroy some 
barrels blocking your way in order to reach it.


- Anguished Stuffed Bear -----------------------------------------------------
==============================================================================

 "The origin of this ratty old stuffed bear is not known but its paranormal
 behavior, the emitting of an off-putting (though strangely compelling) cry of
 anguish, has been periodically heard since the day it was removed from
 'Clough's Museum of Taxidermic Curiosities' in December, 1867."
 
 Location: Lost Island

Inside the hedge maze. Using the staircase as a reference point, proceed to 
the northwest corner of the maze and look on the ground behind the crank. The 
artifact can be tough to spot due to it hiding in a patch of tall weeds.


- "Fox Hunt on Tiamat Island" ------------------------------------------------
==============================================================================

 "c.1910 Artist and Shandor devotee Vikram Veedam painted this fanciful scene
 after attending a prestigious foxhunt on Tiamat Island."
 
 Location: Lost Island

After dealing with the ghosts and monsters in the Black Mass, walk past the 
exit and look in the corner once you've come to a dead end. Some frail wooden 
beams are covering up a hole in the wall; destroy the obstacle to find the 
painting inside a hidden room.


- Wheel of the Alabaster Wretch ----------------------------------------------
==============================================================================

 "c.1796 The Alabaster Wretch was lost with all hands while carrying 
unspecified cargo from Zanzibar. The ship's manifest records the uneasy 
misgivings of Captain Alfred Ghaster: 'Crew is on edge. We hear the blasted 
singing from below decks both night and day now. But there's no one down 
there! I have resolved to pitch that cursed Albanian's strange-shaped crates 
overboard tonight, and if he protests he'll go too.'"
 
 Location: Lost Island

Down in the catacombs. When you initially discover the Venom Crawlers down in 
the tunnel, search where it came from by going to the right. Inside this small 
room is the wheel.


- Ghostbusters DVD -----------------------------------------------------------
==============================================================================

 "c.2008 Shandor cultists, searching for artifacts from the future that would
 reveal the outcome of their plan for world destruction, retrieved only this
 sad, transparent attempt at cross-marketing. It's an awesome movie, though.
 Available now, only on DVD!"
 
 Location: Lost Island

When you reach the first intersection in the sewer maze, take a right. It's on 
the ground in plain sight a few feet away.


- Singing Slime --------------------------------------------------------------
==============================================================================

 "The origin of these colorful jars of slime is not known but it can't be all
 bad. I mean they're singing barbershop, right?"
 
 Location: Lost Island

Go forward upon entering the laboratory until you are stopped by metal pipes. 
To the left, beyond a metal pipe, are the jars neatly lined up on the floor.


- Whistling Bust of Mausch ---------------------------------------------------
==============================================================================

 "c.1734 Friedrich der Mausch was a damned sneak, and was always up to
 something. His bust, carved by the Italian geneius Marscapone, is the exact
 same way."
 
 Location: Central Park Cemetery
 
At the start of the level, go forward and around the bend. It's right there.


- Ghostbuster's Mug & Balloon ------------------------------------------------
==============================================================================

 "c.1989 The Ghostbusters offered this souvenir mug and balloon as a service 
 premium during the 'comeback' phase of their career. It's assumed that one of
 the escapee ghosts from teh containment unit snatched these and carried them
 to the Central Park Cemetery: even ghosts like to pick up a souvenier
 occasionally."
 
 Location: Central Park Cemetery

Upon reaching the front door of the church, go to the right towards the 
mausoleums. The artifact is behind the mausoleum on the left.


- Stone Angel Head -----------------------------------------------------------
==============================================================================

 "c.1943 This status originally resided with many others in a fountain in a
 quite piazza near the Ponte Vecchio. Stores have it that, during World War
 II, a squad of Blackshirts was brutalizing a woman and her small children.
 When one of the children fell, his head struck the rim of the fountain, and
 he died instantly. The fountain's cherubs stirred to life at that moment,
 wailing and crying, beseeching 'Perche. Il Duce? Perche?' Indeed, the stone
 cherubs never stopped, and made such an awful and pain-filled sound that the
 fountain had to be demolished by explosives. A single stone angel head was
 gathered up by villagers and hidden in a deep well until Mussolini was
 overthrown, which is the exact moment the head stopped crying."
 
 Location: Central Park Cemetery

Once Ray teams up with you again, you'll slowly backtrack through the Central 
Park Cemetery. Once you reach the church again, destroy the tombstones 
blocking the doorway and go through. From here, inspect the mausoleum directly 
in front of you. The artifact is lying on the ground, behind a patch of 
burnable bushes. 


- Ghostfruit Tree ------------------------------------------------------------
==============================================================================

 "c.1983 The extremely rare and delicate ghostfruit tree was imported from the
 deepest swamps of Louisiana by horticulturist Fran Abernathy. Abernathy
 hybridized the plant with other strains that she never revealed to make it
 hardier and easier to grow in slightly less satanic climates."
 
 Location: Central Park Cemetery

Once you and Ray have escaped the crypts, go up the stairs and follow the dirt 
trail to the right. Move through the entranceway and search behind the 
mausoleum to easily find it.


- The Skull of Ivo Shandor ---------------------------------------------------
==============================================================================

 "Convinced that society was too sick to survive, Ivo Shandor created a cult
 dedicated to bringing about the end of the world. He had more than 1,000
 followers when he died and they made sure he was interred in dramatic
 fashion: following hours of Gozerian rituals his body was carefully placed in
 a dramatic, in unnerving mausoleum. In the end, however, time and decay did
 to him what they do for all - with one exception: though he rests in pieces,
 Shandor doesn't rest in piece and his skull occasionally lapses into ranting
 fits and the odd soliloquies on disappointment and faded glory."
 
 Location: Central Park Cemetery

Found inside the waterfall room underground. Go to the right to be cut off by 
a pile of stones. Look over the pile to find the skull. Alternatively, circle 
around the pool of water to the left to eventually reach the skull if you have 
trouble scanning it from the other side of the rocks.


- Archangel's Gallbladder ----------------------------------------------------
==============================================================================

 "c.mid 1300s An unknown Turkish merchant found this curiosity lying in a 
field. It has changed hands countless times since then. It has no known 
purpose or use, but instills a sense of wellbeing, and has therefore been 
treasured by each of its subsequent owners."
 
 Location: Central Park Cemetery

When you reach the gated-in area before the Stone Angel fight, search the 
nooks to the left of the non-glowing, severely less creepy gate.

______________________________________________________________________________

 6] WATER FOUNTAINS                                                     [0600]
______________________________________________________________________________

- Hotel Sedgewick ------------------------------------------------------------
==============================================================================

* Water Fountain
  Before following Ray down the stairs, use the water fountain at the base of
  the steps. Sounds weird, but it'll help you unlock an achievement!

* Water Fountain
  After the cranky hotel manager moves aside, enter the room and immediately
  head to the right. Across from the two vending machines is a water fountain.

* Water Fountain
  Facing the elevator that opened, turn around and look straight ahead. The
  water fountain is tucked away in the far corner.


- Times Square ---------------------------------------------------------------
==============================================================================

* Water Fountain
  Just past the line of laundry machines, next to the exit, is the fountain.

* Water Fountain
  As soon as you exit the elevator, run down to the end of the corridor. Just
  on your left is the water fountain, right before the offices.
  

- Public Library -------------------------------------------------------------
==============================================================================

* Water Fountain
  As much fun it would be to get your hands on a cute stuffed panda, ignore it
  for now and first drink from the fountain on your right.
  
  
- History Museum -------------------------------------------------------------
==============================================================================

* Water Fountain
  After enduring Peter's cruel, sick joke, proceed around the bend to find the
  water fountain on the side of the wall. It's just before the door.


- Return to Hotel Sedgewick --------------------------------------------------
==============================================================================

* Water Fountain
  As soon as you open the door to the generator room, look right in front of
  your eyes to catch the water fountain in the corner.

______________________________________________________________________________

 7] EQUIPMENT                                                           [0700]
______________________________________________________________________________

- Blast Stream Focusing ------------------------------------------------------
==============================================================================

* Reduces Beam Wandering
* Up, Right Trigger to Fire

Utilizing a series of charged nucleon jackets, the Blast Stream Focuser 
increases the proton stream's stability, greatly reducing the amount of beam 
perturbation or "wander".

 Cost: $1,500
 

- Blast Stream Recoil Decrease -----------------------------------------------
==============================================================================

* Removes Movement Restrictions
* Up, Right Trigger to Fire

Increasing the packs number of nucleon jackets as well as adding a second 
proton buffer reduces the Proton Stream's negative energy kick back allowing 
the user to move more quickly while firing his weapons. Note: Smoking emitter 
coils are considered normal and should note cause undue concern.

 Cost: $10,000
 
 
- Boson Dart Supercharge -----------------------------------------------------
==============================================================================

* Heat Cost Reduction and Damage Increase
* Left Trigger while firing Blast Stream

It has been discovered that the addition of a fermion absorption ring to the 
Proton Pack's Neutrona Wand substantially reduces boson particle overheating 
allowing more Boson Darts to be fired before causing pack shutdown. Boson Dart 
impact damage is also increased. Also, accidental Neutrona Wand blockage 
vaporization damage is reduced to only 1 mile!

