******************************************************************************* Ghostbusters: the Video Game Walkthrough Author: Richard Wallberg Email: [email protected] ***************** Table of contents 1a. Welcome Aboard! 2a. Version History 3a. Ghostbusting 101 4a. Meet your new Co-workers (and other important people) 5a. Ghostbusters tools of the trade 6a. On the Job Training 6b. Slimer�s Mitzvah 6c. And the Kitchen Sink, Too 7a. Marshmallow hunt 7b. Going Up 7c. A Sticky Situation 7d. Puffy White Menace 7f. The Rise and Fall of Stay Puff 8a. A Quick Detour 8b. Call of the grey lady 8c. Shhhhhhhhhh... 8d. Dark and Damp 8f. Wrath of the Collector 9a. Dr. Rutherford, I presume? 9b. Opening Night 9c. Hot Pursuit 9d. Ilyssa Found 10a. Under New Management 10b. Splitting Up 10c. The 13th Floor 10d. Lair of the Spider Witch 11a. Rivers of Slime 11b. The Slime Labs 11c. Black Slime Beast 12a. The Coming Storm 12b. The Necropolis 12c. The Architect 12d. The Destroyer 13a. Art page locations 14a. Scan locations 15a. Unlockables 16a. Legal info 17a. Approved Hosts 18a. Special Thanks ***************** 1a. Welcome aboard! Thank you for reading this guide for the Wii version of Ghostbusters: the video game. Now keep in mind that this is NOT the same game as the PS3 and 360 versions so if you need help with those check their pages. It does tell pretty much the same story though, so without further ado let's get on with the show. ***************** 2a. Version History 1.0 Walkthrough updated, art pages completed, full version complete 12/31/09 0.75 Scan locations completed 7/13/09 0.5 Basic walkthrough completed, 7/10/09 ***************** 3a. Ghostbusting 101 This game is played with the Wii remote and Nunchuck IR pointer: move cursor Shake Nunchuck: remove slime Remote gesture: slam object in capture stream B button: Primary fire A button: Secondary fire/Interact/Scan/collect trap/revive Ghostbuster C button: target lock camera Z button: press and make a bowling motion with Nunchuck to throw trap (you'll only need to press Z but the motion sends the trap further) D-pad up: equip PKE Meter D-pad down: equip Blast Stream D-pad right equip Dark Matter Generator D-pad left: equip Plasma Distribution System 1 button: bring up pause menu 2 button: field guide ***************** 4a. Meet your new Co-workers (and other important people) Dr. Peter Venkman: the front man of the Ghostbusters, Peter is always looking for a way to exploit paranormal activity for a quick buck but he brings the essential street smarts the team needs. Dr. Raymond Stantz: Ray�s a hard scientist who sees things with the wonder of a child and is very enthusiastic about his work. He never met a paranormal entity he didn�t like, except the ones that possess him. Dr. Egon Spengler: A major science geek Egon always approaches even the weirdest phenomena from a logical stand point. His research has saved the city on one more than one occasion. Winston Zeddmore: Winston is the everyman of the team, hired as extra help he acts as the voice of reason for the team. He looks at Ghostbusting as your basic 9 to 5 job but when things get hot he grudgingly steps up. Janine Melnitz: The Ghostbusters' Secretary, while the guys are up at the front lines Janine handles the paperwork and takes calls from clients. Janine is there to keep the Firehouse lit with her understated charm. Ilyssa Selwyn: the guest curator for the Museum of Natural History�s new Gozer exhibit. Since she came to New York paranormal activity has risen sharply, is there a connection? Walter Peck: A former EPA agent that has accused the Ghostbusters of using Nerve Gas as part of an ongoing hoax; Peck has been named the head of PCOC (Paranormal Contracts Oversight Commission) that could only mean trouble. Mayor Jock Mulligan: The current mayor of New York City, he rode to office on a Pro-Ghostbusters platform. He then created PCOC to cover his liabilities and put Peck in charge, a move of questionable wisdom. ***************** 5a. Ghostbusters tools of the trade Proton Pack: No Ghostbuster should be without it; this unlicensed nuclear accelerator can be your best friend out in the field, just don�t cross the streams. Primary Fire: Blast/Capture Stream; this stream of charged particles can sap a Ghost of its strength until its weak enough to catch in the capture stream. Then you slam it around until its dazed enough to trap. Secondary Fire: Boson Darts; These little babies do tremendous damage to ghouls (including those made of stone) but can quickly overheat your pack. PKE Meter: the backbone of a paranormal investigation the PKE reacts to Psychokinetic Energy given off by ghosts. Primary Fire:Paragoogles; these allow the unseen (Invisible objects and ghost trails) to become seen and you can still scan with them on. Secondary Fire: Scan; Scanning a ghost enters it into your Tobin�s Spirit Guide and tells you the best way on how to handle the pest. Dark Matter Generator: the newest addition to the Ghostbusters arsenal this baby is best used against demons and conglomerates. Primary Fire: Shock Blast; Fires a conical pattern of dark matter like a shotgun, powerful up close but gets weaker with range. Secondary Fire: Stasis Beam; although it doesn�t haven�t any thing to do with cold it�s essentially a freeze ray for stopping your stronger entities. P.D.S: An Ectoplasm firing system that helped the Ghostbusters save the city the last time, it�s essential against ghouls covered in Black Slime. Primary Fire: Slime Blower; a water gun but with slime, cleans up black slime and knocks ghosts out of a possessed person. Secondary Fire: Slime Mine; a mine of condensed ectoplasm explodes on contact or after a time delay if it hits a surface; covering a wide area. ***************** 6a. On the job Training "The world we live in today, you shoot a proton stream of highly charged particles at someone, they get all sue happy!" -Peter After seeing the intro you start out in the Sedgewick Hotel, follow Ray and Peter to the elevator and go in after the cutscene. When you are able to move go left until so see slimer, blast him then follow Ray down the hall and to the right. When you are able to use your PKE Meter in the next room follow the signal down the hall and into right room at the end of the hall. After you've shaken off the slime follow the signal down the hall and to the right. Blast the cupboard in your way and continue following the signal until a door closes behind you. Blast the desk in the corner and follow Slimer out the door then hang a left, go down till the middle of the hall, when you get the message go down and turn right, Revive Peter then call the elevator. When you get off. Scan the ghosts with your PKE meter then blast the ghosts till they flee. Follow Peter towards the lobby and after the cutscene head back and make a left at the elevators, go through the door Peter opens to end the level. ***************** 6b. Slimer's Mitzvah "La'chaim, from the Ghostbusters!" -Peter Go into the kitchen and blast the kitchen wisps that appear, then destroy the table on the other side of the room to be able to exit. Go down the hall and to the right to enter the ball room and find Slimer. Use the basic ghost catching process on Slimer; Sap'em, Cap'em and Trap'em. Use the blast stream to weaken him enough to hold in the capture stream, follow the on screen prompts to slam and weaken him further, then throw out a trap and guide him into it. After the cutscene Sap, Cap and Trap (SCT) the two sous chef ghosts then follow Egon to the elevators the go to the