PS3 Walkthroughs: Ghostbusters: The Video Game Walkthrough

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Ghostbusters: The Video Game Walkthrough

                         O--------------------O   
                         |    Ghostbusters    |
                         |    Version 0.99    |
                         |  Created 6-18-2009 |
                         O--------------------O

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                           TABLE OF CONTENTS
______________________________________________________________________________


              Introduction..............................[INTD]
              Version History...........................[HSHY]
              Gameplay..................................[GMPY]
              Walkthrough...............................[WLKT]
                   Firehouse............................[WLKT1]
                   The Sedgewick Hotel..................[WLKT2]
                   Times Square.........................[WLKT3]
                   The Public Library...................[WLTK4]
                   The History Museum...................[WLKT5]
                   Return to Hotel Sedgewick............[WLKT6]
                   Lost Island..........................[WLKT7]
                   Central Park Cemetary................[WLKT8]
              Equipment.................................[EQPM]
              Artifacts.................................[ARFT]
              Fountains.................................[FNTN]
              Tobin's Spirit Guide......................[TBSG]
              Trophies..................................[TRPH]
              Legalities................................[LGLS]



______________________________________________________________________________

                           I N T R O D U C T I O N                    [INTD]
______________________________________________________________________________


Welcome Gostbusters Fans. This guide is written based on the Experienced
(normal) difficulty setting. It was also written using the PS3 version of the 
game. My guess though is that the guide will also work for the Xbox 360
version. My goal with a guide is to provide a step by step method for moving 
through each level of the game. I expect that once you are able to defeat a 
common enemy you will likely be able to do so again. I do not proclaim to be an
expert on the game. You can be assured though the descriptions below are a 
method (maybe not the best) that will allow you to complete the game. While the
main portion of the guide is the Walkthrough do not neglect the other sections.
Review/scan over them and they may help you in some way. 

______________________________________________________________________________

                         V E R S I O N  H I S T O R Y                 [VSHY]
______________________________________________________________________________

Version 0.80 
 -Submitted 6-22-2009
 -Walkthrough complete
 -Equipment, Spirit Guide, Artifacts and Fountains outlined

Version 0.99
 -Submitted 6-25-2009
 -Equipment section complete
 -Spirit Guide and Artifacts almost complete
 -Need to find other fountains
 -Need to finish Gameplay section

______________________________________________________________________________

                            G A M E P L A Y                           [GMPY]
______________________________________________________________________________


Controls
--------


Proton Pack
-----------


Trapping
--------


PKE Meter
---------



Tips
----

-Do not be afraid to spend your money on upgrades. You earn more than enough
 cash to pay for all the upgrades.

-Scan a ghost on the first encounter to gain valuable information.

-Having trouble defeating a particular ghost? Check out Tobin's Spirit Guide 
 for its weakness.

-Revive, revive, revive! Healing downed teammates can be the difference 
 between continuing a mission and game over if you go down.

-When in doubt do two things: Listen to your teammates and/or use the PK meter


______________________________________________________________________________

                          W A L K T H R O U G H                       [WLKT]
______________________________________________________________________________


------------------------------------------------------------------------------
Firehouse                                                             [WLKT1]
------------------------------------------------------------------------------


Watch the intro videos. A well known apparition has escaped. Ray and Egon need
some assistance from the new recruit. Slide down the pole and follow the guys
down the stairs. Use R2 to fire the proton beam at Slimer. Unfortunately the
blast hits a little more than the gross green ghost and another potential 
bustee escapes. Move with Ray down to the basement while Egon repairs the 
containment unit.

Listen to Ray explain the importance of the proton pack. It is not only a 
primary weapon but will serve as the HUD. The green bar indicates health while
the red will indicate when the pack needs vented to prevent/treat overheating.
Fire at Slimer with the proton stream. A green circular meter appears when
a ghost is targeted. This basically indicates their health. Once Slimer's meter
is depleted enough he escapes. The first actual enemy ghost shortly appears,
Sloth Ghost.

Fire the Blast Stream at him to weaken the ghost. Listen to and follow Ray's
Instructions to learn how to use the Capture Stream, Slam, and Trap. When the
Sloth Ghost is weakend press L1 while holding R2 to throw a capture stream. 
Practice slamming and wrangling the ghost. Once the Sloth Ghost is trapped the
action moves to Ecto-1, where you can leave for your first real mission.



------------------------------------------------------------------------------
The Sedgewick Hotel                                                   [WLKT2]
------------------------------------------------------------------------------


6 Artifacts
6 Ghost Scans


Follow the guys to the elevator. Move down the first hall on the left. When
Ray mentions that he has made contact be aware of the incoming furniture and
avoid it if possible. Fire a blast at Slimer and he will escape. As you and Ray
proceed, equip the PK meter by hitting Triangle. Listen to the explanation of
it use to investigate the wall Slimer escaped through. Track Slimer to a 
vase/urn at the end of the hall on the right. Get a scan of Slimer and move 
back down the hall. There is a vending machine in an alcove on the left. On the
floor is the first artifact. Scan it. 

Peter screams for help over the radio. Race behind Ray by pressing circle. 
Revive the freshly slimed Peter by pressing X. Egon mentions more activity down
stairs. Call the elevator and go down. A couple of Bell Hop Ghosts are causing 
a disturbance. Help the other Busters zap and trap them. Slimer reappars with
two more Bell Hop Ghosts. Attack them while avoiding the thrown objects and 
they eventually split up. Peter and the Rookie are given the task of tracking
Slimer. Before heading out move to the near by desk (find the right one with
the PK Meter) to find a service bell/artifact.

The hotel manager will not allow access to the Ball Room. Follow Peter around 
to a side entrance through the kitchen. Equip the PK Meter and investigate the
black goo on the wall. When the appliance moves to block the path forward, 
several Dead Fish Fliers appear. Use the proton stream to defeat them and move
to the appliance blocking the path. Move to the right to find an artifact then
return to Peter's position. 

Inside the ballroom, Slimer is found. Wear him down with the proton stream. As
Slimer is weakened he will hide. Look for him with the PK Meter and he will 
eventually reappear. Continue to blast and look out for him to charge and slime
you. A press of O will help evade the goo. Trap Slimer and before leaving the
area zap the ham that was on the large table to get the Kosher Trophy. Move to
the bar and destroy the shelves on the right hand side. The wall should break
and show a secret passage. Behind the wall is an artifact.

Exit the ball room to find more Bellhop Ghosts in the main hall. After a 
discussion about payment with the hotel manager the Angry Fisherman Ghost
flies by. Move with Egon to track down this ghost. The Fisherman will collapse
a set of stairs putting the Rookie on his own. Head up the next set of stairs
for an artifact. Go back down the stairs and through the next hall. The 
Fisherman will flood the area with water.

Use the PK meter to search for the Fisherman. You should find a new enemy the
Candelabrum Crawler at the first right after room 304 and a Toaster artifact
near rooom 307. This small ghost does not have to be trapped but will be 
eliminated with a good zap from the proton pack. The difficulty with them 
however can be numbers. They like to attack in groups. Continue the search for
the Fisherman with the PK Meter. He is at some vending machines not far from
the Toaster relic. He will flee across the dead end and bust through a door.
Fight through the Crawlers to this new location. Once the elevators are reached
the water will drain when a set of elevator doors open. 

Enter Sargassi's to fight the Angry Fisherman. He floats above and will move
from one side of the room to the other quickly. Focus you stream on him and 
be prepared to dodge his fishing line attack. The key is to locate him quickly
(he will usually be behind you) and fire regularly. Once the Fisherman's health
is adequately depleted he escapes and the other Ghostbusters enter expressing
their pride in your destructive abilities.

Use the PK meter to track the Angry Fisherman to the exit. Unfortunately when
you get to the door a Kitchen Golem attacks. Stay at a distance and keep a 
regular stream on the Golem. It can deal out heavy damage if you get too close.
Once its health is depleted wrangle out the inhabiting ghost by using the 
capture stream. The Fisherman is now the primary target again. Continue to 
focus a stream on him but now you have some help. Trap him when possible and 
the cinematic will exit the team to the outside where Stay Puft awaits.


------------------------------------------------------------------------------
Times Square                                                          [WLKT3]
------------------------------------------------------------------------------

6 Artifacts
6 Ghost Scans


In the distance Stay Puft will create Marshmallow Mini's to attack. These 
treats can be eliminated without trapping. Once the big guy throws a car and
opens the path continue forward. Once the first wave of Minis are defeated Hobo
Ghosts appear. These phantoms must be weakend and trapped. Its easier to use 
the constantly open trap on top of Ecto-1 than the more mobile version each
Ghostbuster carries. Advancing leads to more Hobos and Minis at the same time.
Be sure to keep an eye on your teammates and revive when necessary. At the end 
of the street (you'll see a wrecked Doritos truck), Stone Gargoyles will attack
from behind. The way to defeat these ghosts is to use the Capture stream and
Slam them into the ground. Next up are some Construction Worker Ghosts that
will attack along with some Garoyles. Take out the Gargoyles quickly then 
focus on the Workers. They will attack from a distance regularly. Focus on one
at a time and get them trapped.

Winston has the idea to cut through the side alley to cut off Stay Puft. Find
a path through the possessed washers and enter the small room on the right for
an artifact. Exit the Laundromat and use the Boson Darts to destroy the leaking
tanker. This provides a path for Ecto-1 to follow. Locate the Midnight Goose
artifact and destroy the fence to the left. At the first alley after knocking
over the fence you will find Otto's Bar. At its entrance is another artifact.
Once back on the main street the guys find a theater that houses Hindenberg.
Several Opera Diva Ghosts appear. Zap 'em and trap 'em. This turns into an
even bigger fight when after the first couple of Divas are trapped Hobos and
Gargoyles appear. During this fight stay on the move for protection. Also you
have to make sure to quickly revive fallen teammates. At least one person has 
to stay alive or its game over. A good general strategy is to use the stream
regularly with intermittent Boson Darts. This seems to deplete the ghosts 
health more rapidly. The Divas and Hobos have to be trapped while the Gargoyles
can still be slammed.

Stay Puft is nearby and looking for something. Move through the maze of cars 
away from the giant Marshmallow defeating his Minis along the way. When ever
a dead end is reached fight of the Minis and fire Boson Darts at Stay Puft. 
When he's ready he will unknowingly open your path. Enter the building at the
end of the path and fend of several Minis. Get the artifact on the desk then
ride the elevator up.

Move down the hall end enter the office. The PK Meter leads you to the center
of the room. Look up and numerous Minis crash in from above. Boson Darts are
very helpful when several Minis congregate. Fend off all the attackers and 
exit with Ray after picking up the artifact in the back right corner of the 
room. Upon opening the room more Minis come down the hall a few Boson Darts and
the hall will be cleared. Grab the artifact at the end of the hall. Enter the
conference room and fight off the Mini's and fire a Dart at Stay Pufts hand.

Exit to the stairs and move down. The path is destroyed so there is only one
way to go and that is up. On the roof trap the Construction ghosts. When they
are all trapped move to the edge of the roof to see Stay Puft up close and 
personal. Fire at him to knock him to the ground and victory...Not so fast.
Stay Puft is on his way back up the building. You somehow slip off the edge.
Hanging from the edge of the roof fire Boson Darts at Stay Puft as he ascends.
His attacks now will be the Minis that can be taken out with a Proton Stream.
He will also spit large gobs of marshmallow that can be broken up with a Dart
or Stream attack. Continue to pelt Stay Puft with Darts alternating with
fending off his minions. Once the last dart hits Stay Puft falls crashing to 
the ground.



