Ghostbusters: The Video Game Walkthrough :
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Walkthrough - Ghostbusters FAQ/WalkthroughWhen there's something strange, In the neighbourhood... Whatcha gonna play? __---__ _- _--______ __--( / \ )XXXXXXXXXXXXX_ --XXX( O O )XXXXXXXXXXXXXXX- /XXX( U ) XXXXXXX\ /XXXXX( )--_ XXXXXXXXXXX\ /XXXXX/ ( O ) XXXXXX \XXXXX\ XXXXX/ / XXXXXX \__ \XXXXX---- XXXXXX__/ XXXXXX \__---- - ---___ XXX__/ XXXXXX \__ --- -- --__/ ___/\ XXXXXX / ___---= -_ ___/ XXXXXX '--- XXXXXX --\/XXX\ XXXXXX /XXXXX \XXXXXXXXX /XXXXX/ \XXXXXX _/XXXXX/ \XXXXX--__/ __-- XXXX/ --XXXXXXX--------------- XXXXX-- \XXXXXXXXXXXXXXXXXXXXXXXX- --XXXXXXXXXXXXXXXXXX- GHOSTBUSTERS: THE VIDEO GAME Walkthrough for PlayStation 3 (EU) by Raven75 (v 1.0, July 6th 2009) ! ! ! W A R N I N G ! ! ! ! ! ! S P O I L E R S ! ! ! ################################################################################ [TOC] TABLE OF CONTENT ################################################################################ Looking for a specific part of the guide? Use your browser's "Search" function, and enter the bracketed tag to go there instantly... -Table Of Content [TOC] -Introduction [INT] +Gameplay [GP] -Controls [GP1] -Equipment [GP2] -Techniques [GP3] -General Tips [GP4] +Walkthrough [WT] +Hotel Sedgewick [WT1] -You're Hired [WT101] -Extended Service Agreement [WT102] -On-The-Job Training [WT103] -Slime Trail [WT104] -Rough Descent [WT105] -Bad Service [WT106] -Air In The Lines [WT107] -Rodriguez Bar Mitzvah [WT108] -The Bellhops Are Restless [WT109] -Charge Of The Light Brigade [WT110] -Sargassi's By The Sea [WT111] -And The Kitchen Sink, Too [WT112] +Times Square [WT2] -Mass Panic [WT201] -Ghosts & Gargoyles [WT202] -Spin Cycle [WT203] -Hindenburg: The Musical [WT204] -Shadow Of The Stay Puft [WT205] -Marshmallow Minis [WT206] -Race To The Roof [WT207] -Puffy White Menace [WT208] -Damsel, Distressed [WT209] -Ghosts At Work [WT210] -The Rise And Fall Of Stay Puft [WT211] +Public Library [WT3] -The Man From P.C.O.C. [WT301] -One Of Our Lions Is Missing [WT302] -Crusters & Crusto [WT303] -Dangerous Books [WT304] -There She Is! [WT305] -Ssshhed Again [WT306] -Scary Stories [WT307] -Sorted Out [WT308] -Slippery [WT309] -Hey! Look Behind You! [WT310] -Story Hour [WT311] -Special Collections [WT312] -Old Secret Places [WT313] -Dark & Damp [WT314] -The Trouble With Golems [WT315] -The Gozarian Codex [WT316] -Eleanor's Plan [WT317] -The Other Side [WT317] -Across The Bridge [WT319] -Hall Of Mirrors [WT320] -Curioser & Curioser [WT321] -Ghostworld Library [WT322] -Topsy Turvy [WT323] -The Long Staircase [WT324] -Wrath Of The Collector [WT325] +History Museum [WT4] -The Shandor Legacy [WT401] -Dr. Rutherford, I Presume? [WT402] -Opening Night [WT403] -Ilyssa Lost [WT404] -Chairman Chase [WT405] -Ruined Hallway [WT406] -American History [WT407] -Ghost War [WT408] -Little Egypt [WT409] -Unexpected Guests [WT410] -The Ossuary [WT411] -Board Of Trustees [WT412] -Ilyssa Found [WT413] -Dark, Deep & Spooky [WT414] -It's The Chairman [WT415] +Return To Hotel Sedgewick [WT5] -Mandala Revealed [WT501] -Access Denied [WT502] -Endless Party [WT503] -Enter The Spiderwitch [WT504] -The Kitchen [WT505] -Emergency Generator [WT506] -Power Restored [WT507] -Splitting Up [WT508] -Up To The 12th [WT509] -The 12th Floor? [WT510] -Ghostworld Again [WT511] -The 13th Floor [WT512] -Lair Of The Spiderwitch [WT513] +Lost Island [WT6] -The Old Docks [WT601] -Long Climb [WT602] -Million-Dollar View [WT603] -On The Ramparts [WT604] -The Hedge Maze [WT605] -Gaining Entrance [WT606] -Black Mass [WT607] -Gozer Worshippers [WT608] -Rescue Mission [WT609] -Rivers Of Slime [WT610] -Black Slime What? [WT611] -Sewer Maze [WT612] -The Slime Labs [WT613] -Rescue Egon [WT614] -Black Slime Beast [WT615] +Central Park Cemetery [WT7] -Hero's Welcome [WT701] -Outside The Gates [WT702] -Stone Gardens [WT703] -The Elusive Key [WT704] -Battle In The Boneyard [WT705] -Crypt Alley [WT706] -Chance For Rain [WT707] -Airstrike [WT708] -Full Assault [WT709] -Together Again [WT710] -Underground [WT711] -Surfacing [WT712] -Attack Of The Stone Angels [WT713] -The Final Gate [WT714] -Shandor Mausoleum [WT715] -Headstones [WT716] -Destructor Form [WT717] -Cross The Streams! [WT718] +Checklists [CHK] -Artifacts [CHK1] -Ghost Scans [CHK2] -Trophies [CHK3] -Water Fountains [CHK4] +Frequently Asked Question [FAQ] +Version History [VER] +Credits, Copyrights And Contact [CCC] ################################################################################ [INT] INTRODUCTION ################################################################################ If you, like me, happen to be born in the early 80's, you'll know who Egon, Ray, Winston, Peter and Slimer are without a doubt. Chances are you got to know them through the popular 90's cartoon series, The Real Ghostbusters. Quite a surprise it was for me to learn that the adventures of four goofy ghost-hunters were ba- sed on a live-action comedy movie! At first, it was just a fantastic special- effects show; the humour didn't become clear until I grew older. But that only adds to the magic and mystery of the franchise, right? For a quarter of a centu- ry, I was a fan fo the exploits of these four paranormal investigators and eli- minators. I also grew to become an avid gamer. Imagine my delight when the vide- ogame was announced... Hello, and welcome to my Ghostbusters: The Video Game Walkthrough. My name is Wim Props, and I hail from Belgium - but you can call me by my internet handle, Raven75. I wrote this guide chiefly because I'm a fan of the franchise and a gamer - but also because I've been wanting to contribute to the game guide com- munity for some time now. What's in this walkthrough, you ask? Well, for now, some general gameplay infor- mation, a walkthrough with indications for the collectibles, and checklists. I haven't planned on making it a full game guide by incorporating a multiplayer section, but hey, it's still an option for the future. I should warn you though: this guide is NOT spoiler-free! Take note, this guide was written for the PS3 version of the game, but chances are it'll work just fine for the X-Box 360 version - the main difference will be the controls scheme (and trophies being achievements). But you didn't come to this guide to hear me rant on my private life or techni- calities, right? you came here to bust some ghosts! Well, let's get right to it then... Without further ado, I present to you: the Walkthrough! ################################################################################ [GP] GAMEPLAY ################################################################################ Ghostbusters: The Videogame plays a bit like an over-the-shoulder third-person shooter, combined with a few puzzle elements. The comedy/horror setting this system is set in combines surprisingly well. You get basic tutorials on weapon use in-game, so I'll keep the following infor- mation as brief as possible. ================================================================================ [GP1] Controls ================================================================================ Left stick: strafe; move forward/backward Right stick: aim/turn/look Directional pad: Selects weapon L1: Switch to capture mode manually; quick-switch to Proton Accelerator L2: Secondary fire mode; slam R1: Vent Proton Pack R2: Primary fire mode; scan R3: Hold to see partner positions X: Interact; revive teammate; retrieve trap O: Dodge/run Square: Throw trap Triangle: Toggle PKE-Meter ================================================================================ [GP2] Equipment ================================================================================ THE PROTON PACK Your Proton Pack serves as a part of your HUD, showing your health and "ammo". Both are shown on the right side of the pack. Also, your PKE-Meter can give you certain indications while it's hanging from your belt. You can see three bright yellow-greenish lights with two green horizontal bars - one on top, one beneath; these indicate your health. The longer the bars, the more health you have. If your health is depleted, you'll get knocked down until a teammate can revive you. If they can't (because they've been downed as well, or because you're alone in the field), it's game over. You'll be revived at the last checkpoint you reached. As you fire your weapons, two vertical bars will fill, starting yellow, then orange, and finally red. If they reach the top, the pack has overheated and will vent itself, disabling it - like auto-reloading in regular shooting games. You can also manually vent your pack with the R1 button. The pack cools automati- cally out of combat, but it's a slow process. A little something not explained in the game or manual is that you can see your current target's health meter on the pack (as well as around your crosshair)! Right above your health bars is a circular set of green lights that mimic the regular health bar exactly. Handy to know, eh? Every now and then, your PKE-Meter screen will be fully coloured and flash as it hangs from your belt - that usually means there's something