FAQ/Walkthrough by BasqKing

Version 1.00, Last Updated 2011-02-22

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                        GHOSTBUSTERS: THE VIDEO GAME
                                Wii VERSION
                              Walkthrough/FAQ
                                  v 1.00
                              Created: 7/8/09
                      By: Chris Salavarrieta (BasqKing)

LEGAL STUFF

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

All trademarks and copyrights contained in this document are owned by their respective trademark and copyright holders.

INTRO

Welcome to The Ghostbusters: The Video Game walkthrough for the Wii. I decided to write this guide because there isn't one on Gamefaqs. This is my first guide so it may be a little rough around the edges. I welcome any creative feedback and any questions you may have. I do ask that you take a look through the guide first to make sure that your question isn't already answered. My email is:

thebasq411@hotmail.com

If you are going to shoot me an email, then I ask that you use the following subject line:

RE: Ghostbusters - The Video Game Walkthrough

I have also created a topic thread here on GameFaqs dedicated to the acquiring of new ideas for this guide, so check that out too:

http://www.gamefaqs.com/boards/genmessage.php?board=944012&topic=50247572

If you want to know everything about everything Ghostbusters, check out Paul Rudoff's site:

Spook Central: The Ghostbusters Companion at http://spookcentral.cjb.net

I will give credit where credit is due. If you need to access a certain part of this guide, use the Ctrl + F function and input the symbols in the brackets []. *NEW* Thanks to the new format, you can also use the table of contents on the side to navigate that much faster! *NEW*

Now fire up your Neutrona Wand and get ready for the first walkthrough for Ghostbusters: The Video Game for the Wii!!!

UPDATES

7/8/2009 - Ver 0.25: Completed Legal Stuff, Intro, Table Of Contents, Story, Gameplay, Walkthrough (Completion Guide next), Credits

7/11/2009 - Ver 0.67: Completed Extras, updated Credits, minor (one major, sorry Mr. Aykroyd) grammatical edits and re-formats, Art Page Locations added

2/20/2011 - Ver 1.00: Fixed even more grammar and spelling errors (so...many...red lines...), updated to the new GameFaqs format, completed FAQS (for now), more additions to Glitches and Labels, updated Credits, added Fun Fact. Will finish the guide soon, I promise.

TABLE OF CONTENTS

  1. Story [BgSt]
  2. Gameplay [GmPy]
  3. Walkthrough/Completion Guide [WkT]
    1. Intro [WkT1]
    2. On The Job Training [WkT2]
    3. Slimer's Barmitzvah [WkT3]
    4. And The Kitchen Sink, Too [WkT4]
    5. Marshmallow Hunt [WkT5]
    6. Going Up... [WkT6]
    7. A Sticky Situation [WkT7]
    8. Puffy White Menace [WkT8]
    9. The Rise And Fall Of Stay Puft [WkT9]
    10. A Quick Detour [WkT10]
    11. Call of the Gray Lady [WkT11]
    12. Shhhhhhhhh... [WkT12]
    13. Dark and Damp [WkT13]
    14. Wrath of the Collector [WkT14]
    15. Dr. Rutherford, I Presume? [WkT15]
    16. Opening Night [WkT16]
    17. Hot Pursuit [WkT17]
    18. Ilyssa Found [WkT18]
    19. Under New Management [WkT19]
    20. Splitting Up [WkT20]
    21. The 13th Floor [WkT21]
    22. Lair of the Spider Witch [WkT22]
    23. Rivers of Slime [WkT23]
    24. Slime Labs [WkT24]
    25. Black Slime Beast [WkT25]
    26. The Coming Storm [WkT26]
    27. The Necropolis [WkT27]
    28. The Architect [WkT28]
    29. The Destroyer [WkT29]
  4. Tobin's Spirit Guide [TSG]
  5. Extras [Exs]
    1. Unlockables [Exs1]
    2. Talking with Vigo [Exs2]
    3. Foreshadowing in the Museum [Exs3]
    4. Glitches [Exs4]
    5. End Level Labels [Exs5]
  6. FAQS [Fqs]
  7. Credits [Crdts]

STORY [BgSt]

The info in this section and in the next is taken directly from the manual. (For those who don't read it. You know you didn't, don't deny it :P)

" Ghostbusters June 16, 1991 417 5th Avenue New York, NY 10016

Dear Rookie,

As the premiere paranormal containment agency in New York City business is booming and the Ghostbusters are shorthanded. It is our pleasure to offer you the chance to join us as an Experimental Equipment Technician. And that's not just a fancy title.

It means you'll be carrying newly created (and untested) hardware that, if not handled correctly, could blow you clear into New Jersey. With a brand- new, upgraded set of ghostbusting equipment, you'll hunt, track, wrangle, capture and neutralize everything from etheral manifestations to Class 5 Full Roaming Vapors.

This opportunity will allow you to join the booming and exciting business of paranormal investigations. It's a growing industry with many expanding opportunities, so right now is a great time to join. So strap on your unlicensed nuclear collider, fire up your Neutrona Wand and find out.

Sincerely,

Dr. Raymond Stantz PhD

Owner and Proprietor, Ghostbusters "

I'm giddy already :)

Controls

Nunchuck:

  • Control Stick
    • Move
  • C Button
    • Target Lock Camera
  • Z Button
    • Throw Ghost Trap (you only have to press, no throwing motion needed)
  • Shake Nunchuck
    • Shake Slime Off

Wii Remote:

  • +Control Pad Down
    • Equip Blast Stream
  • +Control Pad Up
    • Equip PKE Meter
  • +Control Pad Right
    • Equip Dark Matter Generator
  • Control Pad Left
    • Equip Plasma Distribution System
  • A Button
    • Secondary Fire/Interact/Scan Ghosts
  • A Button while over an Interact Circle
    • Interact/Revive Buster/Pickup Ghost Trap
  • B Button
    • Primary Fire
  • Hold B Button while PKE Meter is equipped
    • Equip PKE Goggles
  • 1 Button
    • Pause/Options Menu
  • 2 Button
    • Field Guide
  • "+" button
    • Skip Cutscene
  • Wii Remote Gesture in Direction
    • Wrangle/Slam

Equipment

Blast Stream (Primary Fire):

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 tend to cause extensive property damage.

