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    Tobin's Spirit Guide by prudoff

    Version: 1.1 | Updated: 08/27/09 | Printable Version | Search This Guide

    * GAME: Ghostbusters: The Video Game
    * SYSTEM: PlayStation 2/Wii/PlayStation Portable
    
    * TITLE: Tobin's Spirit Guide: Stylized Game Type
    * VERSION: 1.1 (8/26/2009)
    
    * AUTHOR: Paul Rudoff
    * E-MAIL: http://www.theraffon.net/~spookcentral/email.htm
    * WEBSITE: http://www.spookcentral.tk
    
    
         | A SEPARATE TOBIN'S SPIRIT GUIDE IS AVAILABLE |
         |  FOR THE PC/PLAYSTATION 3/XBOX 360/ VERSION  |
    
        FOR EXTENSIVE GAME INFO, VISIT MY WEBSITE (ADDRESS ABOVE)
    
    #################### THIS GUIDE CONTAINS SPOILERS ####################
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    TABLE OF CONTENTS
    -----------------
    
     1. Introduction
     2. Entities
     3. Entities Removed From The Game
     4. Equipment Definitions
     5. Vigo Insults
     6. Revision History
     7. Copyright Notice & Disclaimer
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    INTRODUCTION
    ------------
    
    I have been a Ghostbusters fan since I was a little kid, which is going back
    over 20 years.  I have run a website entitled "Spook Central: The Ghostbusters
    Companion" since August 1996.  I have played just about every Ghostbusters game
    ever made.  I am beyond thrilled that Ghostbusters: The Video Game had been
    made to finally do justice to the franchise.
    
    All of the descriptions for the various creatures, items, and equipment is what
    officially appears in Tobin's Spirit Guide in the game.  It came from the file
    world\en\tobin_spirit_guide.txt, which is found inside language.pod on the game
    disc of the PS2 version. Language.pod contains all of the text used in the game,
    along with text transcriptions of the audio.
    
    By the way, when referring to the two major versions of the game, I use this
    terminolgy:
         * Realistic Version - PC/PlayStation 3/Xbox 360
         * Stylized Version - PlayStation 2/Wii
    I'm telling you this in case I use that terminology elsewhere in this document.
    
    ================================================================================
    
    ENTITIES
    --------
    
    These are the Tobin's Spirit Guide entries that appear after you've successfully
    scanned an entity.  There are 93 in all, which are split into two collectibles:
    scans and art pages.  You perform the scan to get the data on the entity, and
    you collect the art page to get the picture of the entity.
    
    Below is all of the text taken from the game's data file, which is what you see
    in the in-game Tobin's Spirit Guide - the book that appears in the basement of
    the firehouse, not the abbreviated version that appears in your field guide.
    The entries below are listed in alphabetical order.  But first here's a quick
    list of them in the order they appear in the book in the basement of the
    firehouse.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    001. Paranormal Investigator: Ray
    002. Paranormal Investigator: Egon
    003. Paranormal Investigator: Peter
    004. Paranormal Investigator: Winston
    005. Allies
    006. The Skeptic
    007. The Destined
    008. Extraplanar Obelisk
    009. Destructor Manifestation Residue
    010. Charged Destructor Manifestation Residue
    011. Ghost Snares
    012. Spectral Spawning Husks
    013. Phantom Architectural Remnants
    014. De-Ionized Ectoplasmic Secretions
    015. The Gozerian Codex
    016. Mandala
    017. Negatively Charged Ectoplasm Source
    018. Phantom Craftwork
    019. Ectoplasmic Residue
    020. Negatively Charged Ectoplasmic Residue
    021. Psychomagnatheric Ectoplasm
    022. Ectoplasmic Debilitation
    023. The Abyss
    024. Spirit Locks
    025. Psychokinetic Door Manipulation
    026. Plasmic Resonance
    027. Entropic Bias
    028. Electrokinetic Absorption Event
    029. Symmetrical Stacking
    030. Poltergeist Effect
    031. Non-Anthropomorphic Conglomerate
    032. P.K.E. Resonant Motility
    033. Imbued Spirit Vessel
    034. Psychokinetic Biological Inhabitation
    035. Ethereo-Spatial Rift
    036. Ectoplasmic Material Bonding
    037. Phantom Labyrinth
    038. 13th Floor Effect
    039. Cold Spots
    040. Psychokinetic Atmospheric Influence
    041. Kitchen Wisps
    042. Electronic Wisps
    043. Marshmallow Minions
    044. Gargoyles
    045. Book Bats
    046. Animated Objects
    047. Grave Scuttlers
    048. Possessed Objects
    049. Mayan Mannequins
    050. Egyptian Mannequins
    051. Flaming Skulls
    052. Docile Echoes
    053. Malevolent Echoes
    054. Spider Scuttlers
    055. Black Slime Scuttlers
    056. Stone Cherubs
    057. Black Slime Spawn
    058. Slimer
    059. Hotel Phantasms
    060. Construction Ghosts
    061. Library Phantasms
    062. Wayward Possessors
    063. Snot Hags
    064. Black Slime Floaters
    065. Civil War Ghosts
    066. Sous Chef Ghosts
    067. Cultist Ghosts
    068. Gravedigger Ghosts
    069. Electrokinetic Spectres
    070. Vigo the Carpathian
    071. Stone Elementals
    072. Printer Paper Zombies
    073. Literature Page Zombies
    074. Book Centurions
    075. Book Golem
    076. Black Slime Elementals
    077. Slime Lab Elementals
    078. Grave Golem
    079. Hound Demons
    080. Imp Demons
    081. Gozerian Servitor
    082. Chef Sargossa
    083. Stay Puft
    084. The Gray Lady
    085. Transmogrified Gray Lady
    086. Azetlor, The Collector
    087. T-Rex, Black Slimed
    088. T-Rex Skull, Black Slimed
    089. Spider Witch
    090. Transmogrified Spider Witch
    091. Black Slime Behemoth
    092. Shandor, Gozerian Sorcerer
    093. Shandor, Ascendant
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    Name: 13th Floor Effect
    Desc: It's hard to tell which came first, the fear of the number 13 or the
          unfortunate incidents surrounding it. It's entirely possible the number
          carries some ill fate with it, but it's also possible that the negative
          psychic association with it turned it into a self fulfilling prophecy of
          sorts. It's this reason that the 13th floor of many apartment buildings
          and hotels are either relabeled or left empty. This superstitious trapping
          draws much attention from paranormal entities who use the fear associated
          with it to fuel their endeavors in these locations. The wall between the
          physical and ethereal planes in these places can be quite thin as a
          result.
    Note: Triskadecaphobia is no laughing matter, but people are seldomly aware of
          dodecaphobia and it's insidious cousin, hexadecaphobia.
    
    
    Name: The Abyss
    Desc: Many myths and religions reference planes of existence beyond our own
          physical, measurable one. One in particular seems to be either a
          wellspring of, or an attractor for, spirits. I've come to refer to this
          dimension as the Abyss. On the few occasions I've seen it bleed over into
          the material plane, localized physical reality became twisted and
          unrecognizable.
    Note: Recent studies in multi-dimensional reality seem to support Tobin's
          assertions. I've also had a first hand encounter with an inter-dimensional
          cross-rip that allowed me to gaze directly into the Abyss, cementing its
          existence in my mind.
    
    
    Name: Allies [Janine]
    Desc: No investigator is an island. Even those around us who don't want to get
          their hands dirty can be invaluable. It's important for any hunter of the
          supernatural to have a support network of friends to call on when things
          get tough, and to let you know if you happen to be losing your mind.
    Note: Most temp agencies in the New York area have insurance policies preventing
          us from working with them. Janine has been a priceless resource, keeping
          us from tripping over paperwork and brightening the office with her charm.
    
    
    Name: Animated Objects
    Desc: Often times, in the vicinity of a ghost with strong psychokinetic
          abilities, certain small objects will seem to take on a life of their own,
          moving at the behest of the controlling spectre. It's important to make
          the distinction between these objects being remotely manipulated and
          having an actual spectral presence inside them.
    Note: It's worth noting that there's a distinct behavioral difference between an
          object with an entity possessing it and one that is merely being
          controlled remotely by a ghost. The possessed objects seem to behave more
          intelligently and will attack multiple times if they miss. The remote
          controlled objects are generally flung once at the victim, impacting or
          missing.
    Ability: Flying Ram
    Tips: While plenty effective on ghosts, the Blast Stream also works fine on
          physical objects. This comes in handy when ghosts are throwing them at
          you! Use the Blast Stream to break these to pieces, but be ready to get
          out of the way if your aim is off.
    Class: Class 5 Psycokinetic Implementation Event
    
    
    Name: Azetlor, The Collector
    Desc: Azetlor was a Sumerian demigod that ruled over the lost. He was entrusted
          with collecting things that fell through the cracks, souls, artifacts,
          civilizations, etc. and ensuring they returned to reality safely in a new
          form. Azetlor eventually became greedy however, and began to take things
          that weren't lost, overstepping his bounds. He was banished for his hubris
          to the abyss, and it is said that he waits there for someone to set him
          free.
    Note: Azetlor was an interesting specimen due to his so-called 'cosmic station'.
          His role as a recycler of sorts implies there was once a sort of
          metaphysical hoemeostasis where areas of excess were bled off and rerouted
          to areas of less resistance. Echos and psychic remnants would simply be
          gathered up and shepherded to locations where their energy would be
          absorbed and used instead of manifestations pushing through to the
          phsyical plane in areas of high 'pressure'. If Azetlor were still out
          there doing his job, I wonder if we'd even be in business?
    Ability: Book Ball Spit, Book Ball Explosion, Body Slam
    Tips: This creep's bad news all around. Our weapons weren't really intended to
          fight a demigod. Your best bet might be using his own weapons against him,
          namely the balls of books he likes to spit out. Pick them up with the
          Capture Stream and launch those back at him using Boson Darts, then see if
          you can find a weak point to target while he's too stunned to protect
          himself; the P.K.E. Goggles can help with that.
    Class: Class 5 Demigod
    
    
    Name: Black Slime Behemoth
    Desc: When high levels of paranormal energy become concentrated in one area,
          peculiar things can occur. Occasionally this energy can take on an
          intelligence of its own and act of its own free will. I'm not certain
          if this is some form of spontaneous generation or if the intelligence
          is a formless one that's pulled across the ether into the material world.
          Either way, this form will take on the nature of the forces that summoned
          it and will seek to preserve the source of the energy that brought it to
          consciousness.
    Note: The concentrated psychokinetic energy source in my most recent experience
          with this phenomenon was a massive well of black slime. When it reached
          the tipping point, a massive, writhing entity emerged and proved quite a
          challenge to disrupt. Our green slime streams were nigh useless against
          its dense shell of negatively charged ectoplasm, requiring us to launch
          globules of destabilized ectoplasm directly into one of its mouths.
    Ability: Black Slime Composition, Black Slime Vomit, Black Slime Orb, Black
          Slime Puddles, Summon Minions
    Tips: Holy smokes! Talk about your tall, dark, and ugly! When you've got this
          much black slime, you need heavy duty green slime weapons like the Slime
          Mine to make a dent. Even just that may not be enough here though; use the
          P.K.E. Goggles to see if you can find weak points on this guy. Try to keep
          the fighting area clear of black slime pools; he can use those to create
          all sorts of black slime creatures.
    Class: Class 7 Negatively Charged Ectoplasmic Behemoth
    
    
    Name: Black Slime Elementals
    Desc: I've come to call a certain collection of phenomenon the 'conglomerate
          effect'. This is when several smaller, seemingly mindless animated
          entities come together and generate a collective intelligence and form a
          larger body composed of the smaller parts working in tandem. Most of these
          conglomerates have focal points that act as a central nervous system as
          well as a weak point. I feel that if one were to disrupt these points, the
          being would be forced to disperse.
    Note: Not only do conglomerate entities use the energy from possessed physical
          objects to cobble together a body, but they can form simulucra from the
          solid residue of ectoplasm itself! Under the right (or wrong)
          circumstances this could potentially result in an autocatalyzing system
          with a geometric growth rate.
    Ability: Melee Attack, Black Slime Blast, Black Slime Composition
    Tips: Most of our weapons are useless against a creature made entirely of black
          slime like these uglies. The good news is that the Slime Blower and Slime
          Mine melt through them rapidly. Use those to expose the weak points, then
          target those for wrangling and slamming like you would with any other
          conglomerate.
    Class: Class 6 Negatively Charged Ectoplasm Conglomerate
    
    
    Name: Black Slime Floaters
    Desc: Certain manifestations have an affinity for negatively charged ectoplasm.
          They seem to be drawn to it as some sort of source of energy or, dare I
          say, sustenance. Though I doubt the entities I witnessed on these specific
          occasions emerged or were formed from the ectoplasm, they seemed to
          ostensibly have a connection to it and were very defensive of its source.
    Note: Ever since we first came across the negatively charged strain of
          ectoplasm, I've seen various relationships and psychokinetic ecosystems
          (ectosystems?) that center around the substance. Many of the ghosts we've
          encountered definitely revere the stuff, protecting and often immersing
          themselves in it. Based on the tremendously negative readings I've gotten
          from the black slime, the emergence of these systems cannot be a good
          sign.
    Ability: Slime, Melee Attack, Black Slime Coating
    Tips: The only thing worse than an active spirit? An active spirit corrupted by
          negatively charged ectoplasm. Use the Slime Blower to clean them up enough
          to capture, then use the Blast Stream to finish the job.
    Class: Class 5 Negatively Charged Ectoplasmic Floater
    
    
    Name: Black Slime Scuttlers
    Desc: As a corollary to my entry on ectozoophilic mimicry, I'd like to add that
          there are indeed some semi-formed spirits that have a go at making a form
          for themselves without relying on preconceived archetypes. The result is
          usually relatively grotesque but intriguing in its randomness. Often
          times a sort of evolutionary process occurs with the creature wherein it
          creates appendages and orifices as needed.
    Note: These entities tend to combine their anatomic structures in seemingly
          counterintuitive ways, but the resultant ectophysiological gestalt often
          works in concert with terrifying efficiency. There also seems to be no
          limit to their size when negatively charged ectoplasm is abundant in the
          area. The only thing that can harm them is positively charged slime.
    Ability: Melee Attack, Black Slime Spit, Black Slime Coating
    Tips: These're like the ghostly version of cockroaches: highly annoying and
          entirely disgusting! Use the Slime Blower to remove their black slime so
          you can burn them away, but be careful, they tend to get feisty when
          denied their protective slime coat.
    Class: Class 5 Negatively Charged Ectoplasmic Manifestation
    