 Cost: $12,000
 

- Boson Damage Immunity ------------------------------------------------------
==============================================================================

* User Damage Reduction
* Left Trigger while firing Blast Stream

In addition to the installation of a secondary fermion absorption ring, 
extensive modifications to the Boson emitter's integer field have led to the 
absorption of close range boson particles. This dramatically reduces the 
amount of damage taken by point-blank and close proximity Boson Dart impacts. 
Please note that these Z-based modifications in no way compromise the dart's 
Bose-Einstein statistics!

 Cost: $14,000
 

- Slime Blower Force Increase ------------------------------------------------
==============================================================================

* Range and Damage Increases
* Down, Right Trigger to Fire

Channeling a low-level stream from the pack's proton emitters directly into 
the Plasm Containment Vessel has nearly tripled the ectoplasm's replication 
rate providing the Slime Blower with a range and damage increase. Take note 
that the impressive amount of pressure exerted by this super-agitated 
extoplasm will most likely not result in a Plasm Tank rupture.

 Cost: $3,000
 
 
- Reduced Slime Consumption --------------------------------------------------
==============================================================================

* Reduced Slime Consumption per Shot
* Down, Right Trigger to Fire

A more energetic ectoplasm growth medium has been developed. Initially 
discovered among Dr. Spengler's collection of spores, molds and fungus, the 
addition of this growth medium to the Proton Pack's plasm tank causes the 
ectoplasm to replicate more vigorously which greatly increases the slime's 
replication rate. This allows the Slime Blower to be fired for longer periods 
before emptying the tank and forcing a shutdown until ectoplasm again 
replicates to usable levels. It has been reported that this new growth medium 
does, on rare occasions, restore some of the slime's previous "emotive" 
characteristics so it is highly encouraged to put the Slime Blower away when 
entering areas where punk, heavy metal or hip hop music is being played very 
loudly.

 Cost: $4,000


- Slime Tether Duration Boost ------------------------------------------------
==============================================================================

* Creates Longer Lasting Slime Tethers
* Down, Left Trigger to Fire

Increasing the rotation speed of the Slime Tether's emitter "spinnerets" 
substantially increases ectoplasm strand cohesion which results in longer 
lasting slime tethers. It should be noted that on rare occasions a mini-strand 
launched by a spinneret misfire has been known to suddenly (and inopportunely) 
tether a Ghostbuster's legs together. Stride accordingly.

 Cost: $5,000
 
 
- Slime Tether Cost Reduction ------------------------------------------------
==============================================================================

* Tether Slime Cost Reduction
* Down, Left Trigger to Fire

It has been discovered that flash heating ectoplasm immediately before it 
enters the Slime Tether's compression chamber results in a tether strand that 
requires fewer ectoplasm linkages. This reduces the amount of slime needed for 
each tether allowing the user to fire more slime tethers before a pack 
shutdown is triggered. It has also been reported that this flash heating 
substantially improves a tether strand's taste, though it is suggested you 
don't attempt to verify this for yourself.

 Cost: $8,000


- Shock Blast Rate Increase --------------------------------------------------
==============================================================================

* Rate of Fire Increase
* Left, Right Trigger to Fire

Experimenting with the Shock Blast's baryon condenser ring has resulted in a 
subtantial increase in the recharge rate of dark matter particles without a 
corresponding heating rate increase. This results in a dramatic increase in 
the Shock Blast's rate of fire. Condenser ring leakage has been known to 
affect the wearer's neuro-electric state resulting in an elevated intemperance 
and an increase in general wantonness. User discretion is advised.

 Cost: $11,000


- Shock Blast Heat Reduction -------------------------------------------------
==============================================================================

* Reduces Shock Blast Heat Cost
* Left, Right Trigger to Fire

It has been found that adding a positive graviton filter to the Shock Blast's 
condenser ring decreases the heat cost for each generated pulse of high 
density, stripped dark matter particles. This reduces the heating cost of each 
blast allowing the device to be fired more before risking overheating. Because 
the glare from the graviton filter's vent array can cause temporary blindness, 
please refrain from looking directly down into the Neutrona Wand when a blast 
is triggered.

 Cost: $12,000
 
 
- Stasis Stream Amplifier ----------------------------------------------------
==============================================================================

* Immobilization Rate Increase
* Left, Left Trigger to Fire

Oscillating the Stasis Stream's particle flow at precisely 3.14159 GHz has 
substantially amplified the order-reversing particles' hypobonding capacity 
leading to an increased enemy immobilization speed. To pre-answer a commonly 
asked question: Being exposed to these order-reversing particles affects the 
user's gender in no discernable way.

 Cost: $6,000
 

- Stasis Stream Heat Reduction -----------------------------------------------
==============================================================================

* Reduces Stasis Stream Heat Cost
* Left, Left Trigger to Fire

Adding a secondary particle inhibitor to the device's accumulator core 
decreases the Stasis Stream's heat accumulation rate allowing the device to be 
fired for much longer periods before rising an automatic overheating shutdown. 
Please note that O-R particle back flow can result in numb fingers and hands. 
Also, avoid undue wand contact or risk experiencing fleeting feelings of 
ennui, angst and boredom-laced paranoia.

 Cost: $9,000


- Meson Collider Penetration -------------------------------------------------
==============================================================================

* Adds Shot Penetration
* Right, Right Trigger to Fire

It's been determined possible to vent excess bosons from the pack's fermion 
absorption ring directy into the meson particle stream. The resulting increase 
in the angular momentum of the stream's meson flow substantially increases the 
Meson Collider's shot penetration potential allowing the careful user to 
damage more than one target at a time. While extended proximity to 
this "enriched" meson stream has resulted in the sterility of laboratory mice, 
its impact on humans remains debatable.

 Cost: $7,000
 
 
- Meson Collider Accelerator -------------------------------------------------
==============================================================================

* Rate of Fire Increase
* Right, Right Trigger to Fire

Extending the Proton Pack's ring accelerator helix increase the surface area 
of the collider's radiator. Though a secondary stabilizer is required to 
maintain quark/anti quark balance, the resulting meson stream recharge 
acceleration provides a noticeable rate of fire increase.

 Cost: $10,000
 
 
- Overload Pulse Accelerator -------------------------------------------------
==============================================================================

* Rate of Fire Increase
* Right, Tap Left Trigger to Fire

Pulsing the Meson Collider's primary field coil and shunting the generated 
overflow through the Boson Dart's boson absorption matrix dramatically 
decreases the recharge interval between the generation of each Overload Pulse 
projectile resulting in a substantially increased rate of fire.

 Cost: $8,000
 

- Overload Pulse Enhancer ----------------------------------------------------
==============================================================================

* Damage Increase
* Right, Tap Left Trigger to Fire

The addition of a bleeder line to the Proton Pack's neutron sump creates 
addition capacitor storage. This increases the maximum pressure load of each 
Overload Pulse projectile yielding a substantial damage increase. Note: though 
this damage increase is strong enough to penetrate the membrane that separates 
this reality from the next it has been proven unadvisable to use this 
dimensional rip for storage, spot cleaning or as a trash receptacle.

 Cost: $10,000
 

- PKE Meter Scan Improvement -------------------------------------------------
==============================================================================

* Increase Scan Target Size
* Y, Tap Right Trigger to Scan

Substituting the platinum core of the PKE Meter's detector assembly with a 
rhodium replacement increases the sensitivity of the PKE Meter's neutron flux 
level detectors. This expands the PKE Meter's active scan area making it 
easier to "frame" good scans of erratically moving entities. Please be aware 
that rhodium strongly stains human skin so tampering with the PKE Meter's 
detector assembly in the hopes of liberating this highly valuable exotic metal 
core for personal use will be noticed and is grounds for a harshly-worded and 
very sarcastic verbal warning.

 Cost: $5,000
 
 
- PKE Meter Recharge Booster -------------------------------------------------
==============================================================================

* Decrease Scan Recharge Time
* Y, Tap Right Trigger to Scan

Replacing the PKE Meter's magnetron with a miniaturized klystron amplifier not 
only improves the received scan signal strength but also reduces the intra-
scan reset pause resulting in a substantial decrease in the scan recharge 
time. Also, scanning now releases the refreshing scent of lilacs.

 Cost: $8,000
 
 
- Fast Trap ------------------------------------------------------------------
==============================================================================

* Increases Ghost Trap Draw Down Rate

Extensive tinkering has revealsed that removing the Ghost Trap's magnetic 
buffer plate and its attached shield panels maximizes charge accumulation and 
yields the maximum ghost draw down rate possible. Rest assured that the 
removal of this buffer plate and shield assumbly probably doesn't compromise 
user safety in any way.

 Cost: $5,000
 
 
- Slam Dunk Trapping ---------------------------------------------------------
==============================================================================

* Enables Slam Dunking
* A ghost slammed directly onto the Ghost Trap is automatically trapped

Loosening the Ghost Trap's magnetic buffer plate allows a greater surplus 
charge accumulation in the secondary containment coils which greatly decreases 
the trap's close range triggering threshold. If a dazed ghost is slammed to 
the ground near a trap, it can be drawn down instantly, completely bypassing 
the trap's containment cone deployment phase. The occasional venting of plasma 
through the pack's primary intake vent is nothing to worry about (though minor 
carpet singeing has been reported).

 Cost: $18,000

______________________________________________________________________________

 8] ACHIEVEMENTS                                                        [0800]
______________________________________________________________________________

Here are all the achievements found in the game, in alphabetical order.