right. Head up the stairs and out the door to close the level. ***************** 6c. and the kitchen sink, too "Think he'll make us some pancakes?" -Peter "No Peter, I think he wants to make us into pancakes." -Egon Head to your left and down the hall zapping the ghost and anything he throws at you. When you turn two corners use the capture stream on the vending machines to make your way into the room. This ghost will possess objects as well as throw them at you, if he gets into something blast it to force him out then SCT him, then go into the next room and your first boss. ***** Boss: Chef Sargossa This chef hides when you first come in, use the capture stream on the cake and put it in the oven to lure him out. Dodge his thrown untensils and blast the carts while blasting him and destroy the wisps that appear when he hides. After that just trap him like any other ghost. ***** Watch the cutscene then you'll go to the next level. ***************** 7a. Marshmallow Hunt "He's still pulling apart a building built by the lowest bidder, how long do you think that's going to last?" -Winston Wrangle the slimed debris in the way then go forward blast the tape and turn left. Wrangle the battery back into the generator then go through the open door. Wrangle and slam the door the Constrution Worker Ghost slimed then go forward. Use your unlocked Boson Darts on the Marshmallow globs and take either path to the exit. You'll need to capture both ghosts to unlock the door, you'll have to look for them but then it's your basic SCT situation. In the room after the next you'll come across Marshmallow Minions. Boson the blobs to stop them from spawning more Minions then use the blast stream or Boson darts if there are a lot of them. The next room has two ghosts, one electrifed, and a drained battery. Bust the non-charged ghost as usual then wrangle the battery into the charged one to turn it back to normal then bust him, if you have problems wrangling then line up the battery with the ghost then fire a Boson Dart to shoot the battery at him. Then wrangle the battery into the generator to open the elevator, step into it to move to the next level. ***************** 7b. Going up... "He seems to be angry." -Egon "What was your first clue the throwing of cars or the mass destruct... AH LOOK OUT, RAY!" -Winston First room has you up against a printer paper zombie that will keep respawning until you destroy the printer behind the counter, for the zombie zap until you can wrangle him then slam down to destroy him. Take one of the debris pieces to stop the flow of marshmellow goo that comes after you boson the blob then move forward. You'll be attakced by Electronic Wisps, they'll keep coming until you Boson the arcade games that spawn them, then Boson the blob and proceed. You can either catch the ghosts in the bathrooms or just boson the blob and ignore them. Next room has both Printer paper zombies and Electronic Wisps. Keep both from re-spawning then de-blob the room and proceed. Next room has both Zombies and Minons, blast the minions first then destory the printers before you get close enough for them to make zombies. Next room you have use the PKE meter to chase the ghost until you can catch him (If you still can't find him he hides in the table in the middle of the cubicles, the table next to the break room, the soda machine in the corner and the desk in the corner of the room with the arcade game.Take out the arcade game as you chase the ghost then SCT 'em. Go up the stairs taking out minions (you can't destory the blobs that appear but they only spawn minions once each) until you clear the level. ***************** 7c. A Sticky Situation "Uh, did I mention there's a spectaculary beautiful lady in distress?" -Ray "I'll be right there." -Peter Move forward deblobing the hallway, you'll end up in a room with three blobs two of them charged, get rid of the charged to stop the minions and the uncharged to move ahead. The next area you have to charge and return two batteries in order to go ahead. The batteries and ghosts will be in the same rooms. The first pair is in the enterance room, with the battery under a charged blob in the corner. If you turn left from the enterance room you see two doors, the Generator is through the door on the left, the second battery is on the door to the right. The second battery is under a desk in the corner of the room next to the window nearest to the enterance room. The area is a loop so you should be able to find your way around easy enough. Drain the charged ghosts then return the batteries to open the door forward, it should have a green light next to it. the next room has three charged blobs and three streams of Marshmellow goo. Plug the holes with debris, boson the blobs then take care of any remaining minions before going forward. Nothing you can do about the Gargolyes out the windows so just de-blob the hallway and move forward. Now you're face to face with the ol' Stay Puft himself. Take care of his minions and Boson his arm three times to clear the way forward, be sure to boson the blob left from his arm and to move quickly before he covers the way out again. Then go down the hall and up the stairs to clear the level. ***************** 7d. Puffy White Menace "Can you hold off Stay Puft for a few minutes?" -Egon "If by few you mean less than one, then sure." -Ray Move forward and two Gargoyles will attack you, the Blast Stream doesn't do a lot of damage so hit them with Boson Darts, making sure to cease fire to cool down before you overheat. Move forward again and two more appear; lather, rinse, repeat. Move again and two more show up, this time with Marshmallow Minons, take out the weaker minions first then attack the gargoyles. Move to the edge of the building to face Stay Puft. ***** Boss: Stay Puft Take out any Minions he spits out and use a Boson Dart on one of his hands then the other once your pack has a chance to cool down (or if you are playing co-op each takes one hand and attacks it exclusively) after three hits on each hand he'll go down, but not out. ***** Beating Stay Puft clears the level ***************** 7f. the rise and fall of Stay Puft "He's right rookie, your health insurance doesn't begin for another 89 days." - Egon ***** Boss: Stay Puft Stay Puft has three attacks, the first is by throwing debris at you that you should blast back at him for damage, some of it has to be wrangled and then hit with a Boson Dart to sendback to Stay Puft. Second he sometimes throws Marshmellow instead so you'll have to Boson it. The third attack is only used at the end of the fight, he'll try to grab you and considering that you can only move side to side slowly he'll hit you for a lot of damage, He opens his mouth just before hand so hit him there with a Boson Dart to put an end to this campfire confection. ***** After the cut scene you'll finally head back to the firehouse. ***************** 8a. A Quick Detour "Leave a Haunted Room, I've got no problem with that." -Winston After doing the scenes at the firehouse (plus you can now go to the basement to read the a more detailed Tobin's spirit guide as well as chat with everyone's favorite Carpathian trapped in a painting) Head to Ecto-1 to go to the Library. Follow Ray to see two library ghosts flee then head upstairs where they split up. Follow the purple one till he slimes a gate, wrangle it and slam. Head into the reading room and the other ghost will attack along with some Book Bats, use the shock blast on them then SCT the ghost. Follow the Grey Lady to the lower level and use the