    
    Name: Black Slime Spawn
    Desc: Large bodies of ectoplasmic residue seem to take on a life of their own
          under the right circumstances. I've seen several instances where small
          creatures would emerge from pools of the stuff and begin to cause mischief
          in an area. The demeanor of the homunculi are usually tied to the nature
          of the ectoplasmic body. Standard green slime will birth fairly innocuous
          entities while the more hazardous negatively charged black ectoplasm can
          create some truly nasty creatures.
    Note: In the specific case of the black ectoplasm I've witnessed an occurrence
          of homunculus generation first hand. The creatures seemed focus in their
          goals of fending off intruders (my team and I) from disturbing the source
          of black ectoplasm. This is probably an externalized analogue to the human
          immune system.
    Ability: Melee Attack, Black Slime Composition
    Tips: When dealing with creatures composed entirely of negatively charged
          ectoplasm, there's only one answer: green slime, and lots of it! Use the
          Slime Blower or Slime Mine; you won't need anything else.
    Class: Class 4 Negatively Charged Ectoplasmic Homunculus
    
    
    Name: Book Bats
    Desc: Often times, in the vicinity of a ghost with strong psychokinetic
          abilities, certain small objects will seem to take on a life of their own,
          moving at the behest of the controlling spectre. It's important to make
          the distinction between these objects being remotely manipulated and
          having an actual spectral presence inside them.
    Note: The books in the library were an impressive case of this phenomenon.
          Not only did these book creatures levitate and attack us, but the covers
          of the books mimicked the wings of a bird or bat of some sort. This is
          clearly the result of some creativity and skill on the part of the
          librarian.
    Ability: Flying Ram
    Tips: This is what the Shock Blaster was made for! Blast away and you won't have
          much trouble from these psychokinetically manipulated works of literature.
    Class: Class 3 Psychokinetic Manipulation Event
    
    
    Name: Book Centurions
    Desc: I've come to call a certain collection of phenomenon the 'conglomerate
          effect'. This is when several smaller, seemingly mindless animated
          entities come together and generate a collective intelligence and form
          a larger body composed of the smaller parts working in tandem. Most of
          these conglomerates have focal points that act as a central nervous
          system as well as a weak point. I feel that if one were to disrupt these
          points, the being would be forced to disperse.
    Note: Certain conglomerates that I've encountered have not only used their
          smaller constituent parts to form locomotive elements but arms and armor
          as well. These usually protect the psychokinetic foci that bind them
          together.
    Ability: Melee Attack, Paper Javelin, Book Shield
    Tips: These are the Gray Lady's middle of the road conglomerate. You need to
          expose the weak point on their shield and slam it off before you can
          attack the centurion himself. The Blast Stream and Shock Blast are both
          good choices for shredding these guys.
    Class: Class 4 Organic Physical Conglomerate
    
    
    Name: Book Golem
    Desc: I've come to call a certain collection of phenomenon the 'conglomerate
          effect'. This is when several smaller, seemingly mindless animated
          entities come together and generate a collective intelligence and form
          a larger body composed of the smaller parts working in tandem. Most of
          these conglomerates have focal points that act as a central nervous
          system as well as a weak point. I feel that if one were to disrupt these
          points, the being would be forced to disperse.
    Note: The largest of the conglomerates that I've encountered exhibit a most
          unusual behavior as they are disrupted. There is apparently enough
          negative energy released when these things fall apart that free floating
          vaporous apparitions are created on the spot. Clearly this is strong
          evidence to support my plasmic accretion theory.
    Ability: Melee Attack, Long Arm Attack, Summon Book Bats
    Tips: Look sharp Rookie, these guys hit like a pile of books. Big, heavy, books!
          The weak points on these monsters are well-protected, but the Shock Blast
          remains your best choice for exposing them.
    Class: Class 7 Organic Physical Conglomerate
    
    
    Name: Charged Destructor Manifestation Residue
    Desc: A destructor manifestation's power is rumored to be such that even
          something as simple as the residue left behind from its contact with
          physical objects can pose a threat to humans. It is possible this residue
          could even take on a seperate life of its own that can pose almost as
          great a threat to humans as the destructor manifestation itself.
    Note: I theorize that the residue Tobin describes actually maintains a
          psychokinetic link with the destructor that originated it; thus the
          manifestation will know if the residue is disturbed and likely react
          accordingly.
    Tips: As if the normal goop wasn't sticky enough, the Charged variety of this
          residue can actually produce minions that attack nearby humans. Don't
          take too long destroying this fluff with a Boson Dart or you could get
          swarmed under.
    
    
    Name: Chef Sargossa
    Desc: A standard paranormal event is the anthropomorphic manifestation. These
          are the remnants of people that probably inhabited the area that the ghost
          is now being witnessed. Often times the person in question had some strong
          tie to the location or had unfinished business there. The spirit remains
          until either the business is attended to or it is driven away.
    Note: The full torso floater guarding the kitchen  at the Sedgewick Hotel was a
          strong specimen. Instead of merely inhabiting the place, he appeared to
          harness every aspect of it to use it against the team. His living
          counterpart obviously spent copious amounts of time in those kitchens and
          his command of these spaces carried over into his psychic remnant.
    Ability: Melee Attack, Thrown Utensils, Hide and Heal Strategy
    Tips: Ghosts aren't always stupid; sometimes if they figure out we're about to
          drop them into a trap, they'll hide from us until they can get their
          strength back. With cases like that, you usually have to find some way to
          lure the ghost out. One easy way to do that is to threaten or destroy
          something important. In the case of the Chef, maybe if we toss that weird
          cake of his into the oven, he'll get angry enough to stop playing defense.
    Class: Class 7 Full Torso Manifestation
    
    
    Name: Civil War Ghosts
    Desc: The casualties of war make for very restless spirits indeed. These are
          usually complicated spirits to appease, as they're continually reliving
          the moments of the war surrounding their untimely demise. There is no
          reasoning with them as you're likely to appear to them as one of the
          opposition, if they can perceive you at all.
    Note: The war spectres I witnessed were indeed caught in the mindset of a
          perpetual battle. The foot soldiers in particular were relentless in
          their defense of a border that ceased to be shortly after they did.
          There was also an interesting symbiotic relationship between the spectres
          involved. The flag bearer in particular acted as the heart of the army.
          Once we captured him, the rest of the undead army retreated.
    Ability: Slime, Melee Attack, Gun Attack, High Stability
    Tips: The war never ended for some people... even when life did! These spirits
          of warriors are no stranger to combat and can be very difficult to take
          down conventionally. Your best bet kid? Look for some symbol or important
          emblem or flag of theirs to go after and remove their will to exist.
    Class: Class 5 Full Torso Floating Manifestation
    
    
    Name: Cold Spots
    Desc: In certain areas of high supernatural activity the air will be cold in
          specific pockets, regardless of weather or ventilation. I believe this is
          the human subconscious extending some awareness into the ethereal realm
          and feeling the presence of entities in the ethereal plane in the same
          physical space that they're standing. Since the ethereal is closely tied
          to psychic emanations from mankind, this theory doesn't seem too
          far-fetched for me to grasp.
    Note: We've recorded the localized endothermic reactions Tobin mentions several
          times in the field. These events occur as PK energy from the ethereal
          plane is building up and attempting to spill over into the material world.
          Sort of like air bubbles rising into a can as you pour water out, energy
          is drained from the physical plane into the ethereal in the form of heat.
          This fortunately doesn't extend to matter, so there's no danger (outside
          of a 1 to 34,876 probability) of being pulled into a random ethereal
          sink-hole.
    
    
    Name: Construction Ghosts
    Desc: Often times casualties of a large construction effort will remain in the
          building, haunting it. This was most common in the cathedrals of the
          middle ages, when conditions were hazardous and construction practices
          were haphazard at best. These beings can usually be dispelled with a
          proper burial or, barring that, extensive wards and sigils to banish them.
    Note: I've seen several of these ghosts in skyscrapers, the modern parallel to
          the hazardous construction effort of the medieval cathedral. This is
          similar to the cake phenomenon, where a ghost is tethered to one of its
          creations.
    Ability: Slime, Melee Attack, Inanimate Possession, Hiding
    Tips: To the general public, a ghost like this is frightening. To us, it's more
          or less a standard specimen full torso floater, best handled with the
          Blast Stream, which also works well on anything it tries to animate or
          hide in.
    Class: Class 2 Full Torso Manifestation
    
    
    Name: Cultist Ghosts
    Desc: In many cases with the occult followers will give up everything they have,
          including their very soul, to gain favor with whatever eldritch being they
          worship. When these followers become ghosts they're bound to their master
          for all of eternity and usually maintain a fiendish loyalty so that they
          will receive favors.
    Note: Ivo Shandor had many such followers when it was fashionable to belong to
          some esoteric organization or another among New York's intellectual crowd
          in the 20s. They probably should have read the fine print.
    Ability: Slime, Black Slime Shell, Melee Attack, Lightning Bolt, Inanimate
          Possession
    Tips: Your standard FTM, charged with eldritch energy and covered in black
          slime. In other words, big trouble! Use the Slime Blower to clean 'em off,
          then take the Blast Stream to them.
    Class: Class 6 Full Torso Manifestation
    
    
    Name: De-Ionized Ectoplasmic Secretions [Spider Webs]
    Desc: While ectoplasmic residue is usually a side effect of ghostly interaction
          with the material world, sometimes spirits appear to secrete measured
          quantities of it for specific purposes(this would lend credence to the
          intentionality argument concerning the origin of ectoplasm). The material
          they create is usually much more resilient than standard plasmic matter,
          though it usually retains the sticky quality.
    Note: Most secretions we've encountered were too resilient for our protonic
          equipment to affect. Fortunately these strands and webs show entropic bias
          and are vulnerable to the stasis stream, making them brittle enough to
          shatter with enough applied force.
    Tips: Some secretions are pretty tough and can't just be blasted through. You
          need to use the Stasis Stream first, to make them hard and fragile. Then
          you can use the Blast Stream or another similarily destructive tool to
          break them apart.
    
    
    Name: The Destined [Ilyssa]
    Desc: Rarely a person will appear who whether from bloodline, proximity to
          hotspots of extra-dimensional activity, or just plain bad luck, has an
          unusual but strong connection to the paranormal. Some embrace their fate
          and immerse themselves in the paranormal, gaining quick power or a quicker
          death. Others try to run from their destiny; usually to little avail. One
          thing is certain: the presence of such a person usually makes for
          interesting times for those in the vicinity.
    Note: Dana Barrett, Louis Tully, Dr. Janosz Poha. We have certainly had more
          than our fair share of encounters with those destined for close and
          intense encounters with the paranormal. Business and research
          opportunities abound for us when these encounters occur, though the
          other citizens of Manhattan experience sharp upticks in stress and
          anxiety-related mental disorders.
    
    
    Name: Destructor Manifestation Residue
    Desc: A destructor manifestation's power is rumored to be such that even
          something as simple as the residue left behind from its contact with
          physical objects can pose a threat to humans.
    Note: I theorize that the residue Tobin describes actually maintains a
          psychokinetic link with the destructor that originated it; thus the
          manifestation will know if the residue is disturbed and likely react
          accordingly.
    Tips: This stuff sounds worse than it really is. This stuff can be easily
          melted with a Boson Dart, so bombs away!
    
    
    Name: Docile Echoes
    Desc: In certain locations where intense trauma has occurred, psychic imprints
          can remain resonant long after the events have transpired. In many cases,
          these psychokinetic 'echoes' can linger, leaving residual images of the
          people and other entities that existed during that time period. I've seen
          no conclusive evidence that any of these manifestations have a
          consciousness, nor have any of them been witnessed harming or interacting
          with the living in any meaningful way.
    Note: A large echo group manifestation can initially be misleading and appear
          like many individual emanations haunting a location. Simple observation
          from a safe distance over a period of minutes should reveal to the
          investigator whether these are harmless echoes or spirits with focus and
          potentially malicious intent.  P.K.E. readings tend to be misleading in
          these areas, as the ambient valence level is noisy enough to cause the
          meter to jump all over the place.
    Ability: None
    Tips: Don't sweat these fellows, they're just echoes of people long gone.
          Nothing to worry about!
    Class: Class 1 Psychokinetic Echo
    
    
    Name: Ectoplasmic Debilitation
    Desc: Though ectoplasmic residue is essentially harmless, it can be unsettling
          and potentially disabling to be enshrouded in a large quantity at one
          time. People who have experienced this manner of event have called it
          severely disorienting and have on more than one occasion passed out.
          Others recounted intense nausea from the vapors resulting from sublimation
          of the exo-plasmic layers of the substance as they make contact with the
          atmosphere.
    Note: Peter has affectionately coined the phrase "getting slimed" for this
          phenomenon. I believe we've all had this happen at least once on the team
          and it is indeed a less than pleasant experience, not to mention the cost
          of dry-cleaning or the occasionally necessary 'uniform disposal' process.
    Tips: Ugh! Being slimed is never any fun. You just feel plain icky and can't
          move as quickly. Shake the stuff off the first chance you get.
    
    
    Name: Ectoplasmic Material Bonding
    Desc: Certain objects that have come into contact with the paranormal or had
          some otherwise strong emotional resonance with someone will exhibit a high
          level of plasmic resonance. This results in an object that is especially
          permeable by ectoplasmic residue. Once the residue has touched such an
          object it bonds with the very fabric of the thing, nigh impossible to
          separate.
    Note: These objects are of special interest to us because the capture stream
          enables us to not only manipulate ethereal beings but also objects that
          have bonded with ectoplasm in the above manner.If the object is free
          standing, we can lift and maneuver it. If the object is restrained
          however, it generally takes a little force to free it from its trappings.
    Tips: Slimed objects can be manipulated with the Capture Stream. You can move
          large objects out of the way, put misplaced objects back where they
          belong, slam objects loose, and more. Don't be afraid to experiment Rook!
    