interesting going on! You'll be prompted to bring up the meter most of these times. Do so, and find out what's going on, with the Triangle button - see below. Your Proton Pack has four weapons, each with two fire modes. - D-Pad Up: Proton Accelerator (Blast Stream, Capture Stream, Boson Dart) You start with the basic Blast Stream and Capture Stream. You receive the Boson Dart later. The Blast Stream, fired by tapping or holding R2, is your basic attack - it damages a Ghost by dispersing its psycho-kinetic energy. When aiming at a ghost, you'll see its "life bar" around your aiming reticule. Some ghosts need to be completely destroyed (or dispersed), while others need to be captured; reducing their health until it goes red will enable this. It can also be used to damage and destroy parts of your environment. The Capture Stream is a bit quirky to get to know at first. While firing a stan- dard Blast Stream, tapping L1 will switch the Blast Stream over to the Capture Stream - but you'll have to keep firing with R2. Your Proton Pack will also au- tomatically switch to the Capture Stream when a ghost is sufficiently damaged, but only single-player mode; in multiplayer mode, you'll have to do it manually. This weapon mode will let you move the ghost in its grasp around, but it will struggle. To prevent it from doing so, press the L2 button to slam it towards wherever you're aiming; if it hits an obstacle, it will be dazed. You can only slam a ghost if you have slam charges, displayed on the lower right corner of the screen. The meter fills up as you wrangle a ghost with the Capture Stream, and fills faster if you wrangle in the opposite side of the ghost. The more people that simultaneously wrangle a ghost, the more stable it can be kept - provided you're cooperating well... The Boson Dart (fired with an R2 tap) acts as the game's rocket launcher. It sends an explosive ball of supercharged particles flying forward; it's higly damaging. You can fire it while shooting the Blast Stream for continuous damage with a nice spike. Great against larger enemies - or objects. Watch out; firing it at close range will get you hit by the blast! Upgrades purchased will enhance your damage, improve your aim and walking speed, or reduce heat costs. - D-Pad Left: Dark Matter Generator (Shock Blast, Stasis Stream) You get both of these around the same time as an upgrade to the pack. The Shock Blast is the Ghostbusters' version of a shotgun, and the weapon's pri- mary fire mode - tap R2 to fire it. It fires multiple small particle pellets in a cone; at short range, they're very destructive, but they dissipate over range. Great in confined hallways or tunnels, or when making a charge. The Stasis Stream is a low-damage beam weapon that slows your target and, over time, might even freeze it in place. Tap or hold L2 to fire it. Nifty if you're being overwhelmed to take an enemy out of the fight for a couple of seconds, or to create some distance between yourself and an incoming hostile. Upgrading the weapon will increase damage, rate of fire and slowing effect, or lower heath costs. - D-Pad Down: Plasm Distribution System (Slime Blower, Slime Tether) You get both of these around the same time as an upgrade to the pack. The Slime Blower, an R2-tap/hold weapon, is just what it sounds like. Generally a short-damage weapon, you'll be using it to dissolve black slime - either the kind that's on floors or walls, the one that hides a few passages, or even the one enemies are made of. It also closes slime-based portals, stopping the fur- ther emergence of enemies. The PSD's secondary fire mode (tap L2), the Slime Tether is generally a puzzle- solver, but has its uses in combat as well. You fire the weapon twice; each shot will anchor a strand at its landing position. The strand will then pull the two anchored objects together, if possible. Rather self-explanatory during puzzle sequences, its combat uses are a bit vaguer; you can either use it to position an enemy better, or to perform the fabled Slime Dunk technique (more on that later). More strands pull harder. The strands disappear over time. Purchased upgrades will increase range and damage, lengthen strand duration, or reduce heath costs. - D-Pad Right: Composite Particle System (Meson Collider, Overload Pulse) You get both of these around the same time as an upgrade to the pack. The primary fire mode, the Meson Collider, is fired by tapping R2. It fires a bolt of energy that charges its target, dealing damage and making it a homing beacon for the weapon's alt-fire mode. Not much to write