Paragoggles to try and scan her. She'll flee downstairs follow her to end the level. ***************** 8b. Call of the Gray Lady "Everybody stick together... so much for stick together, new plan is fan out." -Ray "Flexible aprroach Ray." -Egon Head downstairs, then head for each entrance into the maze until only one is left use your Paragoggles to find your way through the maze and to watch out for Ghost Snares, Shock blast the occasional Book Bat and zap ghosts until they flee. In the last room of the maze you'll come across Literature Page Zombies, shock blast and wrangle them to submission. In the service hallway follow the ghost to the sorting room to get back with Ray, destroy the delivery chutes or the Book Bats will keep respawning. After that destroy stuff until the ghost appears, use shock blast on what he throws at you then SCT the sucker then go through the door to the next level. ***************** 8c. Shhhhhhhhhh... "Keep an eye on the twitchy ones, they'll really crease ya if you're not careful." - Ray Head forward and you'll run into two zombies and a Book Centurion, You'll need to wrangle his shield off then blast away at him. Make a right after them then left at the next door taking care of any Centurions. At a dead end try to scan the Gray Lady and she'll run again, head back taking care of Book Bats and go through the newly opened door. Go down the hall until another ghost closes the door. Two Centurions will open another one so thank them by tearing them apart. Go through the door and into the Children's Reading Room. The ghost will spilt into five and hide in the bookcases. Use you Paragoggles to find the five fragments hidden in the room (As well as the ghostly handprints and hopscotch lines that make the ghostly laughter of children even creepier) and blast the cases they hide in to put them back together. Go SCT the ghost to move forward. The next room will put you up agaisnt a very angry Book Golem. Use Shock Blast to keep the Book Bats off and to expose the Golem's weak spots. Wrangle and slam each weak spot as it appears and the Golem will fall, then go down the open door to end the level. ***************** 8d. Dark and Dank "And she just crossed right back." - Egon Go to the next room and try to scan the Grey Lady chase her after she flees. Watch out for a snare on your way to the next room, take care of the two Book Centurions then follow your Paragoggles to a cupboard, blast it to open the way forward. After a flight of stairs you'll run into more ghosts SCT one then two more show up after the first gpes down, after that lenghty battle go through the door at the end of the room. The next area seems to be a open sewer pit use you Paragoggles to find the invisible platforms and walk across them to a dark tunnel, at the end take the Codex and prepare yourself. ***** Boss: Grey Lady Your blast stream won't do anything while that shield is up use your Shock Blast to destroy the Book Bats and the bookstands that are energizing her shield, the stands are quick so the wide pattern of the Shock Blast helps. After that SCT her. ***** Once you catch the Grey Lady go into the creepy portal to end the level. ***************** 8f. Wrath of the Collecter "Uh, he's right behind me isn't he?" - Ray Pretty straight forward path through Ghostworld, just blast any Book Bats until you go through the door by the two Lions ***** Boss: Azletor, the Collector Wrangle any of the book balls, line it up with Azletor and fire a Boson dart to launch it at the overgrown bookworm stuning him. The Paragoogles show the four tounges are with weak points so use the capture stream on them and slam them. After each tounge is destroyed he summons Book Bats, Centurions and a Golem to fight. Take them all out get him attacking you again. Stay back when he tries to body slam you and try to move to one of the corners when he spits blue goo at you. Dogde the book balls he spits and repeat with the process. After ripping out all four tounges watch the cutscene and end the level. ***** ***************** 9a. Doctor Rutherford, I Presume? "Ok, Ray got his dumb heroic self possessed." - Winston After the usual firehouse conversations, You'll be in the Museum. Go up the ramp and to the right and press the button to open the door. Up ahead you'll run across Black Slime which in a word is bad. Use your Slime blower to clean it up and open the door. Next room you see a ghost, follow it cleaning up any black slime in your path. Try to scan the ghost in the next room then blast it to chase it away. Next room hose down the crates in the corner then use the capture stream to move them away from the door. When you come across a black slime covered crate hose it down then blast it to free the Assistant Curator. Have him open the next door to the Restoration Department,then use your PKE to expose the Snot Hag and SCT her. Follow the path until Ray gets possessed, hose him with slime then bust the ghost. Then go straight through the next room and into the elevator to clear the level. ***************** 9b. Opening night "Just slime the damn thing!" - Winston When the elevator opens head down to the Gozer exhibit. After the Possessors attack trap each one. Eventually Peck will be possessed so you'll have to hose him (with pleasure I'm sure) to catch the last ghost. Slime then slam the half-open gate to continue ahead. After moving and clearing black slime you'll meet a Black Slime Floater. You'll need to use the Slime Blower to remove the black slime protecting him then you can use the Blast Stream and trap. The next room seems to have no exit so use your Paragoogles to see an invisble door then slime it and go through to clear the level. ***************** 9c. Hot pursuit "I know the sign up front says 'Where history comes alive' but come on." - Winston At intersection you'll find the ghosts placing to sprirt locks. You can go right to the Mayan exhibit or left to the Egyptian exhibit, I'll start with the Egyptian. Egyptain: You'll be attacked by Mannequins as you go down the hall. First room has you dealing with them and Flaming Skulls, Use shock blast. The second room has a black slime floater and three black slime wells. Catch the floater then cap the wells with slimed scarrab disks. From the room's enterance cap the right well with the nearby disk after sliming it, the middle one's is invisble but right above it and once slimed falls into place. The left one's disk is in two halves, slime the first half and wrangle it up the staircase then slime the alcove for the second half and wrangle the first to it to complete it. take the whole disk back to the well to seal it and bring out the Snot Hag with the key. Catch her then go up the other set of stairs and slime the invisible door. Mayan: First room you'll be attacked by possessed Mannequins. Destroy them to knock out the ghosts and trap them, you may need to revive Winston here. Second room has you playing the Mayan ball game, first bust the Black Slime floaters then look for four balls, three are in thier cases in the front but the fourth is hidden in a display in the back and can be seen with Paragoogles. Slime the balls the wrangle them line up the ball with the hoop with a dark portal and fire a Boson dart to score locking the ball in place. Four goals will open up the door to the Snot Hag holding one of the keys. SCT her then slime the door out. With both hags trapped you can head to the Civil War exhibit. Civil War ghosts are fighting each other and think you're fighting for the other side. You can trap them one at a time but