Boson Darts (Secondary Fire):

Boson Darts are super de-polarized bursts of extremely volatile, but very effective, boson particles. Boson particles quickly overheat the Proton Pack, so sparse usage is recommended. Accidental Neutrona Wand blockage could vaporize the surrounding three square miles.

Slime Blower Mark 2 (Primary Fire):

Black Slime is only vulnerable to the Plasma Distribution System. use the Slime Blower to vaporize and eliminate black slime. Only the Slime Blower can exorcize possessed humans or objects.

Slime Mine (Secondary Fire):

When a Slime Mine explodes, a large area or radius is affected. A fully charged Slime Mine will deliver more damage and produce a larger blast radius.

Shock Blast (Primary Fire):

The Shock Blast expels a conical pattern of stripped dark matter particles that diffuse quickly in the atmosphere. It is very powerful at close range but less accurate and less potent the farther you are from your target. It works well on inbound ghosts and vapor swarms or near-proximity entities.

Stasis Stream (Secondary Fire):

The Stasis Stream emits a high-capacity stream of order-reversed particles that hypobond to ectoplasmic matter, effectively immobilizing ghosts. The Stasis Stream has nothing to do with cold, but the effect is similar.

Containment Trap:

Deploy a Containment Trap when a ghost is wrangled. Lower the ghost into the trap for holding until it can be deposited in the Containment Grid at the Firehouse.

PKE Meter:

The PKE Meter measures electromagnetic fluctuations like a diving rod: point it at psychokinetic energy, and it heats up. Point is away and it goes cold. Just follow the signal to your target. Scan ghosts to add their paranormal information to your electronic Tobin's Guide.

PKE Goggles:

The Goggles may be enabled whenever you have your PKE Meter equipped. They'll allow you to view otherwise invisible paranormal and ectoplasmic activity.

Note: As you play through the game, you will acquire new equipment.

WALKTHROUGH/COMPLETION GUIDE [WkT]

It's time for the heart of this guide, the walkthrough! Here is the general format in which it will be presented:

Equipment

Equipment Name *new* <--- if it is new then this will appear

Enemies

Enemy Name (my name for them if needed) - method to defeat them (or survive)

Tobin's Stuff

Pages - amount in level

Scans - amount in level

Survival 101

This is the where the walkthrough will be for the level.

Art Page Locations

A list of all the art page locations in the level.

Scan Opportunities

A list of all the scan opportunities in the level.

This section will not only cover how to get through the levels, it will also help you find all the art pages and scans to complete your Spirit Guide. And now, without further delay.......

Equipment

Blast Stream (unusable)

Enemies

None

Tobin's Stuff

Pages - 0

Scans - 0

Survival 101

After you start the game and watch that cool, albeit short, cutscene, you will start out in the Firehouse. I consider this a level because of the tutorials and the "mission" you need to accomplish to move on to the next level. The tutorials in this area will teach you how to move and interact. When you are ready go upstairs and interact with Ray and Egon. After the cutscene, head to the Ecto-1 to initiate another cutscene and start the next level (how you do it is your preference, although the fireman's pole is pretty sweet :P).

Equipment

Blast Stream

PKE Meter *new*

Enemies

Slimer - your basic class 5 free roaming vapor. use the blast stream to weaken and capture it. watch the food it throws.

Sous Chef Ghost (minor chef) - same as slimer. attacks more aggressively. if it possesses an object, blast the object to bring it back out.

Tobin's Stuff

Pages - 1

Scans - 5

Survival 101

You first start out in the lobby of the hotel. Watch the cut scene then follow Ray and Peter to the elevator. Interact with it. Watch the next cutscene then wait for peter to finish talking (trust me you'll miss an important line and a funny one otherwise) then enter the elevator. When you exit you will finally be able to use your blast stream. Follow the two busters around the corner and you will spot Slimer. Blast him to send him running. Follow the little bugger around the next corner and follow the slime trail into the room. Ray will stop you and introduce you to the PKE Meter. When he is done, use it to track Slimer. Basically, whatever direction you face that heats up the PKE Meter is the direction you want to go in. Follow the trail of slime until you trigger another cutscene. Shake off the slime and continue, following the PKE Meter's readings until you get to an obstruction. Blast it away and continue until you trigger another cutscene. Blow the table apart to bring out Slimer. Continue to follow the trail of slime until you run into Peter (slimed again...poor guy :P). Help him up, then call the elevator. When you get back to the lobby you will be greeted by Slimer and the minor chefs. Egon will instruct you on how to scan, then start blasting the ghosts, specifically Slimer. Eventually he will run into the ballroom. The manager won't let you in, so you have to go around the back through the kitchen. Follow Peter into the kitchen to end the level.

Art Page Locations

1) Animated Objects - found in upper floor while chasing Slimer; exposed

Equipment

Blast Stream

PKE Meter

Enemies

Slimer

Minor Chefs

Kitchen Wisps (killer pans) - just blast them. use short bursts so as not to overheat the pack.

Tobin's Stuff

Pages - 5

Scans - 8

Survival 101

Make your way through the kitchen, blasting the killer pans Slimer sends your way. At the other end, blow up the table blocking the door. Follow the slime and make your way to the Ballroom. Blast him until his health bar turns red. If you keep your aim on him (using the C button) you should be able to get him into red before he starts throwing stuff at you. Then wrangle and trap. The door will unlock, so head back out to the lobby and start blasting the minor chefs. Use the same method used to catch Slimer, only this time use a "run and gun" tactic. You'll avoid damage and get more hits in. Once you capture them the big kahuna himself, the Chef Sargossa, will appear. Follow him up the stairs to end the level.