- ...And You Want to Keep It? (20) -------------------------------------------
==============================================================================

Collect a Cursed Artifact


- Aim for the Flat Top! (10) -------------------------------------------------
==============================================================================

Eliminate a creature


- Are You a God? (100) -------------------------------------------------------
==============================================================================

Complete the game on "Professional" difficulty


- Back Off Man. I'm a Scientist (40) -----------------------------------------
==============================================================================

Obtain 100% PKE scans for every paranormal creature


- But the Kids Love Us! (20) -------------------------------------------------
==============================================================================

The children's reading room has a story to tell, but it will take more than
your eyes to see it


- Disaster of Biblical Proportions (20) --------------------------------------
==============================================================================

Complete the "Central Park Cemetery" level


- Egon's Guinea Pig (10) -----------------------------------------------------
==============================================================================

Use one of every pickup (both power-ups and equipment)


- Employee of the Month (10) -------------------------------------------------
==============================================================================

Be top earner in each Xbox LIVE job type


- Get Her! (20) --------------------------------------------------------------
==============================================================================

Complete the "Checking Out the Library" level


- Ghost Fever Grips New York (20) --------------------------------------------
==============================================================================

Complete the "Museum of (Super)natural History" level


- Ghostbusters Drinking Game (40) --------------------------------------------
==============================================================================

Quench your thirst wherever possible to avoid being scared spitless


- Gozer's Most Wanted (15) ---------------------------------------------------
==============================================================================

Successfully complete each Xbox LIVE job in every location


- Heat 'Em Up (20) -----------------------------------------------------------
==============================================================================

Purchase all upgrades for the Proton Gun


- Hedgebuster (10) -----------------------------------------------------------
==============================================================================

The hedge maze is a real eyesore; do some Protonic pruning


- I Ain't 'Fraid of No Ghost! (10) -------------------------------------------
==============================================================================

Trap a ghost


- I Don't Want My Face Burned Off (20) ---------------------------------------
==============================================================================

Purchase all upgrades for the Meson Collider


- I Feel So Funky (5) --------------------------------------------------------
==============================================================================

Get slimed by a charging ghost


- I Looked at the Trap, Ray! (20) --------------------------------------------
==============================================================================

Recover 20 of your own full ghost traps


- I Love You When You Rough-House! (10) --------------------------------------
==============================================================================

The tidy arcitectural office could use some Proton-based humbling


- I'm a Ghostbuster, Not a Doctor! (20) --------------------------------------
==============================================================================

Revive your teammates 20 times


- I'm Picking Up A Signal... (20) --------------------------------------------
==============================================================================

Obtain a 100% PKE scan on a paranormal creature


- I've Quit Better Jobs Than This. (20) --------------------------------------
==============================================================================

Some ghosts had a real blowout in the coat room. Clean it up?


- It's a Living (10) ---------------------------------------------------------
==============================================================================

Trap over 50 ghosts in your Xbox LIVE Ghostbusting career


- It's Slime Time (20) -------------------------------------------------------
==============================================================================

Use the Slime Tether on 15 ghosts


- Kosher! (10) ---------------------------------------------------------------
==============================================================================

Remedy a dubious food choice to make the bar mitzvah as orthodox as it can be


- Let Me Guess, Gozer Worshippers (20) ---------------------------------------
==============================================================================

Complete the "Lost Island Rising" level


- Loans Paid Off (10) --------------------------------------------------------
==============================================================================

More than $100,000 earned in Xbox LIVE


- Mother Pus Bucket! (20) ----------------------------------------------------
==============================================================================

Purchase all upgrades for the Slime Gun


- Nice Shootin', Tex! (30) ---------------------------------------------------
==============================================================================

Complete the game with less than $100,000 in property damage


- No Job Too Big (10) --------------------------------------------------------
==============================================================================

Defeat all Most Wanted Ghosts


- On the Payroll (10) --------------------------------------------------------
==============================================================================

Successfully complete one Xbox LIVE campaign


- Once S'more Into the Breach (20) -------------------------------------------
==============================================================================

Complete the "Panic in Times Square" level


- One Down, On the Ground! (20) ----------------------------------------------
==============================================================================

Airborne coffins are an affront to gravity; use your Proton Pack to avenge
Mother Nature!


- Overachiever (15) ----------------------------------------------------------
==============================================================================

Get over $2,500,000 in Xbox LIVE, over 30 post-job awards, 50 jobs completed


- Payday! (10) ---------------------------------------------------------------
==============================================================================

Be the overall top earner in each Xbox LIVE campaign setting


- Slam Dunk! (15) ------------------------------------------------------------
==============================================================================

Slam dunk a ghost into a trap


- Slime Dunk! (15) -----------------------------------------------------------
==============================================================================

Trap a ghost using the Slime Tether


- Somebody Saw a Cockroach On 12 (20) ----------------------------------------
==============================================================================

Complete the "Return to the Sedgewick" level


- Spores, Molds, and Fungus (40) ---------------------------------------------
==============================================================================

Collect all Cursed Artifacts


- Stasis Dunk! (15) ----------------------------------------------------------
==============================================================================

Trap a ghost using the Stasis Stream


- The Destructor (30) --------------------------------------------------------
==============================================================================

Complete the game with more than $3,000,000 in property damage


- The Flowers are Still Standing! (20) ---------------------------------------
==============================================================================

Complete the "Welcome to the Hotel Sedgewick" level


- Total Protonic Reversal (5) ------------------------------------------------
==============================================================================

Knock yourself down with your own weapon


- Wanted! (10) ---------------------------------------------------------------
==============================================================================

Defeat three Most Wanted Ghosts


- We Be Fast! They Be Slow! (20) ---------------------------------------------
==============================================================================

Purchase all upgrades for the Dark Matter Generator


- We Came, We Saw... (50) ----------------------------------------------------
==============================================================================

Complete the game on "Casual" or "Experienced" difficulty


- We Have the Talent! (20) ---------------------------------------------------
==============================================================================

Complete the Firehouse training level


- We Have the Tools! (40) ----------------------------------------------------
==============================================================================

Purchase all available equipment upgrades


- You Gotta Try This Pole! (5) -----------------------------------------------
==============================================================================

Slide down the fire pole


- You Never Studied (10) -----------------------------------------------------
==============================================================================

Keep your ears open to learn everything you can about the Civil War

______________________________________________________________________________

 9] BESTIARY                                                            [0900]
______________________________________________________________________________

==============================================================================
 9.1] ENEMIES                                                           [0910]
==============================================================================

- Beauty Queen Ghost ---------------------------------------------------------
==============================================================================

 Category: Class IV Wandering Possessor
 Type: Ghost [must trap]
 
 Attack: Range
 Weakness: Proton Stream
 Dazed Duration: Moderate
 Trap Resistance: Medium
 Special: Possess Bystanders

 "Beauty pageants and parades of all sorts have always been a big part of the
 culture of NYC, and Beauty Queens have been among the city's crowning jewels.
 Beauty Queens hate to be replaced, though, and for some, perching atop
 thrones and waving to the masses is their high point in life. In death, they
 remain desperate for attention and return to reign and be adored all over 
 again in spectral splendor."


- Bellhop Ghost --------------------------------------------------------------
==============================================================================

 Category: Class III Animating Specter
 Type: Ghost [must trap]
 
 Attack: Melee, Range
 Weakness: Proton Stream
 Dazed Duration: Long
 Trap Resistance: Low
 
 "While all grand old hotels have their dark secrets, the elegant Sedgewick
 Hotel has the others trumped. Ever since it opened in 1897, the Sedgewick has
 exuded an eerie atmosphere. An inordinate number of guests and staff have met
 untimely ends due to strange accidents and sometimes foul play. Most of them
 stay forever, drawn to an inexorable force that traps them in the Sedgewick's
 many corridors, suites, ballrooms, and service areas.
 
 The spectral staff takes great care of the hotel, and they don't appreciate
 disturbances other than the ones they create themselves."


- Black Slime ----------------------------------------------------------------
==============================================================================

 Category: Class I Caustic Seep
 Type: Environmental [inert]
 
 "Black Slime is encountered in locations of intersection between the real and
 the ghost worlds. It is a dangerous substance formed of ectoplasm
 supersaturated with negative energy. Black Slime is incredibly caustic and
 will cause severe damage to anyone heedless enough to come into contact with
 it.
 
 Based on its spectral resonance echo, Black Slime also appears to function as
 a conduit for PKE energy and could, if saturated with enough spiritual
 energy, conceivably act as a ghost portal."


- Black Slime Fiend ----------------------------------------------------------
==============================================================================

 Category: Class V Black Slime Fiend
 Type: Corporeal [dispersible]
 
 Attack: Melee, Rush, Ambush
 Weakness: Slime
 Special: Ambusher
 
 "These humanoid fiends are composed entirely of PKE-saturated Black Slime.
 Motivated by a seething anger and caustic to the touch, Black Slime Fiends
 are dangerous, if straightforward and unimaginative fighters. But don't be
 lulled by their apparent simplicity! Black Slime Fiends are seldom
 encountered alone."
 
 
- Black Slime Ghost ----------------------------------------------------------
==============================================================================

 Category: Class V Black Slime Floater
 Type: Corporeal [dispersible]
 
 Attack: Range, Rush
 Weakness: Slime
 Dazed Duration: Short
 Trap Resistance: High
 
 "These entities are unique among Class V ghosts. Unlike other phantoms, the
 ectoplasm that creates the form of these creatures is infused with Black
 Slime. The resulting hybrid is an exceptionally dangerous enemy that can be
 difficult to overcome.