it's faster to find the ghosts with the flags and trap them causing the other ghosts for the flagbearer's side to vanish. After that move ahead and meet Peter and Ray then go down the hall closing the level. ***************** 9d. Ilyssa Found "This is where earn the paycheck, and this is where we realize we don't get paid enough." - Winston In the room ahead you'll find two Black Slime Floaters and a number of Hound Demons. Hose then SCT the floaters and Boson the pack of Demon Hounds. After the cutscene the real battle starts. ***** Boss: Black Slimed T-Rex Use the slime blower to expose the fossil's weak point while keeping your distance, wrangle the weakpoint and slam to destroy everything except the skull. Watch out for more Demon Hounds coming from the portals. The skull has to be hosed down then hit with the blast stream. The Black Slime coat will regenerate so you'll have keep switching, but keep it up and you'll blast him back to the Cretaceous. ***** One more cutscene then back to the firehouse. ***************** 10a. Under New Management "If the elevators don't eat us." - Winston "Yes, if the elevators dont eat us." - Egon Try out your new Statis Beam on the web then shatter it with Blast Stream or Shock Blast. Head towards the elevators ignoring the Echoes, they're harmless make a right at the elevators and wrangle away the vending machines from the stairway door, go in and watch the cutscene. You'll be attacked by Malevolent Echoes, unlike the Docile Echoes these are dangerous, use the Statis Stream then unload the Shock Blast. Head back the way you came until you are in front of the Ballroom more echoes appear with four ghosts. Take care of the Echoes first, they can take down one of the other Ghostbusters in no time. Then SCT the black ghosts to open the ballroom. SCT two ghosts in the ballroom to move forward. Stasis and blast the webs but each time you do so you'll free a Spider Scuttler. Just Shock blast the little bugger and move on. The kitchen is divided into three rooms, go into the the second kitchen and look for a doorway into the utility room. the generator is missing all three batteries, you'll find the first on the way out but you need to slime it before you can wrangle it around, the same goes for the batteries in the corners of kitchen . Use you PKE googles to find the ghosts trails for the ghosts with the charges. You'll get them in order Kitchen 2,1 then 3. After bringing the batteries back to the generator head through kitchen 3 and go into the pantry. Stasis the web and blast it and the spider and go through the now open door. After one more fight with Echoes watch the cutscene as the level ends. ***************** 10b. Splitting up "Yeah, you were going stong right up until the passengers got trapped inside the bus station." - Ray After the cutscenes you'll need to wait through two conversations,then head down the left hall. After another scene you can go forward, just watch out for Echoes. The next room is the begining of the Phantom Labyrinth, it's easy to get lost but your Paragoogles can show you the correct door as a swirling portal, keep an eye out for Ghost Snares one room has you needing to Slime and wrangle a door to go forward and another needs you to use the Stasis Beam on a moving barricade to make it past. When you get to the end you'll find a door with four spirit locks. After a door next to it opens you'll have to follow your PKE meter to the key ghosts in a series of rooms. SCT each in turn, (First is hiding in a chair, second in a bed, third in a tv and fourth in a bathtub). Head back the way you came, when you can't find 1221 break out your Paragoggles to find the door the hose it down with slime. A large number of Spider Scuttlers will appear. Alternate between Shock Blast and Boson Dart until they are gone the head up the stairs the appear to end the level. ***************** 10c. the 13th floor "Well, this looks inviting." - Egon Break the web after using Stasis Stream and spiders will swarm you. After you take care of those pests move forward taking care of any webs and spiders in your way. At a dead end you'll find a cacoon glowing purple and two ghosts. slamming the ghosts around will likely break the cacoon releasing Spiders so break it open on your own and kill the spiders before busting the ghosts. Then just statis the web and blast to move on. Head down the twisting hallway (keeping in mind the wall becomes the floor) then Stasis one of the webs covering the doorways and drop down into the room and doing the same to the next web. you'll drop into a room with two ghosts and two cacoons. Handle one Cacoon at a time first then bust the ghosts. Stasis the webs holding up a painting on the ceiling and drop into the pit using the painting as a ramp to get out, take care of the Cacoons as they'll keep spawning Spiders until destroyed. Slime a door on the wall then move it to a door outline in to go ahead. Take out Cacoons in the next room then wait for a lift that you can walk on to come. When the lift stops use Stasis Beam on it to hold it in place till another lift comes. Repeat until you are across the room. Head down the hall taking out ghosts, cacoons and spiders until you can call the elevator. Step in to end the level. ***************** 10d. Lair of the Spider Witch "I've seen slime, ghouls, gods and demons but I really hate spiders. And that is a REALLY big spider." - Egon As soon as you enter the Spider Witch attacks ***** Boss: Spider Witch Your weapons can not hurt her, though Shock Blast kills her minions. The only way to damage her is to use the Stasis Stream on the web strand that she hangs from then blast it sending her crashing to the ground. After she crashes avoid her web balls while blasting the little spiders. When her health is down halfway she climbs up the webs on the walls, Stasis Stream works on them too but since she becomes a moving target wait until she attacks before sending her to the ground. Once her health is gone wrangle her human form into a trap. ***** A conversation later the Hotel is cleared. ***************** 11a. Rivers of slime "Nobody enjoys rushing headlong towards thier death more than this fellow." - Peter After the cutscene you'll be attacked by two Cultist Ghosts, keep your distance from the one with the swords and dogde the blasts the one with the staff fires. Hose off the black slime off them then SCT them opening the gate. Down the passage way you'll come across Black Slime Spawn, use the Slime Blower on them or Slime Mine if there are a lot of 'em. Next is a Black Slime Scuttler hose off his coating then use the blast stream, they're nasty in groups so if playing co-op have one person hose while the other blasts. Also Scuttlers get more aggressive when they lose thier black slime coats so try to remove one at a time in single player. When you enter the main chamber slime and wrangle the debris to the right out of the way, then you'll be ambushed by three Scuttlers, if playing single player hose them back up and blast each in turn until they're dead, you'll face a Cultist Ghost, the tight walkways will make keeping a capture stream on him difficult but keep at it and you'll trap him. Up ahead the PKE will detect an invisible platform and two orbs. Slime the orbs to bring them into view. Slam the orb across from you raise a platform that will let reach the invisble one then Slam the next orb to complete the bridge and move ahead. Slime the debris and wrangle it out of your way, making sure wrangle one into the gushing Black Slime fountain. The next