Art Page Locations

1) Ectoplasmic Debilitation - (someone must be slimed to be scanned) inside TV in lobby

2) Psychokinetic Door Manipulation - far right corner dining room; in potted plant

3) Kitchen Wisps - shoot table blocking exit of kitchen

4) Slimer - in far left corner of dining room; in couch

5) Sous Chef Ghosts - behind reception desk in lobby

Equipment

Blast Stream

PKE Meter

Enemies

Minor Chef

Chef Sargossa (angry chef) - this one can be annoying. once you bring him out, do as much damage as you can with your Blast Stream. After a certain amount of damage, he will retreat in to the oven and send a wave of killer pans after you. Dispense of the killer pans and he will reappear. Continue this pattern several times and you will be able to finally capture him. Be wary of the tray carts he throws at you, they hurt :)

Tobin's Stuff

Pages - 4

Scans - 12

Survival 101

Follow the minor chef through the hallway, blasting him while avoiding (or blasting) the furniture he throws at you. At the end of the chase, he will obstruct the entrance into the next room. Wrangle the furniture out of your way and enter the room. Defeat the minor chef in the usual fashion (blast, wrangle, capture). "Run and shoot" doesn't really work here because of the lack of space. Pick a corner of the room and blast him and whatever he possesses. Change corners if needed. When beaten the door to the next room will open. Enter the next room and after the cutscene wrangle the cake into the oven. When the angry chef comes out, follow the above-mentioned strategy to beat him. When you do the level will end.

Art Page Locations

1) Phantom Craftwork - far right corner in cabinets in kitchen

2) Ectoplasmic Material Bonding - far left soda machine of blocked door

3) Possessed Objects - down hallway on right after elevator with 2 cleaning carts (to get this scan, scan the BIG red objects during first chef faceoff)

4) Chef Sargossa - on left side of kitchen; in shelves

Fun Fact from Grizzly

"read the entry XVIII, "Phantom Craftwork" in Tobin's Spirit Guide? the one with the pic of the cake you use to draw out Chef Sargossa? a pop-culture, internet meme reference is snuck into the entry. the article begins: "Many of my contemporaries in the field of paranormal study believe the cake is a hoax [ . . . ]"" So the cake is a lie? :P

Equipment

Blast Stream

PKE Meter

Boson Dart *new*

Enemies

Construction Ghosts (hard hats) - similar to the minor chefs, only a little more aggressive. Use of the Boson Darts maybe needed. Use the wrangle-and- capture method to defeat them. Blast anything they possess. Watch out for "sparkies" (electrified hard hats), because blasting one will blow out your Proton Pack. Wrangle an empty battery through them first before attempting to capture them.

Marshmallow Minions (mini pufts) - these guys can be annoying if you get swarmed. Use your blast stream to take them out. Use the Boson Darts if you get swarmed.

Tobin's Stuff

Pages - 4

Scans - 11

Survival 101

After the cutscene, you will be in a building. Wrangle the debris out of your way and make your way down the hallway to the next room. Blast the yellow tape , then wrangle the generator battery back into the generator (get it close enough and it will go in automatically). Make your way into the next room and to the slimed door. Slam it open. Continue to the marshmallow blobs blocking your way. You will get a tutorial on how to use the Boson Darts. Use them to blast away the blobs and continue. You can go in either direction because they both wrap around to the exit (that room is basically one big ring). When you get to the door, it will get locked with to "ghost" locks. You need to capture both hard hats in order to open it. When you do, the door will be unlocked and you can proceed. In the next room you will encounter a glowing marshmallow blob that spews out mini pufts. Blast the mini pufts and take out the blob with two Boson Darts. In the next room you will face two hard hats, but one will be a "sparky". The easiest way to approach this battle is to blast and capture the regular hard hat first, then deal with "sparky". You could go about it the other way and deal with sparky first, but you get more resistance that way and take a lot of damage while attempting to de-charge him with the battery. When the hard hats are disposed of, wrangle the battery into the generator and enter the elevator to end the level.

Art Page Locations

1) Destructor Manifestation Residue - inside front marshmallow pile

2) Charged DMR - inside glowing marshmallow pile

3) Electrokinetic Absorption Event - in room w/ Electrokinetic Spectre; behind crates

4) Electrokinetic Spectres - at start of stage; back left corner behind crates

Equipment

Blast Stream

PKE Meter

Boson Darts

Enemies

Construction Ghosts

Marshmallow Minions

Electronic Wisps (killer graphics) - weaker versions of the killer pans. Use the same method to defeat these buggers. Try to destroy their source (the arcade game) with Boson Darts to shorten the encounter.

Printer Paper Zombies (working stiffs) - these guys can be taken down by blasting them with the Blast Stream until their weak points are revealed. Then wrangle and slam those points to defeat them.

Tobin's Stuff

Pages - 3

Scans - 12

Survival 101

After the cutscene, dispatch the working stiffs and blow up the marshmallow blob. Use the nearby green debris (wrangle it) to plug up the hole spewing marshmallow goop. Then make your way down the hall, blasting the marshmallow blob, and enter the next room. Fend off the killer graphics and destroy the arcade games to end the fight, then blast the marshmallow blob to continue. When going down this hallway there are two rooms you can enter but they are optional (one contains three ghosts, the other contains one hidden ghost). Blast the blob and enter the next room. Blast the arcade games and the printer , then take care of the working stiff. Ray will handle the killer graphics. Then blast all the blobs and exit the room through the door behind one of them. Follow the hallway and when you get to the windows, our giant friend will throw mini pufts through them to attack you. Dispatch of them and the working stiffs, then move on. In the next room with the sealed door you have to play follow the leader with the hard hat. Follow him through the rooms, blasting the furniture he is hiding in. When you chase all the way back to the sealed door you will be able to finish the job and capture him, breaking the seal on the door. Enter the next room and start climbing the stairs. Every time you reach the next floor, you will be attacked by mini pufts. Take them out and keep climbing until the level ends.