 Recent developments have indicated that Black Slime Floaters may not be a
 naturally occurring denizen of the ghost world."

 
- Black Slime Monster --------------------------------------------------------
==============================================================================

 Category: Class VI Slime Shambler
 Type: Corporeal [dispersible]
 
 Attack: Melee, Range, Berserk
 Weakness: Slime
 
 "These power brokers hailed from and dominated their respective industries
 in the late 1800's through the mid-1900's. Shandor used his dark abilities to
 help each of them in some state of their careers, and they were indebted to
 him. They came together publicly as trustees of the Natural History Museum,
 and privately misused their influence to help Shandor implement and maintain
 his Mandala throughout the city.

 When they died, they returned as guardians to the Mandala. Their closeness
 to Shandor's evil regenerated them as entities made of Black Slime."


- Black Slime Portal ---------------------------------------------------------
==============================================================================

 Category: Class I Trandsimensional Conduit
 Type: Corporeal [dispersible]
 
 Attack: Spawn
 Weakness: Slime
 
 "These conduits or dimensional rips provide temporary and highly unstable
 portals between our world and the ghostworld. It is not known if these
 portals are formed in especially dense pockets of Black Slime or if the
 portal forms first and the black slime follows through the resulting weakened
 dimensional intersection. Either way, these conduits are inextricably tied to
 Black Slime and the neutralization of surrounding black slime has been known
 to close the Black Slime Portal as well."
 
 
- Book Bat -------------------------------------------------------------------
==============================================================================

 Category: Class I Inhabiting Swarmer
 Type: Corporeal [dispersible]
 
 Attack: Rush, Swarm
 Weakness: Shock Blast
 
 "It's a book... but it acts like a bat! They can be very dangerous when
 flocking in swarms. These bat-like minion spirits have been forced into the
 mortal plane where they animate books and tomes. Book Bats often travel in
 swarms and are very territorial, attacking when disturbed. Under some
 circumstances these Class I entities can be coerced or controlled by more
 powerful entities."

 
- Book Centurion -------------------------------------------------------------
==============================================================================

 Category: Class IV Armored Composite
 Type: Corporeal [dispersible]
 
 Attack: Melee, Range, Rush
 Weakness: Proton Stream
 Special: Damage Blocking Shield
 
 "It's not known if the attraction is the books or the actual stored
 knowledge, but these Class IV entities favor the same book and scroll-filled
 locations that Paper Constructs are drawn to. Book Centurions are composed of
 PKE-bonded books and papers, but with a higher book concentration. Most
 notably, however, Book Centurions carry a distinctive shield, a concentrated
 PKE barrier that blocks most directed energy attacks. Fortunately, the
 Capture Stream can still indirectly attack and can be used to tear the shield
 from the Centurion's hand."

 
- Book Golem -----------------------------------------------------------------
==============================================================================

 Category: Class VI Bi-Dimensional Animator
 Type: Unstable [wrangle parts]
 
 Attack: Melee, Berserk
 Weakness: Shock Blast
 
 "Golems can bend objects to their will, manipulating them to form portions
 of their own physically manifested form. PK energy greatly enhances the
 golem's ability to reconstitute damaged or destroyed portions of its 'body'.
 This golem was formed from overly energetic PKE charged books in the Public
 Library."

 
- Candelabrum Crawler --------------------------------------------------------
==============================================================================

 Category: Class II Vermin Imprinter
 Type: Corporeal [dispersible]
 
 Attack: Range, Swarm
 Weakness: Proton Stream
 
 "Candelabrum Crawlers are powered by swarming little vermin spirits who
 animate seemingly innocent light fixtures and turn them to sinister purpose.
 These spirits, primarily the imprint of an animal life-force that once
 existed in our physical world, take over simple objects and then force them
 into a rough copy of their original physical form."

 
- Cemetery Crawler -----------------------------------------------------------
==============================================================================

 Category: Class II Vermin Mimic
 Type: Corporeal [dispersible]
 
 Attack: Range, Rush, Swarm
 Weakness: Boson Dart
 
 "Cemetery Closely related to Imprinting Vermin Spirits (aka 'Candelabrum
 Crawlers'), like other scuttlers, these class II Vermin Mimics are powered by
 swarming minor spirits that animate gravestones and other funerary monuments.

 Because Cemetery Crawlers are composed primarily of stone, they are more
 resistant to damage than is typical for class II entities and is another
 reason why it is probably best to spend as little time in haunted cemeteries
 as possible."

 
- Chef DeForrest -------------------------------------------------------------
==============================================================================

 Category: Class IV Anchored Phantom
 Type: Ghost [must trap]
 
 Attack: Melee, Range, Spawn
 Weakness: Proton Stream
 Dazed Duration: Moderate
 Trap Resistance: Medium
 Special: Summons Minions
 
 "Chef DeForrest was a talented chef on the verge of becoming world-famous.
 The night the restaurant critic came to his restaurant, however, things went
 poorly. In order to avoid a bad review, the intensely paranoid Chef poisoned
 the critic's dessert course. He hid the poison poorly, though, and it
 accidentally found its way into the staff's dinner the following evening.
 The entire staff, including Chef DeForest himself, died horrible and painful
 deaths.

 Like the rest of his staff, Chef DeForrest was imported to NYC and the
 Sedgewick hotel with his kitchen equipment."
 

- Coal Golem -----------------------------------------------------------------
==============================================================================

 Category: Class VI Bi-Dimensional Animator
 Type: Unstable [wrangle parts]
 
 Attack: Melee, Berserk
 Weakness: Shock Blast
 
 "Golems can bend objects to their will, manipulating them to form portions
 of their own physically manifested form. PK energy greatly enhances the 
 golem's ability to reconstitute damaged or destroyed portions of its 'body'.
 This golem was formed from PKE charged coal in the NYC Public Library's
 furnace room.

 What's so scary about a pile of coal? Nothing until it balls up a massive
 fist and smacks you with it."
 

- Confederate Ghost ----------------------------------------------------------
==============================================================================

 Category: Class IV Full-Torsoed Specter
 Type: Ghost [must trap]
 
 Attack: Melee, Range, Rush
 Weakness: Proton Stream
 Dazed Duration: Moderate
 Trap Resistance: Medium
 
 "These ghosts, fighting for Poindexter's Partisan Rangers, were so
 dedicated and focused during their battle that when it ended -- with their
 deaths -- they failed to realize it. Trained to unerringly follow their
 regimental banner, when that tattered battle flag made its way into the 
 museum's collection so did they. Unfortunately, there they encountered other
 ghosts loyal to the Union, and the resulting fight has raged ever since.

 Poindexter's Partisan Rangers evidently believe that the South will rise
 again -- even if it takes more than a lifetime."

 
- Construction Worker Ghost --------------------------------------------------
==============================================================================

 Category: Class III Animating Specter
 Type: Ghost [must trap]
 
 Attack: Melee, Range
 Weakness: Proton Stream
 Dazed Duration: Long
 Trap Resistance: Low
 
 "Skyscraper and bridge construction crews: brave souls that, since the
 evolution of the Manhattan skyline, have met their fates in terrible
 accidents. They've fallen from great heights, been crushed by swinging steel,
 drowned in vats of setting concrete and scalded by hot pitch.

 The city is built on the bones of these victims of on-the-job construction
 accidents. Now they've all found new careers in deconstruction."
 
 
- Cook Ghost -----------------------------------------------------------------
==============================================================================

 Category: Class III Animating Specter
 Type: Ghost [must trap]
 
 Attack: Range
 Weakness: Proton Stream
 Dazed Duration: Long
 Trap Resistance: Low

 "To avoid a scathing review, the famous French chef DeForrest poisoned a
 food critic's dessert course. Unfortunately he did a poor job of hiding the
 poison and the next night it accidentally found its way into his staff's
 dinner, causing them all horrible and painful deaths.

 When the state-of-the-art kitchen equipment was bought and imported to NY by
 the Sedgewick Hotel, the ghosts of the chef and his now post-mortal staff
 unfortunately came with it."
 

- Cruster --------------------------------------------------------------------
==============================================================================

 Category: Class V Telekinetic Animator
 Type: Ghost [must trap]
 
 Attack: Range, Telekenetic
 Weakness: Proton Stream
 Dazed Duration: Long
 Trap Resistance: Medium
 
 "These animator ghosts never walked the Earth as humans. They are
 ectoplasmic entities that came through inter-dimensional tears to our world.
 These creatures seem to personify sloth and, unlike most ghosts, these Class
 V entities don't seem to operate alone - they almost always seem to be
 accompanied by another of their kind."
 
 
- Crusto ---------------------------------------------------------------------
==============================================================================

 Category: Class V Telekinetic Animator
 Type: Ghost [must trap]
 
 Attack: Range, Telekenetic
 Weakness: Proton Stream
 Dazed Duration: Long
 Trap Resistance: Medium
 
 "These animator ghosts never walked the Earth as humans. They are
 ectoplasmic entities that came through inter-dimensional tears to our world.
 These creatures seem to personify sloth and, unlike most ghosts, these Class
 V entities don't seem to operate alone - they almost always seem to be
 accompanied by another of their kind."
 