------------------------------------------------------------------------------
Public Library                                                        [WLKT4]
------------------------------------------------------------------------------

6 Artifacts
10 Ghost Scans


Move over to examine the remaining lion statue only to have a few ghosts break
free and enter the library. Climb the stairs and watch as the events unfold.
Ray explains the use of the stasis stream and the guys disperse. Equip the PK
Meter and return to the bottom floor. Investigate the ectoplasm on the ground
then the case on the right side of the room. The ghost exits and busts down
a gate behind the columns and to the left. Follow the path to a large open
room with lots of reading tables.

Ray and Egon are on the balcony to the right. At Floor level on the far side of
the room a Book Golem will appear. Use the stasis attacks to slow the golem 
down while circling him. The circling will be easier once much of the room is
destroyed. This Golem like the last has a devastating melee attack, hence the
importance of remaining at a distance. The more you are able to slow the Golem
the better chance Ray and Egon have at attacking. You can even switch the 
pack to the normal proton stream and fire some Boson Darts if you like. Once
the Golem is low on health wrangle the ghost out by using the capture stream.

After wrangling the ghost out of the Golem it escapes. Investigate counter at
the far end of the room (opposite the entrance) to find the ghost of the 
Librarian. Move behind the counter through a door on the left and get an 
artifact to the left. Now go through the door that was opened as the ghostly
librarian moved through. She will Shush you and disappear. Move down the stairs
and into the next room. Investigate the area Egon finds with your PK meter only
to have the libarian appear again. Take the side path with the other 
Ghostbusters.

The large bookshelves will move and cut you off from the others. Wait for a 
path to open to the left. Follow it and encounter the first ghost of this
level. Fire at him then keep moving foward. Watch as the bookcases move to 
open new paths. This will lead you to the Microfilm, Reprints, and Archives
room. To the left of the entrance is an artifact. Move to the right of the door
and the path will be cut off. Take the center aisle to find the ghost. Fire at 
him and keep moving foward.

Exit the stacks via the door marked Authorized Personel Only and make a right.
The room is full of Black Slime. Exit and go toward the other end of the hall.
Scan the purple ectoplasmic residue then make a right. In the next room, 
destroy the folding tables and boxes with Darts. Once that is done with the PK
meter equipped scan the book drops (I guess) on the other end of the room to
release some Book Bats. Fire the proton stream or Darts at the bats to destroy
them and the main ghost you've been tracking will appear. After he takes a 
beating he gets some help and there is two of them. They seam to be more 
difficult to trap than the previous ghosts but having both capture streams on
one seems to make it a bit easier.

Follow Ray out and down the hall. In the next room Paper Constructs attack. 
Change the Proton Pack to equip the Shock Blast and fire away at the critters.
It may be best to stay in the entry corridor in order to force the ghosts to 
attack from only in front of your position. Move forward into the Reference,
Journals, and Current Periodicals Room fighting Paper Constructs as you go. 
At the end of the book shelves you reunite with the Librarian. She wants quite
and disappears again. Return to the previous room and go toward the newly 
open door only to have the Librarian unleash some Book Bats. Follow Ray and 
listen to the Winston provide some story during the cinematic.

Take a sip from the fountain and as the Juvenille Curriculum room door slams 
shut more Paper Constructs will attack from behind. Enter the room they escaped
from and open the door on the right. Inside the Children's Reading Room, try to
open the first door on the left. It will only partially open. Use a proton 
blast to destroy the obstruction then investigate the bear on the chair. It 
leaves and heads to the other end of the room. Follow it to the large tree in 
the back right corner. This action should give a trophy and cause Ray to want
to move along.

Go down the stairs and arrive at a room just outside of the Special Collections
room. To the right notice the chair propped up against the door. Use the
capture beam to remove it and open the door to find an artifact. Regroup with
Egon and Ray only to have the Librarian leave again. An attack comes from
a duo of ghost that will be fairly easy to eliminate. Use the PK meter to find
the book shelf on the back right side of the room that leads to a secret 
passage.

Run down the stairs and be prepared for a Paper Construct to bust through the
boarded up passage. Enter the new door way and turn right. Follow Ray to the 
big open area. Use the PK meter to investigate the book on the stand to the 
right. It will levitate and enemies appear. First its just Book Bats, then
some Paper Constructs. The next duo of enemies will be the Book Centurions. Its
best to use the shock blast against the first three enemy types. The final
in the series is another Cruster. Switch to the proton stream and attack cause
this one has to be captured. The Librarian appears and moves down the hall.
Follow her again.

At the end of the hall is a room with only one exit which is conveniently
block by large beams. Before moving the beams move around the book cases to the
left to find an artifact. Return to the block passage and use the capture beam
to remove the three impediments. Slam them then move each beam out of the way.
Blast the remaining wooden boards and enter. Move through the watery room to
the stairs. At the top flip the switch for some power and watch as a Golem
appears. Use the Shock Blast and circle the enemy. As before keep your distance
and the fight should not be a problem. Once his health is depleted use the 
capture beam to wrangle and slam the remnants of the Golem.

The previously electrically lock door opens. Move through it and down the 
stairs to the furnace room. Inside the team attempts to surround the Librarian
but this evil, evil ghost disappears yet again. In her place two Coal Golems
appear. Defeat these guys using the Shock Blast until their health is depleted
then wrangle and slam the ghost inside. The wall just by the furnace has a 
spot weakend by black slime, use a Boson Dart to blast through it. Egon now
will describe a modification he has made to the proton pack. Use the slime 
blower to neutralize the black slime and enter the tunnel.

It looks like the Ghostbusters have finally tracked down the Librarian (its 
about time). Move to the book she was reading and interact with it to take it.
She disappears and Ray thinks you helped her move over peacefully to the other
side. After all this chasing he better be wrong... and he is. Use the PK meter
to track her position. She shows her true self and forms a wall of books for
protection. Use the shock blast to destroy the book stands surrounding her.
Their destruction causes her shield to dissipate and you can now send a couple
shocks her way. The quicker the book stands are destroyed the easier the fight
will be. Once the shield is gone and enough of her health is depleted throw 
out a trap to capture the librarian. The guys are concerned about how easily 
the Librarian went down. Once the talk is done interact with the glowing yellow
light to open the way out.

Move through the gate that opens on the other side of the cross dimensional 
portal. Neutralize the black slime on the door at the top of the stairs with 
the slime blower. Ray and Egon enter the central portal. It disappears while a
Book Golem appears. Defeat it using the Shock, Capture, Slam method. Go to
the opposite end of the area and enter the portal to the left for an artifact.
Exit the way you entered and go through the portal on the opposite side. A 
Book Golem forms in the distance. Equip the Shock Blast and charge him. Once 
close begin firing while backing up. You may be able to defeat him before 
reaching the portal, if not thats okay just back through it and he will follow.

Now walk up the stairs to where the Golem formed and Ray will exit the portal.
He discusses the usefulness of Slime Tether. Once Ray lowers the portion of the
bridge closes to you move to the edge and use the new function to lower the 
other half of the bridge. Use the Tether ability to move the large rotating 
wall to reveal an exit portal. I tethered the right side to move the wall 
clockwise but either way will work. Follow Ray down the long corridor and he
will exit through a portal. The portal then promptly disappears when you try to
follow. The hall now has several mirrors and a new ghost, Cultist, appears to
the right. Attack him with the proton steam/Boson Darts. Trap the Cultist and 
move through the door at the end of the hall.

A few Book Bats will attack but keep moving to the portal at the end of the 
path. Once through go up the ramp and through the portal at the top of the 
small set of stairs. Equip the Shock Blast and defeat several Paper 
Constructs ahead. Use the columns and broken stone walls for cover if you feel
overwhelmed. Exit through the portal at the end of the path. On the other side
Egon mentions he has almost found the way out. Go through the portal at the
end of the bridge and fight off more Constructs. Egon has found the way out and
hopefully will be helping us out. At the end of the path turn left to find an
upside down room. Scan a chair on the ceiling to acquire another artifact. 
Continue through the room and find a long stair case that is the way out.

The way out is littered with lots of attacking books though. Raise up the first
set of stairs and pause. When the books stop moving through the stone wall to
the right run up the stairs and through the opening. Take cover behind the
wall. Watch the rotating set of books ahead. There is a gap in the circle.
When there are no books flying in from below run into the gap and up the next 
set of steps. Blast your way up until the walk way breaks apart. Use the Slime
Tether to reconnect the path. Blast through a few more books then tether your
way to the portal.

Whew, now that the team is out of the ghost dimension everything is safe. That
is except for Azetlor the Destroy attempting to kill you. First switch the 
pack to utilize the Slime Blower and fire at Azetlor's mask to remove the 
black slime. Once the slime has been neutralized switch to the capture stream
and remove the mask (slam helps). Now use the proton stream/Boson Darts to 
attack its green shining eye. Keep steady fire on its eye while reviving any
downed teammates. Constant movement around the area helps avoid death. If you
haven't done so purchasing Blast Stream Recoil Decrease can help with 
maneuverability during this fight. Up to now it is unlikely this has been a
problem. Buying this ability could mean the difference between winning and 
losing if you are having trouble with this ghost. Once the big ghost is 
defeated exit through the portal Ray notices.


------------------------------------------------------------------------------
History Museum                                                        [WLKT5]
------------------------------------------------------------------------------

6 Artifacts
11 Ghost Scans


Its kind of dark at the loading dock so just locate Winston and Ray up ahead.
Something has esacped from the crate. Neutralize the slime and move around to
the other side of the dock. The door is sealed and the power needs restored.
Turn around and destroy the boxes in the corner to the right. Flip the switch
and the door opens. Follow the guys until one of them mentions they saw a 
possessor. After he mentions that look for an artifact in the corner when the
path turns to the right. Enter the next room and bust open the wooden crate to
release the assisstant curator of the museum. Next a cinematic has a ghost 
possessing Ray. Fire a stream of slime at Ray's body. Doing so will cause the 
ghost to exit. Once out attack it with the proton stream and trap it.  The 
cinematic takes the team up stairs.

More possessor ghosts are attacking those at the museum party. There is a 
total of at least 4 Beauty Queen Ghosts that must be trapped. They will take
control of any human in the vicinity including the Ghostbusters. Use the same
tactics as before, Slime the possesed human until the ghost appears then 
quickly switch to proton stream/Boson Darts to damage the ghost.  Finally trap
each one. If the ghosts are not trapped they can continue to repossess people.
Staying in the initial room until a couple of possessors are trapped helps 
provide some degree of order to the battle. The PK meter shows a trail of 
ectoplasmic residue that leads into the next room. 

Following the trail leads to a fight with several Possessed Statues. These 
ghosts do not have to be trapped only eliminated. Boson Darts seem to work
pretty well but the description of the ghosts in Tobin's guide states they have
a weakness to Shock Blast. These enemies can be somewhat fierce especially in
numbers. Stay back while using the corners of the corridor for cover in between
shots fired. Open the door at the end of the hall to enter the Lost City of the
Mayans exhibit.

Statues can attack from either side. Pick one and fire away while keeping in
mind you may be attacked from behind. The path on either side of the wall will
become blocked at points. Use the bridges in the center to cross when needed 
and continue forward. Just in front of the temple Winston mentions will be 
another fight with several Statues and a new foe, the Flying Skulls. The 
strategy remains the same, use Shock Blast against the Statues and Skulls while
staying on the move to avoid damage. This can be a hectic fight so keep an eye
toward reviving fallen teammates. Use one of the doors on either side of the
temple to proceed. The next hall (the one with the broken skylight) houses more
attacking Statues. When the Statues are eliminated continue until Ray comes on
over the radio. He has made it to the security office and will open the gate
leading to the Civil War Room.

There is an artifact on the wall to the left. This is a good room to create
some damage if you are looking for the trophy. Once you reach the other side 
of the room Union and Confederate ghosts begin reenacting the Civil War. Blast
and trap them all. There are alot but it should not be too difficult especially
if you have purchased the trap upgrades. Once the room is clear exit the Civil
War towards the Egypt Exhibit.