chamber has two Cultist ghosts and the first Slime Pump, after you bust the ghosts use the Stasis Streams on the turning wheel so the symbols on top of the wheel match the symbol above it, the giant Black Slime river will be drained a little. Up ahead there will be an invisble trail with invisible Black Slime, check the location of the slime with the paragoogles then clean up the goo, then hose an orb and slam to continue. Next wave of enemies are three scuttlers and a Cultist, destroy the scuttlers first. Next will be three scuttlers and a Black Slime Elemental, use the blower or mine on him then wrangle and slam his weak points; keep moving backwards when facing the group. Then lock the three wheels on the next pump into place to drain more Slime. Up ahead there are three orbs and a grate to slime. Wrangle all four, just make sure you also hose the black slime on platforms 2 and 3. Slime and wrangle debris across the river to a Black Slime grate or you'll find yourself up to your armpits in scuttlers. Hose the Orb and pass the gate, hose the spawn and the puddle they come from then the grate that spawn scuttlers, you may need to rest to restore health here. Next crossing has four orbs two on each side. The diagram below shows the pattern as you approach it. 1 2 3 4 In order Slime and Wrangle 4,3,2,1 Stasis the platforms between slams to make sure they don't sink as you wrangle the next orb. There's a lot of regenrating Black Slime ahead so use the Slime Mine to make a clear path long enough to cross, make sure you get rid of the scuttler grate slime permanently. The next Slime Pump has a missing wheel, Stasis the present wheels then move ahead into a alcove room. You'll face a black Slime Elemental and a Cultist Ghost, get rid of the Elemental first as he can mess up your capturing of the Ghost. slime the wheel in the room and wrangle it back to the pump, then Stasis it to drain the rest of the slime river. Go forward and down the stairs in the now dry river. In the large area ahead you'll come across four Cultist Ghosts. You only need to capture the staff ghosts to go up the stairs but you need to get all four to open the door. Keep on your feet and SCT all four then go into the door to the next level. ***************** 11b. the slime labs "Ahh, the sweet science of a proton beam destroying everything in it's path." - Winston As soon as you begin a Cultist Ghost is barring the door. The Black Slime flowing out of a pipe can give him his shield back but other than that he's your basic Cultist. Take out three Scuttlers as you move into the central room and you find two Cultists holding Peter, catch them to free Peter and open the next door, there's also a slime pipe here so hose just one ghost at a time as not to waste your efforts. There's a Cultist in the next room, but Peter will make busting him even easier. Next trap the Cultist Ghosts to free Winston but before you can leave you'll need to take care of scuttlers and another Cultist; concentrate on hosing the enemies them the other Ghostbusters can do all the blasting, then blast and trap the Cultist. Go back to the central room, and across from where you found Winston. Head down the stairs first to remove any enemies and Black slime you may encounter when you fall. Then use your Paragoggles and Slime Blower to make it across the bridge. More Scuttlers then you'll find Egon being held by to Cultists with a slime pipe, HSCT them and get Egon back. Go into the next room on the balcony and you'll find scuttlers with thier queen she's not that special, just a scuttler that stays still and has more health. After she's dead you can head back into the Central Room and go through the last door. The chamber ahead has three cultists and a Slime Lab Elemental, don't bother with the cultists until you take care of the elemental, he'll just reslime them use the Slime Blower to get rid of his own black slime, the Shock Blast to expose his weak points, then the Caputre Stream to Wrangle them. After he's gone the Cultists should be cake. Head through the open door, watch the cutscene then into the next doorway to get out of the labs. ***************** 11c. Black Slime Beast "Another one that is NOT beautiful on the inside." - Peter Head down the lower tunnel and across the gears; to get the Orrey started back up you'll need to power three batteries, thankfully the needed ghosts come in waves. First is a sword cultist, jst be sure to slime the batteries first. Second is two sword cultists, be sure to trap the uncharged one before the next wave. Third is a staff cultist, once he's done the machines will start moving again. To cross the gears again you'll need to Stasis stream them, if the path is blocked Stasis the gear you are on til the next starts moving again an easy way to keep your path from being blocked is to fire your stream in the opposite direction the gear is coming from. Now prepare for the ugliset boss yet. ***** Boss: Black Slime Behemoth It'll mainly try to hit you with black slime balls that create black slime puddles if they miss, avoid them then clean them up (if you're playing co-op one player should focus on clean up while the other attacks). The Paragoggles will show the the two mouths on stalks next to the mouth under its eye along with that center mouth are his weakspots, but you can only damage them with Slime Mines and each weak point will be unusuable after the a certain number of hits. When the last one is unusable you'll turn this oozer into a loser. ***** Watch the Cutscene then you'll return to the firehouse. ***************** 12a. The coming storm "Man, there ain't nothing dead in this graveyard!" - Winston When you start off there will be eight large headstones to your right. To open the gate you'll need to slime and slam the headstones in pairs. The pairs are indicated by dancing skeletons. Slam the following pairs: B D C D A C B A When you match all pairs Ray will join up with you a little further ahead. Slime the coffin then slam it to open the tunnel forward. A Grave Scuttler will run off so chase after it, he comes back with friends. I HATE these things, thier bites can do real damage and if they hit you enough they explode on defeat. Use the Stasis Stream to freeze them, then pepper them with Boson Darts needless to say this can overheat your pack quickly so change weapons to cool them faster, and stay away from red ones when they die. Four more Graves appear up ahead then you'll come to a big chamber, there are many openings to blast but only destroy the third from the right as you go in unless you want to be up to your armpits in Graves. After you get out of the tunnel a cutscene occurs, if you move through the opening two Gargoyles will attack, Boson them like you did way back in Puffy White Menace. Move between the mausoleums and Spirit Locks appear and the mausoleums are buried. Three Gravedigger ghosts then take the keys through three gates. A mausoleum maze pops up if you try to make a b-line for the gates forcing you to go around, if that weren't bad enough the maze has Graves, Skulls and Snares waiting an unweary buster, each gate has different colored torches and I'll list enemies for each color. Red has a Gravedigger and two Imp Demons, these guys are even more annoying then they are dangerous, the fireballs they throw can instantly overheat your pack and they can charge you for damage, use the Stasis Stream to freeze them in place then Shock Blast them back to Hell. The Gravedigger is tough but your basic SCT. Green has a Gravedigger that shoots at you and three