home about on itself, but rather powerful in tandem with its alt-fire mode. The Overload Pulse (tap or hold L2) is this game's mix between guided missiles and a machine gun. It can fire many shots in rapid succession, and if an enemy was hit by a Meson Collider shot, the bolts will automatically home in on the target. A nice alternative to the Blast Stream if you're too lazy to aim. The weapons' upgrades reduce heath cost, increase the damage and firing-rate, and allow the bolts to penetrate a target - or a shield. Some of the weapons function differently in Multiplayer Mode. For instance, the Proton Accelerator doesn't have Boson Darts; these are now the alt-fire mode of the Composite Particle System. There's also a few other weapons in MP, like the ever-lovely Pink Slime (which turns an enemy into an ally for a short time). THE GHOST-TRAP You start the game with traps. What to do with a ghost once you've got it in your Capture Stream? Trap it, of course. Press Square to throw a trap. It always lands a bit further due to the wheels at the bottom; get used to aiming it. Once it's on the floor, a thin yel- low lightbeam will rise from it. Wrangle your ghost over this light, and the trap will automatically open and begin sucking in the ghost. Like with the Cap- ture Stream, it will struggle, so pull it down and keep it centred! Again, mul- tiple Capture Streams will facilitate this. Keep in mind that you can throw only one trap per person, so positioning is im- portant! When you want to relocate a trap, or when you're ready to continue the adventure, you can recover your trap by running up to it and pressing X. Worth mentioning is that you can throw out a trap while you're shooting or wrangling without any ill effects. Upgrading the trap will either speed up its capture rate, or open up the infa- mous Slam Dunk trapping technique - more on that later. THE PKE-METER AND ECTO-GOGGLES You get both of these at the same time at the start of the game. Press Triangle to toggle the items on or off (they're used together). Your PKE-Meter works like a bit like a radar. The spikes indicate you're poin- ting at a source of psycho-kinetic energy; the higher the spike, the stronger the signal. The spikes' colours indicate what type of signal you're tracking. Red means a ghost hiding somewhere. Blue means a collectible artifact. Green means either a ghost in the open or an inert signal, like ectoplasmic residue. Your Ecto-Goggles have a three-layer reticule. When a PKE-source is in one of those circles, pressing R2 will let you perform a scan on it; the closer to the middle, the better the scan. Scanning either lets you grab an artifact for your collection, or gives you an entry on an enemy in Tobin's Spirit Guide, this game's bestiary - where you can consult the critter's disposal method, weaknes- ses, attack and backstory. The outer ring lights up red, the middle yellow, and the inner one green, for reference. Upgrades purchased enlarge your scanning reticule and increase its rate of... well, fire. Scanning. Whatever. THE SUPER-SLAMMER In two missions, Ecto-1 will accompany you. There's a super-powerful version of the ghost-trap installed on top of it, the Super-Slammer. It has a slightly bet- ter range, and instantly captures any ghost wrangled (or slammed) near. In three words: fun, fun, fun! Too bad it won't last long enough the second time around... ================================================================================ [GP3] Techniques ================================================================================ SCRAP'EM Lesser enemies don't need to be caught in a ghost-trap; you can just shoot'em to smithereens by dissipating their PKE supply. Break out whatever weapon they're weak against, and keep firing until it's dead. Again. CRACK'EM Some enemies can't be destroyed by weapons, nor can they be trapped. But you'll still need to destroy them... and what better way to destroy something than by applying brute force? Get a capture beam around your critter and slam it into something - the floor, a wall, another ghost. Heck, Slime Tether two such ene- mies together for a good laugh! SAP'EM Some ghosts have to be caught in order to progress the game. Before you can put them in the trap, you got to catch them - and before you can do that, you have to weaken them. Firing your weapons at a ghost will reduce its health; you can see their health bar when you aim at them - it's composed of green (or red) rectangles sorted in a circle around your crosshair. The more damage it takes, the less rectangles are left. When it's