Examine the Black Slime on the floor and Flying Skulls appear. They will 
constantly stream out of the Black Slime Portal until you neutralize it with
the Slime Blower. The people still examining the exhibit behind the gate are
startled and run when chased by a ghost. Upon entry into the next chamber the
door is blocked behind you and the team is stuck in a room with lots Possessed
Statues and Civil War Ghosts. Use Shock against the statues and trap the Civil
War relics. Ray says the way out is a door on the west wall. Follow the team 
there only to find no exit. PK scan the wall then after some banter Ray comes
up with the idea of sliming the door to hopefully speed up the team's exit.

Move down the hall and pick up the Bagged Head artifact before entering the
next room (a water fountain is nearby as well). The Chairman is in this room
but escapes before you can attack. Instead he sends some Flying Skulls and 
a few Statues to do his dirty work. Clear the room and exit. Use the PK meter
to see some residue leading to a display on the left. The vase is an artifact.
The path to the left is blocked by a closed gate so move to the right side 
of the hall. The Chairman appears again but runs leaving behind more statues.
Grab the painting/artifact at the end of the hall. Just keep moving through the
Egyptian exhibit fighting statues until reuniting with Ray. A lengthy cinematic
leads to the continuation of the search for the Chairman.

The PK meter lets you know that the large central structure can be destroyed 
with your Proton Pack. Its desctruction leads to the creation of a stair way
down. Ray leads you through the tunnel. Once you arrive at the end of the 
tunnel let your PK meter lead you to the left for an artifact. Regroup with the
team. They lead you to an apparent deadend. Scan the sealed exit to find it 
has been weaked by Black Slime. Equp the Slime Blower and fire away to create
an exit. Follow Ray through the network of tunnels again. He thinks its a good
idea to equip the proton packs with Egon's newest technology, the Meson 
Collider/Overload Pulse. Find the door without a lock and kick it in. Cross the
bridge and be prepared for a fight against the Chairman.

The Chairman's weakness is the Meson Collider. Fortunately, Egon just equipped
the Proton Pack with that capability. Fire the Collider at the yellow eye on
his chest then blast him with an Overload Pulse. The Chairman usually appears
twice per attack cycle, once on one of the sides then in a corner. The sides
have large destructible tanks that provide some cover to the Chairman. Early on
in the fight blast the tanks with the Meson Collider to provide a clear shot.
Once he disappears a series of Venom Crawlers, Black Slime Fiends, and Black 
Slime Ghosts will attack in his absence. Use the Slime Blower to close off the 
Black Slime Portals and eliminate these enemies. When the Chairman reappears
attack with the Meson Collider. Repeat this process while regularly healing 
your teammates until the large ghost is gone. The battle is somewhat lenghty
simply because the Chairman does not stay around long for you to attack. Though
it may take some time the battle is not that difficult once you become familiar
with the Meson Collider's use. In fact if extra cash is availble upgrading it
immediately may help move the fight along more quickly.


------------------------------------------------------------------------------
Return to Hotel Sedgewick                                             [WLKT6]
------------------------------------------------------------------------------

6 Artifacts
6 Ghost Scans


Take the first left after seeing the harmless ghost echoes and clear out the
Black Slime to get an artifact. Regroups with the team and travel up to the 
12th floor. Except the elevator is broken and the stairs where destroyed by
the previous visit to the hotel. Investigate the scream only find the hotel
manager. The Ghostbusters promise to lead him to safety but first move up the
stairs to find an artifact behind some suitcase. Follow the manager toward the
kitchen and the back up generator. On the way the team encounters some Webbed
Fiends. This new ghost is susceptible to Shock Blasts.

Enter the door to the kitchen and use the capture stream to move the metal
appliance to reveal an artifact. The Generator Room is in a corner on the 
right side of the kitchen. There are no ghosts at the time so explore 
thoroughly and it will be found. Take a sip once inside. Move down the stairs
and locate the power switch. Flip it on and the water becomes electrified. 
Aim the Slime Tether at the light in the water and raise it to the ceiling.
Now leave the way you entered. The kitchen comes alive... umm I guess that 
should be dead with ghosts. The big guy is Chef DeForrest and his helpers are
Cook Ghosts. They are quick and dart around alot. Use the Proton Stream and
Boson Darts to nab them. This can be a tricky fight. The combination of 
multiple constantly moving ghosts and the debris they throw can quickly kill
off several members of the team. Be sure to heal any Ghostbuster while they
are down. Try to take the spirits out one at a time. The Chef seems to like 
to hover around the generator room so I'd start with him. Once the kitchen is
clear exit and head toward the elevators.

Before going up to the 12th floor head back toward the entrance to the hotel
and turn on the PK meter. There is a door near the entrance that when opened 
will reveal an artifact. Inside the room is a lot of Black Slime. Clean out
all the Black Slime and a trophy will unlock. Move to the elevator and ride it
up to the 12th floor. In the bathroom of a suite at the second left is an 
artifact. Continue the search for the Spider Witch's room. I have a feeling you
will know which one it is. After Egon mentions the tranformation the floor is
making there will be a small cutscene. Take the first right when its over to
find an artifact. Follow Egon down the hall fighting off Spider Crawlers when
necessary. Egon can not seem to find the room. Equip the PK Meter and 
investigate the room covered with webs. Use the Slime Blower to gain entry.

Once in the Lair use the PK meter to track her position. Once you find her 
fire Boson Darts or Shock Blasts to deplete her health. At times she will 
disappear to recharge/gain power. Track her position with the PK meter and 
interrupt her attempt. Continue to blast away at her and eliminater her for
good. The battle is not difficult if you get to her before she powers up
completely.

------------------------------------------------------------------------------
Lost Island                                                           [WLKT7]
------------------------------------------------------------------------------

6 Artifacts
6 Ghost Scans


Upon arrival at the island, use Slime Tether to hook the crane and move it
to cover the gap in the floor. Cross the makeshift bridge and begin up the 
ramp. Be careful though a mine car will come screaming down the center so 
walk up to one of the sides. At the top of the ramp look to the right of the
statue. Destroy the barrels in between the crates to gain acess to an artifact.
Climb the stairs and fight of a few Gargoyles, in case you don't remember they
are destroyed by using the Capture stream and slamming them. Across the bridge
an attack will come from some Venom Crawlers and a Gargoyle. Clean up the Black
Slime and cross the next bridge only to encounter more a Gargoyle and more 
Crawlers. The final bridge has a door that closes as you approach. Move down
the stairs to the left at the end of the bridge.

The stairs lead to a hedge maze. Use the proton stream or Boson Darts to burn
all of the shrubbery for a easier passage and a trophy. In the far left corner
behind a crank without a connection is an artifact. Find the need crank on the
right hand side and use the Slime Tether to turn it by connecting the spokes
on its wheel with a distant object. When the door opens portals appear
releasing Black Slime Fiends. Defeat them and go through the door at the top
of the stairs. Take a right and watch the cinematic.

Circle around the top floor and find a secret boarded up passage. Destroy the 
boards to find an artifact. Return to the walkway and attempt to enter the
door. It closes abruptly. Defeat the Black Slime Ghosts and Fiends that appear.
Once they are disposed of go through the door that previously denied access.
The cinematic separates you from the team. Move into the catacombs and look for
an open tunnel on the right side. Follow the tunnel to its exit only to find
another. When this second tunnel divides turning right will lead to an
artifact. Go grab it then return. Defeat the Venom Crawlers and exit the 
the second tunnel. Continue foward toward the mixing room. The corridor leading
to it has numerous Crawlers to Slime. When you see the columns protruding from
the river of Black Slime turn left and cross the bridge. When you reach the 
other side equip the PK meter and look for a way to drain the Black Slime. The
meter should lead to a gate. On either side of the gate are weights. Attach a
Slime Tether to the weight and the floor below. Once the weights are lowered
the gate closes and the Black Slime dissipates. That is the good news. The bad
news is a giant Black Slime Monster is quickly approaching behind you.

The Black Slime Monster is susceptible to the Slime Blower. Unleash as much 
slime as you can while staying as far away from the Monster as possible. It 
has a very devastating melee attack that you do not want hit by. Move to the
ramp on the left when looking at the approaching Monster. At the bottom of the
ramp begin firing Slime while back peddeling. When the Monster charges turn and
move back. I was able to defeat him before he could reach the site of the 
gate. Now coming up the right side of the area is another Monster. Just as 
before fire Slime while backing away and the ghoul will be eliminated. Numerous
Crawlers remain as well as their spawn points. Defeat them while investigating
the now slime free sewer floor.

Enter the opening in the "floor" at the entrance to the room. As you proceed a
gate will close in front of you and the PK meter turns blue. Continue around 
until encountering more Venom Crawlers. Defeat them and take the first right
to find an artifact. Continue through the linear underground tunnel defeating
Crawlers along the way. Winston says he has been captured and needs help. As
you exit the tunnel scan the iron madien that is rocking back and forth. Move
to the front of it and open it to release Winston. Climb the stairs and enter
the next room. Stay at the floor level and search the left side for the 
Singing Slime artifact. Move up the steps and work your way around to the 
corner to the right. Black Slime Fiends and Ghosts attack. Defeat them all and
move down the stairs.

At the bottom of the stairs Egon believes you are getting close to his 
position. Follow Winston to the next room and free Egon from his enclosure on
the right. Numerous portals open releasing Black Slime Fiends and Ghosts as 
well as a Monster. Close the portals quickly and defeat the enemies. Peter is 
the next Ghostbuster to be heard. Jump on the elevator/lift and ride up to
the Orrery Chamber.

Use the Slime Tether to bring each of the three vertically moving orbs down.
Now climb the stairs only to have Black Slime begin filling the room leading
to the appearance of an new enemy, Imprisoned Juvenile Slor. First fire at the
eyes dangling in front of the monster. Since the Slime Blower will be important
soon just go ahead and equip it to take out the eyes. Once the eye have had it,
constantly move around the Slor enticing it to attack. When it does fire Slime
at the green orb on his head. The pattern is constant motion and attacking the
glowing green dot on Slors head (by now it goes without saying to heal fallen 
teammates).

------------------------------------------------------------------------------
Central Park Cemetary                                                 [WLKT8]
------------------------------------------------------------------------------

6 Artifacts
10 Ghost Scans


There is an artifact in the far right corner near the gate in the distance.
Enter the cemetary through the crack in the wall. Destroy the tombstones that
rise from the ground blocking your progress. Move through the cemetary until
you hear the loud gong of a church bell. Use the PK Meter to locate a ghosts
signal. Several Flying skulls will bust through a door. Before entering look
behind a building to the left for an artifact. Clear off the Black Slime on
the floor and break away the branches blocking the whole in the wall. Continue
forward in the dark underground tunnel. At the exit of the tunnel there is a 
sign for the Gate Control. Slime Tether the metal weight to the ground to open
the gate.

Move through the newly opened door and trek further into the cemetary. You are
eventually attacked by some Cemetary Crawlers and ghosts. The crawlers are 
fairly easy to take out with a Boson Dart/Shock Blast. The ghosts have to be
trapped. Break some tombstones opposite the church to proceed. A Stone Angel
Head artifact sits behind a broken wall to the left of the next gate. The next
area has a somewhat tough battle mostly due to there being little room to
maneuver. Use the Meson Collider to take out a couple of Cultist and a Cultist
Summoner. Each of which has to be trapped. Push forward and enter the open door
that leads to the other side of the cemetary. Move down the stairs to the left.