Graves, other than the shots nothing new. Blue has two Gargoyles and a Gravedigger that shots balls of black slime. Hose him off if he covers himself in black slime then bust 'em. Pass the now opened gate to face the the toughest miniboss yet, the Gozerian Servitor. This guy can only be hurt by Boson Darts and he brings Graves and lots of them. Leave the Graves alone and they will kill you, kill them and the Servitor will generate a shield that you have to wrangle from both his hands. It's worth wrangling in order to hit him, but expect to revive Ray a lot. After you take down big ugly follow the path until a gate closes behind you, hang a right until you see a big ball of...something. Slime the casket under it then slam it to break open the doors ahead. Doing so will awaken Stone Cherubs that attack you. Boson Darts are the way to go but unless you're a crackshot with them use the Stasis Stream first so your pack won't overheat from a miss. Continue down the path fighting Cherubs and Imps until you clear the level. ***************** 12b. The Necropolis "Dead guys incoming!" - Ray After moving forward and a cutscene you'll be in front of the exit to the level, there's just one problem, the door ahead has been broken into four pieces and you'll need to find them and bring them back to leave. The first piece in right in front of the door, slime and wrangle it but take care of the Cultists that appear when you move it, after they are gone move the piece into place. The other three pieces are in three branch areas of the Necropolis, with the door behind you head right into the red area, watch out for Graves. The second piece is guarded by not ghosts but a puzzle, you'll need to slime and slam the for statues around the fence so that all thier fingers are pointing at the door piece when that is done the fence will drop and you can slime and bring back the piece. From the left of the door is a blue area, take out the Graves and move into the area to face Gargoyles and three Stone Elementals, along with a black hole that launches energy that works like black slime, hose off anything enemy that gets hit with the stuff. The Stone Elementals are hard nuts to crack, hit them with the Stasis Stream to slow them down then use Boson Darts to expose their weakpoints, after that wrangle them down then claim you door piece. The last piece is in the Green area that is directly across from the door, you'll need to go around the side to get there. Beat the Graves then prepare for a throwdown. The enemies come in waves, first is three Gravediggers, dodge thier fire then SCT them. Second are three Gravediggers and a pair of Imps. Destroy the Imps first so thier fireballs won't overheat you while wrangling. Lastly are three Imps and a Grave Golem. Get rid of the Imps then use Boson Darts to expose and wrangle the Golem's weak points, victory will earn you the final door piece. Bring it back to head to the final battle. ***************** 12c. The Architect "But the guy's tied up!" - Ray "Villians don't generally do that to themselves."- Egon Watch a cutscene that explains everything that's been going on, then get ready to rumble. ***** Boss: Shandor, Gozerian Sorcerer Don't bother blasting him while he's split up, avoid his attacks until he pulls himself together then hit him with the Stasis Stream to keep him that way for a while, sap him until he splits up again then repeat the process until you get a capture stream on him. Slam him around until he's dazed then guide him above the portal in the middle of the room, you may need to angle the remote up slightly. ***** One cutscene later you will enter the last level. ***************** 12d. The Destroyer "The Architect? That's not so scary, the Contractor that's who kills ya!" - Peter Head up the stairs, One cutscene later the main event begins. ***** Boss: Shandor, Ascendant The coward hides behind a mask that must be weakened and wrangled before you can get the madman in the center. After he takes a set amount of damage he brings the mask back with two claws. Avoid the claws and continue hitting and wrangling the mask. After he brings back the mask for a second time he covers it in black slime, hose it with the slime blower then continue zapping and wrangling. The third and final time he returns the mask he covers it with a shield, use Stasis Stream on the Obelisks on both sides of the mask then blast them to take out the shield, repeat as needed. When his energy is gone a cutscene will occur, cross your stream with the other Ghostbusters' by firing at the huge glowing ball to give Shandor the total protonic reversal he so richly deserves. ***** Congratulations, you just saved New York and the world from a disaster of biblical proportions! Enjoy the ending! ***************** 13a. Art Page Locations Firehouse: (only after you start your first mission, clear next mission to save) 2 Availiable Allies: In the doorway leading to the basement Imbued Spirit Vessel: In the corner of the basement On the Job Training: 1 availiable Animated Objects: Right in the middle of the hallway after you force Slimer out of the table. Slimer's Mitzvah: 5 availiable Kitchen Wisps: In the table you need to blast in the kitchen Slimer: the couch in the corner to the left of where Slimer starts in the ballroom Psychokentic Door Manipulation: in the plant in the corner to the right of where Slimer starts in the ballroom Sous Chef Ghosts: behind the lobby front desk, move out into the front area of the building then go through the door on the far right as you go in Ectoplasmic Debilitaion: In the TV in the Lobby And the Kitchen Sink, Too: 4 Availiable Possessed Objects: down the side hall to your right while chasing the Sous Chef Ghost Ectoplasmic Material Bonding: In the soda machine right before the Sous Chef ghost fight Phantom Craft Work: In the cabinet on the corner opposite of the door. Chef Sargossa: In a cabinet in on the kitchen wall down from the door. Marshmellow Hunt: 4 Availiable Electrokinetic Specters: In the corner of the room you start in, inside some crates Destructor Manifestation Residue: First room you see the stuff under the blob right in front of you Charged Destructor Manifestation Residue: Under the first charged blob you see Electrokinetic Absorption Event: In the last room, first crate to the right of the door you enter from Going Up...: 3 Availible Construction Ghosts: In the last stall on the left in the women's bathroom Printer Paper Zombies: The Marshmallow blob to your left in the room with zombies and wisps Electronic Wisps: In the table next to the arcade game in while hunting the ghost that closed the door A Sticky Situation: 3 Available Marshmallow Minions: In a crate next to the generator Spirit Locks: In the corner ahead of you and to the left in the room after the door that needs the generator, under a charged blob Stay Puft: In the printer in the room where Stay Puft's Arm is in. Puffy White Menace: 1 Available The Destined: the alcove you did NOT enter from opposite the roof's edge The Rise and Fall of Stay Puft: 0 Avaliable A Quick Detour: 2 Available Book Bats: Bookshelf on the second level of the reading room that is nearest to the second story lobby entrance The Gray Lady: Bookshelf in the corner of the room after you get the Paragoggles Call of the Grave Lady: 4 Available Cold Spots: In a cul-de-sac in the book maze, seen through an invisible wall go around it to collect Ghost Snares: In a bookshelf near a closing wall, near the maze exit Symmetrical Stacking: In the middle computer desk after the maze Library