Art Page Locations

1) Electronic Wisps - while chasing construction ghost; inside recliner by arcade

2) Construction Ghosts - inside 2nd bathroom, far left stall

3) Printer Paper Zombie - in office room after 2 bathrooms; under marshmallow pile

Equipment

Blast Stream

PKE Meter

Boson Darts

Enemies

Construction Ghosts

Marshmallow Minions

Stay Puft Marshmallow Man (The Big Guy) - He's baaaaaack :) Use Boson Darts to do some damage. Also throw back the debris he throws. If you time it right, you can even throw back the unslimed debris. Just blast them enough to send them back in the other direction. Blast (or dodge) the blobs he throws at you.

Tobin's Stuff

Pages - 3

Scans - 12

Survival 101

Make your way to the blob and blast it. Continue into the next room and blast the glowing blobs and whatever mini pufts they spew. Blast the blob in your way and continue to the next room. Here blast the glowing blobs and mini pufts first, then take care of "sparky" (use the battery). Then clog up the hole spewing marshmallow goop (use the nearby green debris). Grab the battery and face the door you just came in from. There is another door to the right of that. Go into that room and put the battery in the generator. Continue from there into the next room and from there continue in to the next room. Beat the "sparky" here and return the battery to the generator (when facing the room from the door you just came in from, it will be in the back right corner, under some furniture). Before you leave this room and return the battery, blast out the windows and dispose of the glowing blobs in the other room. You can also wrangle the green debris and with a well aimed Boson Dart clog the holes spewing marshmallow goop. This will save time later. When all that is done, head back to the main room and go through the now open door. Make your way to the next room. If you took my advice, then this room should be cleared of all enemies and you can just continue onward. Make your way down the hall and blast the blob in your way. Go into the next room and after the cutscene, blast the big guy's hand apart. Quickly blast the blob and make your way to the girl. After the cutscene, follow the busters, go up the stairs, and the level will end.

Art Page Locations

1) Spirit Locks - far left corner in room w/ 3 marshmallow piles and ceiling leaks

2) Marshmallow Minions - left of the generator in generator room; in crates

3) Stay Puft - in room w/ Alyssa; far right corner; inside water cooler

Equipment

Blast Stream

PKE Meter

Boson Darts

Enemies

Marshmallow Minions

Stay Puft Marshmallow Man (The Big Guy) - He's baaaaaack :) Use Boson Darts to do some damage. Also throw back the debris he throws. If you time it right, you can even throw back the unslimed debris. Just blast them enough to send them back in the other direction. Blast (or dodge) the blobs he throws at you.

Gargoyles - These guys are annoying. Blast them with Boson Darts or the Blast Stream. Keep moving and keep a safe distance.

Tobin's Stuff

Pages - 1

Scans - 6

Survival 101

This is a short level. When you start out follow the girl until you are swarmed by gargoyles. Dispose of them then follow her until you are swarmed again. This time they will be joined by mini pufts. Take them out first, then concentrate on the gargoyles. The c button is your friend here. After that you get your first face off with the big guy. To fend him off, Boson Dart the hell out of his hands. Three or four blasts each should do it. You'll knock him down the building and the level will end.

Art Page Locations

1) Ilyssa (The Destined) - around the corner on the right side

Equipment

Blast Stream

PKE Meter

Boson Darts

Enemies

Stay Puft Marshmallow Man (The Big Guy) - He's baaaaaack :) Use Boson Darts to do some damage. Also throw back the debris he throws. If you time it right, you can even throw back the unslimed debris. Just blast them enough to send them back in the other direction. Blast (or dodge) the blobs he throws at you.

Tobin's Stuff

Pages - 0

Scans - 3

Survival 101

Another short level. To beat Stay Puft, blast him with the Boson Darts and shoot back the debris he throws. For the green debris, wrangle them and then use a Boson Dart to launch them back at the big guy. When you deplete his health, you'll knock him off the building and watch him splatter on the street below. Congrats!!! After the cutscene, the level ends.

Art Page Locations

These are available after completing this level, in the firehouse:

1) Allies - in doorway to basement; exposed

2) Imbued Spirit Vessel - in basement; exposed

Equipment

Blast Stream

PKE Meter

Boson Darts

Shock Blast *new*

PKE Goggles *new*

Enemies

Book Bats - like the killer pans, only a little stronger. Take them out with the Shock Blast.

Library Phantasms (spuds) - Use the Blast Stream (or Shock Blast) to damage these buggers then capture them. They are quick, so the c button will come in handy.

Tobin's Stuff

Pages - 2

Scans - 9

Survival 101

After the cutscene, walk to the back hallway and turn right. At the dead end there are two spuds hiding in swaying busts. Get close enough and they will "bust" out and fly to the second floor. Follow them and blast them to send one in to the next room and the other back downstairs. Go back down the stairs and blast the spud there to send it through a gate, sliming it. Slam the gate to continue. In the next room, blast and capture the spud while fending off some book bats. When you're finished, a cutscene will trigger. Go into the door the grey lady went into and follow the busters into the next room. You will get the PKE Goggles. Use them to see the gray lady. try to scan her and she will flee. Make your way out of the room and head down the stairs to end the level.

Art Page Locations

1) Book Bats - 2nd floor bookshelf in main library; farthest from door

2) Gray Lady - bookshelf by exit from level; in bookshelf

Equipment

Blast Stream

PKE Meter

Boson Darts

Shock Blast

PKE Goggles

Enemies

Book Bats

Library Phantasms

Literature Page Zombies (literary stiffs) - same as the working stiffs. Blast them with the Shock Blast then wrangle and slam the weak points to beat them.