    
    Name: Ectoplasmic Residue [Green Slime]
    Desc: Ectoplasmic residue occurs when a spirit passes from the ethereal plane
          into our physical plane. The ectoplasm is the means by which the spirit
          can affect physical objects and force its will into physical reality.
          Fortunately this substance in its basic form isn't harmful, but merely
          stomach-turning and messy. I'm still studying the causative relationship
          between this slimy substance and the spirit that carries it with them,
          whether the plasm is a side effect of the inter-dimensional penetration
          or if the spirit manifests it intentionally.
    Note: Since the advent of our protonic hunting equipment, ectoplasm is a
          double-edged sword for these wayward spirits. In the manner that it
          provides them with a grasp on the phsyical plane, it also allows our
          blast and capture streams to latch onto the spirit, leading to their
          ultimate capture.
    
    
    Name: Egyptian Mannequins
    Desc: Certain apparitions have not only the ability to enter objects and move
          them about, but to grant full articulation to them. This usually occurs
          in statues and other objects with what could pass as appendages. The
          phantom will then use these limbs to locomote and often times attack
          bystanders. One of the more interesting facets of this behavior is that
          when the 'limbs' move, they bend fluidly without damaging the structure
          of the object. Wood bends without cracking, iron bends without breaking.
    Note: When dealing with possesors that inhabit suits of armor from specific
          periods, I often wonder if they tap into any psychic resonance remaining
          in the artifact to learn how to use it, or if they're just winging it.
    Ability: Melee Attack
    Tips: These aren't as tough as they look: the Blast Stream or a close-range
          Shock Blast will blast these apart. Your real problem is whatever's
          controlling them.
    Class: Class 4 Anthropomorphic Object Possession
    
    
    Name: Electrokinetic Absorption Event [Battery]
    Desc: Some ghosts have been known to develop the ability to absorb different
          forms of energy. One such phenomenon is electrokinesis, the ability to
          drain electrical charge. Any electrical storage device they come into
          contact with will be rendered useless.
    Note: The only way to return charge to a device in that state would be to bring
          it into contact with the electrokinetic manifestation that drained it in
          the first place.
    Tips: Ghosts love to mess with power supplies: they know how fearful humans
          become when in the dark. If a battery gets pulled out of a generator and
          it still has power, just wrangle it back in using the Capture Stream.
          But if the ghost took the battery's juice too, you'll have to find him
          and wrangle the battery through him first, to steal the charge back.
    
    
    Name: Electrokinetic Spectres
    Desc: Some ghosts have been known to develop the ability to absorb different
          forms of energy. One such phenomenon is electrokinesis, the ability to
          drain electrical charge. Many speculate that spectres with this ability
          were victims of lightning bolts, but I personally believe it is a learned
          ability.
    Note: The only way to remove the charge from such an entity would be to bring it
          into contact with something conductive that had a negative charge, such as
          an empty battery.
    Ability: Invulnerability
    Tips: When a ghost goes "Sparky", you need to find something to pull the
          electricity out. Look for a battery or something like that that you can
          pick up and pull through the ghost with the Capture Stream. If you try
          zapping the bugger while he's charged like this, the feedback will just
          short out the pack.
    Class: Various
    
    
    Name: Electronic Wisps
    Desc: Since the advent of cinema I've seen ghosts that can take advantage of the
          ethereal nature of the moving picture, removing images from the screen and
          making them move about, terrifying and sometimes harming the innocent.
          This is either an advanced form of telekinesis that manipulates the very
          light that composes the images, or a psychomanipulative ability, making
          the victims believe they are being assaulted by images they were
          previously viewing on screen.
    Note: Since this was written, further advances in visual media have meant ghosts
          can now use the television and more recently video games as a medium of
          control. All of the readings we've taken seem to assert the author's first
          hypothesis that these are indeed manipulations of the physical world and
          not a trick of the senses.
    Ability: Flying Ram
    Tips: Even brief contact with the Blast Stream will vaporize these. Try Boson
          Darts if you get swarmed heavily, but lacking a physical form, they will
          eventually fizzle out on their own.
    Class: Class 4 Psychokinetic Manipulation Event
    
    
    Name: Entropic Bias
    Desc: Often, in places of high paranormal activity, I've come across objects
          that gave very bizarre readings to my equipment. These were most always
          cold to the touch but otherwise exhibited no other unusual properties.
          A fellow investigator I've worked with in the past swears he can see a
          dark aura around the objects and implied they were somehow tied to spirit
          activity.
    Note: Our recent experiments with dark matter particles shows impressive
          hypo-bonding behavior in the presence of ectoplasmic particles,
          effectively freezing them in mid-air. More interesting now are the
          objects that have sympathetic resonance with ectoplasmic matter and
          develop an entropic bias, making them vulnerable to the dark matter
          in the stasis stream as well.
    Tips: An object with Entropic Bias can be affected by the Stasis Stream,
          temporarily locking it in place. Sometimes you can use this to make a
          platform for yourself out of newly immoblized objects, other times you
          can use it to lock a spooky contraption in place.
    
    
    Name: Ethereo-Spatial Rift
    Desc: In areas where the wall between the physical plane and the ethereal is
          thin enough, certain paranormal entities can expend the energy to tear a
          hole between the two. Once a rift is opened, beings from either side can
          freely step through and appear wholly in a parallel dimension. This method
          of travel is hardly advised, as there's no telling where one portal might
          lead and what being might hold dominance over the destination.
    Note: There was a brief period when Ray and I, fascinated with our encounter
          with Gozer,  experimented with opening portals to alternate dimensions.
          Needless to say, we will no longer be exploring that avenue of research
          and it is fortunate that the square block we ran our tests in was going
          to be leveled for construction anyway. Ray assures me that denizens of the
          6th dimension needed those tenement buildings more than we did.
    
    
    Name: Extraplanar Obelisk
    Desc: When gifted with the mad insight of the occult, an architect can imbue
          certain structures with peculiar geometry that resonates with the spirit
          world. When these angles and dimensions are brought together, they channel
          spirit energy like a radio antenna, focusing it in a specific location
          dictated by the form of the structure. This is a useful way for sorcerers
          to gain energy to fuel their various unsavory rituals.
    Note: Ivo Shandor, an occult practitioner and architect in the 20s, used
          structures like these to great effect. One of these focal points in New
          York cased an inter-dimensional cross-rip wherein we had to battle the
          demigod Gozer and send him back to the abyss. Good times indeed.
    Class: Extraplanar Amplification Structure
    
    
    Name: Flaming Skulls
    Desc: More powerful spectral manifestations have the ability to not only
          levitate objects, but to imbue them with a temporary sense of life. This
          is usually done to effigies and statues with discernable body parts, but
          more exotic variants have occurred based on the proclivities of the
          animator. These creations are usually easy to disrupt and are only a
          serious threat in large quantities.
    Note: Skulls seem like a bit of a cliche to use as a weapon, but they seem to
          function fairly efficiently as an animated projectile. The hard frontal
          bone can withstand pretty serious impact before cracking.
    Ability: Flying Ram
    Tips: Don't lose your nerve, these aren't nearly as bad as they look. Use the
          Shock Blast to blast them out of the sky with ease.
    Class: Class 4 Psychokinetic Manipulation Event
    
    
    Name: Gargoyles
    Desc: More powerful spectral manifestations have the ability to not only
          levitate objects, but to imbue them with a temporary sense of life.
          This is usually done to effigies and statues with discernable body parts,
          but more exotic variants have occurred based on the proclivities of the
          animator. These creations are usually easy to disrupt and are only a
          serious threat in large quantities.
    Note: Gargoyles are sort of a standard example of a psychokinetic animation
          candidate, as they already have a significant amount of emotional
          resonance, a generally unsettling appearance, and they're made of durable
          stone. Stone is hardly resilient when faced with positronic disruption,
          however.
    Ability: Melee Attack, Spectral Fireball, Stone Skin
    Tips: Their stone skin resists many forms of weaponry, including most of the
          experimental gear you're trying out. Liberal application of the Boson Dart
          is the best way to reduce these to rubble.
    Class: Class 6 Psychokinetic Animation Event
    
    
    Name: Ghost Snares
    Desc: In a sign of higher intelligence and potentially calculative malevolence,
          I have seen ghosts lay the paranormal equivalent of traps. The ring of
          concentrated energy lies dormant and invisible until an unsuspecting
          traveler comes across it. There is a brief moment where the Snare reveals
          itself, and then the person is injured through any of several means that
          the spirit could have woven into the trap. They can be detected with some
          of the equipment I've devised, but in most cases it's too late when you've
          gotten close enough to measure a reading.
    Note: These Snares were quite a problem when we first began our work eliminating
          the paranormal. The P.K.E. meters could detect them, but we could never be
          certain if a valence spike on the meter was merely concentrated P.K.
          energy or a trap of some sort. We usually played it safe, leading to
          unnecessarily circuitous paths through otherwise open rooms, often causing
          the clients to question our mental integrity. With a well tuned pair of
          paragoggles, however, these have become easy to detect and avoid,
          hopefully giving our clients more  confidence in our capabilities and our
          sanity.
    Tips: It never hurts to keep an eye out, and in the case of Ghost Snares, it can
          hurt very much not to. The P.K.E. Goggles can see invisible traps like
          these easily, but there's no way to destroy them: you'll have to find a
          way around them.
    
    
    Name: The Gozerian Codex
    Desc: The Gozerian Codex is a powerful tome I've only trusted myself to open a
          few times. I've only seen 2 or 3 translations of it in my lifetime, one of
          which while on a trip to New York City to examine the more secure holdings
          of their library. The book contains many rites and indexes several
          entities, all pertaining to Gozer and its minions. In the wrong hands,
          such a book could prove very dangerous indeed.
    Note: We were unaware there was a copy of the Codex right under our noses.
          It was a hard-won artifact, but having it for reference should aid us
          greatly in our research.
    
    
    Name: Gozerian Servitor
    Desc: Gozer was known to enslave denizens from other planes to do his bidding
          and aid in his conquests. These creatures feel no loyalty towards the
          Gozerian, but fight fiercely for him knowing that victory will mean their
          pact is dissolved and they can return from where they came. Many of these
          servitors defy sub-categorization simply because they come from such a
          distant realm that I have no basis for classification of them.
    Note: For a being to be chosen as a servitor of Gozer it usually has to be
          pretty powerful and resilient. This usually results in some pretty intense
          and protracted engagements when we find ourselves investigating events
          instigated by Gozer or its followers. Servitors are usually physical
          beings that have crossed into this plane entirely so they cannot be
          trapped and can often take high levels of damage before being destroyed.
    Ability: Melee Attack, Earthbreaker, Summon Minions, Empower Minions, Stoneskin,
          Bone Shield
    Tips: What would your typical malevolent near-godlike entity be without
          extra-dimensional bodyguards? One thing all such guardians have in common
          is lots of power and the ability to withstand tremendous amounts of
          punishment. Keep your distance as best you can, and rely heavily on the
          Boson Dart: most other weapons won't so much as scorch the stone this
          fella's made from. He can protect himself even further by summoning a bone
          shield from the defeated minions' parts: render the shield ineffective by
          wrangling and launching the chunks away.
    Class: Class 7 Intruder
    
    
    Name: Grave Golem
    Desc: I've come to call a certain collection of phenomenon the 'conglomerate
          effect'. This is when several smaller, seemingly mindless animated
          entities come together and generate a collective intelligence and form a
          larger body composed of the smaller parts working in tandem. Most of these
          conglomerates have focal points that act as a central nervous system as
          well as a weak point. I feel that if one were to disrupt these points, the
          being would be forced to disperse.
    Note: The largest of the conglomerates that I've encountered exhibit a most
          unusual behavior as they are disrupted. There is apparently enough
          negative energy released when these things fall apart that free floating
          vaporous apparitions are created on the spot. Clearly this is strong
          evidence to support my plasmic accretion theory.
    Ability: Melee Attack, Long Arm Attack, Stone Skin
    Tips: The combination of stone skin and high Class of psychokinetic energy is
          never a good one. Use Boson Darts to break through to the weak points.
          Once they're exposed, slam them off to break his aura and reduce him to
          rubble.
    Class: Class 7 Inorganic Physical Conglomerate
    
    
    Name: Gravedigger Ghosts
    Desc: It is an ironic twist of fate that gravediggers more often than not come
          to haunt the very grounds that they once tended. I believe it has
          something to do with psychoresonant ties that the poor souls build with an
          area that's usually highly charged with psychokinetic energy. This coupled
          with the large numbers of these people that were solitary souls is almost
          a recipe for a restless soul in the afterlife.
    Note: I think Tobin is waxing a little too dramatic in this particular entry.
          Besides, who says those who work with the dead almost exclusively don't
          have social lives? We had quite a few social gatherings in the basement
          when I was a coroner, though most of the attendees were on slabs.
    Ability: Slime, Melee Attack, Rage-Fueled Black Slime Orb
    Tips: Be careful with these champ, if they lay a hand on you they get even
          nastier than they already are. The Blast Stream will handle these, but
          you'd better be a pro with it.
    Class: Class 6 Full Torso Manifestation
    
    
    Name: Grave Scuttlers
    Desc: On certain occasions, spiritual energy not only inhabits inanimate objects
          but grants it anthropomorphic qualities like eyes and mouths where there
          were none before. This usually occurs in objects that already have a high
          spiritual charge to them, allowing the ghosts to exert less energy on
          motility and more on modification of the vessel itself.
    Note: Transformation events can be unsettling and generally have high
          psychological impact on witnesses. People find it hard to go about their
          daily routine when they suspect that any object they interact with could
          grow a mouth and devour them.
    Ability: Bite Charge-Up, Vengeful Explosion, Stone Skin
    Tips: Careful with these kid! If they manage to bite you, they'll use the life
          force they steal to explode when you blast them. Use the Stasis Beam to
          hold them back, then break through their stony hide with Boson Darts.
    Class: Class 6 Psychokinetic Transformation Event
    