sufficiently damages to be caught and trapped, the rectangles will turn red. This health bar is also copied on your Proton Pack, right above your own health bars. Ooh, double reference... CAP'EM Got a ghost in the red? Switch to your proton accelerator's Capture Stream. The ghost's movement will now be severely restricted, and you can try to wrangle it to your trap. Simply aim towards where you want it to go. The more people that wrangle it, the better it works. While wrangling, your slam meter (at the lower right corner) will fill (faster if you work against the ghost's movements). It can have up to four full charges. Every charge lets you use the L2 button to smack the ghost around violently (in the direction you're aiming that moment); this in turn can stun the ghost, making it even easier to wrangle. TRAP'EM Ghost in the red, in the Capture Stream. Good. Now what? Trap it, of course. Make sure you've got a trap somewhere (yours, a friends', whatever) and lead the ghost over the yellow beam that's emanating from the trap (this can be a bit tricky in 3D; remember to move back- and forward too!), and the trap will emit a capturing cone. This cone will drag in the ghost. Said entity will violently try to escape the cone; wrangle it to the center and down to bag it! Don't sweat if the ghost manages to leave the cone; as long as you've got it in a capture beam, it won't go far - try again! Like with regular wrangling, facilitate the en- trapment by cooperating with other 'busters. SLAM DUNK Once you've purchased the right upgrade for your Ghost-Traps, you can speed up your capturing process. Get a ghost on top of a trap without the trap opening, then slam it straight down - directly into the trap! This requires some trai- ning (especially with the forward/backward axis), but it's very handy! Master this technique - especially if you're gonna be playing multiplayer! SLIME DUNK Slam Dunk Ghost-Trap + Slime Tether = win. Tether your trap and a ghost, and, with some luck, you'll Slam Dunk it straight in there - you don't even have to sap it first! My personal advice is to tether the trap first, so you won't lose track of its position, and allow you to select-fire your next tether (YMMV). Also, target ghosts that aren't too far away. It's possible for a ghost to over- shoot the trap or get caught in the scenery, but at least you'll have it nearby, and stunned from the impact. It's fun. Cheap fun, but still fun. STASIS DUNK You'd think a Stasis-Stream-slowed/frozen enemy is easy to trap. Think again. This technique requires either excellent timing, excellent positioning, excel- lent teamwork, or pure dumb luck. The trick is to get a ghost in a trap while it's slowed or frozen by the stasis beam. Timing: lay down a trap, start slowing a ghost, and freeze it just as the trap opens underneath it. Positioning: slow and freeze a ghost, then throw a trap directly underneath it. Teamwork: as some- one else is wrangling a ghost down into an open trap, use the Stasis Stream to slow it, facilitating its capture. Luck: any of the previous, unintentionally. On a personal note: after failing positioning and timing, I got my first with luck during a teamwork attempt... CONTRIBUTION ALERT: James H. James mailed me, thanking me for putting him on the right path towards getting his Stasis Dunk trophy, and had the following to advice share: "I think I found the secret to doing Stasis Dunk and managed to capture several ghosts using the Stasis alone without help. First you wear down the ghost with the shock blast until they are stunned and get dizzy. Then you throw down the trap below them. Finally you use the stasis stream on them until they turn to stone and they will automatically get sucked into the trap." ================================================================================ [GP4] General Tips ================================================================================ Don't let too many of your allies get downed or possessed, especially if the team isn't at full numbers. You need them to revive you should you go down, so keep at least one of them standing at all times! Besides, they might not do as much damage as you or wrangle as effective, but they're still a great help. Don't shoot your allies! The damage you do is only marginally, but it adds up. It's fun hearing Venkman go "Oww, that was OWW there!" as he slumps down after you headshot him with a Boson Dart, but it reduces the effectiveness of your group. The original 'busters are a greater help than you'd think. This goes double, no, triple for multiplayer