Tobin's Stuff

Pages - 4

Scans - 11

Survival 101

Head into the room and try to follow the busters. The shelves will slam shut in your face and cut you off from the others. Make your way around the room (it's fairly linear since there is only one real path you can take). You'll pass a cold area (watch for the ghost mines - use the PKE Goggles). Enter the next room and blast the stacks of books out of your way. Defeat the literary stiff and continue into the hallway. Enter the next room. After the cutscene, defeat the spud. Enter the now open door and end the level.

Art Page Locations

1) Ghost Snares - further into bookshelf maze, past Cold Spots art; in bookshelf

2) Symmetrical Stacking - near symmetrical stacks; inside computer

3) Cold Spots - in bookshelf maze near Ghost Snare; exposed

4) Library Phantasms - stack of books DUE LEFT of the exit door

Equipment

Blast Stream

PKE Meter

Boson Darts

Shock Blast

PKE Goggles

Enemies

Book Bats

Library Phantasms

Literature Page Zombies

Book Centurions (knights) - same as literary stiffs, only you need to slam away their shield before you can shred them.

Book Golem - use the same method as with a literary stiff. The only difference is that the golem is a lot stronger and can take more damage. Blast him and slam the weak points. You will be attacked by book bats whenever the golem transports itself to another part of the room.

Tobin's Stuff

Pages - 4

Scans - 10

Survival 101

Enter the room and make your way to the other end. Defeat the book bats and knights en route. When you get to the gray lady, attempt to scan her and she will flee again. Follow the trail (use your PKE Goggles) and fend off the book bats as you leave the room. Make your way down the hallway, blasting the knights that get in your way. Enter the next room. Here you will have to blast the areas the mini spuds are hiding in to draw them out. When that is done the spud will put himself back together and attack. Blast and capture it. Make your way into the next room and fight the golem. Defeat it and the doorway will open. Continue down the stairs to end the level.

Art Page Locations

1) Poltergeist Effect - at very start, turn around; in crates

2) Literature Page Zombie - in reading room, far left computer sideroom

3) Book Centurions - in area with multiple Centurions appearing; in clock

4) Book Golem - behind bookshelf after defeating it; in small stack

Equipment

Blast Stream

PKE Meter

Boson Darts

Shock Blast

PKE Goggles

Enemies

Library Phantasms

Book Centurions

Gray Lady

Transmogrified Gray Lady (ugly lady) - blast the stands floating around her to break the shield, then blast her and capture her. Be wary of the book bats flying around, they can be annoying.

Tobin's Stuff

Pages - 2

Scans - 13

Survival 101

Follow Ray into the next room. Break out your PKE goggles and attempt to scan the gray lady. She will flee yet again. Follow her into the next room. Defeat the knight and blast the piece of furniture the busters are standing in front of. Go down the stairs and into the next room. After the cutscene, blast and capture the four spuds (watch the furniture they throw at you). Head through the hallway and down the stairs. Here use your PKE Goggles and navigate the floating walkway. At the end, blast the wood out of your way and head down the tunnel. After the cutscene, get your scans in then take the book on the desk. After the next cutscene, fight the ugly lady. Defeat her using the method stated above (it's easier if you pick a corner and blast from there - this will give you a better vantage point since she moves around so much) and enter the portal that emerges to end the level.

Art Page Locations

1) Gozerian Codex - at very start, turn left and shoot bookshelf; in hidden room

2) Transmogrified Gray Lady - in fire; use boson dart

Equipment

Blast Stream

PKE Meter

Boson Darts

Shock Blast

PKE Goggles

Enemies

Book Bats

Book Centurions

Book Golem

Azetlor, The Collector - Wrangle and shoot back (at his head) the balls of books he throws at you. When he is stunned, and his "tongues" are exposed (the weak point visible) slam one off. He'll cringe away and send enemies your way. Defeat them (they get progressively harder the more "tongues" you slam off). Watch for his spray attack and his slam attack. He will be defeated when all four "tongues" are removed.

Tobin's Stuff

Pages - 3

Scans - 8

Survival 101

This is a linear level. Go through each portal you encounter until you reach a huge structure (the abyss). Enter that portal and fight Azetlor. Use the method above to defeat him. Enter the portal to end the level.

Art Page Locations

1) Abyss - outside gate to complex, far left in bookshelf

2) Ethero-Spatial Rift - starting area, far left row in bookshelf

3) Collector - far left in room, exposed

Equipment

Blast Stream

PKE Meter

Boson Darts

Shock Blast

PKE Goggles

Slime Blower Mark 2 *new*

Enemies

Wayward Possessors (witches) - Use the slime blower to force them out of living victims and blast them out of any object they inhabit. Then blast and capture as normal. Look out to make sure your busting buddies don't become victims. If they do, slime them.

Snot Hags (hags) - avoid their snot projectiles and blast/capture them. The shock blast may be of use for a quicker battle.

Tobin's Stuff

Pages - 4

Scans - 9

Survival 101

Make your way to the broken, purple slime-covered crate. Make your way around the rail and head for the gate. Open it and when you head around the corner, break out your slime blower and neutralize the black slime. Open the gate and make your way to the other side of the room, neutralizing the black slime en route. In the next room, scan the witch and then she will run off. Wrangle the box out of your way and head into the next room. Use your PKE Goggles to see which boxes can be slimed and moved. Move the boxes in the far corner to reveal the doorway. Make your way into the next room, slime the crate, then blow it open. Dr. R will open the next door for you. In the next room you will encounter your first hag. Defeat her (avoiding the snot projectiles) and continue on. Follow the hallway into the next room. Here you will have to fight the witch. But first you need to get her out of Ray (yes, he got possessed again). Then defeat her in the usual fashion. Afterwards, make your way through the hallway and back into that big room. Now the elevator is open so go ahead and get in to end the level.