Walk through the Crypts to find a large gate. A ghost takes off with the key.
Track him down to continue. As you go for the key Grave Fiends will suddenly
attack. A Boson Dart will work nicely againt these enemies. Once the key is 
found use the capture stream to begin carrying it back to the gate. Your 
progress is quickly halted by a giant Grave Monster. Equip Shock Blast and 
elimiante the Monster, while trying to avoid his melee blast/ranged fire
attacks. Pick the key up again and take it to the gate. 

After the cinematic press on to the right. Look behind the next set of 
buildings to find the Ghostfruit Tree artifact. Head toward the bell tower and
go left. The next battle takes place in the big opening with the large tree.
Grave Fiends and ghost attack. Defeat them and leave the way you came. Doing
so triggers another Grave Monster to appear. Use Shock Blast to take him down
easily. Go through the opening left by the now eliminated Monster only to
face some more Fiends and a second Monster. Nearing the Bell Tower again 
summons yet another Grave Monster. Exit through the gate he created and examine
the wall ahead. You guessed it another Grave Monster busts through the wall 
(its a good thing Shock Blast works so well against them). Defeat the Grave 
Monster quickly then focus on the sever Cultist Ghost flying around. To defeat
them use the Meson Collider then trap each one. As the battle proceeds Grave
Fiends will hinder the trapping process. Take them out as needed with a primary
focus on trapping the flying spirits. After winning the fight reunite with the
team on the other end of the wall the Monster busted through.

Everyone is stuck because of closed gates. Look to the right of the gate and
blast the skulls to lower the metal weight and open both gates. The graveyard
is no place to be underground but the Ghostbusters sure do seem to spend a lot
of time there. Anyway defeat the Crawlers and Fiends near the water and circle
around for a artifact. Defeat a few more enemies before resurfacing to find 
and industructible gate blocking Ecto-1's path. Crawlers will attack from 
ground level while Stone Angels attack from above. The Angels are destroyed by
using the Capture stream and slamming the enemy into the ground. Only this time
you need to slam them into the stone wall above the gate to help open the path
for the rest of the team. That is the nuts and bolts so to speak of what needs
done. Actually accomplishing the goal can be very difficult and insanely 
frustrating. The Angels attack without mercy. Ray is the only one available to
heal you if you die and he does not do a very good job of that. After several
attempts and trying different ways to complete this part here is what may 
work best. 

 -Completely ignore the Crawlers and hope Ray will fend them off
 -Find and heal Ray anytime he is down
 -Attack the first wave of Angels and just smash them in the ground
 -Move in a straight line from where you found the artifact and the gate Ecto-1
  is behind (move back and forth constantly)
 -As you are moving toward the gate pick one of the Angels above it and slam it
  straight down then retreat
 -Egon mentions using the Slime Tether to break open the gate. It may be a 
  useful tool here but I personally can not get it to work well enought to 
  move past this part. I may be doing something wrong but the Capture stream
  works better for me.

This part was the most difficult for me to get by thus far in the game. Even 
though its hard not to, do not get too discouraged it really is possible to 
open the gate.

Once you are lucky enough to get the first gate open Slime Tether the second
one to Ecto-1's bumper and Winston will do the rest. Move to the large gate 
and attempt to Tether it to Ecto-1, this time the plan doesn't work. An the 
team is rushed by several Cultists. Use the Meson Collider to damage and then
trap them. Next the two large statues come do life. Use Shock Blast to 
eliminate them easily. During the entire battle Crawlers and Fiends may 
approach the same way the Ghostbusters arrived. Additionally, Stone Angels will
attack from above. Focus on the main enemies (Cultists and Monster) and defeat
the others as needed. With the Keyhead Monsters down use the Capture Stream
to place the keys in the keyholes on the two columns on either side of the 
main gate.

Shandor the Architect is the enemy now. He has a protective green orb around 
him. Use the Meson Collider's capabilities to damage the protective shell 
surrounding Shandor. When it is damaged enough he attempts to draw power from
the green lights encompassing his position. When the cocoons open fire at the
green light to detroy each one. The Slime Tether can also be used to open the 
cocoon to destroy the enclosed power source. Once the shield is down the team 
collectively uses their capture streams to push the evil Shandor back through 
his portal. Shandor now takes his Destructor form. Its large and mean looking
but not too difficult to defeat. Use Boson Darts to attack him as he circles the
outer area. He will throw flaming boulders and use fire whirlwind attack. On 
ocassion Shandor will move into the center of the area. While there he will
create a pedestal across from his location that he will use to recharge 
himself. Race to the pedestal and fire some Darts at it to destroy it. This
reduces the health he replenishes. The quicker it is destroyed the better the
battle will go. Once he moves back outside the ring attack with more Darts. 
Repeat the process until Shandor is no more.



______________________________________________________________________________

                            E Q U I P M E N T                          [EQPM]
______________________________________________________________________________

The following abbreviations will be used for this section:
     C: Cost
     E: Upgrade Effect


Blast Stream Focusing
---------------------
     
     C: $1500
     E: Reduces Beam Wandering


Blast Stream Recoil Decrease
----------------------------
     
     C: $10,000
     E: Removes Movement Restrictions


Boson Dart Supercharge
----------------------

     C: $12,000
     E: Heat Cost Reduction and Damage Increase


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

     C: $14,000
     E: User Damage Reduction


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

     C: $5,000
     E: Increases Scan Target Size


PKE Meter Recharge Booster
--------------------------

     C: $8,000
     E: Decreases Scan Recharge Time
 

Fast Trap
---------

     C: $5,000
     E: Increases Ghost Trap Draw Down Rate


Slam Dunk Trapping
------------------

     C: $18,000
     E: Enables Slam Dunking


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

     C: $11,000
     E: Rate of Fire Increase


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

     C: $12,000
     E: Reduces Shock Blast Heat Cost
 

Stasis Stream Amplifier
-----------------------

     C: $6,000
     E: Immobilization Rate Increase
  

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

     C: $9,000
     E: Reduces Stasis Stream Heat Cost
 

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

     C: $3,000
     E: Range and Damage Increase


Reduced Slime Consumption
-------------------------

     C: $4,000
     E: Reduced Slime Consumption Per Shot


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

     C: $5,000
     E: Creates Longer Lasting Slime Tethers


Slime Tether Cost Reduction
---------------------------

     C: $8,000
     E: Tether Slime Cost Reduction


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

     C: $7,000
     E: Adds Shot Penetration


Meson Collider Accelerator
--------------------------

     C: $10,000
     E: Rate of Fire Increase


Overload Pulse Accelerator
--------------------------

     C: $8,000
     E: Rate of Fire Increase
 

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

     C: $10,000
     E: Damage Increase

______________________________________________________________________________

                            A R T I F A C T S                          [ARFT]
______________________________________________________________________________


The following abbreviations will be used for this section:
     M: Mission
     L: Location
     D: Description


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

     M: Hotel Sedgewick
     L: On the floor in front of some vending machines while tracking Slimer
     D: c.1893 Fine silver service set purchased as a lot from the famed 
        Austrian Hotel de Gustav after it mysteriously burned down. This is the
        only piece from the set known to appear at the Sedgewick rooms unbidden
        and unaccompanied. Frightened guests are often unsure as to the proper
        gratuity for this service.
    
     

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

     M: Hotel Sedgewick
     L: On the desk after the initial fight with the Bellhop Ghosts
     D: Origin unknown, but reportedly seen in the Hotel de Jardin Printanier
        just before its disappearances (the hotel, not the bell). How this 
        paranormally significant artifact ended up in the Hotel Sedgewick is
        anyone's guess though its impact on customer service cannot be 
        underestimated.


Stay Puft Figurine 
------------------

     M: Hotel Sedgewick
     L: Kitchen
     D: c.1989 A Ghostbusters craze broke throughout NYC following the Vigo 
        incident of '89. Souvenir street vendors moved literal tons of 
        unlicensed clothing and cheap knockoff novelties. It's estimated that 
        Stay Puft figures outsold the usually bestselling Statue of Liberty by 
        more than two to one that year. The trend faded almost as quickly as it
        began, and sales of Ghostbuster merchandise dwindled. Some remainders 
        can still be found on the streets of Manhattan and the Borroughs, and 
        may even be imbued with supernatural elements.


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


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

     M: Hotel Sedgewick
     L:
     D: c.1910 When Godfrey McCallister Sedgewick opened his grand hotel, many
        though it strange that someone who detested people so thoroughly would
        open a business where so many were invited to come.


Toaster of Sights Unseen
------------------------

     M: Hotel Sedgewick
     L: Near room 307
     D: c.1968 Madame Dee, a powerful but dying medium, cast her estimable 
        power for prophecy into the object nearest to her as she drew her 
        final breath The Toaster of Sights Unseen can answer any questions 
        posed about the future.


Gaillmano's Enchanted Pal
-------------------------

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


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

     M: Times Square
     L: In the alley after blowing up the gas tanker (next to a moving truck)
     D: c.1944 The fabled Bottomless Bottle of 3-Toed Jenkins, a notoriously
        unrepentant tramp that rode the rails in the 30's and 40's. The legend
        goes that he was called "Speedy Jenkins" before he exchanged something
        dear to him for a bottle of cough syrup that never runs dry.


Patrelli's Mischieveous Cone
----------------------------

     M: Times Square
     L: In an alley at the entrance to Otto's Bar
     D: c.1979 Charged with a high level of PK energy as well as a strange sense
        of mischievousness, this ordinary looking traffic cone has been known
        to maliciously change position - confusing drivers and racking up an 
        impressive string of bizarre taffic accidents.


Asmodeus' Hotline
-------------
     
     M: Times Square
     L: On the desk after esaping Stay Puft on the street; Marshmallow Minis
        will attack but grab the phone before defeating them all
     D: c.1965 There were only five production models of TeleCo's Red Phone ever
        made. Its rumored that the phone only completed calls for those about
        to die.


Homan's Black Low Rise
----------------------

     M: Times Square
     L: In the back right corner of the office where the Marshmallow Minis 
        attack from the vents
     D: c.1926 American occultist John George Hohman commisioned a scale model
        for a domestic center of evil "Black Low-Rise of Tri", from the Shandor
        architectural firm. The model was completed but Hohman never returned to
        claim or pay for it.


Ravishing Red Prince
--------------------

     M: Times Square
     L: The hall outside the room where the Marshmallow Minis attack from the
        vents
     D: c.1954 Painted by the famed "Madman of the Hague" Remco de Groot. De 
        Groot was infamous for supposedly using this own blood, and the blood of
        others, to construct his modernist masterpieces. This was later proven
        just a wild rumor, however.


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

     M: Public Library
     L: After the Golem fight its behind the counter through the door Ray 
        does not open for you
     D: c.1923 Eleanor Twitty head of the New York Public Library's Special
        Collections, was murdered by her lover, philologist Edmund Hoover, when
        she denied him furhter access to Special Collections. Hoover was later
        revealed as an incorrigible serial killer and was executed by the state.
        Twitty is memorialized as a dedicated librarian that gave her life 
        protecting the books she so dearly loved.


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

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


Pin-Up Calender of DOOM! 
------------------------

     M: Public Library
     L: Just outside the special collections room behind a door with a chair 
        propped in front of it
     D: c.1975 While surveying the contents of seventeen crates of old stock
        photographs he'd bough as a lot at an auction, calender publisher
        Werner Gischman came across a treasure trove of photos: a twenty year
        collections of ravishing pin ups of Parade Queens from New York 
        Thanksgiving Parade. Gishcman recognized the goldmine he'd stumbled
        upon, a nostalgic pin-up craze was sweeping the nation in '75, and he
        rushed to print the collection as a sixteen-month calender.

        What Ghischman didn't know was that the photos when arranged in a 
        certain order, deciphered a code that points toward the true origin of
        the Devil (an origin that as it turns out is far less impressive than
        most people think).