- Cultist --------------------------------------------------------------------
==============================================================================

 Category: Class III Elevated Remnant
 Type: Ghost [must trap]
 
 Attack: Range
 Weakness: Meson Collider
 Dazed Duration: Short
 Trap Resistance: High
 
 "Shandor's horde of Gozer worshippers are drawn from around the world.
 Shandor cultivated his minions carefully, drawing followers both from the
 world's most affluent quarters and from the halls of intelligentsia. He
 promised them all stations of power and glory in the new post-Gozer
 millennia, while secretly binding them to his own service in life and
 afterwards. Though fairly powerful entities, these cultists seem to be
 subservient to other, more powerful creatures."
 
 
- Cultist Summoner -----------------------------------------------------------
==============================================================================

 Category: Class III Mortal Remnant
 Type: Ghost [must trap]
 
 Attack: Melee, Range, Spawn
 Weakness: Meson Collider
 Dazed Duration: Moderate
 Trap Resistance: Medium
 Special: Summoning Ability

 "Once lesser leaders in Shandor's cult, these 'elevated' cultist are now
 part of his paranormal horde of minions. Though they seem to possess elevated
 positions of power over the lesser cultists, these 'Elevated' Cultists are
 all still utterly subservient to Shandor's will."
 
 
- Dead Fish Flier ------------------------------------------------------------
==============================================================================

 Category: Class I Inhabiting Swarmer
 Type: Corporeal [dispersible]
 
 Attack: Rush, Swarm, Suicide
 Weakness: Proton Stream
 
 "These minor spirits seem to be subservient to a greater entity's will and
 have been driven to protect it by possessing and controlling a variety of
 fish market castoffs. Like other Class I swarmers, Dead Fish Fliers are quick
 moving but fairly weak creatures that, once disrupted, quickly fade back into
 the depths of the ghost world."


- Ectoplasm ------------------------------------------------------------------
==============================================================================

 Category: Class I Supernatural Secretion
 Type: Environmental [inert]
 
 "A thick, slimy substance, ectoplasm is formed when ghosts interact with
 the physical world. Usually seen as a viscous, mucus-like slime, ectoplasm
 has also been encountered in mist-like and even crystalline forms."
 

- Ectoplasmic Residue --------------------------------------------------------
==============================================================================

 Category: Class I Supernatural Secretion
 Type: Environmental [inert]

 "Ectoplasmic residue identifies areas of paranormal contact or interaction.
 While some ectoplasm can be seen with the naked eye, ectoplasmic residue can
 only be seen while using the PKE Meter-enhanced Paragoggles."
 

- Flying Skull ---------------------------------------------------------------
==============================================================================

 Category: Class I Osteo-Focused Swarmer
 Type: Corporeal [dispersible]
 
 Attack: Rush, Swarm, Suicide
 Weakness: Shock Blast
 
 "Skulls are scary, especially when they fly around with glowing eyes and
 try to kill you. These Class I swarmers are drawn strangely but exclusively
 to skulls, real or imitation.

 Like other swarmers, Flying Skulls defend their territory with exceptional
 vigor. It's best not to trespass unless accompanied by a fully-charged Proton
 Pack."


- Grave Fiend ----------------------------------------------------------------
==============================================================================

 Category: Class VI Reanimator
 Type: Corporeal [dispersible]
 
 Attack: Melee, Range, Rush
 Weakness: Shock Blast
 
 "Known to haunt cemeteries and other, less official bone yards, Grave
 Fiends are semi-sentient, self aware entities whose hatred and anger in life
 now fuels their malicious and highly anti-social behavior in death. Not a
 terribly imaginative or cunning fighter, your average Grave Fiend makes up
 for its simple nature by sheer volume, inhabiting as many interred skeletons
 and bodies as possible.

 These dangerous entities prove that the living dead are not entirely the
 products of a fevered mind or a tired genre."

 
- Grave Monster --------------------------------------------------------------
==============================================================================

 Category: Class VI Focused Animator
 Type: Corporeal [dispersible]
 
 Attack: Melee, Range, Berserk
 Weakness: Shock Blast
 
 "Grave Monsters are creatures composed of animated cemetery debris,
 possessed by hellfire and driven by hatred of all things living. These are
 slower moving, but exceptionally powerful creatures.

 Defeating a Grave Monster is not easy. Their accumulated cemetery rubble
 gives them an additional layer of defense, allowing them to soak up a lot
 more damage than commonly expected."


- Hobo Ghost -----------------------------------------------------------------
==============================================================================

 Category: Class V Free-Roaming Vapor
 Type: Ghost [must trap]
 
 Attack: Range
 Weakness: Proton Stream
 Dazed Duration: Moderate
 Trap Resistance: Medium
 
 "The big city can take a toll on people, especially those on the fringes
 of society, and New York is no exception. Many of its wanderers and outcasts
 have met unfortunate ends and some of those still remain, attempting to
 extend those unfortunate ends to others."
 
 
- Keyhead Monster ------------------------------------------------------------
==============================================================================

 Category: Class VI Bi-Dimensional Attractor
 Type: Corporeal [dispersible]
 
 Attack: Melee, Range, Berserk
 Weakness: Shock Blast
 
 "Closely related to other Bi-Dimensional Attractors, these golems have been
 bound to a will greater than theirs to serve as sentries tasked to eternally
 guard otherworldly portals and gates."


- Kitchen Flier --------------------------------------------------------------
==============================================================================

 Category: Class I Inhabiting Swarmer
 Type: Corporeal [dispersible]
 
 Attack: Rush, Swarm, Suicide
 Weakness: Shock Blast
 
 "These restless spirits have been driven to inhabit and control small
 kitchen utensils. Quick moving but fairly weak, these swarmers' insubstantial
 forms quickly fade back into the depths of the ghost world when dislodged
 from the objects they possess.

 Statistically kitchens are the location of a large number of injuries,
 especially when filled with swarms of attacking utensils."
 
 
- Kitchen Golem --------------------------------------------------------------
==============================================================================

 Category: Class IV Bi-Dimensional Attractor
 Type: Unstable [wrangle parts]
 
 Attack: Melee, Berserk
 Weakness: Proton Stream
 
 "Golems can bend objects to their will, manipulating them to form portions
 of their own physically manifested form. PK energy greatly enhances the 
 golem's ability to reconstitute damaged or destroyed portions of its 'body'.
 The Kitchen Golem was formed from paranormally compromised items from the
 kitchen of a restaurant located in the Sedgewick Hotel."

 
- Librarian Ghost ------------------------------------------------------------
==============================================================================

 Category: Class IV Semi-Anchored Entity
 Type: Ghost [must trap]
 
 Attack: Range, Spawn
 Weakness: Proton Stream
 Dazed Duration: Moderate
 Trap Resistance: Low
 Special: Summons Book Bats
 
 "Dr. Eleanor Twitty was the head librarian of the New York Public Library
 and overseer of its collection of ancient artifacts, stone tablets, and
 otherwise-forgotten parchments. In March, 1924, Dr. Twitty went missing. The
 New York Police Department made every effort to find her, including repeated
 room-to-room searches of the underground library stacks where she was last 
 seen, but she was never found -- alive, that is.

 Now she wanders the stacks of the New York City Public Library still
 organizing books and keeping louder library patrons shushed with a bony
 finger to the lips. By most appearances she is still the same quaint and
 gentle-looking woman she was in life. Aggravate her, however, and she will
 transform into a rage-filled horror and heaven help you if you have any
 overdue books."


- Marshmallow Mini -----------------------------------------------------------
==============================================================================

 Category: Class V Manifesting Outworlder
 Type: Corporeal [dispersible]
 
 Attack: Melee, Range, Rush
 Weakness: Boson Dart
 Special: Spawn of Stay Puft
 
 "These Class V entities are the mischievous spawn of the Stay-Puft
 Marshmallow Man, a not-so-tasty blend of corn syrup, water, gelatin,
 tetrasodium pyrophosphate, and evil."

 
- Opera Diva Ghost -----------------------------------------------------------
==============================================================================

 Category: Class IV Full-Roaming Phantom
 Type: Ghost [must trap]
 
 Attack: Range, Rush
 Weakness: Proton Stream
 Dazed Duration: Moderate
 Trap Resistance: Medium
 
 "In 'RING!', the popular and long-running Broadway adaptation of Wagner's
 epic opera cycle, Brunhilde was sung by world-renowned soprano Carlotta
 Caprizzi in her most famous role. The entire cast was killed when, in a burst
 of thunderous applause near the end of Carlotta's aria, the old and
 structurally questionable stage collapsed underneath them. These fat ladies
 never finished singing."


- Paper Construct ------------------------------------------------------------
==============================================================================

 Category: Class VI Transformed Composite
 Type: Corporeal [dispersible]
 
 Attack: Melee, Range
 Weakness: Shock Blast
 Special: Can Teleport
 
 "Drawn inexplicably to old libraries and archives, these malicious
 apparitions have been known to clothe their insubstantial forms with paper,
 books, tomes, parchments and even ancient scrolls in order to manifest in
 and interact with the mortal world. Paper Constructs seem to be lesser
 manifestations that are controlled by more powerful entities. If only print
 was dead!"