Art Page Locations

1. Black Slime - after you first see black slime; open 2nd shutter

2. Plasmic Resonance - in room w/ many crates that can be coated w/ slime; exposed

3. Psychokinetic Biological Inhabitation - in hallway after possession of Ray; in crate

4. Snot Hags - in alcove of room after freeing Rutherford; exposed

Equipment

Blast Stream

PKE Meter

Boson Darts

Shock Blast

PKE Goggles

Slime Blower Mark 2 *new*

Enemies

Wayward Possessors

Black Slime Floaters (reapers) - similar to spuds, only a lot stronger. They carry scythes to attack you with. They are covered in black slime, so you need to slime them first then blast/capture them. Watch for the objects they throw at you.

Tobin's Stuff

Pages - 4

Scans - 14

Survival 101

Make your way to the main hall. After the cutscene, do away with the witches (you will probably have to slime Peck to get the last one). After that a couple of reapers fly away. Follow then, slamming the gate they went through. Follow the hallway into the next room. Here defeat the reaper, then go through the newly opened gate. In the next room, slime the area between the black spires to reveal a door (you can see it with your PKE Goggles). Go through the door to end the level.

Art Page Locations

1. Skeptic - in bench to right, near start point

2. Obelisk - on the left, exposed; in main room

3. Phantom Architectural Remnant - bench in center of room w/ ghost archway

4. Wayward possessors - in control room, one of the lockers

Equipment

Blast Stream

PKE Meter

Boson Darts

Shock Blast

PKE Goggles

Slime Blower Mark 2

Enemies

Mayan Mannequins (mayan) - Blast these suckers apart with the Blast Stream then blast/capture the witch that emerges.

Egyptian Mannequins (Anubis/Anubi) - Deal with them as you would the Mayan Mannequins.

Flaming Skulls (hot heads) - treat then as you would book bats (the Shock Blast is your friend).

Wayward Possessors

Snot Hags

Black Slime Floaters

Civil War Ghosts (patriots) - Take these out like the rest of the floaters (blast/capture). For a quicker battle, blast/capture the flag holders. This will disperse the others. Be careful, they shoot back!

Tobin's Stuff

Pages - 6

Scans - 19

Survival 101

Make your way into the big room. The door in front of you is locked, so you'll have to go into either the left room (egypt wing) or the right room (mayan wing). It doesn't really matter. For this guide we will go in to the egypt wing first. So go into the left room and follow the hallway (defeating the anubis). In the next room destroy the wave of hot heads (Shock Blast fodder) and continue into the next hallway. Follow it to the next room and watch the cutscene. Defeat the reaper, then cover up the black slime wells. To do this, slime and wrangle the covers onto them. One is in plain sight on the pedestal between the center and right wells. The other is invisible and hanging over the center well. The last one is in two pieces. Take the half that is next the he well on the left and bring it up the stairs nearby. There is a spot for it on the wall. Put it there and slime it again. The missing piece will appear and attach to the other piece. Now you have a full cover. Take it back to the last well and cover it up. Then you will be attacked by a hag. Blast/ capture her to open the gate and remove a spirit lock. Follow the new hallway to a dead end. Blast the wall to reveal a door. Go through to end up back in the room you started in. Now go to the door you didn't go in (in this case the right (mayan) one). Follow the hallway into the next room. This next fight can be a little difficult. You need to blast the group of mayans that attack you and then capture all the witches. You and Winston will be healing each other a lot, trust me. The best strategy is to stay near Winston so that you can heal each other easily, but keep moving (probably in a circle around Winston) so as to avoid the projectiles. After that annoying battle, head into the hallway and into the next room. Here you will have to slime the balls and throw them (with a well-aimed Boson Dart) into the "hoops". The fourth ball is invisible and in the display on the right of the huge steps on the other side of the room. While you are doing this you will be attacked by a reaper. Dispose of him and finish getting the balls into the "hoops". When you are done, a door will open up. Go through it and traverse the hallway. In the next room, blast/capture the hag. This will unlock the last ghost lock and open the door. Continue down the last hallway and slime the wall to reveal the hidden door. You will be in the big room again, but this time the double door (the one with the american flag behind it) is unlocked. Go through this hallway and enter the next room. This room is full of patriots (who are still fighting). You can either blast/capture them all, or blast/capture the two that are holding flags (this will make the others flee and unlock the door since they are the key ghosts). When you are done enter and follow the new hallway to a closed gate. It will open and you will reunite with the other busters. Enter the only other open gate and walk the hall to end the level.

Art Page Locations

1) Black Slime Well - where 2nd half of lid is located; exposed

2) Mayan Mannequins - in room with 4 hoops; far left corner near exit

3) Egyptian Mannequins - inside 2nd mannequin statue

4) Flaming Skulls - in hallway inside giant queen's head, after their first appearance

5) Black Slime Floaters - after clearing Civil War section; reunite w/ Peter; in column

6) Civil War Ghosts - heading into Civil War section; first uniform rack, middle

Equipment

Blast Stream

PKE Meter

Boson Darts

Shock Blast

PKE Goggles

Slime Blower Mark 2

Enemies

Black Slime Floaters

Hound Demons (terror pups) - the two legged version of the terror dogs. once the wave of nostalgia bowls over, blast them. They are not ghosts so you cannot capture them, only blast them to bits. The Boson Dart or Shock Blast are your friends here.

Black Slimed T-Rex (rex) - this fight is simple considering how tough the rest of this place was. Just run around sliming rex until his health is gone and you get the cutscene. Try to stay near a buster at all times as this prehistoric relic tends to dish out a lot of damage. After the cutscene, simply slam the weak point to pulverize this fossil.

Black Slimed T-Rex Skull (rex head) - that's better. I was beginning to think I was done. This can be tough. Keep your sights on him and follow this pattern - Slime Blower, Boson Darts. Again stay within reach of a buster because of the damage this thing can dish out. Deplete its health and blow it up.