    
    Name: The Gray Lady
    Desc: A standard paranormal event is the anthropomorphic manifestation. These
          are the remnants of people that probably inhabited the area that the ghost
          is now being witnessed. Often times the person in question had some strong
          tie to the location or had unfinished business there. The spirit remains
          until either the business is attended to or it is driven away.
    Note: Her name was Eleanor Twitty. With all the havoc manifestations cause, it's
          easy to forget that a lot of them originally came from the psychic
          imprints of human beings. I don't believe that there's much of anything
          left of a 'soul' or whatever at this point, but it's still an unnerving
          concept to ponder if you let your rational guard down.
    Ability: Shushing
    Tips: The Gray Lady! Good job getting a clear scan of her, Rook! In this form,
          she's fairly harmless, but unfortunately also too elusive to actually
          trap.
    Class: Class 7 Full Torso Floating Manifestation
    
    
    Name: Hotel Phantasms
    Desc: An almost standard form of psychokinetic manifestation is the floater.
          The variety lacking full humanoid features are fairly common as they rely
          on less psychokinetic energy and focus to maintain their form. These
          emanations possess the ability to pass through solid objects, although
          they leave behind an ectoplasmic residue, as it is this substance that is
          the medium allowing them to interact with the physical world.
    Note: Through the Ghostbusters' extensive research and capture of various forms
          of ghost, we've managed to come up with a fairly robust classification
          system for not only floaters, but all manner of manifestation.
          Our classification codex for class 4 floaters alone is probably longer
          than the entirety of Tobin's guide; not to demean his cornerstone work.
    Ability: Slime, Inanimate Possession
    Tips: Ghosts that can possess and move furniture around are far from unusual.
          Use the Blast Stream here, both to destroy what they hide in, and to
          capture the phantasm itself.
    Class: Class 2 Free Roaming Floater
    
    
    Name: Hound Demons
    Desc: There are certain paranormal beings I've come across that are not
          manifestations at all. In fact, these creatures seemed to be flesh and
          bone, having walked through some portal leading from their parallel
          plane of existence to ours, veritable demons on earth. This is usually
          the result of some sort of summoning, and as such these beasts are
          extremely hard to get rid of. What little damage I have seen dealt to
          one seemed to simply anger the thing, altering its demeanor to an even
          more terrifying state.
    Note: Similar to the "Terror Dogs" we encountered during the Gozer incident,
          I've seen physical beings of this nature. As Tobin stated, they became
          much more aggressive when attacked, but after repeated bombardment with
          our equipment, they were eventually subdued.
    Ability: Melee Attack
    Tips: These little devils (and I mean that literally, these are demons, not
          ghosts!) can be pretty nippy, and usually come in packs. Bowl them over
          with the Shock Blast or Boson Darts.
    Class: Class 4 Demonic Manifestation
    
    
    Name: Imbued Spirit Vessel
    Desc: Some occult practitioners have been known to perform a sort of sympathetic
          magic wherein they create a likeness of themselves that will later be used
          as a focal point and vessel for the soul. The problem for the magician at
          this point is to then find a suitable host body after his soul finds its
          way into the sculpture or painting or what have you. Without a host body
          to inhabit, the magician will be trapped in his work of art forever.
    Note: It's fortunate that apparently few madmen possessed the wherewithal to
          craft such metaphysical devices. Even when he was trapped within the frame
          of a painting, we had to deal with countless paranormal assaults from Vigo
          the Carpathian through means telekinetic, telepathic and otherwise.
    
    
    Name: Imp Demons
    Desc: There are certain paranormal beings I've come across that are not
          manifestations at all. In fact, these creatures seemed to be flesh and
          bone, having walked through some portal leading from their parallel
          plane of existence to ours, veritable demons on earth. This is usually
          the result of some sort of summoning, and as such these beasts are
          extremely hard to get rid of. What little damage I have seen dealt to
          one seemed to simply anger the thing, altering its demeanor to an even
          more terrifying state.
    Note: The team has encountered flying creatures that exhibit Tobin's 'demon'
          behavior. They're hard enough to deal with as a ranged assailant but
          when they get angry they get way too close for effective proton stream
          usage.
    Ability: Melee Attack, Fireball, Berserk Frenzy, Enraged Charge
    Tips: One of the most common true demonic manifestations is the imp.
          The fireballs they throw will overheat a proton pack instantly on contact,
          but the furious charges they perform when injured are even worse.
          Try Stasis Streaming them, then getting up very close and using the Shock
          Blast to take them out in one shot.
    Class: Class 6 Demonic Manifestation
    
    
    Name: Kitchen Wisps
    Desc: Often times, in the vicinity of a ghost with strong psychokinetic
          abilities, certain small objects will seem to take on a life of their own,
          moving at the behest of the controlling spectre. It's important to make
          the distinction between these objects being remotely manipulated and
          having an actual spectral presence inside them.
    Note: Recent findings suggest it's unwise to pursue a telekinetically endowed
          manifestation into an industrial grade kitchen. There are many sharp and
          heavy metal things that can and will become flying weapons at its command.
    Ability: Flying Ram
    Tips: The Blast Stream can make fast work of these, but they're very fragile and
          will probably de-animate on impact with anything. So as long as that's not
          you, you're golden!
    Class: Class 1 Psychokinetic Manipulation Event
    
    
    Name: Library Phantasms
    Desc: While some ghosts possess the ability to enter a solid object and then
          levitate it through their own power, others have the ability to manipulate
          objects at a distance, without even coming into contact with the object in
          question. These spirits are considered powerful and quite dangerous and
          have been known to levitate furniture and other heavy objects, hurling
          them at innocent people. They can also imbue small objects with a small
          degree of intelligence. The resulting objects have enough focus to aim
          themselves at people and try to impact under their own power while the
          animator ghost goes about its business elsewhere.
    Note: When a manifestation has the ability to move small to medium sized objects
          about at will, a library can become a veritable powder keg. You might not
          think it, but getting hit with the spine of a hardback book can really
          leave a mark.
    Ability: Slime, Inanimate Possession, Hiding
    Tips: The Gray Lady's made some ugly friends since the last time we saw her.
          You'll have to use the Blast Stream to actually capture these, but the
          Shock Blast can work great for clearing out furniture they would try to
          hide in or control.
    Class: Class 4 Free Roaming Floater
    
    
    Name: Literature Page Zombies
    Desc: I've come to call a certain collection of phenomenon the 'conglomerate
          effect'. This is when several smaller, seemingly mindless animated
          entities come together and generate a collective intelligence and form a
          larger body composed of the smaller parts working in tandem. Most of these
          conglomerates have focal points that act as a central nervous system as
          well as a weak point. I feel that if one were to disrupt these points,
          the being would be forced to disperse.
    Note: One of the most peculiar conglomerates I've seen is composed solely of
          paper. This material doesn't make for a very effective defense against
          our beams, but they are very light and evasive creatures.
    Ability: Melee Attack
    Tips: The Gray Lady really knows how to make friends! But, these aren't much to
          worry about. The Shock Blast can quickly expose the weak points on these
          guys, which leaves wrangling and slamming as the only thing left to do to
          dismantle these.
    Class: Class 3 Organic Physical Conglomerate
    
    
    Name: Malevolent Echoes
    Desc: In my entry concerning echoes, I mentioned how they are merely psychic
          imprints that are incapable of interacting with or harming the living.
          In some rare cases, however, these imprints can be given purpose and a
          more coherent form by an external source, usually a more cohesive
          spiritual manifestation. In these cases, the stronger ghost imbues the
          patterns of the echo with its own purpose and gives them form by
          channeling psychokinetic energy and ectoplasm into the receptacle.
          These more solid entities can become quite dangerous at this point,
          though they seldom have enough coherence to maintain form for very long
          or when faced with disruptive trauma.
    Note: Despite the initially harmless state of an echo, certain entities can be
          drawn through the psychic memory and given more cohesion through an
          external mediator. This turns the echo into more of a spectral mine field
          than a harmless slideshow of days gone by.
    Ability: Melee Attack
    Tips: Well, ALMOST nothing to worry about. Sometimes these usually harmless
          psychokinetic echoes, when exposed to a powerful malevolent force,
          can gain a more substantial presence. They're pretty tough: the Blast
          Stream probably won't cut it. Try landing Boson Darts or close-range
          Shock Blasts.
    Class: Class 5 Malevolent Echo Invocation
    
    
    Name: Mandala
    Desc: Mandalas are powerful symbols when incorporated into ritual magic. At
          their base level, a mandala is an abstracted representation of reality,
          altered to filter in the aspects and beliefs that its designer wants to
          promote and accentuate. As for the specific use, it all depends on the
          ritual's ultimate purpose as well as where the mandala is inserted into
          this process.
    Note: Even before modern quantum physics and electrodynamics, these mandala
          structures were highly efficient methods of channeling and amplifying
          psychic energy. Like a transistor, different nodes of the mandala can
          act as force multipliers along their directional paths, amplifying the
          output of other nodes in intricate concentric spirals. This usually
          culminates in a single point where the target of the ritual is focused.
    
    
    Name: Marshmallow Minions
    Desc: Some destructor manifestations of gods have been known to spawn smaller
          minions from their bodies. These creatures carry out menial tasks and
          terrorize the denizens of an area while the destructor form goes about its
          business leveling the architectural structures. They are often weak and
          travel in large numbers to overpower their prey.
    Note: The dog-like minions that I witnessed Stay Puft spawn were quite
          voracious, but were easily dispatched with a short burst from the blast
          stream.
    Ability: Bite Attack, Marshmallow Launch
    Tips: The Blast Stream will take these out pretty easily, but they are strong
          enough to justify giving Boson Darts a try if you're in a hurry or
          facing several.
    Class: Class 5 Destructor Manifestation Homunculus
    
    
    Name: Mayan Mannequins
    Desc: Certain apparitions have not only the ability to enter objects and move
          them about, but to grant full articulation to them. This usually occurs
          in statues and other objects with what could pass as appendages. The
          phantom will then use these limbs to locomote and often times attack
          bystanders. One of the more interesting facets of this behavior is that
          when the 'limbs' move, they bend fluidly without damaging the structure
          of the object. Wood bends without cracking, iron bends without breaking.
    Note: One rule of thumb when hunting possessors is to avoid chasing them into
          rooms where many well armed mannequins are stored. This usually occurs
          in museums, but could potentially show up in a castle, dilettante's home
          or the occasional swap meet.
    Ability: Melee Attack
    Tips: These aren't as tough as they look: the Blast Stream or a close-range
          Shock Blast will blast these apart. Your real problem is whatever's
          controlling them.
    Class: Class 4 Anthropomorphic Object Possession
    
    
    Name: Negatively Charged Ectoplasmic Residue [Black Slime]
    Desc: My studies of ectoplasm has lead to the discovery of several different
          forms. One of these is a caustic black substance that burns to the touch.
          It is to be avoided at all costs. This stuff seems much more potent and,
          at the risk of compromising my already wavering credibility in the
          scientific community, quite evil.
    Note: Tobin was right to ascribe the property of 'evil' to the black slime we've
          uncovered. It's highly negatively charged and harmful to touch. Our proton
          equipment can't penetrate it. The only thing that seems to affect it is
          positively charged green ectoplasm,which dissolves the substance on
          contact leaving neither of the two behind in a mutual sublimation event.
    Tips: Black slime's serious business, kid. If it gets on you, shake it off in a
          hurry, it eats right through to your soul. Don't step in it either, and
          NEVER go for a swim in it!
    
    
    Name: Negatively Charged Ectoplasm Source [Black Slime Well]
    Desc: I've written about the dark ectoplasm elsewhere, but it's worth noting
          where the stuff comes from. In a few of my investigations I've come across
          what appear to be cavities full of the substance. Sometimes these are
          incorporated into architectural spaces as wells and other openings.
          Sometimes these occur in nature with holes practically eaten into the
          earth leading who knows how deep beneath the surface. I don't know if
          even my curiosity is enough to want to know what's at the bottom of it
          all.
    Note: There's currently not much we can do when faced with a wellspring of black
          slime other than close it off and hope the lid is never removed. The blast
          streams already do no harm to the substance, and we don't have a large
          enough source of green slime to dissolve these seemingly bottomless wells
          of dark ectoplasm.
    Tips: The only thing worse than black slime? A nearly infinite well of it!
          Forget trying to green slime it away, it'd take years or decades. Your
          best bet is to find something the Capture Stream can lock onto that you
          can use to cover the well.
    
    
    Name: Non-Anthropomorphic Conglomerate
    Desc: Most of the conglomerate events I've witnessed are humanoid in form,
          ostensibly because anthropomorphic patterns are easier to draw from the
          soniferous ether and locomotion is simply a matter of mimicry. Some
          conglomerates have more focused purposes which require alternate forms
          that suit their tasks. This can be almost anything from crawling and
          slithering forms or even rolling conglomerates.
    Note: I believe it is worthwhile to analyze Tobin's conglomerate taxonomy and
          see if there are causal differences between certain forms of this
          manifestation. While some indeed seem to accrete through some form of
          collective will, other simpler forms might be the creations of an
          external source.
    
    
    Name: Paranormal Investigator: Egon
    Desc: Having mentioned all manner of beasts and paranormal entities that would
          seek to prey upon humanity's fears and weaknesses, I think it only fair
          to mention the beacons of light that shine out in the darkness. The
          paranormal investigator. Not to seem self-aggrandizing, but it takes a
          certain breed of intellect and resolve to face constant ridicule from
          other men while relentlessly probing into the secret things that would
          seek to unmake us. I am not alone in this fight and it is reassuring to
          know that others may read this and take up the torch as well.
    Note: I see that you must have gotten bored, Venkman. Do we not have enough
          work to keep you from pasting our photos into old and potentially
          priceless tomes?
    
    
    Name: Paranormal Investigator: Peter
    Desc: Having mentioned all manner of beasts and paranormal entities that would
          seek to prey upon humanity's fears and weaknesses, I think it only fair
          to mention the beacons of light that shine out in the darkness. The
          paranormal investigator. Not to seem self-aggrandizing, but it takes a
          certain breed of intellect and resolve to face constant ridicule from
          other men while relentlessly probing into the secret things that would
          seek to unmake us. I am not alone in this fight and it is reassuring to
          know that others may read this and take up the torch as well.
    Note: Very flattering photo Peter. I don't see your torch, however.
    