 
- Pappy Sargassi -------------------------------------------------------------
==============================================================================

 Category: Class III Roaming Animator
 Type: Ghost [must trap]
 
 Attack: Melee, Range, Rush
 Weakness: Proton Stream
 Dazed Duraction: Moderate
 Trap Resistance: Medium
 
 "Descending from a long, proud line of seafarers and fishermen, Pappy
 Sargassi attempted to avoid the notoriously unlucky early deaths on the water
 that plagued his family by pursuing a more landlocked career. In 1950 he
 opened a restaurant, Sargassi's, and attempted to turn his back on the sea.
 In later years, he overcame his fear of the water and took up fishing.

 His family's curse caught up with him -- or he was the unluckiest fisherman
 who ever lived -- and he died choking on a fish stick while being eaten by a
 great white shark."


- Possessed Human ------------------------------------------------------------
==============================================================================

 Category: Class III Possessor Host
 Type: Possessor [slime neutralize]
 
 Attack: Melee, Range, Rush
 Weakness: Slime
 
 "Possessed Humans are innocent bystanders possessed and controlled by
 Class III Possessor Ghosts. Slime Blower use will drive Possessor Ghosts out
 of their human victims but beware, its lingering PK resonance is not enough
 to prevent Possessors from re-possessing anyone already slimed."


- Possessed Statue -----------------------------------------------------------
==============================================================================

 Category: Class III Possessor Host
 Type: Corporeal [dispersible]
 
 Attack: Melee, Range, Rush
 Weakness: Shock Blast
 
 "Possessor Ghosts can also possess and take control of some statuary and
 mannequins and are thus often encountered in a wide variety of museums as
 well as in far more clothing stores than one would reasonably expect.

 Fortunately, possessing an inanimate, nonliving object like a mannequin or a
 statue binds the possessing spirit to that object. Not only is the ghost
 unable to leave, but it is also disrupted when the possessed object is
 destroyed."
 

- Possessor Ghost ------------------------------------------------------------
==============================================================================

 Category: Class VII Wandering Possessor
 Type: Ghost [must trap]
 
 Attack: Range
 Weakness: Proton Stream
 Dazed Duration: Moderate
 Trap Resistance: Medium
 Special: Possess Bystanders
 
 "Mrs. Myrnick, a pragmatist with a vision, opened the St. Nicholas
 Rehabilitation Mission for Wayward Angels. The mission took 'fallen' and
 destitute women off the mean streets and cleaned them up, gave them hope,
 and trained them for 'new' careers. St. Nick's provided its desirable charges
 to the many gentleman's club events, fraternity parties, and business
 conventions that occurred around the City on a regular basis, in return for
 considerable donations.

 Shrewd Mrs. Myrnick could always spot an opportunity and knew that her
 'customers' could not afford to let word of its excesses get around: these
 were highly respected and upstanding men in the community, after all. She
 told them she was willing to remain discreet, for a sizeable donation.

 Unfortunately, Mrs. Myrnick failed to realize the lengths some would go to
 preserve their reputation and one night, a gang of Pinkertons paid a visit to
 St. Nick's. Now Mrs. Myrnick's ghost (and those of her charges) has appeared
 in many fine establishments and hotels since 1923, but they tend to favor the
 Museum of Natural History."


- Slimer ---------------------------------------------------------------------
==============================================================================

 Category: Class V Full-Roaming Vapor
 Type: Ghost [must trap]
 
 Attack: Throw, Rush
 Weakness: Proton Stream
 Dazed Duration: Long
 Trap Resistance: Low

 "Sometimes called 'Onionhead' or simply 'The Mean Green Ghost,' Ray
 purportedly named this creature 'Slimer' specifically to annoy Peter (who
 still carries a long-standing distrust of the creature). Regardless of what
 he's called, this focused, non-terminal repeating phantasm personifies
 gluttony and is drawn to anything edible.

 While this Class V, Full Roaming Vapor isn't especially malicious, you don't
 want to be between him and a snack. Use caution when he's hungry, which is
 all the time."


- Sloth Ghost ----------------------------------------------------------------
==============================================================================

 Category: Class V Full-Roaming Cardinal
 Type: Ghost [must trap]
 
 Attack: Range
 Weakness: Proton Stream
 Dazed Duration: Moderate
 Trap Resistance: Medium
 
 "The Sedgewick Hotel traditionally auctioned off a family Thanksgiving
 feast and donated the proceeds to charity (usually the St. Nicholas
 Rehabilitation Mission for Wayward Angels).

 In 1937, Arbison Morguncher, a wealthy but lonely epicurean, bid upon and won
 the feast. On Thanksgiving Day, he arrived to dine alone. The Sedgewick's
 manager protested that the feast was intended for more than 12 people, but
 Morguncher insisted that he be fed the entire meal. The Manager shrugged,
 and finally relented.

 Morguncher sat down and ate the entire meal, leaving not a crumb. 'My
 compliments to the Chef' he said, seven hours later. Swallowing the last
 bite, he died from a gastric rupture due to massive overeating.
 
 Authorities later found a suicide note at Morguncher's home, outlining that
 he intended to die while indulging his greatest fantasy."


- Spider Crawler -------------------------------------------------------------
==============================================================================

 Category: Class VI Vermin Entity
 Type: Corporeal [dispersible]
 
 Attack: Range, Poison, Swarm
 Weakness: Boson Dart
 
 "A close relative of the Venom Crawler, Spider Crawlers are also physical
 manifestations of the vermin spirits though of a different order. Encounters
 with these creatures have only been reported on the ghost plane where they
 are usually the heralds of other, more dangerous powers."


- Stone Angel ---------------------------------------------------------------
==============================================================================

 Category: Class V Minor Kinetic Animator
 Type: Corporeal [dispersible]
 
 Attack: Range, Rush
 Weakness: Proton Stream, Wrangle Slam
 
 "Weaker entities possibly related to those at the heart of each Stone
 Gargoyle, these Kinetic Animators make up for their individual weakness by
 attacking in greater numbers."


- Stone Gargoyle -------------------------------------------------------------
==============================================================================

 Category: Class VI Kinetic Animator
 Type: Corporeal [dispersible]
 
 Attack: Throw, Rush
 Weakness: Proton Stream, Wrangle Slam
 
 "Created when normal, stone gargoyles are inhabited by powerful, ghost world
 entities, these Class VI Kinetic Animators possess all the inherent strength
 of their original stone, fortified by a large dose of PK energy. Stone
 Gargoyles are strong and dangerous but also susceptible to taking impact
 damage. All Class VI creatures are openly hostile to humanity and great care
 must be made when dealing with them to minimize the risk of innocent lives."

 
- Union Ghost ----------------------------------------------------------------
==============================================================================

 Category: Class IV Full-Torsoed Specter
 Type: Ghost [must trap]
 
 Attack: Range
 Weakness: Proton Stream
 Dazed Duration: Moderate
 Trap Resistance: Medium
 
 "A local Civil War unit, The New York 87th: 'Thurbold's Wrongways,' got
 lost on the way to battle, wandered in circles in the coldest winter in East
 Coast history, and eventually died of exposure only 30 miles from home. They
 now haunt the city, looking for battle. In the museum, it seems, they've
 found it."


- Venom Crawler --------------------------------------------------------------
==============================================================================

 Category: Class VI Vermin Dominant
 Type: Corporeal [dispersible]
 
 Attack: Range, Poison, Swarm
 Weakness: Slime
 
 "Venom Crawlers are physical manifestations of the vermin spirits that power
 Candelabrum Crawlers, having managed to breach the planar barriers and cross
 over to our world.

 Being actual physical entities, Venom Crawlers are much more powerful -- and
 dangerous -- than their lesser forms and should be treated with caution."


- Webbed Fiend ---------------------------------------------------------------
==============================================================================

 Category: Class V Webbed Fiend
 Type: Corporeal [dispersible]
 
 Attack: Melee, Range, Rush
 Weakness: Shock Blast
 Special: Ambusher
 
 "Outwardly humanoid in appearance, Webbed Fiends can draw upon PK energy to
 alter their appearance in order to present a terrifying visage that can cause
 those with weaker wills to flee. As though they are trapped between two
 worlds, Webbed Fiends quickly transition between the ghost world and the
 physical world.

 Just don't be there when they do!"


==============================================================================
 9.2] BOSSES                                                            [0920]
==============================================================================

==============================================================================
 BOSS: Stay Puft Marshmallow Man
------------------------------------------------------------------------------
 
 Category: Class VII Outsider Avatar
 Type: Deity [supreme being]
 
 Attack: Melee, Throw, Spawn
 Weakness: Boson Dart
 Special: Spawns Marshmallow Minis
 
 "Once only the cartoon mascot of the Stay Puft Marshmallow Corporation,
 Stay Puft became a giant marshmallow menace when Gozer, the powerful Sumerian
 god, forced the Ghostbusters to choose the form of his physical
 manifestation. Though they all tried to clear their minds, Ray couldn't help
 but think of his favorite childhood icon. 'It just popped in there,' he said.
 Stay Puft was initially defeated when the Ghostbusters crossed their streams
 at Gozer's portal, resulting in total protonic reversal.

 It's not certain why or how Stay Puft has returned but, without a portal to 
 the ghostworld handy, crossing the streams to defeat it again is probably not
 an option."

It's hard to consider what is or isn't a boss in this game, but I consider any 
deity-type opponent you come across as a boss. With that said, this boss fight 
is pathetically easy. Nothin' to worry about here!

Your character is surprisingly calm as he hangs off the side of a building 
with a giant marshmallow monster lurking below. It's up to you... whatever 
your name is, to stop Stay Puft from climbing up the side of the building and 
reaching the rooftop again.