        Foresworn to protect this secret for untold generations, dark cultist 
        sect, the Vigilant Legion of the Black Pit, realized the calender had 
        reached store shelves too late to stop it. In a last ditch effort to
        keep the code secure the Vigilant Legion cast a spell over all the 
        crates of calenders, so that the pages would flip and switch constantly
        As it turned out, nobody was really interested in Parade Queens from
        the 50's and 60's, and the calender sold less than a dozen copies. The
        Vigilant Legion bought up most of them, and Ghischman gave the rest to
        friends and family at Christmas. Embarrassed by their alacrity, the 
        Vigiilant Legion of the Black Pit murdered them all anyway, just to be
        thorough.

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

     M: Public Library
     L: Behind a book case to the left of the door that the steel beams have to
        be removed from
     D: c.1957 Originally owned by self-proclaimed wizard and prankster, 
        Franklin "Laffy" Wurst. Wurst felt that the famous whoopee cushion gag
        while amusing needed an update. He supposedly summoned a sub demon and
        bound it to the chair then invited obnoxious dinner guests to have a
        seat, to their eventual horror and embarrassment. Wurst was shot and 
        killed by a particularly tempermental victim.



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

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


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

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


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

     M: Histroy Museum
     L: After one of the guys sees a possessor fly by its in the corner as the
        path turns to the right
     D: c.1915 Leslie Campbell, niece of archaeologist Professor Gordon 
        Campbell, received the Huxatli Ritual Mask of Bad Advice in a package 
        from her uncle. It was the last anyone ever heard from him. In the 
        package was a cryptic note: "Don't listen." But, eventually, she did.



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

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


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

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



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

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



Painting of the Trustees
------------------------

     M: History Museum
     L: While chasing the Chairman
     D: c.1936 Painter Ambrose Whitman captured the city's most powerful
        captains of industry in a moment of solemn reflection in a painting 
        entitled "The Chairman and the Board of Trustees".


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

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





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

     M: Return to Hotel Sedgewick
     L: Take the first left upon entering the hotel, the jeans are behind some
        Black Slime.
     D: c.1970, Rumored to have first been haunted during a seance on the
        Merry Prankster's tour bus, these jeans have long been a staple of the
        psychedelic supernatural underground. Spotted backstage at Woodstock, 
        caught on grainy 16 mm film in the candle lit background of a 
        Haight-Ashbury love-in, photographed riding behind a member of a 
        notorious biker gang fleeing Altamont, the 'Walking Pants' have been 
        around whenever weirdness or tragedy strikes the hipster scene. The 
        'Walking Pants' are the hippie equivalent to the 'Girl on the Road' 
        ghost story. Prior to their resurfacing this year, they haven't been
        seen since 1981.

 

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

     M: Return to Hotel Sedgewick
     L: After finding the hotel manager move up the stairs and look behind the
        luggage
     D: c.1973 As related in her book, "Confessions of a Broccoli Queen", the
        beautiful Sydney Chalmers came to the big city with big dreams and a
        modeling contract, and was selected Broccoli Queen of the Thanksgiving
        Day parade in 1967. Little did she know that would be the pinnacle of 
        her career. She went to Hollywood to make movies, but only appeared in
        a string of low grade exploitation films. A life of ongoing wild 
        parties and desperation led her to pen a sexy and scathing tell all 
        of the beauty industry. Sydney died in a tragic and somewhat suspect 
        hot tub accident the day the book hit the stands. She never knew that
        she'd finally found the success she craved, as the book entered 
        bestseller lists and remained there for over two years. Not really 
        cursed but its a really good airplane read.


Cruel Oven
----------

     M: Return to Hotel Sedgewick
     L: The manager passes out and enter the kitchen; move the first metal 
        appliance to reveal the artifact
     D: The origins of this evil cooking device are unclear. What is known, 
        however, is that demons and devils apparently love a home-cooked meal.


Swiss Death Clock
-----------------

     M: Return to Hotel Sedgewick
     L: A closet near the entrance of the hotel accessible after turning on the
        power and fighting out of the kitchen
     D: C.1821 The Infamous Swiss Death Clock was constructed by Herschel 
        Glueke genius but demented watchmaker. It is intended to show the exact
        time of death of anyone that comes near it. When placed in the 
        Firehouse in close proximity to so many past-life entities, the clock's
        hands spins out of control. peter uses it as a desk fan.


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

     M: Return to Hotel Sedgewick
     L: The bathroom of one of the rooms on the 12th floor its down the hall 
        at the second left upon exiting the elevator.
     D:


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

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


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

     M: Lost Island
     L: Behind some crates to the right of the statue at the top of the ramp
     D: c.1919 Having resuscitated the Dark Church of Gozer and wanting to 
        increase its popular appeal, Ivo Shandor made attempts at updating 
        ancient Sumerian droning riturals to moder day worship songs. The
        practice of singing in the Dark Church was abondoned soon afterward.


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

     M: Lost Island
     L: The left hand side of the Hedge Maze behind the wheel/crank that is not
        connected to the necessary door with a chain
     D: The origin of this ratty old stuffed bear is not known but its 
        paranormal behavior the emitting of an off putting (though strangely 
        compelling) cry of anguish has been periodically heard since the day it
        was removed from "Clough's Museum of Taxidermic Curiosities" in 
        December 1867.


Fox Hunt on Tiamat Island
-------------------------

     M: Lost Island
     L: After finding some disturbing information about Alyssa cicrle around
        the top to an apparent dead end except you can destroy the boards to
        find a secret passage with the artifact
     D: c.1910 Artist and Shandor devotee Vikram Veedam painted this fanciful
        scene after attending a prestigious foxhunt on Tiamat Island.


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

     M: Lost Island
     L: After entering the second tunnel in the catacombs the path divides, 
        turning right leads to the wheel while left to further game progress
     D: c.1796 The Alabaster Wretch was lost with all hands while carrying
        unspecified cargo from Zanzibar. The ship's manifest records the uneasy
        misgivings of Captain Alfred Ghaster: "Crew is on edge. We hear the 
        blasted singing from below decks both night and day now. But there's no
        one down there! I have resolved to pitch that cursed Albanian's strange
        shaped crates overboard tonight, and if he protests he'll go too.


Ghostbusters DVD
----------------

     M: Lost Island
     L: With the Black Slime drained enter opening in the floor and circle 
        the closing door. When you reach the Crawlers turn right to find the
        DVD
     D: c.2008 Shandor cultists, searching for artifacts from the future that
        would reveal the outcome of their plan for world destruction, retrieved
        only this sad, transparent attempt at cross-marketing. Its an awesome 
        movie though. Available now, only on DVD!


Singing Slime
-------------

     M: Lost Island
     L: The floor level of the room after freeing Winston (its on the left)
     D: The orgin of these colorful jars of slime is not known but it can't be
        all bad. I mean they're singing barbershop, right?


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

     M: Central Park Cemetary
     L: Move straight ahead from the beginning and run into the distant wall, 
        now look in the corner to the right
     D: c. 1734 Friedrich der Mausch was a damned sneak, and was always up to
        something. His bust, carved by the Italian genius Marscapone, is the 
        exact same way.


Ghostbuster's Mug and Balloon
-----------------------------

     M: Central Park Cemetary
     L: Behind a building to the left of the room where the Flying Skulls open
        a path under the cemetary grounds
     D: c. 1989 The Ghostbusters offered this souvenir mug and balloon as a 
        service premium during the comeback phase of their career. Its assumed
        that one of the escapee ghosts from the containment unit snatched these
        and carried them to the Central Park Cemetary: even ghosts like to pick
        up a souvenir occasionally.


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

     M: Central Park Cemetary
     L: After defeating the first round of ghosts break some tombstones 
        opposite the church then move to the left just before the next gate
     D: c.1943 This statue originally resided with many others in a fountain in
        a quiet piazza near the Ponte Vecchio. Stories have it that during WWII
        a squad of Blackshirts was brutalizing a woman and her small children.
        When one of the children fell his head struck the rim of the fountain,
        and he died instantly. The fountain's cherubs stirred to life at that 
        moment, wailing and crying, beseeching "Perche, Il Duce? Perche?" Indeed
        the stone cherubs never stopped, and made such an awful and pain-filled
        sound that the fountain had to be demolished by explosives. A single
        Stone Angel head was gathered up by villagers and hidden in a deep well
        until Mussolini was overthrown, which is the exact moment the head 
        stopped crying.


Ghostfruit Tree
---------------

     M: Central Park Cemetary
     L: After defeating the Grave Monster and moving through the gate look
        behind some buildings on the right
     D: c. 1983 The extremely rare and delicate ghostfruit tree was imported 
        from the deepest swamps of Louisiana by horticulturist Fran Abernathy.
        Abernathy hybridized the plant with other strains that she never 
        revealed to make it hardier and easier to grow in slightyl less 
        stananic climates.


The Skull of Ivo Shandor
------------------------
     
     M: Central Park Cemetary
     L: Circle the underground pond after reuniting with Ecto-1
     D: Convinced that society was too sick to survive, Ivo Shandor created a 
        cult dedicated to bringing about the end of the world. He had more than
        1000 followers when he died and they mad sure he was interred in 
        dramatic fashion; following hours of Gozerian rituals his body was 
        carefully placed in a dramatic if unnerving mausoleum. In the end, 
        however, time and decay did to him what they do for all - with one 
        exception: though he rests in pieces, Shandor doesn't rest in peace and
        his skull occasionally lapses into ranting fits and the odd soliloquies
        on disappointment and faded glory.


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

     M: Central Park Cemetary
     L: Opposite the "Indestructible Gate" blocking Ecto-1's path during the 
        fight with the Stone Angels
     D: c. mid 1300's An unknown Turkish merchant found this curiousity lying 
        in a field. It has changed hands countless times since then. It has no
        known purpose or use, but instills a sense of wellbeing and has
        therefore been treasured by each of its subsequent owners.

   
______________________________________________________________________________

                             F O U N T A I N S                         [FNTN]
______________________________________________________________________________

Behind Slimer's cage at the firehouse


The end of the hall after exiting the Mummification room and before 
 encountering the Chairman

The Generator Room during the Return to the Hotel Sedgewick level

______________________________________________________________________________

                   T O B I N ' S  S P I R I T  G U I D E               [TBSG]
______________________________________________________________________________


The following abbreviations will be used for this section:
     C: Category
     T: Type
     B: Behaviors
     F: First sighting
     D: Description


Azetlor the Destroyer
---------------------

     C: Class VI Elevated Remnant
     T: Deity (Supreme Being)
     B: Attacks - Melee, Range
        Weakness - Proton Stream
        Special - Limited Weak Points
     F:
     D: Azeltor, Keeper of Knowledge, was once a powerful leader in Shandor's
        Cult of Gozer and, as a reward for a lifetime of service, was given 
        eternal life as a transformed demi-god in the twisted ghostworld plane.
        Now, Golem-like, he clothes himself in a dense skin of environmental
        debris that whith the additio nof his massive reserves of PK energy,
        makes him a devastating and dangerous opponent.


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

     C: Class IV Wandering Possessor
     T: Ghost (Must Trap)
     B: Attack - Ranged
        Weakness - Proton Stream
        Dazed Duration - Medium
        Trap Resistance - Medium
        Special - Possess Bystanders
     F: The History Museum party
     D: Beauty pageants and parades of all sorts have always been a big part of
        the culture of NYC, and Beauty Queens have been among the city's 
        crowning jewels. Beauty Queens hate to be replaced, though, and for
        some, perching atop thrones and waving to the masses is the high point
        in life. In death, they remain desperate for attention, and return to
        reign and be adored all over again in specctral splendor.