Tobin's Stuff

Pages - 3

Scans - 13

Survival 101

First make your way down the hallway and into the main hall. Fight off the reapers and the terror pups. When they have met their doom, a cutscene will play. Now you have to defeat the slimed rex. Use the method stated above and then, when you deplete his health and trigger the cutscene, slam his head to destroy his body. Now you have to deal with his head. Defeat with the method above and end the level.

Art Page Locations

1) Hound Demons - enter main room, turn right; exposed

2) T-Rex Black Slimed - by piano

3) T-Rex Skull Black Slimed - enter main room, turn left; in statue

Equipment

Blast Stream

PKE Meter

Boson Darts

Shock Blast

PKE Goggles

Slime Blower Mark 2

Stasis Stream *new*

Enemies

Kitchen Wisps

Malevolent Echoes (red eyes) - One word - Evil. These guys will be the bane of your existence. Take them out at a distance with Boson Darts. Freeze them with the Stasis Beam if you have to (trust me the Stasis Beam is your friend here). If you let them get too close, the busters may have to bust you, too.

Spider Scuttlers (sp-eye-ders) - these guys are not too tough. Introduce them to your lil friend (the Shock Blast). If they swarm you, freeze 'em, then blast 'em.

Hotel Phantasms (spuds) - similar to the library spuds. Blast whatever they are hiding in, then blast/capture them.

Sous Chef Ghosts (minor chefs) - these guys make a comeback. This time they are real "live wires". Wrangle (or shoot) a battery into them, then blast/capture them.

Tobin's Stuff

Pages - 4

Scans - 19

Survival 101

Ohhh lordy...this place.... When you first enter you will be hindered by some spider webs. Take out your brand-spanking new Stasis Stream and freeze them. To know what's freezable, use your PKE Goggles to see what objects glow purple. Them be your targets. Anyways, once you freeze them, blast them away. Walk through the lobby and toward the stairs. Don't worry about the echoes, they won't do anything to you....yet. Afterward, head toward the stairs. You will see two slimed pieces of furniture blocking your way. Wrangle them and remove them. You will meet the manager. After that head towards the elevators again. Kill the red eyes in your way (those echoes are EVIL!) A cutscene will ensue (although I seem to not be able to trigger it until I get to the kitchen door). Anyways, after the cutscene, kill some more red eyes (reviving the others as necessary), then make your way to the kitchen door again. After that head back through the lobby and to the ballroom door. You will need to kill the red eyes first before capturing the spuds or you will die. When that horror fest is over , enter the ballroom. Beat the two spuds (they sometimes possess a buster, so slime them to force them out), then enter the next hallway. Freeze the webs and blast them. Defeat the sp-eye-der that appears after each web (4 shots with the Shock Blast ought to do it). Make your way through the kitchens into the last one. Watch out for the red eyes and the ghost mines. There is a battery in each room: first room-by the exit, second room-hallway leading to generator, third room-near exit. As you go through the kitchens, place the batteries by the doors going into the second room (in the second room, leave it were it is). This will help later. When you get to the last kitchen, the first minor chef (sparky version) will attack. Hit it with the battery, place it by the door to the other kitchen, then defeat the minor chef (while blasting the red eyes in the process). Leave the battery for now and backtrack. In the previous kitchen the second minor chef will attack. Repeat your performance from the last room (just watch for those red eyes). Again, leave the battery. Head into the first room and repeat the performance one last time. Now grab the batteries and place them in the generator (its located through the back door in the second kitchen, were the second battery is). It is easier doing it this way so as to minimize your already high chances of death. When the generator is up and running, head past the third kitchen and into the hallway. Blast the web, kill the sp-eye-der , and exit back into the lobby. What happens next can only be described as "hell on Earth". You are swarmed by red eyes and need to defeat them to move on . You will constantly revive and be revived here, I promise. This is where your Stasis Stream earns its keep. Do away with them, head to the elevator, and (thankfully) end this level.

Art Page Locations

1) Spider Webs - in hallway where spider scuttlers first appear

2) Docile Echoes - table in middle of lobby

3) Malevolent Echoes - where manager is hiding in stairwell

4) Hotel Phantasms - in kitchen, pantry shelves

Equipment

Blast Stream

PKE Meter

Boson Darts

Shock Blast

PKE Goggles

Slime Blower Mark 2

Stasis Stream

Enemies

Malevolent Echoes

Spider Scuttlers

Hotel Phantasms

Tobin's Stuff

Pages - 3

Scans - 14

Survival 101

When you get out of the elevators, make your way left. You can't proceed further until the dialogue between Egon and Ray finishes. When it does a cutscene will ensue and the black pillars blocking your way will recede. Continue until your way is blocked again. Defeat the two red eyes (quickly or they will kill you) and enter the room. Here you need to use your PKE Goggles to find the door with the portal. Enter it. In the next hallway, avoid the mines and time it so that you enter the door at the end of the hall when the portal appears. Enter this and you should end up in a hallway full of floating furniture. I say should because this is the most glitched up part of the game. I have ended up outside the hotel (still 12 stories up!) and in the wrong hallways. If you end up outside, keep moving forward to fix that glitch. Anyways, in the floating furniture hall, make your way left and around the corner. Use the PKE Goggles to find the slimable door and do just that. Wrangle it away to reveal the portal (with the goggles). At this point you may be attacked by more red eyes, so watch out! Enter the portal. In this room dispatch of the red eyes (freeze it first since it will be right in your face when you enter). After that, look for the portal and enter it. You will end up in another hallway in front of an open doorway. Enter the door but don't go too far in, because the further in you get, the more closed the black pillars will be. Stay as far away from them as possible and freeze them. Now you can pass through and enter the door. You'll end up in another hallway and next to Egon (where the hell was he!). Follow the hallway to the end and the door will lock and black pillars will prevent you from going back. The door next to you will open. This next puzzle is sort of a twisted game of hide and seek. Use the PKE Meter and find the hiding spuds (the key ghosts) in each room you enter. Blast the furniture they are hiding in and blast/capture them. No worries, I'll guide you step by step. In the first room, the spud is in the right chair in front of the TV. In the second room, the spud is in the bed. In the third room, the spud is in the TV. In the last room, the spud is in the bathtub. Once you capture all four, the door will unlock. Head back to it, defeating some more red eyes. When you get there, enter the next hallway full of doors. You'll notice one is missing. Use the goggles to find it, then slime it. Go in and defeat the swarm of sp-eye-ders. Watch the cutscene, then go up the stairs to (finally) end this level.