Phantasms: In a pile of books across from the entrance to the room with the phantasm Shhhhhhhhh...: 4 Available Poltergiest Effect: In the crate behind Ray when you start out Book Centurions: In a desk under the middle painting in the room where you attempt to scan the Grey Lady Literature Page Zombies: In the second annex from the enterance of the Children's reading room Book Golem: Under a book pile in the corner of the room where you fight the Book Golem Dark and Damp: 2 Available Gozerian Codex: Hidden in a room behind a cabinet right at the beginning of the level Transmogrified Grey Lady: use a Boson Dart on the fire in the Grey Lady's room Wrath of the Collector: 3 Available Ethero-Spatial Rift: In the middle bookself on the far left of the enterance room The Abyss: First bookshelf on the left alcove in the room with the lion statues Azetlor, The Collector: In a bookshelf on the left side of the room where you fight Azetlor Dr. Rutherford, I Presume?: 4 Available Negativley Charged Ectoplasmic Residue: In a crate in the far left corner of the room after the second shutter Plasmic Resonance: in the small crate next to big crates that need to be slimed after the room you first see the possessor Psychokinetic Biological Inhabitation: In a crate in the hallway after Ray gets Possessed Snot Hags: in the alcove of the room after you free the Rutherford Opening Night: 4 Available The Skeptic: 2nd bench to your right after starting the level Wayward Possessors: In one of the lockers in the security room. NOTE: You can only enter the security room BEFORE you enter the room with the possessor battle Extraplanar Obelisk: In the alcove opposite the exit of the room with the possessor battle Phantom Architectural Remnants: in the bench in the room with the invisible door Hot Pursuit: 6 Available Egyptian Mannequins: In the solitray mannequin between the two anuibus statues in the first egyptian hallway Flaming Skulls: Cat statue on the left of the stairway after the skull room Negatively Charged Ectoplasm Source: right across from the invisible disk half Mayan Mannequins: Display case on the left next to the pyramid Civil War Ghosts: In the middle uniform behind the big flag in the civil war hallway Black Slime Floaters: spiky statue to the right of the enterance of the room you meet Peter and Ray in Ilyssa Found: 3 Available Hound Demons: to the right of the pillar next to the enterance to the boss room T-Rex, Black Slimed: in the plant next to the piano T-Rex Skull, Black Slimed: first statue to your left when you enter the boss room Under New Management: 4 Available Docile Echoes: In the table in the middle of the lobby Malevolent Echoes: Where the manager was standing De-Ionized Ectoplasmic Secretions: After the third web from the ballroom Hotel Phantasms: in a rack of food in the first kitchen Splitting Up: 3 Available Phantom Labyrinth: In the alcove ahead and to your right as you begin Entropic Bias: in the jar in front of a closing wall Spider Witch: to your right after entering 1221 The 13th Floor: 4 Available 13th Floor Effect: In an alcove full of spiders to your right when you begin Spider Scuttlers: In a couch in the alcove to your left at the end of the first hall. Spectral Spawning Husks: in a table in the corner the room with a caccoon and two ghosts P.K.E. Resonant Motility: in a chandeler on the floor of the room with floating platforms Lair of the Spider Witch: 2 Available Mandala: table to your left after beating the spider witch Transmogrified Spider Witch: table to your right after beating the spider witch Rivers of Slime: 6 Available Vigo the Carpathian: in the corner to right in the first room Black Slime Spawn: In a crate in the small alcove on the way to the main chamber Black Slime Scuttler: in the grate to the left of the bridge to the first slime pump Ectoplasmic Residue: in the corner next to the wheel you need to wrangle Black Slime Elementals: in the river alcove to the left of the exit Cultist Ghosts: In the river alcove closet to the left of where you fight the last group of cultist ghosts The Slime Labs: 6 Available Paranormal Investigator (Ray): In the alcove in the hallway to the main room in a locker Psychomagnatheric Ectoplasm: In the locker next to the doorway of the main room Paranormal Investigator (Peter): in a locker on the upper level of the main room Paranormal Investigator (Winston): in the cell furthest away to the left from Winston's in the room he is held in Paranormal Investigator (Egon): in a lab table in the upper level of the room Egon is in Slime Lab Elementals: In the middle lab table of the upper level of the room where you fight the elemental Black Slime Beast: 1 Available Black Slime Behemoth: In a crate on the second level to the left of Winston The Coming Storm: 7 Available Psychokinetic Atmospheric Influence: In a small headstone behind the skeleton graves to the right of a lampost Grave Scuttlers: Blast a casket sticking out of the wall in the underground tunnel, beat the graves in the chamber within, the page is in one of the caskets in the room Gargoyles: The small headstone in front of you when you leave the underground tunnel Gravedigger Ghosts: In a small headstone in the red area Gozerian Servitor: a small headstone directly across from where you enter the Servitor battle Non-Anthomorphic Conglomerate: behind the big ball Stone Cherub: in a lamp to the left of the conglomerate art page The Necropolis: 3 Available Stone Elementals: In the stone bench behind the door piece in the blue area Grave Golem: In the corner between the blue and green areas Imp Demons: In the torch in the far left corner from the enterance in the green area The Architect: 1 Available Shandor, Gozerian Sorcerer: on the right side of the altar The Destroyer: 1 Available Shandor, Ascendant: Right behind you when you start the stage ***************** 14a. Scan Locations I'll only only the earliest opportunity to get a scan, excluding the scans you should have by default I. Paranoromal Investigator (Ray): On the Job Training; in the hotel lobby II. Paranoromal Investigator (Egon): On the Job Training; in the hotel lobby III. Paranoromal Investigator (Peter): On the Job Training; in the hotel lobby IV. Paranoromal Investigator (Winston): A Quick Detour; in the library lobby VI. The Skeptic (Peck): Opening Night; During the Possessor Attack (when not Possessed) VII. The Destined (Ilyssa): A Sticky Situation; scan Ilyssa in the room with Stay Puft VIII. Extraplanar Obelisk: The large pillar in the middle of the possessor attack IX. Destructor Manifestation Residue: Marshmallow Hunt; first time you see it X. Charged Destrutor Manifestation Residue: Marshmallow Hunt; first time you see it XI. Ghost Snares: Call of the Grey Lady; in the maze, scan with Paragoggles XII. Spectral Spawning Husks: the 13th Floor; In the room before the first twisting hallway XIII. Phantom Architectural Remnants: Opening Night; scan in the last room use Paragoggles XIV. De-Ionized Ectoplasmic Secrections: Under New Management; scan as soon as the level begins XV. The Gozerian Codex: Dark and Dank; In the room where you fight the four Library ghosts XVI. Mandala: Ilyssa Found; scan the symbol on the floor in the middle of the room XVII. Negatively Charged Etcoplasm Source: Hot Pursuit; In the big room of the Egyptian Exhibit XVIII. Phantom Craftwork: And the kitchen Sink, Too; before the Chef fight XIX. Ectoplasmic Residue: Rivers of Slime; any bucket with Green Slime XX. Negatively Charged Ectoplasmic Residue: Doctor Rutherford, I Presume?; First puddle