Your Account
    Log into your account here:
       Forgot Password

    Not registered? Sign Up for free
    Registration allows you to keep track of all your content and comments, save bookmarks, and post in all our forums.

Ghostbusters The Video Game


Ghostbusters Walkthrough

by Richforce


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. Slimerís 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: Rayís 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 didnít 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 Historyís 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 donít cross the
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 Tobinís 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 doesnít havenít any thing to do
with cold itís 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, itís 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


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

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

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

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

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


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

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:



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

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

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

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

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

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

Transmogrified Grey Lady: use a Boson Dart on the fire in the Grey Lady's

Wrath of the Collector: 3 Available

Ethero-Spatial Rift: In the middle bookself on the far left of the enterance

The Abyss: First bookshelf on the left alcove in the room with the lion

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

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

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

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

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

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

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

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

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

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

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

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

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

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

XXII. Ectoplasmic Debilitation: Slimer's Mitzvah; scan any slimed ghostbuster

XXIV. Spirit Locks: Marshmallow Hunt; Scan the door with two locks after the

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

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

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

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

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]



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