    
    Name: Paranormal Investigator: Ray
    Desc: Having mentioned all manner of beasts and paranormal entities that would
          seek to prey upon humanity's fears and weaknesses, I think it only fair
          to mention the beacons of light that shine out in the darkness. The
          paranormal investigator. Not to seem self-aggrandizing, but it takes a
          certain breed of intellect and resolve to face constant ridicule from
          other men while relentlessly probing into the secret things that would
          seek to unmake us. I am not alone in this fight and it is reassuring to
          know that others may read this and take up the torch as well.
    Note: Who's been messing with my copy of Tobin's again? I promise I won't get
          angry, I just want to know.
    
    
    Name: Paranormal Investigator: Winston
    Desc: Having mentioned all manner of beasts and paranormal entities that would
          seek to prey upon humanity's fears and weaknesses, I think it only fair
          to mention the beacons of light that shine out in the darkness. The
          paranormal investigator. Not to seem self-aggrandizing, but it takes a
          certain breed of intellect and resolve to face constant ridicule from
          other men while relentlessly probing into the secret things that would
          seek to unmake us. I am not alone in this fight and it is reassuring to
          know that others may read this and take up the torch as well.
    Note: Once again my research efforts are undermined by Venkman's showboating.
          I don't doubt our positive impact on the world of paranormal research,
          but glue-stick really devalues these tomes.
    
    
    Name: Phantom Architectural Remnants [Hidden Doors]
    Desc: Sometimes an architect will intend for features to appear in the final
          plan, but they don't make the cut. Sometimes features that are included
          get forgotten, and just fade away. Occasionally spectres and other
          paranormal entities don't want to be found, so they take doorways with
          them to the ethereal plane. All of these phenomena can result in phantom
          architecture that can no longer be seen in the physical realm, but still
          exists parallel to all of our worldly senses.
    Note: It can be quite an exciting find to discover a door that has been
          'forgotten' by the physical plane for untold years. All manner of hitherto
          undiscovered phenomena, treasures or horrors could lie in wait on the
          other side. All we have to do is apply a little green slime to bring it
          across.
    Tips: Some dead-ends are literally that: ends made by the dead. If you run out
          of hallway or doors and don't think you should have, give the place a look
          with the P.K.E. Goggles. If you see a door with those on that isn't there
          normally, use the Slime Blower to make it fully real again.
    
    
    Name: Phantom Craftwork
    Desc: Many of my contemporaries in the field of paranormal study believe the
          cake is a hoax, dreamed up by some mischievous scholars to imply that
          ghosts require their own form of sustenance. I have seen such phantasmal
          confections with my own eyes however, and while they do not need to 'eat'
          per se, ghosts that create such concoctions take great pride in them and
          are usually protective of their creations bordering on mania.
    Note: The cake is definitely real, as my associates can attest. If you're
          attempting to goad one of these phantom artistes into revealing itself,
          there's no better way than destroying one of its creations.
    Tips: Very few ghosts actually possess the ability to create objects. Maybe
          that's why they get so angry if humans mess with them. Take it from
          me: Nothing will bring a ghost out of hiding faster than messing with
          their handiwork.
    
    
    Name: Phantom Labyrinth
    Desc: Spirits that don't wish to be bothered in their domain have many clever
          tricks to keep out intruders. One of these is a method that involves
          misdirection and translocation. The phantom will choose an area with
          multiple entrances and obfuscate the way out. If the unsuspecting person
          wanders in, the obvious way out might simply lead him back to where he
          began. This could continue indefinitely if the poor soul has no means of
          detecting psychokinetic energy and can't dowse a path out.
    Note: Peter ran across one of these in a haunted funhouse and was trapped there
          for a few days. We eventually left, assuming he'd gone off with one of
          the carny girls. It's fortunate he had all that cotton candy with him.
    Tips: The trouble with Phantom Labyrinths is that the 'right way' is always
          changing. Use your P.K.E. Goggles if you think you've become trapped in
          one of these: they'll show the way out as it changes.
    
    
    Name: P.K.E. Resonant Motility [Floating Platforms]
    Desc: Most of the times I've encountered free-floating objects they have been
          inhabited by some form of spectral presence. The exceptions to this
          general case are objects that appear to have been altered to resonate
          with ambient P.K.E. levels and move about under their own power. In most
          of these cases the only thing one can do is tether the object to something
          and keep an eye on it.
    Note: We have yet to discover a way in our trials and experiments to excise this
          motile predilection from objects in this circumstance. They're usually
          entropically biased however, so the stasis stream helps us keep the mobile
          ones in place for a terminable period of time.
    Tips: These usually aren't mobile, but if a spook is actually moving an object
          around it will usually end up entropically biased as a result, meaning
          you can use the Stasis Stream to hold it in place for awhile. But finish
          whatever you need to do quick: the ghost will fight the effect and will
          quickly get the object moving again.
    
    
    Name: Plasmic Resonance
    Desc: Certain objects that have come into contact with the paranormal or had
          some otherwise strong emotional resonance with someone will exhibit a high
          level of plasmic resonance. This results in an object that is especially
          permeable by ectoplasmic residue. Once the residue has touched such an
          object it bonds with the very fabric of the thing, nigh impossible to
          separate.
    Note: Having done more work to tweak our slime blower technology, we can now
          tap into objects with plasmic resonance. This resonance also shows up
          under para-goggle detection, helping us narrow down what will and will
          not bond with the slime. This attribute also applies to invisible objects
          we can bring across with green slime.
    Tips: Plasmic Resonance is always fun! Coat the object with slime from the
          Slime Blower and then you can wrangle it or even slam it using the
          Capture Stream.
    
    
    Name: Poltergeist Effect
    Desc: The poltergeist effect usually involves several small things moving around
          violently in an area of intense spiritual activity. Many attribute this
          phenomenon to directed malevolence, but in most cases these outbursts are
          probably a side effect of the paranormal activity in the area. Generally
          the only way to stop such occurrences is to put a stop to the spiritual
          activity.
    Note: Many of our clients call us in to stop poltergeist style effects when they
          are, in fact, the symptom of a larger problem that might not even be on
          the client's premises. They're usually skeptical when we explain that we
          have to go off site to solve their problem shortly after handing them
          their bill. I'm surprised by how many people still use the word
          'charlatan' these days.
    
    
    Name: Possessed Objects
    Desc: Certain more 'talented' ghosts have the ability to enter solid objects and
          cause them to rise into the air and potentially hurl themselves at the
          unsuspecting. This feat is accomplished through a sort of psychokinetic
          osmosis where the ghost spreads its presence through the physical material
          of the object in question. Disruption of the object in this case should
          expel the spirit within.
    Note: It's worth noting that there's a distinct behavioral difference between an
          object with an entity possessing it and one that is merely being
          controlled remotely by a ghost. The possessed objects seem to behave more
          intelligently and will attack multiple times if they miss. The remote
          controlled objects are generally flung once at the victim, impacting or
          missing.
    Ability: Flying Ram
    Tips: Tear these apart with the Blast Stream! Once you break it, whatever
          spook's steering the thing will be forced out so you can fight it
          directly.
    Class: Class 3 Inanimate Object Possession
    
    
    Name: Printer Paper Zombies
    Desc: I've come to call a certain collection of phenomenon the 'conglomerate
          effect'. This is when several smaller, seemingly mindless animated
          entities come together and generate a collective intelligence and form a
          larger body composed of the smaller parts working in tandem. Most of these
          conglomerates have focal points that act as a central nervous system as
          well as a weak point. I feel that if one were to disrupt these points, the
          being would be forced to disperse.
    Note: One of the most peculiar conglomerates I've seen is composed solely of
          paper. This material doesn't make for a very effective defense against our
          beams, but they are very light and evasive creatures.
    Ability: Melee Attack
    Tips: Seeing animated objects taking humanoid shape is always a little
          unsettling, even when it's something as relatively harmless as paper. If
          you want to trash these guys, use the Blast Stream and burn them down to
          their weak points. After that, tearing these apart is as easy as wrangling
          and slamming those points.
    Class: Class 2 Organic Physical Conglomerate
    
    
    Name: Psychokinetic Atmospheric Influence
    Desc: When there is a high level of spiritual activity in a concentrated
          location, the weather often reacts in kind. The resultant storms are
          usually more than mere severe weather systems and often involve fierce
          winds and oddly colored clouds.
    Note: Due to the sympathetic relationship between PK Energy and electromagnetic
          fields, it is no wonder this phenomenon exists. Couple this relationship
          with the fact that the barrier between the physical and ethereal planes
          is usually abnormally thin at these foci and you're bound to witness some
          atypical atmospheric patterns.
    
    
    Name: Psychokinetic Biological Inhabitation
    Desc: Certain ghosts have the ability to control living beings. To carry out
          this vile act, the spectre in question literally flies into its victim.
          At this point a sort of ectoplasmic metastasis occurs, allowing the ghost
          to spread its presence throughout the body and exert its will over the
          muscles of the host. The degree of articulation with which the ghost can
          puppet its victim is dependent on the intellectual resonance of the
          spectre. A "smarter" and more coherent ghost will be able to mimic human
          (or animal) behavior more accurately while a less advanced spectre will
          only be able to render the host immobile.
    Note: This is truly one of the more frightening abilities that ghosts possess.
          Not only is there the implication of losing control of your own body, but
          with the more advanced spectres you cannot be sure of who is your ally and
          who might be host to a malevolent being.
    Tips: Most ghosts aren't strong enough to pull this trick off, but when it
          happens, human possession is always nasty. Trust me, I know! Slime from
          the Slime Blower, applied directly to the unfortunate victim, is the only
          reliable way to force the ghost out.
    
    
    Name: Psychokinetic Door Manipulation [Animator Sealed Door]
    Desc: One effective way ghosts have of detaining people who would otherwise
          flee is to simply bar the exits to any given room. This is especially
          easy when there is a physical door in place that the spectre merely
          has to hold shut with its will. More intricate examples have involved
          ghosts creating solid barriers of psychokinetic energy to block an
          opening. In either case, once the offending spirit is removed the way
          will open once more.
    Note: Before the development of our ghost capturing equipment, it would have
          been nigh impossible to pass through one of these barriers. Now that we
          possess a potent and portable means to disrupt the manifestations, we
          have access to many hitherto undisclosed areas of ghostly security.
    Tips: Manipulating physical objects is one of the most common abilities ghost
          have, and it isn't unusual to see them use it to trap humans somewhere by
          holding doors shut. Civilians might panic when this happens, but you're a
          Ghostbuster! Just capture the ghoulie that's holding it shut and it'll
          open right up for ya!
    
    
    Name: Psychomagnatheric Ectoplasm [Multi-Colored Slime]
    Desc: The standard response by most people to paranormal entities is often
          right. I've seen some reaction to ectoplasm that run counter to this
          standard expectation. Some people, in fact, react angrily or become elated
          while others grow morose. I've isolated such incidents and can conclude
          that the ectoplasmic residue in these cases is a subclass that seems to
          resonate and reciprocate human emotions.
    Note: Mood slime. With our recent breakthroughs in psychomagnatheric ectoplasm
          technology, we can align the valences of the substance to elicit a finely
          tuned range of emotions upon contact with a human target.
    
    
    Name: Shandor, Ascendant
    Desc: Certain beings, through pacts, ingenuity and questionable morals, can
          climb the spiritual ranks in the afterlife. I'm certain there's an
          ecosystem of some sort in the ethereal realm, requiring spectres to feed
          on the energy of others in some fashion in order to grow in power. Any
          being that has risen to Demigod status of their own volition is likely a
          fearsome sight to behold.
    Note: Fortunately these entities usually develop such a sense of hubris in there
          rise to power that they often leave weaknesses exposed. These weaknesses
          are usually best exploited with a concentrated beam of charged particles.
    Ability: Armored Mask, Black Slime Coating, Ethereal Shield, Eye Beam, Smash,
          Earthcracker, Spectral Shot, Impaler
    Tips: Beings on the verge of godhood have access to incredible powers, and Ivo
          is no exception. The mask protecting him is your main problem here:
          normally, you can blast it to expose the focal points and then slam it to
          pieces, but occasionally he coats it in black slime; you'll need the Slime
          Blower or Slime Mines for dealing with that. Once the mask is down, give
          him everything you've got, but try to avoiding burning up your pack on his
          shield if he manages to fling it up for a second or two. Honestly Rook, I
          don't even know if all of this will be enough. We may have to try the
          Gozer gambit again...
    Class: Class 7 Demigod
    
    
    Name: Shandor, Gozerian Sorcerer
    Desc: Gozer had a loyal cadre of followers in his height of power sometime
          around 4000 B.C. During that time various cults arose to worship him and
          in a short time developed their own hierarchy and system of ritual magic.
          One of the higher ranks was that of the Sorceror. This individual was
          entrusted with the ritual to summon Gozer back to the material world as
          well as with the organization and execution of rituals involving 20 or
          more people. There are records of many Gozerian sorcerers going power mad
          and disappearing shortly thereafter.
    Note: It's clear that Shandor had attained the rank of Sorcerer before going off
          the deep end. It's likely that he began his service in the cult of Gozer
          with the intention of surpassing this rank and becoming a powerful entity
          in his own right. There are many rituals and spells buried in the Gozerian
          Codex that would aid a madman like Shandor bent on world domination.
    Ability: Mirror Image, Ethereal Shield, Earthcracker, Tri-Beam
    Tips: This is it Rookie, so look sharp! There's nothing we can do but take cover
          when he's split up and shielded; wait until he tires out and is forced to
          merge back to normal, then freeze him with the Stasis Beam so we can blast
          him.
    Class: Class 7 Liche
    
    
    Name: The Skeptic [Peck]
    Desc: From the beginning, paranormal investigators have encountered skeptics,
          those who stubbornly believe, even in the face of overwhelming evidence,
          that all paranormal activity is fakery and hallucination, and that those
          who claim to investigate it are insane, deluded fools, or cunning
          fraudsters.
    Note: Owing to several highly visible and well publicized paranormal phenomenon
          such as gigantic marshmallow men, animated national treasures, and giant
          domes of slime covering local landmarks, reasonable observers in New York
          agree that paranormal activity is quite real and that we who investigate
          and contain such activity are heroes. Unfortunately, not all observers are
          reasonable. Enter Walter Peck, who to this day believes all the paranormal
          activity in New York is a result of some kind of nerve gas we release on
          unsuspecting victims of our on-going scam.
    