Art Page Locations

1) Entropic Bias - right before trick door, on right in table

2) Phantom Labyrinth - down blue corridor from elevator; exposed

3) Spider Witch - in last room, to right near bed

Equipment

Blast Stream

PKE Meter

Boson Darts

Shock Blast

PKE Goggles

Slime Blower Mark 2

Stasis Stream

Enemies

Spider Scuttlers

Hotel Phantasms

Tobin's Stuff

Pages - 4

Scans - 12

Survival 101

Ahhhh...no more red eyes....no..more...red eyes.... When you start, make your way down the hall blasting webs and sp-eye-ders. Go into the second rightward hallway (the only one not warped upward) and go to the open door. Blow up the husk (webbed, egg sac-thing) and destroy the sp-eye-ders. Then enter the room and blast/capture the spuds. Doing it this way will prevent you from getting swarmed. When you are done, blast the web and enter the next hallway. This hallway is different because it has been cork-screwed. When you get to the end of it, you will be on top of three, webbed doors. Stand above the middle door and remove the webbing from all three. Use the PKE Goggles and wait for the portal to appear in the middle door. When it does, enter it. You will fall into another room and on top of yet another webbed door. Remove the web, and fall through. You'll end up in the infamous gorge room. I will break this down for you in order to hopefully end all the confusion. First, get rid of the two husks and the emerging sp-eye-ders. If you don't, they will be released while you are fighting the spuds and you will be swarmed and killed. Once the sp-eye-ders are taken care of, blast/capture the spuds. Second, head over to the gorge and freeze/blast all the webbing. When done, a large painting will fall down and act as a ramp to the other side. Enter the gorge and take care of the remaining husks and sp-eye-ders. Third, go up the painting/ramp and use your PKE Goggles to locate the slimable door. Do so and wrangle it off. Keep it close. Now look for the spot on the wall the trail disappears into. Wrangle the door to that spot and a new opening will be created. Gorge room completed! See, that wasn't so hard? Right? Now go through the new doorway and down the hall. Enter the next room. This room seems to give people a lot of trouble too, so here is my step by step. To start, after the cutscene, get rid of the husks and sp-eye-ders. Then get on the first slab. Ride it to its highest point then freeze it and continue to do so until the next slab (it will be on your right if you are facing the black pillars) floats next to you. Hop on to it and ride it to its highest point. Again, freeze it until the last slab floats next to you, then hop on it and ride it to its highest point. You will end up in front of the next hallway. Enter it. That wasn't hard either, see? You could have just waited for the slabs to line up, but if you're like me, you want to get the hell out of this hotel as fast as possible (red eyes.....). Follow the warped hallway, defeating the husks/sp-eye-ders and spud en route. Make it to the elevator (the husks on both sides of you are optional kills, so best to leave well enough alone, right?) Enter the elevator to end this level.

Art Page Locations

1) Spectral Spawning Husks - in 1st room w/ one

2) Floating Platforms - on floor of floating platforms; in husk

3) 13th Floor effect - start level, turn right; exposed

4) Spider Scuttlers - end of first hallway; in couch

Equipment

Blast Stream

PKE Meter

Boson Darts

Shock Blast

PKE Goggles

Slime Blower Mark 2

Stasis Stream

Enemies

Spider Scuttlers

Transmogrified Spider Witch (wicked witch) - you know, after all that hell we went through, you would think the boss would be the fallen one himself. Alas, we get this weak, pathetic excuse for a boss. The only real problem you'll have is the glitch that may occur. To beat her, first freeze the webbing she is hanging from and blast it to drop her. This is the only way to do damage. After a few times, she'll start climbing the walls. Blast the webbing she's on right out from under her and you will deplete the rest of her health. As if that wasn't easy enough, when you deplete her health she abandons that form and becomes...

Spider Witch (cruella) - her normal, spirit self. All you have to do is hit her with the blast stream once to capture her then put her in the trap. Easy, no?

Tobin's Stuff

Pages - 2

Scans - 7

Survival 101

Lordy, after all that we went through to get here and this is all we get? A t-shirt would have been better. Anyways, defeat her with the method mentioned above. Beware of the looping fall glitch. Sometimes when she falls for the first time off the wall she will get stuck in mid air, but the animation will still be of her falling. To fix this, blast all the webbing off the wall she fell off. Nine times out of ten that works. If not, you may have to restart the level. Anyways, beat her so we can finally get out of this god-forsaken place.

Art Page Locations

1) Mandala - in the three tables in front of you after fight

2) Transmogrified Spider Witch - in the three tables in front of you after fight

Equipment

Blast Stream

PKE Meter

Boson Darts

Shock Blast

PKE Goggles

Slime Blower Mark 2

Stasis Stream

Slime Mine *new*

Enemies

Black Slime Scuttlers (slime bugs) - these guys are annoying. Slime them, then blast them with the Shock Blast. Roaches check in but they don't check out.

Black Slime Spawn (ecto brats) - these guys will always swarm you. Slime them to remove these pests.

Cultist Ghosts (followers) - think aggressive, black-slimed reapers. Slime them , then blast/capture them. If you are swarmed, use the Stasis Stream.

Black Slime Elementals (eye sores) - these guys look mean, but can be taken down with ease. keep your distance, then slime them to reveal the weak points. slam them to defeat these ugly buggers.

Tobin's Stuff

Pages - 6

Scans - 13

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