Bellhop Ghost
-------------

     C: Class III Animating Specter
     T: Ghost (Must Trap)
     B: Attack - Melee, Ranged
        Weakness - Proton Stream
        Dazed Duration - Long
        Trap Resistance - Low
     F: Hotel Sedgewick
     D: While all grand old hotels have their dark secrets, the elegant 
        Sedgewick Hotel has them all trumped. Ever since it opened in 1897,
        the Sedgewick has exuded an eerie atmosphere. An inordinate number of
        guests and staff have met untimely ends due to strange accidents and 
        sometimes foul play. Most of them stay forever, draw to an inexorable
        force that traps them in the Sedgewick's many corridors, suites, 
        ballrooms, and service areas.

        The spectral staff takes great care of the hotel, and don't appreciate
        disturbances other than the ones they create themselves.

     
Black Slime 
-----------

     C: Class I Caustic Seep
     T: Environmental (Inert)
     B: N/A
     F: The Sedgewick Hotel - Kitchen
     D: Black Slime is encountered in locations of intersection between the
        real and the ghost worlds. It is a dangerous substance formed of 
        ectoplasm super-saturated with negative energy. Black Slime is 
        incredibly caustic and will cause severe damage to anyone heedless
        enough to come into contact with it.


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

     C: Class V Black Slime Fiend
     T: Corporeal (Dispersible)
     B: Attack - Melee, Rush, Ambush
        Weakness - Slime
        Special - Ambusher
     F:
     D: These humanoid fiends are composed entirely of PKE saturated Black 
        Slime Motivated by a seething angerand caustic to the touch, Black 
        Slime Fiends are dangerous if straightfowrward and unimaginative 
        fighters. But don't be lulled by their apparent simplicity. Black Slime
        Fiends are seldom encountered alone.


Black Slime Ghost
-----------------

     C: Class V Black Slime Floater
     T: Corporeal (Dispersible)
     B: Attack - Range, Rush
        Weakness - Slime
        Dazed Duration - Short
        Trap Resistance - High
     F:
     D: These entities are unique among Class V ghosts. Unlike other phantoms,
        the ectoplasm that creates the form of these creatures is infused with 
        Black Slime. The resulting hybrid is an exceptionally dangerous enemy 
        that can be difficult to overcome.


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

     C: Class VI Slime Shambler
     T: Corporeal (Dispersible)
     B: Attack - Melee, Range, Berserk
        Weakness - Slime
     F:
     D: These power brokers hailed from a dominated their respective industries
        in the late 1800's through the mid 1900's. Shandor used his dark 
        abilities to help each of them in some state of their careers, and they
        were indebted to him. They came together publicly as trustees of the 
        Natural History Museum and privately misuesed their influence to help 
        Shandor implement and maintain his Mandala throughout the city.

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

     C: Class I Transdimensional Conduit
     T: Corporeal (Dispersible) 
     B: Attack - Spawn
        Weakness - Slime
     F:
     D: These conduits or dimensional rips provide temporary and highly 
        unstable portals between our world and the ghostworld. It is not known
        if these portals are formed in especially dense pockets of Black Slime
        or if the portal forms first and the Black Slime follows through the
        resutling weakened dimensional intersection. Either way, these 
        counduits are inextricably tied to Black Slime and the neutralization
        of surrounding Black Slime has been known to close the Black Slime 
        portal as well.


Book Bat
--------

     C: Class I Inhabiting Swarmer
     T: Corporeal (Dispersible)
     B: Attack - Rush, Swarm
        Weakness - Shock Blast
     F: The Public Library
     D: Its a book but it acts like a bat! They can be very dangerous when 
        flocking in swarms. These bat-like minion spirits have been forced into
        the mortal plane weher they animate books and tomes. Book Bats often
        travel in swarms and are very territorial, attacking when disturbed.
        Under some circumstances these Class I entities can be coerced or 
        controlled by more powerful entities

Book Centurion
--------------

     C: Class VI Armored Composite
     T: Corporeal (Dispersible)
     B: Attack - Melee, Range, Rush
        Weakness - Proton Stream
        Special - Damage Blocking Shield
     F: The Public Library
     D: Its not known if the attraction is the books or the actual store 
        knowledge, but these Class VI entities favor the same book and scroll-
        filled locations that Paper Constructs are drawn to. Book Centurions
        are composed of PKE bonded book and paper, but with a higher book 
        concentration. Most notably however Book Centurions carry a distintive 
        shield a concentrated PKE barrier that blocks most energy attacks. 
        Fortunately, the Capture Stream can still indirectly attack and can
        be used to tear the shield from the Centurion's hand.

Book Golem
----------

     C: Class VI Bi-Dimensional Attractor
     T: Unstable (Wrangle Parts)
     B: Attack - Melee, Berserk
        Weakness - Shock Blast
     F: The Public Library
     D: Golems can bend objects to their will manipulating them to form 
        portions of their own phyically manifested form. PK Energy greatly 
        enhances the golem's ability to reconstitute damaged or destroyed 
        portions of its body. This golem was formed from overly energetic PKE
        charged books at the Public Library.



Candelabrum Crawler
-------------------

     C: Class II Vermin Imprinter
     T: Corpreal (Dispersible)
     B: Attack - Range, Swarm
        Weakness - Proton Stream
     F: Hotel Sedgewick
     D: Candelabrum Crawlers are powered by swarming little vermin spirits who
        animate seemingly innocent light fixtures and turn them to sinister 
        purpose. These spirits, primarily the imprint of an animal life force
        that once existed in our physical world take over simple objects and 
        then force them into a rough copy of their original physical form.


Cemetery Crawler
----------------

     C: Class II Vermin Mimic
     T: Corpreal (Dispersible)
     B: Attack - Range, Rush, Swarm
        Weakness - Boson Darts
     F: Central Park Cemetary
     D: Cemetery Closely related to Imprinting Vermin Spirits, like other 
        scuttlers, these Mimics are powered by swarming minor spirits that 
        animate gravestones and other funerary monuments.
 
        Because Cemetery Crawlers are composed primarily of stone they are more
        resistant to damage than is typical for Class II entities and is 
        another reason why it is probably best to spend as little time in 
        haunted cemeteries as possible


Chef DeForrest
--------------

     C: Class IV Anchored Phantom
     T: Ghost (Must Trap)
     B: Attack - Melee, Range, Spawn
        Weakness - Proton Stream
        Dazed Duration - Moderate
        Trap Resistance - Medium
        Special - Summons Minions
     F: Return to Hotel Sedgewick
     D: DeForrest was a talented chef on the verge of becoming world famous
        The night the restaurant critic came to his restaurant, however, things
        went poorly. In order to avoid a bad revies, the intensely paranoid 
        Chef poisoned the critic's dessert course. He hid the poison poorly,
        though, and it accidently found its way into the staff's dinner the 
        following evening. The entire staff, including Chef DeForest himself, 
        died horrible and painful deaths.


Coal Golem
----------
     C: Class VI Bi-Dimensional Attractor
     T: Unstable (Wrangle Parts)
     B: Attack - Melee, Berserk
        Weakness - Shock Blast
     F: 
     D: Golems can bend objects to their will manipulating them to form 
        portions of their own phyically manifested form. PK Energy greatly 
        enhances the golem's ability to reconstitute damaged or destroyed 
        portions of its body. This golem was formed from PKE charged coal in
        the NYC Public Library's furnace room.

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


Confederate Ghost
-----------------

     C: Class IV Full-Torsoed Specter
     T: Ghost (Must Trap)
     B: Attack - Melee, Range, Rush
        Weakness - Proton Stream
        Dazed Duration - Moderate
        Trap Resistance - Medium
     F: The History Museum
     D: These ghosts fighting for Poindexter's Partisan Rangers, were so
        dedicated and focused during their battle that when it ended - with 
        their deaths - they failed to realize it. Trained to unerringly follow
        their regimental banner, when that tattered battle flag made its way
        into the museums collection so did they. Unfortunately, there they 
        encountered other ghosts loyal to the Union, and the resulting fight
        has raged ever since.


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

     C: Class III Animating Specter
     T: Ghost (Must Trap)
     B: Attack - Melee, Range
        Weakness - Proton Stream
        Dazed Duration - Long
        Trap Resistance - Low
     F: Times Square
     D: Skyscaper and bridge construction crews: brave souls that, since the 
        evolution of the Manhattan skline, have met their fates in terrible 
        accidents. They've fallen from great heights, been crushed by swinging
        steel, drowned in vats of setting concrete and scalded by hot pitch.

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


Cook Ghost
----------

     C: Class III Animating Specter 
     T: Ghost (Must Trap)
     B: Attack - Range
        Weakness - Proton Stream
        Dazed Duration - Long
        Trap Resistance - Low
     F: Return to Hotel Sedgewick
     D: To avoid a scathing review, the famous French chef DeForrest poisoned a
        food critic's dessert course. Unfortunately he did a poor job of hiding
        the poison and the next night it accidently found its way into his 
        staff's dinner, causing them all horrible and painful deaths.
 
        When the state of the art kitchen equipment was bought and imported to
        NY by the Sedgewick Hotel, the ghosts of the chef and his now post 
        mortal staff unfortunately came with it.


Cruster
-------

     C: Class V Telekinetic Animator
     T: Ghost (Must Trap)
     B: Attack - Range, Telekinetic
        Weakness - Proton Stream
        Dazed Duration - Long
        Trap Resistance - Medium
     F: The Public Library
     D: These animator ghosts never walked the Earth as humans. They are 
        ectoplasmic entities that came through inter-dimensional tears to our
        world. These creatures seem to personify sloth and unlike most ghosts
        these Class V entities don't seem to operate alone - they almost always
        seem to be accompanied by another of their kind.


Crusto
------
 
     C: Class V Telekinetic Animator
     T: Ghost (Must Trap)
     B: Attack - Range, Telekinetic
        Weakness - Proton Stream
        Dazed Duration - Long
        Trap Resistance - Medium
     F: The Public Library
     D: These animator ghosts never walked the Earth as humans. They are 
        ectoplasmic entities that came through inter-dimensional tears to our
        world. These creatures seem to personify sloth and unlike most ghosts
        these Class V entities don't seem to operate alone - they almost always
        seem to be accompanied by another of their kind.



Cultist
-------
     
     C: Class III Elevated Remnant
     T: Ghost (Must Trap)
     B: Attack - Range
        Weakness - Meson Collider
        Dazed Duration - Short
        Trap Resistance - High
     F: Central Park Cemetary
     D: Shandor's horde of Gozer worshippers are drawn from around the world.
        Shandor cultivated his minions carefully, drawing followers both from
        the world's most affluent quarters and from the halls of intelligentsia.
        He promised them all stations of power and glory in the new post-Gozer
        millennia, while secretly binding them to his own service in life and
        afterwards. Though fairly powerful entities, these cultists seem to be
        subservient to other more powerful creatures.

Cultist Summoner
----------------

     C: Class III Mortal Remnant
     T: Ghost (Must Trap)
     B: Attack - Melee, Range, Spawn
        Weakness - Meson Collider
        Dazed Duration - Moderate
        Trap Resistance - Medium
        Special - Summoning Ability
     F: Central Park Cemetary
     D: Once lesser leaders in Shandor's cult, these elevated cultists are now 
        part of his paranormal horde of minions. Though they seem to possess 
        elevated positions of power over the lesser cultists, these elevated
        Cultists are still utterly subservient to Shandor's will.

Dead Fish Flier
---------------
  
     C: Class I Inhabiting Swarmer
     T: Corporeal (Dispersible)
     B: Attack - Rush, Swarm, Suicide
        Weakness - Proton Stream
     F: 
     D: These minor spirits seem to be subservient to a greater entity's will
        and have been driven to protect it by possessing and controlling a 
        variety of fish market castoffs. Like other Class I Swarmers, Dead Fish
        Fliers, are quick moving but fairly weak creatures that once disrupted
        quickly fade back into the depths of the ghost world.