    
    Name: Slime Lab Elementals
    Desc: I've come to call a certain collection of phenomenon the 'conglomerate
          effect'. This is when several smaller, seemingly mindless animated
          entities come together and generate a collective intelligence and form a
          larger body composed of the smaller parts working in tandem. Most of these
          conglomerates have focal points that act as a central nervous system as
          well as a weak point. I feel that if one were to disrupt these points,
          the being would be forced to disperse.
    Note: I've found unusual symbiotic behavior among certain systems of paranormal
          entities. One conglomerate in particular was harnessing the parts from a
          lab that experimented with ectoplasm. Of its parts, some were tanks of the
          black stuff. It would use this black slime to assist other entities by
          coating them with it, making them invulnerable to our proton equipment.
          These things clearly had a higher composite purpose.
    Ability: Melee Attack, Black Slime Shot
    Tips: These are the "black knights" of Shandor's lab: they focus more on keeping
          other spooks covered in protective black slime than they do anything else.
          But that only makes them more dangerous. Use the Slime Blower to clean
          them up a bit, then go heavy on the Shock Blast to find their weak points.
    Class: Class 6 Hybrid Conglomerate
    
    
    Name: Slimer
    Desc: I have seen vaporous manifestations haunt an area that had a vaguely
          humanoid face, but grotesquely distorted bodies and spindly, nigh-useless
          appendages. I believe these malformed entities are manifestations of raw
          psychic energy, and could represent some of the primal vices like gluttony
          or rage. They don't seem to be bound to any physical restrictions and
          since they have no specific tie to a human spirit it eludes me as to how
          one would deal with such a manifestation.
    Note: This is what we refer to as a class 5 free-roaming vapor. Our favorite
          instance was a green monstrosity we captured at the Sedgewick Hotel.
          Venkman still holds a grudge.
    Ability: Slime, Food Throwing
    Tips: This spud's pretty hard to catch, but at least he's not dangerous. Use the
          Blast Stream like we taught you, be persistent, and everything'll go fine.
    Class: Class 5 Free Roaming Vapor
    
    
    Name: Snot Hags
    Desc: An almost standard form of psychokinetic manifestation is the floater.
          The variety lacking full humanoid features are fairly common as they rely
          on less psychokinetic energy and focus to maintain their form. These
          emanations possess the ability to pass through solid objects, although
          they leave behind an ectoplasmic residue, as it is this substance that
          is the medium allowing them to interact with the physical world.
    Note: Some floaters can prove more troublesome than others. One that Venkman
          affectionately dubbed 'snot hags', for instance, plagued the museum.
          These manifestations were very accomplished animators, sending detritus
          from the storage areas as well as priceless artifacts hurling at the team.
          We're lucky the insurance bill goes to the city now.
    Ability: Slime, Snot Projectile, Hide
    Tips: Be careful of the snot these gals.. and I use that term very, VERY
          loosely... fling while you're softening them up for the capture with the
          Blast Stream.
    Class: Class 5 Free Roaming Floater
    
    
    Name: Sous Chef Ghosts
    Desc: Often times, when a fiercely loved or revered commander or supervisor
          passes from this mortal coil, his loyal subordinates will find him in
          the afterlife. The leader is tied to the world by his duty to his
          followers and when they pass on, they are tied to him by their loyalty.
          It's a path of mutually assured entrapment on the mortal plane in the
          afterlife, a sort of sad poetry.
    Note: I had always questioned the veracity of this entry in Tobin's guide,
          but my doubts have been put aside after witnessing the Sous Chefs in the
          Sedgewick Hotel. They defended the kitchens and their head chef with
          intense ferocity. There must be some very strong psycho-resonant tethers
          between these entities.
    Ability: Slime, Melee Attack, Utensil Attack, Inanimate Possession
    Tips: These are your standard FTMs. Fire up the Blast Stream, drop a trap, and
          get down to business.
    Class: Class 3 Full Torso Manifestation
    
    
    Name: Spectral Spawning Husks
    Desc: Certain ethereal entities take on the form of totemic creatures from the
          physical realm. These beings tend to reproduce in similar fashion,
          spawning followers as if they were their 'children'. One of the most
          unnerving manifestations of this phenomenon are the insectoid spectres,
          as they can hatch hundreds of smaller beings from eggs.
    Note: My unease with spiders notwithstanding, this is truly a terrible
          phenomenon to behold. When a spectral being can hatch its own
          reinforcements at will you're in for a long evening of busting, and we
          don't charge by the hour.
    Tips: If there's one thing the world doesn't need, it's more spooks. Keep an
          eye out for spawning husks like these and blast away with your Blast
          Stream, Boson Dart, or Shock Blast to do your part to control the ghost
          population!
    
    
    Name: Spider Scuttlers
    Desc: Many times a weak or malformed spirit will choose an animal form in which
          to manifest. Speculation has been made as to whether these are indeed the
          'souls' of deceased creatures but there has never been recorded evidence
          of a spirit leaving the body of insects or fish. Indeed, I believe that
          the half-spirits that take these forms do so because it's easier to assume
          an already psychically charged totem image pulled from the soniferous
          ether rather than create an identity for themselves.
    Note: I'm not certain about totem images or the soniferous ether, but I have
          witnessed several spirits in animal forms. They usually exhibit the
          behavior of the creature they're imitating, so it's hard to tell if the
          manifestation did come from said creature or is merely acting out a
          psychic imprint.
    Ability: Melee Attack
    Tips: It's not uncommon to see your weaker spirits disguise themselves as
          monstrous or twisted versions of natural creatures. They're never too
          hard to dispose of, and these are no exception: the Shock Blast will
          blow these varmints to bits!
    Class: Class 4 Ectozoophilic Mimicry
    
    
    Name: Spider Witch
    Desc: A standard paranormal event is the anthropomorphic manifestation. These
          are the remnants of people that probably inhabited the area that the ghost
          is now being witnessed. Often times the person in question had some strong
          tie to the location or had unfinished business there. The spirit remains
          until either the business is attended to or it is driven away.
    Note: The hotel manager mentioned some details about a woman with nefarious
          habits that occupied the hotel back in the 1920s. Apparently her deeds
          carried enough psychic trauma that her spirit became trapped here in the
          afterlife, regardless of where her physical remains lie. I believe her
          acts in the 20s could have been a precursor to the trouble she's begun
          recently. Perhaps she had some sort of pact with Shandor and agreed to
          act this plan out so many years later.
    Ability: Slime
    Tips: Not so scary now is she? Finish her off with the Blast Stream and a trap
          and we can consider this seventy-year-old mystery closed.
    Class: Class 6 Full Torso Floating Manifestation
    
    
    Name: Spirit Locks [Spirit Barrier]
    Desc: Due to the elusive nature of ghosts, it's no wonder they've developed a
          fairly effective way of barring passage to places they don't want humans
          to tread. I've discussed a simpler case involving psychokinetic door
          manipulation, but a more advanced case involves a ritual of sorts. The
          barrier in question is given spirit 'locks', and each ghost involved in
          the ritual is imbued with a 'key'. These spirits usually flee the area,
          entrusted with the door's sole means of opening. If any of these spirits
          is disrupted, then its lock will dissolve from the door. I've seen some
          cases where the key masters will flee the country, requiring an intrepid
          hunter to scour the globe to access whatever might lie behind the spirit
          seal.
    Note: The complexity of the ritual notwithstanding, this phenomenon is a
          fascinating example of remote sympathetic psychokinetic pair bonding.
          The fact that each entity involved is responsible for a fragment of the
          barrier implies some degree of distributive wavelength chaining such
          that when all of them are disrupted the harmonic pattern of the barrier
          collapses in on itself.
    Class: Psychokinetic Locks & Keys
    Tips: Ghosts protecting or guarding an area to keep the living out is one of
          the oldest tricks in the book, Rookie. To bust a Spirit Lock, just capture
          each ghost (there may be several!) that has one of the Spirit Keys.
          There will always be one Spirit Lock on a door for each Spirit Key you
          need to grab from nearby ghosts.
    
    
    Name: Stay Puft
    Desc: Gozer was a deity that rose to prominence in Sumeria around 4000 B.C.
          He was known as Gozer the Traveler, Gozer the Gozerian and Gozer the
          Destructor. During each of his manifestations in the material plane
          throughout history he would enter through a portal and choose a form
          designated by the worshipers who were present. Sketchy accounts and
          records mention his choice of a "Giant Sloar" in one instance and a
          "large and moving Torb" in another. I've tried to cross reference many
          tomes to decipher just what these were and have only been able to
          definitively conclude that they were not pleasant things at all.
    Note: In this particular incarnation Gozer chose the destructor form of the
          Stay Puft Marshmallow man. Rather than some malevolent beast, Gozer
          chose this form because my colleague Ray was unable to empty his mind
          and become immune to the telepathic induction of Gozer. In retrospect,
          we shouldn't have been so hard on him. Gozer would have probably scanned
          further for a suitable form, or chose nothingness itself to be its
          destructor form, which could have potentially engulfed the whole city
          in a void.
    Ability: Debris Throw, Mallow Throw, Grab Attack
    Tips: One Blast Stream isn't going to make much of an impression on my old
          friend here. Boson Darts will at least do some good, but your best
          weapon is probably the debris he likes to throw. Catch them with the
          Capture Stream and drop them back on him! Marshmallow doesn't stand up
          so well to heavy, solid objects, even when it is charged with the energy
          of an ancient evil entity like Gozer. Try to be quick about dealing with
          him though, things might get bad if he gets up here within grabbing
          range...
    Class: Class 7 Avatar Manifestation
    
    
    Name: Stone Cherubs
    Desc: More powerful spectral manifestations have the ability to not only
          levitate objects, but to imbue them with a temporary sense of life.
          This is usually done to effigies and statues with discernable body parts,
          but more exotic variants have occurred based on the proclivities of the
          animator. These creations are usually easy to disrupt and are only a
          serious threat in large quantities.
    Note: As with other paranormal forms that mimic living counterparts, I wonder
          what drives the animated angel statues to actually flap their useless
          stone wings. Psychokinetic energy is enough to keep them aloft and they
          could probably exert the ectoplasm and energy towards more useful and
          efficient goals.
    Ability: Accursed Beam, Stone Skin
    Tips: There's nothing heavenly about these. The Boson Dart would usually be
          your best bet against stone skinned creatures, but you'll need great aim
          to get these that way. Use whatever you are most accurate with.
    Class: Class 6 Psychokinetic Animation Event
    
    
    Name: Stone Elementals
    Desc: I've come to call a certain collection of phenomenon the 'conglomerate
          effect'. This is when several smaller, seemingly mindless animated
          entities come together and generate a collective intelligence and form a
          larger body composed of the smaller parts working in tandem. Most of these
          conglomerates have focal points that act as a central nervous system as
          well as a weak point. I feel that if one were to disrupt these points, the
          being would be forced to disperse.
    Note: One manifestation of this event that I've witnessed was composed of
          seemingly inert stone from the floor and walls of the area I was
          investigating. These things can seemingly form anywhere!
    Ability: Melee Attack, Stone Throw, Stoneskin
    Tips: These guys are tough! Most weapons won't do much to their stony form: use
          the Stasis Beam to pin them down, then launch a few Boson Darts to expose
          their weak points. Wrangle and slam those loose, and these walls will
          fall.
    Class: Class 6 Inorganic Physical Conglomerate
    
    
    Name: Symmetrical Stacking
    Desc: In certain areas of high psychokinetic activity I've seen peculiar things
          happen to small objects, especially flat ones. In addition to the almost
          commonplace levitation and hurling about objects will occasionally end up
          in perfectly symmetrical stacks, ranging anywhere from a few to dozens of
          feet in height.  I've measured several of these stacks over the course of
          my studies and they all exhibit perfect mathematical symmetry beyond the
          capabilities of normal human beings.
    Note: I've had the privilege of seeing a few of these stacks firsthand. It's
          fascinating how rapidly these stacks can be assembled, almost falling
          haphazardly into place but still retaining their amazing symmetry. Had
          Tobin been around for a few more decades, he would have seen the
          Philadelphia Mass Turbulence of 1947, one of the most impressive instances
          of this phenomenon to date.
    
    
    Name: Transmogrified Gray Lady
    Desc: Some manifestations have hidden reserves of energy either buried deep
          within themselves or stored in an external location, similar to the way
          ancient Egyptians used canoptic jars. When in duress, these spectres will
          often draw from this source to assume a more frightening form. Far from a
          scare tactic, this new shape carries with it any appendages and size
          advantages that its appearance implies. This is usually a last-ditch move
          for the ghost in question though, as tapping the secondary energy source
          will drain it until it can slowly build up over a course of weeks or
          months.
    Note: The librarian was one of the first manifestations we were able to get
          readings off of within close proximity. Her intensity was enough that I
          was able to use the measurements from her to structure our first
          containment system. I'm certain there would have been another
          manifestation to scan had she not come along, but I sometimes feel that
          we owe a lot of our progress to this free floating emanation.
    Ability: Codex Shield, Book Throw, Summon Book Bats
    Tips: We're not running away this time! She's learned to draw power from those
          lesser codices to shield herself, so you'll need to burn those up first.
          As quickly as she's moving, the Shock Blast is probably your best bet for
          doing that, and it will work on the Book Bats she summons too. Once the
          codices are gone and her shield drops, give her a nice, large dose of the
          Blast Stream and then you can trap her like any other spook.
    Class: Class 5 Transmogrified Manifestation
    
    
    Name: Transmogrified Spider Witch
    Desc: Some manifestations have hidden reserves of energy either buried deep
          within themselves or stored in an external location, similar to the way
          ancient Egyptians used canoptic jars. When in duress, these spectres will
          often draw from this source to assume a more frightening form. Far from
          a scare tactic, this new shape carries with it any appendages and size
          advantages that its appearance implies. This is usually a last-ditch
          move for the ghost in question though, as tapping the secondary energy
          source will drain it until it can slowly build up over a course of weeks
          or months.
    Note: I hope my arachnophobia hasn't clouded my observational acuity in the
          case of the "spider witch" entity. She was obviously storing mass amounts
          of energy through the mandala and 13th floor flux in order to fuel her
          transformation. This is another example Tobin would probably attribute
          to pattern selection from the soniferous ether, citing the choice for
          such an iconic form as a memetic path of least resistance for the Spider
          Witch.
    Ability: Summon Spider Scuttlers, Web-Walking, Web-Hanging, Web Slinging
    Tips: She was scary enough before, sheesh! Our weapons don't seem to phase her
          directly, but we already know the Stasis Beam works wonders on her webs.
          Try using that to freeze her webs, whether she's hanging on them or
          trying to crawl around on them. Falling to the ground should prove
          damaging to her physical form; enough falls and we can force her to
          abandon it.
    Class: Class 7 Transmogrified Manifestation
    