of the stuff you see XXI. Psychomagnatheric Ectoplasm: Rivers of Slime; any non-green bucket of slime XXII. Ectoplasmic Debilitation: Slimer's Mitzvah; scan any slimed ghostbuster XXIV. Spirit Locks: Marshmallow Hunt; Scan the door with two locks after the blobs XXV. Psychokinetic Door Manipulation: Slimer's Mitzvah; scan the ballroom door XXVI. Plasmic Resonanse: Doctor Rutherford, I presume?; scan the crates you have to slime to proceed, be sure not to slime them first XXVII. Entropic Bias: Splitting Up; scan the barricade that blocks your path by moving, use the Paragoggles XXVIII. Electrokinetic Absorption Event: Marshmallow Hunt; scan a drained battery covered in slime XXXI. Non-Anthropomorphic Conglomerate: The Coming Storm; scan the large ball near the end of the level XXXII. P.K.E. Resonant Motility: Dark and Dank; Scan the invisble bridge with your Paragoggles XXXIV. Psychokinetic Biological Inhabitation: Doctor Rutherford, I presume?; Scan Ray when he gets possessed XXXV. Ethero-Spatial Rift: Dark and Dank; the portal at the end of the level XXXVI. Ectoplasmic Material Bonding: And the Kitchen Sink, Too; scan the slimed vending machines XLI. Kitchen Wisps: Slimer's Mitzvah; in the kitchen (duh) XLII. Electronic Wisps: Going Up; in the first room with arcade games XLIII. Marshmallow Minions: Marshmallow Hunt; First room you encouter them XLIV. Gargoyles: Puffy White Menace; On the roof XLV. Book Bats: A Quick Detour; when summoned by the Library ghost XLVI. Animated Objects: And the Kitchen Sink, Too; in the hallway while chasing the Sous Chef Ghost XLVII. Grave Scuttlers: The Coming Storm; in the underground tunnel XLVIII. Possessed Objects: And the Kitchen Sink, Too; During the Sous Chef ghost fight XLIX. Mayan Mannequins: Hot Pursuit; in the Mayan Exhibit L. Egyptian Mannequins: Hot Pursuit; in the Egyptain Exhibit LI. Flaming Skulls: Hot Pursuit; in the Egyptain Exhibit LII. Docile Echoes: Under New Management; In the hotel lobby LIII. Malevolent Echoes: Under New Management: In the lobby after you find the manager LIV. Spider Scuttlers: Under New Management; In the kitchen hallway after blasting a web LV. Black Slime Scuttlers: Rivers of Slime; on your way to the slime river LVI. Stone Cherubs: The Coming Storm; after you release the ball near the end of the level LVII. Black Slime Spawn: Rivers of Slime; on your way to the Slime River LVIII. Slimer: On the Job Training; In the Hotel Lobby after the 12th floor LIX. Hotel Phantasms: Under New Management; Hotel lobby before the ballroom LX. Construction Ghosts: Marshmallow Hunt; Room with the Spirit Locks LXI. Library Phantasms: A Quick Detour; in the Library lobby LXII. Wayward Possessors: Dr. Rutherford, I Presume?; the room before the black slime crate LXIII. Snot Hags: Dr. Rutherford, I Presume?; room after you free the doctor LXIV. Black Slime Floaters: Opening Night; scan after the possessor attack LXV. Civil War Ghosts: Hot Pursuit; in the civil war exhibit LXVI. Sous Chef Ghosts: On the Job Training; In the Hotel Lobby after the 12th floor LXVII. Cultist Ghosts: Rivers of Slime; the very first room LXVIII. Gravedigger Ghosts: The Coming Storm; in the Mausoleum Maze LXIX. Electrokinetic Specters: Marshmallow Hunt; the last room of the level LXXI. Stone Elementals: The Necropolis; in the blue area LXXII. Printer Paper Zombies: Going Up; the first room LXXIII. Literature Page Zombies: Call of the Gray Lady; right after the maze LXXIV. Book Centurions: Shhhhhhhhhh...; in the second room of the level LXXV. Book Golem: Shhhhhhhhhh...; Final room of the level LXXVI. Black Slime Elementals: Rivers of Slime; between the first and second slime pumps LXXVII. Slime Lab Elementals: The Slime Labs; the second to last room of the level LXXVIII. Grave Golem: The Necropolis; in the Green Area LXXIX. Hound Demons: Ilyssa Found; Scan them before the boss shows up LXXX. Imp Demons: The Comming Storm; Past the red gate in the Mausoleum Maze LXXXI.Gozerian Servitor: The Comming Storm; past the Mausoleum Maze LXXXII. Chef Sargossa: And the Kitchen Sink, Too; after you put the cake in the oven LXXXIII. Stay Puft: A Sticky Situation; In the room he breaks through to try to grab Ilyssa LXXXIV. The Gray Lady: Dark and Dank; behind the desk in the last room LXXXV. Transmogrified Gray Lady: Dark and Dank; after you take the codex LXXXVI. Azetlor, The Collector: Wrath of the Collector; He's the huge worm in the boss chamber you can't miss him LXXXVII. T-Rex, Black Slimed: Ilyssa Found; Scan him after you clear the room of ghosts and demons LXXXVIII. T-Rex Skull, Black Slimed: Ilyssa Found: Scan after destroying the rest of his body LXXXIX. Spider Witch: Lair of the Spider Witch; scan her after you beat her spider form but before you trap her XC. Transmogrified Spider Witch: Lair of the Spider Witch; She's the big boss you spend 97% of the level fighting XCI. Black Slime Behemoth: Black Slime Beast; scan the boss after restoring power to the level XCII. Shandor, Gozerian Sorcerer: The Architect; Scan him after you use the Stasis Beam XCIII. Shandor, Ascendant: The Destroyer; Scan the mask when the battle starts XCVI. Boson Darts: Gained Automaticly during Marshmallow Hunt XCIX. Paragoggles: Gained Automaticly during A Quick Detour C. Stasis Stream: Gained Automaticly during Under New Management CI. Shock Blast: Gained Automaticly during A Quick Detour CII. Slime Blower: Gained Automaticly during Dr. Rutherford, I Presume? CIII. Slime Mine: Gained Automaticly during Rivers of Slime ***************** 15a. Unlockables Gozerian rookie suit: Prevents sliming while giving you a ghostly appearance Unlock: Beat the game on Gozerian difficulty Increased Scanning Speed: PKE scans complete almost instantly Unlock: Collect 50% of all scans Faster Health Recovery: Health recovery starts sooner and goes faster Unlock: Collect 50% of all Art Pages No equipment overheat: your pack will never overheat except by attacking an electrifed ghost or getting hit by a Imp's fireball Unlock: Collect 100% of all scans Equipment Strength Upgrade: All weapons do more damage Unlock: Collect 100% of all Art Pages Invulerablity: You never take damage Unlock: beat the game with 100% of all Scans and Art pages ***************** 16a. Legal Info This guide may not be reproduced except for personal use. Do not post on any website or distribute to the public without the advance express written consent of the author. Use of this guide on any web site or public display without permission is a violation of copyright law and is strictly prohibited. All trademarks and copyrights within this document are the property of thier repective trademark and copyright holders. ***************** 17a. Approved Hosts The following are the only sites I have authorized to publish this guide. If you found this guide at a site not on the list then email me at [email protected] -GameFAQS(www.gamefaqs.com) -GamesRadar(www.gamesradar.com) -CheatPlanet(www.cheatplanet.com) -CheatCodeCentral(www.cheatcc.com) -NeoSeeker(www.neoseeker.com) -Supercheats(www.supercheats.com) ***************** 18a. Special thanks - Thanks to Atari/Columbia for the game - Thanks to Harold Ramis and Dan Akroyd for the entire Ghostbusters Franchise - Thanks to my brother, James, without whose support this guide would not have been possible - Extra Special Thanks to all my friends and family for the kindness that carries me through each day - Finally thanks to you the reader for giving me a reason to write this after all... We ain't afraid of no ghosts! Copyright 2009-2010 Richard Wallberg/Richforce