Ectoplasm
---------

     C: Class I Supernatural Secretion
     T: Environmental (Inert)
     B: N/A
     F: Sedgewick Hotel after scarring Slimer away
     D: A thick slimy substance ectoplasm is formed when ghosts interact with
        the physical world. Usually seen as a viscous mucus-like slime 
        ectoplasm has also been encountered in mist like and even crystalline
        forms.


Ectoplasmic Residue
-------------------

     C: Class I Supernatural Secretion
     T: Environmental (Inert)
     B: N/A
     F:
     D: Ectoplasmic residue identifies areas of paranormal contact or 
        interaction. While some ectoplasm can be seen with the naked eye,
        residue can only be seen while using the PKE Meter enhanced Paragoggles.


Flying Skull
------------

     C: Class I Osteo-Focused Swarmer
     T: Corpreal (Dispersible)
     B: Attack - Rush, Swarm, Suicide
        Weakness - Shock Blast
     F: The Histroy Museum's Mayan Exhibit
     D: Skulls are scary especially when they fly around with glowing eyes and 
        try to kill you. These Class I Swarmers are drawn strangely but 
        exclusively to skulls, real or imitation.

Grave Fiend
-----------
    
     C: Class VI Reanimator
     T: Corpreal (Dispersible)
     B: Attack - Melee, Range, Rush
        Weakness - Shock Blast
     F: Central Park Cemetary
     D: Known to haunt cemeteries and other, less official bone yards, Grave
        Fiends are semi-sentient, self aware entities whose hatered and anger 
        in life now fuels their malicious and highly anti social behavior in
        death. Not a terribly imaginative or cunning fighter your average 
        Grave Fiend makes up for its simple nature by sheer volume, inhabiting
        as many interred skeletons and bodies as possible

Grave Monster
-------------

     C: Class VI Focused Animator
     T: Corpreal (Dispersible)
     B: Attack - Melee, Ranged, Berserk
        Weakness - Shock Blast
     F: Central Park Cemetary
     D: Grave Monsters are creatures composed of animated cemetery debris 
        possessed by hellfire and driven by hatred of all things living. These
        are slower moving, but exceptionally powerful creatures.
 
        Defeating a Grave Monster is not easy. Their accumulated cemetery 
        rubble gives them an additional layer of defense allowing them to soak
        up a lot more damage than commonly expected.


Hobo Ghosts
-----------
     
     C: Class V Roaming Vapor
     T: Ghost (Must Trap)
     B: Attack - Range
        Weakness - Proton Stream
        Dazed Duration - Moderate
        Trap Resistance - Medium
     F: Times Square
     D: The big city can take a toll on people especially those on the fringes 
        of society and New York is no exception. Many of its wanderers and 
        outcasts have met unfortunate ends and some of those sill remain,
        attempting to extend those unfortunate ends to others.


Imprisoned Juvenille Slor
-------------------------

     C: Class II Ectoplasmic Outsider
     T: Deity (Supreme Being)
     B: Attack - Range
        Weakness - Slime
     F:
     D: Somehow Shandor's Cult guided by Ivo himself discovered a way to lure
        a young Slor from its home hell dimension into our world. More 
        impressively they also managed to imprison that Slor within a
        ghostworld pocket at the heart of Shandor's island mansion. Fueled by
        hatred bile and anger and assisted by mechanical monstrosities of
        Shandor's own design this captive Slor serves as the powerful guardian
        of the Lost Island's dimension aligning orerry machine


Keyhead Monster
---------------

     C: Class VI Semi-Merged Attractor
     T: Corpreal (Dispersible)
     B: Attack - Melee, Range, Berserk
        Weakness - Shock Blast
     F: Central Park Cemetary
     D: Closely related to other bi-dimensional attractors, these golems have 
        been bound to a will greater than their's to serve as sentries tasked
        to eternally guard otherworldly portals and gates


Kitchen Flier
-------------
  
     C: Class I Inhabiting Swarmer
     T: Corporeal (Dispersible)
     B: Attack - Rush, Swarm, Suicide
        Weakness - Shock Blast
     F: Return to Hotel Sedgewick
     D: These restless spirits have been driven to inhabit and control small 
        kitchen utensils. Quick moving but fairly weak, these swarmers 
        insubstantial forms quickly fade back into the depths of the ghost
        world when dislodged from the objects they possess.


Kitchen Golem
-------------

     C: Class VI Bi-Dimensional Attractor
     T: Unstable (Wrangle Parts)
     B: Attacks - Melee, Berserk
        Weakness - Proton Stream
     F: Hotel Sedgewick
     D: Golems can bend objects to their will manipulating them to form 
        portions of their own phyically manifested form. PK Energy greatly
        enhances the golem's ability to reconstitute damaged or destroyed 
        portions of its body. This golem was formed from paranormally 
        compromised items from the kitchen of a restaurant located in the 
        Hotel Sedgewick


Librarian Ghost
---------------

     C: Class IV Semi-Anchored Entity
     T: Ghost (Must Trap)
     B: Attack - Range, Spawn
        Weakness - Proton Stream
        Dazed Duration - Moderate
        Trap Resistance - Low
        Special - Commands Bookbats
     F: The Public Library
     D: Dr. Eleanor Twitty was the head librarian of the NY Public Library
        and overseer of its collectio nof ancient artifacts, stone tablets, and
        thought forgottent parchments. In March 1924 Dr. Twitty went missing.
        The NY Police Department made every effort to find her including 
        repeated room to room searches of the underground library stacks where 
        she was last seen but she was never found. Alive that is.
 
        Now she wanders the stacks of the NY City Public Library still 
        organizing books and keeping louder library patrons shushed with a bony
        finger to the lips. By most appearnaces she is still the same quaint and
        genteel looking woman she was in life. Aggravate her however and she
        will transform into a rage filled horror and heave help you if you have
        any overdue books.


Marshmallow Mini
----------------

     C: Class V Manifesting Outworlder
     T: Corporeal (Dispersible)
     B: Attack - Melee, Range, Rush
        Weakness - Boson Dart
        Special - Spawn of Stay Puft
     F: Times Square 
     D: These Class V entities are the mischieveous spawn of the Stay Puft 
        Marshmallow Man, a not so tasty blend of corn syrup, water, gelatin, 
        tetrasodium pyrophosphate and evil.


Opera Diva Ghosts
-----------------

     C: Class IV Full Roaming Phantom
     T: Ghost (Must Trap)
     B: Attack - Range, Rush
        Weakness - Proton Stream
        Dazed Duration - Moderate
        Trap Resistance - Medium
     F: Times Square
     D: In the popular and long-running Broadway adaptation of Wagner's epic
        opera cycle: Ring, Brunhilde was sung by world renowned soprano
        Carlotta Caprizzi in her most famous role. The entire cast was killed 
        when in a burst of thunderous applause nearthe end of Carlotta's aria
        the old and structurally questionable stage collapsed underneath them. 


Paper Constructs
----------------
     
     C: Class VI Transformed Composite
     T: Corporeal (Dispersible)
     B: Attack - Melee, Range
        Weakness - Shock Blast
        Special - Can Teleport
     F: The Public Library
     D: Drawn inexpicably to old libraries and archives these malicious 
        apparitions have been known to clothe their insubstantial forms with
        paper, books, tomes, parchments, and even ancient scrolls in order to
        manifest in and interact with the mortal world. Paper constructs seem 
        to be lesser manifestations that are controlled by more powerful 
        entities.


Pappy Sargassi
--------------
     
     C: Class III Roaming Animator
     T: Ghost (Must Trap)
     B: Attack - Melee, Range, Rush
        Weakness - Proton Stream
        Dazed Duration - Moderate
        Trap Resistance - Medium
     F: Hotel Sedgewick
     D: Descending from a long proud line of seafarers and fisherman, Pappy 
        Sargassi attempted to avoid the notoriously unlucky early deaths on the
        water that pagued his family by pursuing a more landlocked career. In 
        1950 he opened a restaurant, Sargassi's, and attempted to turn his back
        on the sea. In later years he overcame his fear of the water and took
        up fishing.

        His family's curse caught up with him or he was the unluckiest 
        fisherman who ever lived and he died choking on a fish stick while 
        being eaten by a great white shark.


Possessed Human
---------------
     
     C: Class III Possesor Host
     T: Possessor (Slime Neutralize)
     B: Attack - Melee, Range, Rush
        Weakness - Slime
     F: History Museum, first ghost fought
     D: Possessed humans are innocent bystanders possessed and controlled by 
        Class III Possessor Ghosts. Slime Blower use will drive Possessor 
        Ghosts out of their human victims but beware its lingering PK resonance
        is not enough to prevent Possessors from re-possessing anyone already
        slimed.


Possessed Statue
----------------

     C: Class III Possesor Host
     T: Corporeal (Dispersible)
     B: Attack - Melee, Range, Rush
        Weakness - Shock Blast
     F: 
     D: Possessor Ghosts can also possess and take control of some statuary and
        mannequins and are thus ofent encountered in a wide variety of museums
        as well as in far more clothing stores than one would reasonably expect

        Fortunately, possessing an inanimate nonliving object like a mannequin
        or a statue binds the possessing spirit to that object. Not only is the
        ghost unable to leave but it is also disrupted when the possessed 
        object is destroyed.


Possessor Ghost
---------------

     C: Class VII Wandering Possessor
     T: Ghost (Must Trap)
     B: Attack - Range
        Weakness - Proton Stream
        Dazed Duration - Moderate
        Trap Resistance - Medium
        Special - Possesses Bystanders
     F: History Museum, first ghost fought
     D: Mrs. Myrnick a pragmatist with a vision opened the St. Nicholas 
        Rehabilitation Mission for Wayward Angels. The mission took fallen and 
        destititute women off the mean streets and cleaned them up, gave them
        hope, and trained them for new careers. St. Nick's provided its 
        desirable charges to the many gentlemen's club events, fraternity 
        parties, and business conventions that occurred around the city on a 
        regular basis, in return for their considerable donations.
 
        Shrewd Mrs. Myrnick could always spot an oppourtunity and knew that her
        customers could not afford to let word of its excesses get around: 
        these were highly respected and upstanding men in the community,
        after all. She told them she was willing to remain discreet for a 
        sizeable donation

        Unfortunately, Mrs. Myrnick failed to realize the lengths some would go
        to preserve their reputation and one night a gang of Pinkertons paid a 
        visit to St. Nick's. Now Mrs. Myrnick's ghost and those of her charges
        has appeared in many fine establishments and hotels since 1923 but they
        tend to favor the Museum of Natural History.

Shandor the Architect
---------------------

     C: Class VII Transformed Mortal Remnant
     T: Deity (Supreme Being)
     B: Attack - Throw
        Weakness - Meson Collider
        Special - Protected by Mystical Barrier
     F: Central Park Cemetary
     D: Though his early history is problematic and open to debate, it is known
        that Ivo Shandor was a medical docotr who performed a lot of 
        unnecessary surgery as well as an architect of some renown. After WWI
        Shandor decided that society was too sick to survive. On June 6, 1920,
        he started a secret society of Gozer worshipers, numbering nearly 1,000
        dedicated to bringing about the end of the world.

        It is now known that Shandor and his followers researched heavily into 
        the paranormal, especially in the areas of pre-apocolism and 
        ectoplasmic hybridology.
 
        During the same time Shandor apparently also made some serious 
        connections within the Gozarian pantheon because, following his death, 
        he has undergone a complete transformation and has become a major 
        Gozerian power himself


Slimer
------

     C: Class V Full-Roaming Vapor
     T: Ghost (Must Trap)
     B: Attack - Throw, Rush
        Weakness - Proton Stream
        Dazed Duration - Long
        Trap Resistance - Low
     F: Firehouse
     D: Sometimes called Onionhead or simply the Mean Green Ghost, Ray 
        purportedly named this creature Slimer specifically to annoy Peter (who
        still carries a long standing distrust of this creature. Regardless of
        what hes called this focused non terminal repeating phantasm 
        personifies gluttony and is drawn to anything edible. While this 
        Class V Full Roaming Vapor isn't especially malicious you don't want
        to be between him and a snack.