First things first, when the boss hurls a flaming helicopter at you, make sure 
to blast it with a Boson Dart before it collides with your helpless body. 
After, Stay Puft will begin his ascent. I gotta say, it's very difficult to 
lose this fight since he rarely attacks and takes forever to actually climb up 
the side of the building. After every "step" or two, Stay Puft will pause to 
catch his breath, giving you time to deliver a Boson Dart to his mug.

The Stay Puft Marshmallow Man only has two attacks. When you see him rear his 
head back, he will follow up by spitting globs of marshmallow at you. Zap them 
out of the air before they coat your entire body. The boss will also spawn 
several Marshmallow Minis when he blows on his hands. Defeat them as they 
climb up the building after you.

When Stay Puft wears down and pauses for a rest, use a Boson Dart to knock him 
back to the bottom of the building. He will then try and climb back up, 
essentially repeating the same process over again. The only thing you need to 
watch out for in this battle is to time your attacks properly. Using a Boson 
Dart one or two seconds before Stay Puft launches marshmallows at you is not 
only bad luck, but fatal as well. Use your Blast Stream until he tires out, 
then follow up with a Boson Dart.

Knock the Stay Puft Marshmallow down three times. The third time, though, he 
will be down for the count. "You killed my dessert!"
 

==============================================================================
 BOSS: Azetlor the Destroyer
------------------------------------------------------------------------------

 Category: Class VI Elevated Remnant
 Type: Deity [supreme being]
 
 Attack: Melee, Range
 Weakness: Proton Stream
 Special: Limited Weak Points
 
 "Azetlor, Keeper of Knowledge, was once a powerful leader in Shandor's 'Cult
 of Gozer' and, as a reward for a lifetime of service, was given eternal life
 as a transformed demi-god in the twisted ghostworld plane. Now, Golem-like,
 he clothes himself in a dense 'skin' of environmental debris, that, with the
 addition of his massive reserves of PK energy, makes him a devastating and
 dangerous opponent."

Sooo, I guess he doesn't go by "The Collector" anymore. There are two parts to 
this battle. Luckily, not much changes between these two parts, so there isn't 
much to memorize for this boss fight.

Azetlor only has two attacks that you should watch out for. Of course, I'm not 
counting the fact that his lower body is basically a cyclone and simply 
colliding with the boss will deal crazy amounts of damage to you. If you get 
too close, the boss will smash you with his giant fists. If you stay too far 
back, he will retaliate with a purple shockwave attack.

With that said, it is important to always keep your distance from the boss. 
His shockwave attack is much easier to dodge than his overhead slam. Plus, you 
can use the wide array of portals surrounding the arena to get from one side 
to the other in quick fashion.

Your first task is to remove Azetlor's mask. It is covered in Black Slime, so 
you must remove it with your Slime Blower. Having all three good guys 
neutralizing the slime makes things progress rather quickly, so remember to 
revive your teammates whenever possible, as soon as possible. Once the slime 
is removed, use the Capture Beam and rip the mask right off the boss's face.

Now that the boss's lone eye is visible, it's time to target it with your 
Blast Stream and/or Boson Darts. I prefer the Blast Stream just because it's 
easier to target the big guy. It is important to specifically aim for the eye 
and no other part of Azetlor's body. Doing so can be tricky since his eye is 
rather small compared to the rest of him, but you will eventually drain him 
over time.

Azetlor focuses on one target at a time, meaning he doesn't move around much 
and tends to dish out the damage on one member until he is dead. Again, it is 
essential to keep your buddies alive and well so they can not only help you 
attack the boss, but revive you if the time comes. Doing so may require you to 
get close to Azetlor. The best plan of action is to dash to your teammate, 
revive him, then jump into the closest porta to flee from the deity.

Azetlor will be accompanied by the occasional flock of Book Bats, but they are 
nothing to worry about. In fact, completely ignore them and focus entirely on 
Azetlor's eye. If you stick to the hit and run tactic and put the portals to 
good use, Azetlor will be finished off in no time.

 
==============================================================================
 BOSS: The Chairman
------------------------------------------------------------------------------

 Category: Class VII Ectoplasmic Entity
 Type: Deity [supreme being]
 
 Attack: Range
 Weakness: Meson Collider
 
 "Shandor and his cult made many powerful connections, perhaps none more so
 than NYC's most powerful business leaders and power brokers. Shandor used his
 dark abilities to help each of them in some state of their careers, and they
 were indebted to him. They can together publicly as trustees of the Natural
 History Museum, and privately misused their influence to help Shandor
 implement and maintain his Mandala throughout the city.
 
 When they died, each of them returned as guardians to the Mandala, and the
 Natural History Museum in particular. Their closeness to Shandor's evil
 regenerated them as ectoplasmic entities. The Chairman (formerly Cornelius
 Wellesly, Chairman of International Steel), wielded the most power when
 alive, and likewise is the most powerful in death, becoming one of Shandor's
 mightiest servants."

First and foremost, The Chairman grows to an immense size before the battle 
begins. The boss itself does not attack the Ghostbusters all that much, 
instead creating Black Slime Portals that spawn random enemies. You'll need to 
pay attention to where The Chairman positions himself around the square arena.

If The Chairman positions himself on one of the four sides, he will summon a 
wave of blue energy balls and hurl them at you, one by one. You can dodge them 
by jumping from side to side. Otherwise, that is the boss's only attack. He 
tends to fly above one of the four corners of the room. When this happens, he 
summons four Black Slime Portals (each in a corner of the room) that spawns 
enemies.

The enemies range depending on how much HP The Chairman has. At first, he only 
summons Venom Crawlers, tiny creatures that don't pose much of a threat. The 
next class of enemies are Black Slime Fiends, which resemble Paper Constructs 
in that they are very quick and have dangerous melee attacks.

The final type of enemy The Chairman summons are Black Slime Ghosts. These 
monsters are probably the most annoying since they can fly around the arena 
and are harder to hit than the other two types. While these guys may be 
ghosts, they can be killed; your Slime Blower works the best against the 
apparitions. The Chairman won't appear on the surface until you kill all the 
ghosts.

Remember that these are brand new enemies, so make sure to scan them! If you 
miss out, don't worry about it: we'll encounter the deadly trio much later.

Make it your first priority to plug up the four portals with your Slime 
Blower. The rest of the crew usually spends their time eliminating spawned 
enemies or focusing on The Chairman. Make sure to seal the holes so limit the 
amount of foes that you have to deal with.

This battle is incredibly simple; definitely easier than Azetlor. The Chairman 
doesn't attack all that much, so all you really have to worry about are the 
Black Slime Portals. Once you have all four sealed at a time, equip your Meson 
Collider and aim for the yellow eye on The Chairman's chest. He develops one 
new attack in his dying breaths, in which he creates large pillars of blue 
energy that spurt out from the arena.
 

==============================================================================
 BOSS: Spiderwitch
------------------------------------------------------------------------------
 
 Category: Class VI Elevated Remnant
 Type: Deity [supreme being]
 
 Attack: Melee, Range
 Weakness: Proton Stream
 
 "This anonymous woman (the authorities never discovered her identity) spent
 several years in the '20's living in the Hotel Sedgewick. There, for purposes
 only known to herself and to her master, Ivo Shandor, she lured men into her
 rooms and then murdered them (though it's uncertain if they were killed
 before or after they were hung from the ceiling and drained of their blood).
 
 As a reward for her efforts as a member of his inner circle, after her death,
 Shandor used his substantial powers to 'elevate' her, creating the
 Spiderwitch. Now a terrifying spider-human fusion, she and her insect-like
 minions protect Shandor's interests in the strange, twisted plane that exists
 immediately between our world and the ghostworld."

Overall, the boss fight against the Spiderwitch is not all too threatening. 
The key note is that while not very difficult, this fight can be quite 
annoying. There are several reasons why.

For starters, the Spiderwitch is very agile. She only has one primary attack: 
if you are close enough, she will swipe at you with her two front legs. 
Nothin' too bad, but you'll suffer from knockdown. She makes up her weak 
offense with unmatched speed. The boss can not only sidestep like a maniac, 
but also teleports around the arena like none other. Using powerful, slow 
weapons like the Boson Dart or Meson Collider can be risky because you have a 
high chance of missing.

Secondly, while not a pressing issue, it certainly factors into the outcome of 
the boss fight: it's only you and Egon. Not only does that mean that you have 
reduced firepower, but a lower chance of getting revived if you happen to fall 
in combat. Keep your distance when dealing with the Spiderwitch and you should 
be fine - for the most part.

The third and fourth points are tied together. Every so often, the Spiderwitch 
will take a break from getting her behind handed to her by running away to 
feed. Feeding means she regains health, and if you take too long to find her, 
all your hard work will be wasted as she recovers from the ass whoopin'. This, 
coupled with the fact that the boss arena is confusing to navigate, makes for 
a very obnoxious combo.

As far as I know, there are two main chambers, each symbolized by a chandelier 
hanging from the ceiling. These two rooms are connected by tunnels, and 
several other passages are present to make a somewhat bit network. The 
Spiderwitch feeds in alcoves on the sides of the walls, and can be traced with 
your PKE Meter. Since you can only walk when holding the PKE Meter, use is 
sporadically: pull it out and search for a spike, then put it away and dash to 
the intended location. Shoot her with any weapon to interrupt her meal.