    
    Name: T-Rex, Black Slimed
    Desc: I've referenced smaller conglomerations elsewhere in this tome, beings
          composed of a small collective of objects drawn together by some common
          drive. On the larger end of the scale are mass inhabitation conglomerates.
          These much larger collections are composed of objects being actively
          possessed by a specter of high consciousness. These manifestations
          actively work in tandem to simulate the actions of a much larger being.
          This is usually a defensive measure, though it can also have great
          utility.
    Note: The hive mentality of the constituent parts of ambient animated objects
          in a standard conglomerate is impressive. Even more so is the tandem
          functionality of multiple possessors in the largest conglomerates. The
          T-Rex, for instance, was moved about by no less than 4 spectres, each of
          them controlling a different part of the body and each one working in
          concert with the others. I believe that these manifestations must possess
          some form of ambient reflexive telepathy to be able to achieve such a
          feat.
    Ability: Black Slime Composition, Bite Attack, Tail Swipe
    Tips: Black slime powered animation is nasty business: you'll need to use the
          Slime Blower to dissolve the slime and expose the focal points of the
          animation event. We'll need to target all of those at once and slam them
          off together once they're all exposed.
    Class: Class 7 Hybrid Conglomerate
    
    
    Name: T-Rex Skull, Black Slimed
    Desc: I've referenced smaller conglomerations elsewhere in this tome, beings
          composed of a small collective of objects drawn together by some common
          drive. On the larger end of the scale are mass inhabitation conglomerates.
          These much larger collections are composed of objects being actively
          possessed by a specter of high consciousness. These manifestations
          actively work in tandem to simulate the actions of a much larger being.
          This is usually a defensive measure, though it can also have great
          utility.
    Note: The hive mentality of the constituent parts of ambient animated objects
          in a standard conglomerate is impressive. Even more so is the tandem
          functionality of multiple possessors in the largest conglomerates. The
          T-Rex, for instance, was moved about by no less than 4 spectres, each of
          them controlling a different part of the body and each one working in
          concert with the others. I believe that these manifestations must possess
          some form of ambient reflexive telepathy to be able to achieve such a
          feat.
    Ability: Regenerating Black Slime Coating, Black Slime Spit, Black Slime Breath
    Tips: This guy doesn't know when to quit! He doesn't have enough black slime
          left to cover the whole entity completely anymore: use the Slime Blower
          to clean him off temporarily, then blast him with the Blast Stream.
          Move quick though cadet, he won't stay clean long. You'll need to use the
          Slime Blower whenever the black slime covers him again.
    Class: Class 7 Negatively Charged Ectoplasmic Animation Event
    
    
    Name: Vigo the Carpathian
    Desc: Though this tome is almost exclusively intended as a reference for
          spirits, I think it's worth noting briefly the life of one Prince Vigo
          Von Homburg Deutschendorf. Taking notes from my colleague Leon Zundinger's
          work "Magicians, Martyrs And Madmen", Vigo lived between 1505 and 1610.
          His unnaturally long life didn't end easily, as the villagers in his
          kingdom tried several methods of getting rid of him before something
          finally worked. His last words were: "Death is but a door, time is but a
          window. I'll be back!" I suspect he had means already secured to insure
          this will eventually happen.
    Note: Indeed he did. Vigo's tenacity in life and beyond is quite remarkable.
          Our encounter with him was definitely a learning experience and great way
          to stress test some of our equipment.
    
    
    Name: Wayward Possessors
    Desc: Certain ghosts lack the ability to levitate and animate matter remotely
          and instead choose to enter the objects in question and move them about
          manually. While this may at first seem like a lesser ability than remote
          manipulation, I've seen such apparitions control their targets with a much
          higher degree of fidelity than the distant control of their counterparts.
          Some possessors can grant anthropomorphic qualities to their target, such
          as making statues walk around. Others can even possess human beings,
          taking control of their muscular system for their own ends.
    Note: Possession is an ability that warrants much study. While at first it may
          seem like a simple psychokinetic inhabitation event, I've seen varying
          degrees of fidelity as well as various means of locomotion displayed.
          I've found that disruption of the inhabited vessel is the best way to end
          the possession event in inanimate objects. Barring that, positively
          charged green slime seems to cause the possessor to leave its host.
    Ability: Slime, Inanimate Possession, Animate Possession
    Tips: Careful kid! These are HIGHLY dangerous, capable of actually possessing
          and manipulating living creatures, including humans! Use the Slime Blower
          on any living victims to force them back out, then capture them with the
          Blast Stream.
    Class: Class 4 Full Torso Floating Manifestation
    
    ================================================================================
    
    ENTITIES REMOVED FROM THE GAME
    ------------------------------
    
    There are 109 entities listed in the data files on the game disc, but only
    93 entities in the game.  The following 16 entity entries were removed from
    the game.
    
    * Adhesive Memo Zombies
    * Avatars
    * Ghost Hunting Tome
    * Gozer
    * The Initiate
    * Inter-Dimensional Cross-Rip
    * Kitchen Conglomerate
    * Mannequin Wisps
    * Marshmallow Hoppers
    * Office Wisps
    * Phantom Matter
    * Protective Psychokinetic Barrier
    * Psychokinetic Manipulation Event: Museum Implements
    * Terror Dogs
    * Unassuming Demons
    * Will O Wisps
    
    Name: Adhesive Memo Zombies
    Desc: I've come to call a certain collection of phenomenon the 'conglomerate
          effect'. This is when several smaller, seemingly mindless animated
          entities come together and generate a collective intelligence and form a
          larger body composed of the smaller parts working in tandem. Most of these
          conglomerates have focal points that act as a central nervous system as
          well as a weak point. I feel that if one were to disrupt these points, the
          being would be forced to disperse.
    Note: One of the most peculiar conglomerates I've seen is composed solely of
          paper. This material doesn't make for a very effective defense against our
          beams, but they are very light and evasive creatures.
    Ability: Melee Attack
    Tips: Seeing animated objects taking humanoid shape is always a little
          unsettling, even when it's something as relatively harmless as paper. If
          you want to trash these guys, use the Blast Stream and burn them down to
          their weak points. After that, tearing these apart is as easy as wrangling
          and slamming those points.
    Class: Class 2 Organic Physical Conglomerate
    
    
    Name: Avatars
    Desc: There are beings in this world I've come to call "avatars". I believe they
          are merely puppets that walk this world under control of greater forces.
          These forces are fathomless, external beings that seem to choose random
          people and play games with them.
    Note: I'm not certain what Tobin is talking about in this entry. I do believe
          that this account is a precursor to some of his controversial and harder
          to find epistemological works where he ponders the "players of the game"
          and whether our world even exists when they aren't watching.
    
    
    Name: Ghost Hunting Tome
    Desc: Any great supernatural investigator will need to equip himself with
          every resource at his disposal. This includes a library of books written
          by the stalwart hunters of years past. The written word is our best way
          to transmit knowlege to future generations of investigators, spreading
          the word as far as the printing press reaches. I hope that in writing
          this book I have done my part in securing humanity's future.
    Note: With the advent of digital media and the BBS, we can transmit crucial
          ghost hunting information across the nation in a matter of minutes.
          When it comes to fighting the forces of evil, my work ethic mandates
          the dissemenation of information over hoarding and patenting. Peter,
          on the other hand...
    
    
    Name: Gozer
    Desc: Gozer was a deity that rose to prominence in Sumeria around 4000 B.C.
          He was known as Gozer the Traveler, Gozer the Gozerian and Gozer the
          Destructor. During each of his manifestations in the material plane
          throughout history he would enter through a portal and choose a form
          designated by the worshipers who were present. Sketchy accounts and
          records mention his choice of a "Giant Sloar" in one instance and a
          "large and moving Torb" in another. I've tried to cross reference many
          tomes to decipher just what these were and have only been able to
          definitively conclude that they were not pleasant things at all.
    Note: Despite his impressive shape shifting abilities, Gozer never really
          reached a widespread following among Sumerians after his peak in
          4000 B.C.E. This potentially angered him and sent him into a brooding and
          plotting spiral that we've recently seen the repercussions of here in the
          20th century.
    
    
    Name: The Initiate
    Desc: Of utmost importance in our profession are the initiates to the craft.
          The passion of the newly indoctrinated helps to fuel the jaded
          practicioners who've seen many years of disappointment and ridicule for
          fighting invisible enemies. The enthusiasm of new recruits also helps us
          gain new perspectives on our work and ensures our fight will continue to
          subsequent generations.
    Note: New hires are important for us to expand the Ghostbusters franchise.
          Peter sees it mostly as business expansion but Ray and myself agree that
          the more of us there are, the safer humanity will be. Unpaid interns were
          flaky and ended up costing us more through property damage anyway.
    
    
    Name: Inter-Dimensional Cross-Rip
    Desc: Every so often the world of the abyss spills over into our world through
          some event, either intentional or by happenstance. When this occurs
          there's usually an intense amount of energy released as the opposing
          dimensions collide, hence the term 'rip'. There have only been a few of
          these recorded in known history, and time the very foundations of our
          reality have been threatened.
    Note: Having witnessed one of these events firsthand, I can attest to the
          intensity Tobin speaks of. In our case the cross-rip occurred through
          some form of ritual magic and was closed by an ill-advised experimental
          use of our protonic equipment. Reality has been ostensibly preserved,
          though I cannot speak for any minor details that might have rippled out
          from the eipcenter. It's entirely possible that a handful of people in a
          20 mile radius might have had their identities switched.
    
    
    Name: Kitchen Conglomerate
    Desc: I've come to call a certain collection of phenomenon the 'conglomerate
          effect'. This is when several smaller, seemingly mindless animated
          entities come together and generate a collective intelligence and form a
          larger body composed of the smaller parts working in tandem. Most of these
          conglomerates have focal points that act as a central nervous system as
          well as a weak point. I feel that if one were to disrupt these points, the
          being would be forced to disperse.
    Note: I've seen one of these form out of cutlery and various pots and pans in a
          kitchen setting. The primarily metal composition of this thing made it
          particularly dangerous.
    
    
    Name: Mannequin Wisps
    Desc: More powerful spectral manifestations have the ability to not only
          levitate objects, but to imbue them with a temporary sense of life.
          This is usually done to effigies and statues with discernible body parts,
          but more exotic variants have occurred based on the proclivities of the
          animator. These creations are usually easy to disrupt and are only a
          serious threat in large quantities.
    Note: The dismembered mannequins creep me out but believe me, it beats having
          real body parts hurled at you.
    Ability: Flying Ram
    Tips: The Shock Blast is your best choice here, especially when facing several
          at once.
    Class: Class 4 Psychokinetic Manipulation Event
    
    
    Name: Marshmallow Hoppers
    Desc: Some destructor manifestations of gods have been known to spawn smaller
          minions from their bodies. These creatures carry out menial tasks and
          terrorize the denizens of an area while the destructor form goes about
          its business leveling the architectural structures. They are often weak
          and travel in large numbers to overpower their prey.
    Note: One of the minion forms spawned from Stay Puft had a cylindrical form
          that I swear looked just like giant marshmallows. This is possibly a
          psycho-resonant associative pattern imprint carried over from Ray's
          perceived relationship between the Stay Puft character and the
          marshmallow confection. Fascinating.
    Ability: Suicide Charge
    Tips: These critters de-animate once they make contact with a human, but don't
          wait for that; use the Blast Stream to melt them to goo before they can
          reach you.
    Class: Class 3 Destructor Manifestation Homunculus
    
    
    Name: Office Wisps
    Desc: Often times, in the vicinity of a ghost with strong psychokinetic
          abilities, certain small objects will seem to take on a life of their own,
          moving at the behest of the controlling spectre. It's important to make
          the distinction between these objects being remotely manipulated and
          having an actual spectral presence inside them.
    Note: Offices have a lot of small, seemingly harmless implements lying about the
          place. This environment makes the perfect haven for a telekinetic ghost,
          giving it many places to hide as well as a nigh-endless supply of small
          things to fling at its pursuers.
    Ability: Flying Ram
    Tips: Sweeps of your Blast Stream can take these out rapidly even when spread
          out, but if they clump, don't be afraid to send 'em a Boson Dart and take
          them all at once.
    Class: Class 2 Psychokinetic Manipulation Event
    
    
    Name: Phantom Matter
    Desc: In areas of high spiritual activity, objects can partially slip across to
          the ethereal plane. In most cases some aspect of the object's physical
          properties will remain behind. This can result in an object that is
          visible but intangible or invisible but quite solid.
    Note: Phantom matter can be quite a nuisance, as there's no way with our current
          technology to alter it. Invisible walls can sit obstructing passage for
          years. Ray has been keeping tabs on an intangible toilet in Grand Central
          Station that's claimed many an embarrassed victim.
    
    
    Name: Protective Psychokinetic Barrier
    Desc: A few spectres I've dealt with have honed their skills to focus on
          personal protection. These entities can generate a barrier of PK energy
          to shield themselves from potential disruption. The few times I've managed
          to breach one of these shields required a high level of energy and
          disruptive trauma. In most cases, the collateral damage almost outweighed
          the benefit of dealing with the offending manifestation.
    Note: Fortunately we've developed a variety of means to deliver high levels of
          disruptive trauma. The most effective thus far has been the Boson Dart.
          It may build up heat quickly, but it takes care of these PK barriers very
          effectively.
    
    
    Name: Psychokinetic Manipulation Event: Museum Implements
    Desc: More powerful spectral manifestations have the ability to not only
          levitate objects, but to imbue them with a temporary sense of life.
          This is usually done to effigies and statues with discernible body parts,
          but more exotic variants have occurred based on the proclivities of the
          animator. These creations are usually easy to disrupt and are only a
          serious threat in large quantities.
    Note: A storage room is a good location for a manifestation to find lots of
          loose objects to throw around. It's inconvenient that these are usually
          the kinds of places we end up hunting them.
    