Sloth Ghost 
-----------

     C: Class V Full Roaming Cardinal
     T: Ghost (Must Trap)
     B: Attack - Range
        Weakness - Proton Stream
        Dazed Duration - Moderate
        Trap Resistance - Medium
     F: Firehouse basement
     D: The Sedgewick Hotel traditionally auctions off a family Thanksgiving 
        Feast and donated the proceeds to charity.
 
        In 1937 Arbison Morguncher, a wealthy but lonely epicurean, bid upon
        and won the feast. On Thanksgiving Day, he arrived to dine alone. The
        Sedgewick's manager protested that the feast was intended for more than
        12 people, but Morguncher insisted that he be fed the entire meal. The
        manager shrugged and finally relented.

        Morguncher sat down and ate the entire meal, leaving no a crumb. "My
        compliments to the Chef" he said, 7 hours later. Swallowing the last 
        bite he died from a gastric rupture due to massive overeating.


Spider Crawler
-------------

     C: Class VI Vermin Entity
     T: Corporeal (Dispersible)
     B: Attack - Range, Poison, Swarm
        Weakness - Boson Dart
     F: Return to Hotel Sedgewick
     D: A close relative of the Venom Crawler, Spider Crawlers are also 
        physical manifestations of the vermin spirits though of a different 
        order. Encounters with these creatures have only been reported on the 
        ghost plane where they are usually the heralds of other more dangerous
        powers.


Spiderwitch
-----------
 
     C: Class VI Elevated Remnant
     T: Deity (Supreme Being)
     B: Attack - Melee, Range
        Weakness - Proton Stream
     F: Return to Hotel Sedgewick
     D: This anonymous woman spent several years in the 20s living in the Hotel
        Sedgewick. There for purposes only known to herself and to her master,
        Ivo Shandor, she lured men into her rooms and then murdered them 
        (though its uncertain if they were killed before or after they were 
        hung from the ceiling and drained of their blood).
 
        As a reward for her efforts as member of his inner cicrcle, after her 
        death, Shandor used his substantial powers to elevate her, creating the
        Spiderwitch. Now a terrifying spider human fusion, she and her insect
        like minions protect Shandor's interest in the strange twisted plane
        that exists immediately between our world and the ghostworld.


Stay Puft
---------

     C: Class VII Outsider Avatar
     T: Deity (Supreme Being)
     B: Attack - Melee, Throw, Spawn
        Weakness - Boson Dart
        Special - Spawns Marshmallow Minis
     F: Times Square
     D: Once only the cartoon mascot of the Stay Puft Marshmallow Corporation,
        Stay Puft became a giant marshmallow menace when Gozer, the powerful
        Sumerian God, forced the Ghostbusters to choose the form of his 
        physical manifestation. Though they all tried to clear their minds, Ray
        couldn't help but think of his favorite childhood icon. "It just popped
        in there" he said. Stay Puft was initially defeated when the 
        Ghostbusters crossed their streams at Gozer's Portal resulting in total
        protonic reversal.

        Its not certain why or how Stay Puft has returned but without a 
        portal to the ghostworld handy, crossing the streams to defeat it again
        is probably not an option.

Stone Angel
-----------

     C: Class V Minor Kinetic Animator
     T: Corporeal (Dispersible)
     B: Attack - Range, Rush
        Weakness - Proton Stream, Wrangle Slam
     F: Central Park Cemetary
     D: Weaker entities possibly related to those at the heart of each Stone 
        Gargoyle these Kinetic Animators make up for their individual weakness
        by attacking in greater numbers.

Stone Gargoyle
--------------

     C: Class VI Kinetic Animator 
     T: Corporeal (Dispersible)
     B: Attack - Throw, Rush
        Weakness - Proton Stream, Wrangle Slam
     F: Times Square
     D: Created when normal stone gargoyles are inhabited by powerful 
        ghostworld entities these Class VI Kinetic Animators possess all the
        inherent strength of their original stone fortified by a large dose of
        PK energy. Stone Gargoyles are strong and dangerous but also 
        susceptible to taking impact damage. All Class VI creatures are openly
        hostile to humanity and great care must be made when dealing with them
        to minimize the risk of innocent lives.


The Chairman
------------

     C: Class Vii Ectoplasmic Entity
     T: Deity (Supreme Being)
     B: Attack - Range
        Weakness - Meson Collider
     F:
     D: Shandor and his cult made many powerful connections, perhaps none more
        so than NYC's most powerful business leaders and power brokers. Shandor
        used his dark abilities to help each of them in some state of their 
        careers, and they were indebted to him. They came together publicly as
        trustees of the Natural Historty Museum, and privately misused their
        influence to help Shandor implement and maintain his Mandala throughout
        the city.
  
        When they died each of them returned as guardians of the Mandala, and
        the Natural History Museum in particular. Their closeness to Shandor's 
        evil regenerated them as ectoplasmic entities. The Chairman (Cornelius
        Wellesly) wielded the most power when alive and likewise is the most 
        powerful in death becoming one of Shandor's mightiest servants.


Union Ghost
-----------

     C: Class IV Full Torsoed Floater
     T: Ghost (Must Trap)
     B: Attack - Range
        Weakness - Proton Stream
        Dazed Duration - Moderate
        Trap Resistance - Medium
     F: The History Museum
     D: A local Civil War unit, the New York 87th: Thurbold's Wrongways, got 
        lost on the way to battle, wandered in circles in the coldest winter in
        East Coast history, and eventually died of exposure only 30 miles from
        home. They now haunt the city looking for battle. In the museum, it
        seems, they've found it.


Venom Crawler
------------

     C: Class VI Vermin Dominant
     T: Corporeal (Dispersible)
     B: Attack - Range, Poison, Swarm
        Weakness - Slime
     F: 
     D: Venom Crawlers are physical manifestations of the vermin spirits that 
        power Candelabrum Crawlers having managed to breach the planar barriers
        and cross over to our world. 


Webbed Fiend
------------

     C: Class V Webbed Fiend
     T: Corporeal (Dispersible)
     B: Attack - Melee, Range, Rush
        Weakness - Shock Blast
        Special - Ambusher
     F: Return to Hotel Sedgewick
     D: Outwardly humanoid in appearnace Webbed Fiends can draw upon PK energy
        to alter their appearnace in order to present a terrifyign visage that
        can cause those with weaker wills to flee. As though they are trapped 
        between two worlds, Webbed Fiends quickly transition between the ghost
        world and the physical world.

______________________________________________________________________________

                             T R O P H I E S                          [TRPH]
______________________________________________________________________________

Platinum Trophy

We Have the Talent
     Complete the Firehouse training level (Bronze)

The Flowers Are Still Standing
     Complete the "Welcome to the Hotel Sedgewick" Level (Bronze)

Once S'more into the Breach
     Complete the Panic in Times Square Level (Bronze)

Get Her!
     Complete the Checking Out the Library Level (Bronze)

Ghost Fever Grips New York
     Complete the Museum of (Super)Natural History Level (Bronze)

Somebody Saw a Cockroach on 12
     Complete the Return to the Sedgewick level (Bronze)

Let Me Guess, Gozer Worshippers
     Complete the Lost Island Rising Level (Bronze)

Disaster of Biblical Proportions
     Complete the Central Park Cemetary Level (Bronze)

We Came, We Saw...
     Complete the game on Casual or Experienced difficulty (Bronze)

Are You A God?
     Complete the game on Professional difficulty (Gold)

Slam Dunk!
     Slam dunk a ghost into a trap (Bronze)

Slime Dunk!
     Trap a ghost using the Slime Tether (Bronze)

Stasis Dunk!
     Trap a ghost using the Stasis Stream (Bronze)

I Ain't 'Fraid of No Ghost!
     Trap a ghost (Bronze)

Aim for the Flat Top
     Eliminate a creature (Bronze)

Heat 'Em Up
     Purchase all upgrades for the Proton Gun (Bronze)

Mother Pus Bucket 
     Purchase all upgrades for the Slime Gun (Bronze)

We Be Fast! They Be Slow
     Purchase all upgrades for the Dark Matter Generator (Bronze)

I Don't Want My Face Burned Off 
     Purchase all upgrades for the Meson Collider (Bronze)

We Have the Tools 
     Purchase all available equipment upgrades (Bronze)

The Destructor
     Complete the game with more than $3,000,000 in property damage (Bronze)

Nice Shootin', Tex!
     Complete the game with less than $100,000 in property damage (Bronze)

...And You Want to Keep It?
     Collect a cursed artifact (Bronze)

Spores, Molds, and Fungus
     Collect all cursed artifacts (Gold)

I'm Picking up a Signal
     Obtain a 100% PKE Scan on a paranormal creature (Bronze)

Back Off Man, I'm A Scientist
     Obtaina 100% PKE Scan for every paranormal creature (Gold)

I'm A Ghostbuster, Not a Doctor!
     Revive your teammates 20 times (Bronze)

I Feel So Funky
     Get slimed by a charging ghost (Bronze)

Total Protonic Reversal 
     Knock yourself down with your own weapon (Bronze)

You Gotta Try This Pole!
     Slide down the fire pole (Bronze)

It's Slime Time
     Use the Slime Tether on 15 Ghosts (Bronze)

Kosher
     Remedy a dubious food choice to make the Bar Mitzvah as orthodoxi as it
     can be (Bronze)

I Love You, When You Rough-House!
     The tidy architectural office could use some Proton based humbling 
     (Bronze)

But the Kids Love Us!
     The children's reading room has a story to tel but it will take more than
     your eyes to see it (Bronze)

You Never Studied
     Keep your ears open to learn everything you can about the Civil War 
     (Bronze)

I've Quit Better Jobs Than This
     Some ghosts had a real blowout in the Coat Room. Clean it up? (Bronze)

Hedgebuster
     The hedge maze is a realy eyesore do some Protonic pruning (Bronze)

One Down, on the Ground
     Airborne coffins are an affront to gravity; use your Proton Pack to avenge
     Mother Nature (Bronze)

Ghostbusters Drinking Game
     Quench your thirst wherever possible to avoid being scared spitless 
     (Bronze)

Loans Paid Off
     More than $100,000 earned in multiplayer (Bronze)

On the Payroll
     Successfully complete one multiplayer campaign (Bronze)

Egon's Guinea Pig
     Use one of every Pickup (both Power-ups and Equipment) (Bronze)

Payday!
     Be the overall top earner in each muliplayer campaign setting (Bronze)

It's a Living
     Trap over 50 ghosts in your multiplayer Ghostbusting career (Bronze)

Wanted!
     Defeat three Most Wanted Ghosts (Bronze)

Employee of the Month
     Be top earner in each multiplayer job type (Bronze)

No Job Too Big
     Defeated all Most Wanted Ghosts (Bronze)

Gozer's Most Wanted
     Successfully complete each Multiplayer job in every location (Bronze)

Overachiever
     Get over $2,500,000 in multiplayer, over 30 Post-Job Awards, 50 Jobs
     Completed (Bronze)  


______________________________________________________________________________

                            L E G A L I T I E S                       [LGLS]
______________________________________________________________________________


This may be not be reproduced under any circumstances except for personal, 
private use. It may not be placed on any web site or otherwise distributed 
publicly without advance written permission. Use of this guide on any other 
web site or as a part of any public display is strictly prohibited, and a 
violation of copyright.


E-mail: oldschoolwv312 at yahoo dot com
Copyright 2009 Jason Fryer a.k.a oldschool312 

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