You will have to perform the task of hunting her down multiple times between 
zapping her with your Blast Beam and Overload Pulse. I find those to be the 
most useful weapons (particularly the former), since they are easy to aim and 
deal a nice amount of damage. The battle against the Spiderwitch may drag on 
if you have a tough time locating her during feeding, but otherwise should not 
pose much of a problem.


==============================================================================
 BOSS: Imprisoned Juvenile Slor
------------------------------------------------------------------------------
 
 Category: Class VII Ectoplasmic Outsider
 Type: Deity [supreme being]
 
 Attack: Range
 Weakness: Slime
 
 "Somehow Shandor's cult, guided by Ivo himself, discovered a way to lure a
 young Slor from its home hell dimension into our world. More impressively
 they also managed to imprison that Slor within a ghostworld pocket at the
 heart of Shandor's island mansion. Fueled by hatred, bile and anger and
 assisted by mechanical monstrosities of Shandor's own design, this captive
 Slor serves as the powerful guardian of the Lost Island's dimension-aligning
 orrery machinery."
 
The boss itself cannot see due to the mask on its head, though it uses the 
four gold orbs from downstairs to attack you. The golden orbs will shoot the 
occasional laser beam which are hard to avoid, but the balls themself aren't 
very durable. Sludge all four with your Slime Blower to begin the real boss 
battle.

The Imprisoned Juvenile Slor slams its head against the wall, shattering the 
mask and freeing himself. Two main things happen: it can see and attack you 
with its razor-sharp teeth, but at the same time exposes the glowing green 
weak point on its forehead. Some good news, some bad news.

The Slor has two main attacks. Normally, it will spew Black Slime from its 
mouth, not all unlike a Black Slime Monster would. Sometimes the Black Slime 
stays and forms a puddle on the ground; if you see yourself slowly getting 
hurt, look where you're standing and neutralize the slime.

In order to win the fight, you will have to utilize the boss's second attack 
against it. Every so often, the Slor will rear its head back and deliver a 
powerful chomp. If you're in the way, you'll most likely be killed instantly. 
Wait for the telltale signs before sidestepping. The Slor will miss and embed 
its teeth into solid concrete. Use this small window of opening to fire upon 
its weak spot with your Slime Blower.

The four gold orbs infrequently regenerate and float around the sides of the 
room, attacking the Ghostbusters. You're best off quickly destroying them 
again so you can fully concentrate on the boss without getting zapped by 
lasers.

The key to getting the Slor to use its bite attack is to stand away from 
everyone else and bait it into attacking you. Stand away from everyone and 
close to the edge of the ledge while attacking with your Slime Blower (though 
doing so does not deplete the boss's health). When/if the attack misses, 
capitalize by sliming its forehead.

Trying to bait the Slor into attacking is tough and may result in some 
frustration due to how quickly it recovers after missing and generally how 
fast the attack is. I lost count of how many times I needed to be revived 
during this boss battle. Attacking the Slor's weak spot normally (when it's 
just standing around) does damage the boss, albeit barely, but it does help 
some if you continue to aim for the forehead instead of anywhere else when 
trying to coerce the Slor into taking a bite out of you.


==============================================================================
 BOSS: Shandor the Architect
------------------------------------------------------------------------------

 Category: Class VII Transformed Mortal Remnant
 Type: Deity [supreme being]
 
 Attack: Throw
 Weakness: Meson Collider
 Special: Protected by Mystical Barriers
 
 "Though his early history is problematic and open to debate, it is known that
 Ivo Shandor was a medical doctor who performed a lot of unnecessary surgery
 as well as an architect of some renown. After World War I, Shandor decided
 that society was too sick to survive. On June 6th, 1920, he started a secret
 society of Gozer worshippers, numbering nearly 1,000, dedicated to bringing
 about the end of the world.
 
 It is now known that Shandor and his followers researched heavily into the
 paranormal, especially in the areas of pre-apocalism and ectoplasmic
 hybridology.
 
 During the same time, Shandor apparently also made some serious connections 
 within the Gozerian pantheon because, following his death, he has undergone a
 complete transformation and has become a major Gozerian power himself."
 
Shandor only has two attacks: he will fire a smokey green ball at you which, 
if hit, will most likely kill you instantly. This attack is a testament to how 
important it is to stick together, because Shandor has no trouble at divide 
and conquer even if he is immobile. He can also summon groups of Flying 
Skulls, but they are best off ignored entirely.

Shandor is protected by a powerful green force field. Your Meson Collider 
should be able to pass through the shield and damage him, but the downside is 
that Shandor will automatically regenerate using the four green crystals 
surrounding the chamber.

With that out of the way, ignore Shandor entirely and focus on the four green 
crystals. They are protected by columns of stone that cannot be destroyed. 
Instead, use a Slime Tether to connect to one side of the column, then attach 
the other end to a wall or the floor. This will pry the column open, revealing 
the crystal inside. One shot with a Boson Dart will take care of it.

Taking down all four crystals is the way to go here. Alternatively, you can 
focus on attacking Shandor entirely with your Meson Collider. If you damage 
the boss enough, it will take much longer for him to heal, meaning the 
crystals stay open. If you get Shandor down to oh, lets say a quarter health 
left, all four crystals will be open for several seconds. That means that you 
can pick each one off when they are exposed, negating the Slime Tether 
strategy entirely. It's totally up to you.

With the shield down, a white portal leading to the Ghostworld will appear 
underneath Shandor. Just like trapping a measly ghost, use the Capture Stream 
on him and pull him into the portal.


==============================================================================
 BOSS: Shandor the Architect
------------------------------------------------------------------------------

 Category: Class VII Transformed Mortal Remnant
 Type: Deity [supreme being]
 
 Attack: Throw
 Weakness: Meson Collider
 Special: Protected by Mystical Barriers
 
 "Though his early history is problematic and open to debate, it is known that
 Ivo Shandor was a medical doctor who performed a lot of unnecessary surgery
 as well as an architect of some renown. After World War I, Shandor decided
 that society was too sick to survive. On June 6th, 1920, he started a secret
 society of Gozer worshippers, numbering nearly 1,000, dedicated to bringing
 about the end of the world.
 
 It is now known that Shandor and his followers researched heavily into the
 paranormal, especially in the areas of pre-apocalism and ectoplasmic
 hybridology.
 
 During the same time, Shandor apparently also made some serious connections 
 within the Gozerian pantheon because, following his death, he has undergone a
 complete transformation and has become a major Gozerian power himself."

Shandor underwent a little makeover, but still isn't all that challenging. 
Shand-- err, "The Architect" will appear in one of five spots. He will either 
pop up in one of the four corners to attack or through the hole in the middle 
of the arena. His position accurately reflects his next movements and actions, 
so pay attention to Shandor's current location at all times.

He only has three attacks that are just as lethal as the ones in the last 
battle. When Shandor is in the central cavity, he will use a slamming attack. 
As he smashes his fists into the floor, volcanic geysers will emerge from the 
ground and disappear a second or two later.

His other two attacks are used when he is left in one of the corners. Shandor 
will pick up a huge boulder and toss it at the nearest target - insta-kill. 
Also, the boss will use a move similar to the first where he causes a single 
volcanic eruption under you.

The battle strategy is somewhat similar to the previous one. When Shandor 
stands in the center of the arena, he will pause in order to get healed by the 
four yellow crystals on each side of the area. The crystals are much easier to 
take down, though: a few Meson Collider shots will do the trick. When you see 
Shandor glow yellow, aim for the crystals. They are your primary target during 
this phase; they not only regenerate the boss, but also summon Flying Bats.

Even if you manage to destroy all crystals, they will eventually reappear once 
Shandor floats into the central circle again. The only real time to attack the 
boss is when he positions himself in the corners. Late in the fight, Shandor 
will move around a bit quicker and move to an adjascent corner as opposed to 
diving under and resurfacing somewhere else.

In short: zap Shandor with the Meson Collider when he stands in the corners. 
When he reaches the center, prevent him from healing by taking down the four 
crystals. Your teammates should help a little bit, but you'll probably have to 
take care of two or even three of the crystals if you want this battle to end. 
Pretty underwhelming final battle if you ask me.

______________________________________________________________________________

 10] THANKS/CREDITS                                                     [1000]
______________________________________________________________________________

Of course, this guide couldn't have been made without some extra help. Here is
a shoutout to everyone who made this FAQ possible:

 CJayC: For being an awesome host of an awesome site.

 Eternal Czar Smapdi: For being the best co-author anyone could have, and for
                      being yourself.

 FESBians: Because you're cool.

 You: For reading this FAQ.

------------------------------------------------------------------------------
 LEGAL
------------------------------------------------------------------------------

This document is copyright (c) DomZ Ninja 2009. 

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 * IGN          - http://faqs.ign.com
 * Super Cheats - http://www.supercheats.com
 * Neoseeker    - http://www.neoseeker.com
 * HonestGamers - http://www.honestgamers.com

The latest update of this document can always be found on GameFAQs.

Other sites may use this document, but only with my permission. If you see
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If you have any questions, comments, or anything that you would like to add to
this guide, then feel free to email me. My email address is found at the top
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 http://www.gamefaqs.com/features/recognition/52173.html


"M-A-N-I-P-U-LATE"
- The Dead Weather
______________________________________________________________________________
                                                               END OF DOCUMENT