    
    Name: Terror Dogs
    Desc: Zuul and Vinz Clortho were minions of Gozer around 4000 BC. Zuul was a
          demigod in its own right and had many followers among the Hittites,
          Mesopotamians and Sumerians. It is said that should Gozer return to the
          world of mortals that these two would herald that return, acting as
          key master and gate keeper to consecrate a ritual of sorts that would open
          the door to the abyss and let Gozer walk among mankind once more.
    Note: Every word in Tobin's here actually occurred here in New York not that
          long ago. He did fail to mention how the terror dogs would first choose
          human forms, and that they'd smell like burning animal hair after being
          destroyed.
    
    
    Name: Unassuming Demons
    Desc: There are certain paranormal beings I've come across that are not
          manifestations at all. In fact, these creatures seemed to be flesh and
          bone, having walked through some portal leading from their parallel
          plane of existence to ours, veritable demons on earth. This is usually the
          result of some sort of summoning, and as such these beasts are extremely
          hard to get rid of. What little damage I have seen dealt to one seemed to
          simply anger the thing, altering its demeanor to an even more terrifying
          state.
    Note: One of the more unusual 'demon' species my associates have encountered was
          one that was completely unassuming at first. It exhibited no hostile or
          even fleeting behavior upon contact. Once this thing was damaged, however,
          it became highly agitated and relentlessly assaulted the team. These
          things are best left alone, or if they must be engaged, do so one at a
          time.
    Ability: Passive Nature, Melee Attack
    Tips: These guys prefer to sit and watch the action, but if you accidentally
          (or not-so-accidentally) burn them, they'll come after you in a hurry.
          Either leave them alone or make your first hit a good one, such as a
          Boson Dart.
    Class: Class 3 Demonic Manifestation
    
    
    Name: Will O Wisps
    Desc: Phantom lights are among some of the oldest of witnessed supernatural
          events. They've been known to lure people off into forests and swamps
          where they were never seen or heard from again. I believe these
          manifestations are a way for a spectre to affect the physical world with
          as little energy as possible. It can then use this minimal effort to lure
          in a human victim that it could potentially drain for energy to then
          manifest in a more coherent form. I have yet to witness this energy
          transfer process.
    Note: Most of these occurrences can probably be explained by piezoelectrical
          potential built up in certain materials abundant in the areas where the
          "will o wisps" have been witnessed. I'm certain there are some cases,
          however, where malformed psychokinetic entities wander aimlessly about,
          their energy burning off haphazardly as light in the visible spectrum.
    
    ================================================================================
    
    EQUIPMENT DEFINITIONS
    ---------------------
    
    This is a list of all of the Equipment/Upgrades Definitions, as listed in
    Tobin's Spirit Guide in the game - the book that appears in the basement of
    the firehouse, not the abbreviated version that appears in your field guide.
    The entries below are listed in alphabetical order.  But first here's a quick
    list of them in the order they appear in the book in the basement of the
    firehouse.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    094. Blast Stream
    095. Capture Stream
    096. Boson Darts
    097. Muon Containment Trap
    098. P.K.E. Meter
    099. Paragoggles
    100. Stasis Stream
    101. Shock Blast
    102. Slime Blower
    103. Slime Mine
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    Name: Blast Stream
    Desc: Using the proton pack's particle accelerator, the neutrona wand releases a
          concentrated stream of protons that fluctuates as it reaches its target.
          The fluctuations of the blast stream tend to cause extensive property
          damage.
    
    
    Name: Boson Darts
    Desc: Boson darts are super de-polarized bursts of extremely volatile, but very
          effective boson particles. These particles quickly overheat the proton
          pack so sparse usage is recommended. Accidental neutrona wand blockage
          could vaporize the surrounding 3 square miles.
    
    
    Name: Capture Stream
    Desc: The capture stream allows for the containment of ghosts. The capture
          stream can be used to contain ghosts over a trap and to manipulate
          ethereal objects away from spectres. Once contained in a capture stream,
          ghosts can be thrown into the ground to cause damage.
    
    
    Name: Muon Containment Trap
    Desc: A portable containment unit used for the temporary storage of ghosts.
          Traps can only contain a certain level of ectoplasmic activity, and the
          duration of containment is still under speculation.
    
    
    Name: Paragoggles
    Desc: The paragoggles enable the user to view otherwise invisible ectoplasmic
          activity, objects on the ethereal plane and objects that exhibit
          paranormal affinity.
    
    
    Name: P.K.E. Meter
    Desc: The P.K.E. Meter measures electro-magnetic fluctuations like a divining
          rod. Point it at a psycho-kinetic energy source and it heats up, point it
          away and it goes cold. Just follow the signal to your target. Scan ghosts
          to add their paranormal information to your electronic Tobin's Spirit
          Guide.
    
    
    Name: Shock Blast
    Desc: The shock blast expels a conical pattern of stripped dark matter particles
          that diffuse quickly in atmosphere. It is very powerful at close range but
          less accurate and less potent the further you are from your target. It
          works well on inbound ghosts and vapor swarms or near-proximity enemies.
    
    
    Name: Slime Blower
    Desc: The plasm distribution system is an integration of the proton pack that
          uses a self-regenerating strain of ectoplasm to impair entities, cause
          caustic black slime to go inert, bond with resonant objects and reveal
          otherwise invisible structures that reside on the ethereal plain.
    
    
    Name: Slime Mine
    Desc: An alternate function of the plasm distribution system is to propel a
          high-density destabilized globule of ectoplasm
    
    
    Name: Stasis Stream
    Desc: The stasis stream emits a high capacity stream of order-reversed particles
          that hypobond to ectoplasmic matter, effectively immobilizing ghosts.
          Certain objects exposed to plasm in specific capacities develop an
          entropic bias, making them vulnerable to the Stasis Stream's effect as
          well. The Stasis Stream has nothing to do with cold, but the effect is
          similar.
    
    ================================================================================
    
    VIGO INSULTS
    ------------
    
    This isn't technically part of the in-game Tobin's Spirit Guide, but I thought
    it would be fun to include it.
    
    You can get insulted by Prince Vigo if you go up to the Vigo painting and
    interact with it. Listed below are all of the Vigo insults, found in
    world\en\diag_firehouse.txt, which is inside language.pod.
    
    The Vigo painting appears in the basement of the firehouse, but the door to the
    basement is closed at the beginning of the game. The earliest you can get the
    basement door to open is to play through the first level ("On The Job
    Training"), and after the second level ("Slimer's Mitzvah") starts, pause the
    game, and go back to the firehouse through the Firehouse menu option. The
    earliest that the basement door is opened through normal story progression
    is after you defeat Stay Puft, as that is the first time you go back to the
    firehouse.
    
    It should be noted that there is one insult listed in this version's assets
    that is not in the realistic version's assets. In the list below, it's
    line 102: "This isn't Ghostbusters. This is The Exorcist!"
    
      1. Mmmm...not bad for a mortal.
      2. Congratulations. Come stare into my eyes to claim your reward.
      3. Such a pity victory in the face of the vast pool of chaos rising around
         you!
      4. You win this round, Ghostbusters!
      5. Araghhh...the smell of happiness stings my nose!
      6. Hahaha!
      7. What a wretched display of ineptitude.
      8. If this were my castle, I'd have you strung up for that.
      9. Oh, such delicious despair.
     10. Your weaknesses feed me! Please continue to fail!
     11. Compete for my amusement.
     12. It is the dawn of another struggle for power!
     13. In the grand scheme, you all must realize these diversions mean nothing!
     14. The time of war is over.
     15. Time to end this foolish display!
     16. Ohhh...this bores me.
     17. I was just beginning to savor your burgeoning anger towards one another!
     18. Enough!
     19. Time is but a window - and that window is closing.
     20. The end is near.
     21. Judgment approaches.
     22. Prepare yourselves for the inevitable.
     23. Your inexorable march towards finality begins here, Ghostbusters.
     24. Oh! The battle intensifies!
     25. If only I could have delivered such humiliation in person.
     26. That was almost as painful as being stabbed and pulled apart...ermmmmm,
         but perhaps not.
     27. You call that an accomplishment?
     28. Congratulate yourself now mortal, while you still have time.
     29. Look deep inside yourself and ask if this was a true victory.
     30. Foolish Mortal!
     31. What a miserable pile of weakness.
     32. Another thousand failures and I'll have enough negative energy to return
         to the world of the living. HAhahaha!
     33. I should've painted myself a bathroom in this thing.
     34. I tire of the pity meanderings of you simpering fools.
     35. Just another thousand years, Vigo, hang in there. Hang in.
     36. In my day, we had no time for such trifling amusements.
     37. I loathe you from the darkest spume of my craven, boiling bowels!
     38. My veins spurt white hot bile and broken glass as I'm forced to look upon
         you.
     39. Sure, my cranium is large, but so is my devastation!
     40. Pay tribute to Lord Vigo, peasant.
     41. Death is in the air.
     42. No heart ever beat as black as my own. Come closer...and I'll let you
         hear it.
     43. So many mothers have twisted in agony at the horror I visited upon their
         sons.
     44. What was will be. What is, will be no more.
     45. You'll be squirming soon enough.
     46. Now is the season of evil.
     47. I am Vigo the Cruel, Vigo the Torturer.
     48. You will know the torments of a million babies eaten alive in searing fire.
     49. Not even these shackles can hold the demon-beast of Romania forever!
     50. I am Prince Vigo Von Homburg Deutschendorf!
     51. Vigo the Carpathian will taste the blood of men, again.
     52. On a mountain of skulls, in a castle of pain, I shall sit on a throne of
         blood once more.
     53. My dreams are blood-soaked dark things filled with furious vengeance.
     54. When the day comes, you will be the first.
     55. When my vindication comes, you'll wish you'd been born inside-out.
     56. The stench of fear permeates this place.
     57. I loathe the living.
     58. The fires of hell feed me.
     59. Have you ever savored the exquisite anguish of tortured souls?
     60. What I sense coming is far more horrible than I. Are you prepared?
     61. The demons in this realm are gathering to conquer. You have not a chance.
     62. With every passing day, you grow weaker, and I gain power.
     63. This pitiful makeshift prison will not last forever.
     64. I see the fear in your soul. You're losing the battle you engage in.
     65. The dead shall walk and the mighty shall fall.
     66. Rivers of blood flow beneath us.
     67. Distant worlds beckon. Evil spirits howl.
     68. My sword will taste your flesh.
     69. Your zipper is down.
     70. Psst! Shoes are untied.
     71. Psst! Over here.
     72. Please stop burning the microwave popcorn.
     73. May the hooves of a thousand steeds trample you underfoot.
     74. Bow to your master.
     75. My scalding wrath shall pour out upon your tender soul.
     76. I am Vigo the Destroyer!
     77. From the dust of the dead rise the unholy.
     78. Don't you know me? I am Prince Vigo Von Homburg Deutschendorf.
     79. Oh, this really is a good likeness of me.
     80. Keep walking. Go on!
     81. Call me Vigo the Despised or Vigo the Unholy or...ahh...uh...never mind.
     82. Nobody ever listens to me.
     83. Find me a child that I may live again.
     84. You sniveling, pitiful, half-man.
     85. Upon the splintered bones of men, I feed.
     86. Be gone, peasant.
     87. Get me outta here, will ya?!
     88. In my grasp, your bones will turn to dust.
     89. On a river of blood, I will rise.
     90. The souls of men feed my rebirth.
     91. Spirits call...the day of reckoning has begun.
     92. Open the door so I might destroy again.
     93. This city will taste my wrath again.
     94. How about a little sacrifice? Not a baby, but maybe a dog or a cat?
     95. The screams of the damned call for you!
     96. May an army of demons devour you!
     97. Come here boy! I'll wear you like pants.
     98. Release me from this torment. I can make it worth your while.
     99. Did you know that the human large intestine, when stretched out, will wrap
         around a city block? You have to get a running start.
    100. Have you savored the exquisite anguish of tortured souls? Salty...
    101. Pull my finger! I command you!
    102. This isn't Ghostbusters. This is The Exorcist!
    103. I dreamt I was in a painting with ponies. It was nice.
    104. Ohh...I have an itch...ah...right...here!
    105. I see the evil of the times to come. Three more far away wars will come
         and they will tarnish even the undisputed glory of the first three.
    106. I see the evil of the times to come. No flying cars - ever! HAHAhahahaha!
    107. I see the evil of the times to come. You will choose a king far more evil
         than myself to rule you. Twice!
    108. I see the evil of the times to come. In time all music will be free, but
         for the cost of your soul.
    109. I see the evil of the times to come. You will remember paying $1.45 for gas
         and will weep hot tears for yesterday.
    110. I see the evil of the times to come. Millennial apocalypse! Your world
         unravels...maybe. Maybe not.
    111. I see the evil of the times to come. The glove won't fit.
    112. I see the evil of the times to come. "It" is just a scooter.
    113. I see the evil of the times to come. They're all juicing. All of them!
    114. Mha-ha-ha-ha-ha!
    
    ================================================================================
    
    REVISION HISTORY
    ----------------
    
    Ver. 1.0 (6/18/2009)
    The very first version of this guide.
    
    Ver. 1.1 (8/26/2009)
    Rearranged the entries in the Entities & Equipment sections into alphabetical
    order, while also adding a list of how they appear in the book in the game.
    Added the Entities Removed From The Game section. Also made a notation of where
    and when you can find the Vigo painting.
    
    ================================================================================
    
    COPYRIGHT NOTICE & DISCLAIMER
    -----------------------------
    
    This document is copyright 2009 by Paul Rudoff.  Ghostbusters: The Video Game
    is copyright 2009 by Atari Interactive, Inc. & Columbia Pictures Industries,
    Inc.  This document is not associated with or endorsed by Atari, Columbia
    Pictures, Sony, or anyone else involved in the making of the game.
    
    This document may NOT be reproduced, redistributed, sold (in any way,
    shape, or form), published in a magazine, or put anywhere on the Internet
    EXCEPT at GameFaqs.com.
    
    This copyright notice and disclaimer may be updated by me from time to
    time without notice to you.
    
    Any rights expressly and not expressly granted herein are reserved.
    
    ================================================================================
    END OF DOCUMENT