games! Teamwork. Focus on the same enemies as your allies when trapping; don't solo a beasty. Enemies are harder to wrangle and trap on your own, and that goes for your friends as well - help each other out. The faster you trap one, the less damage your party will receive. This goes for multiplayer as well, might I add. Vent manually, and vent regularly. Learn an enemy's pattern and look for empty moments to vent. Better to vent and leave the enemy a little more time than ha- ving your pack give up on you at the wrong moment. Besides, manually venting the pack doesn't take as long as letting it run hot and shut down by itself. Stay on the move! Back away from enemies approaching you to buy time, and strafe away from those attacking you to limit your damage. Keep a good eye out on your beam and those of your companions so you don't run into them, however! Recover your trap regularly. Better to throw a trap where you're wrangling than having to pull the critter all over the map to the nearest Ghost-Trap. Spread your traps around to cover a larger area. Having two traps next to each other isn't of much use. Having two a distance apart will reduce the distance you'll have to wrangle a ghost from any given point to trap it. In multiplayer, having two traps close together can be a boon when employed well, but I find it to be a waste. Use your PKE-Meter! Not only does it give you handy info on your enemies, it can also point you in the right direction when you're stuck. Limit your collateral damage. Your friends can easilly get stuck on debris, even glitching things up sometimes. I've had the game's scripted events stop working a few times because I was on a wild rampage (while going for the Destructor trophy). ################################################################################ [WT] WALKTHROUGH ################################################################################ If you selected to play a new Career, enjoy the intro. Remember to remember the woman racing through the museum - you'll see why later. After the gates to the firehouse close, the first of seven levels will start - you'll start at GBHQ, but you'll soon move on... ================================================================================ [WT1] Hotel Sedgewick ================================================================================ LEVEL STATISTICS Artifacts: 6 Checkpoints: 12 Ghost Scans: 6 Water Fountains: 3 Notes: The firehouse and the first part of the hotel are tutorials. Relatively straightforward level. The Sargassi chase through the flooded hallways can be a hassle if you don't know your way around. Introduces ghosts for both capture and destruction. -------------------------------------------------------------------------------- [WT101] You're Hired -------------------------------------------------------------------------------- More introduction! A cutscene will introduce our nameless protagonist (read: you) to the general public (again, you), along with most of the iconic cast. As the psionic blast seen in the introduction movie rips through the firehouse, a very well-known ghost will escape its confines - time for some tutorials! Do as the game prompts you to, and follow Ray downstairs. TROPHY ALERT: You Gotta Try This Pole! As soon as you have control, run up to the firepole and interact with it. Con- gratulations; you just got your very first trophy! Also: Wheeee! Shame on you if you miss this one... WATER FOUNTAIN ALERT After sliding down, run up to Ray, past the container Slimer just escaped. Befo- re you head down the stairs, look at the wall - there's a drinking fountain just waiting for you to interact with it. Once down the cellar, you'll get your first chance to get cracking with the pro- ton pack. Notice the placement of both the ghost and the containment unit - yes, you can guess what's gonna happen. Fire as ordered; Slimer will escape, and your blast will free another ghost. Follow Ray down to the sub-basement. More tutorial goodness. Ray will tell you where your health and pack overload are displayed. Then, he'll talk you through your first sap/cap/trap sequence. At first, you'll be battling Slimer, but once his health is down, he'll flee, and the other ghost will replace him. Follow doctor Stantz' instructions, and you'll have caught your first ghost in no time. TROPHY ALERT: I Ain't 'Fraid Of No Ghost! You'll get this trophy for catching your very first ghost; can't miss it. Retrieve your trap. Enjoy another cut scene. Peter doesn't seem to like you too much (he'll loosen up to you eventually). When you regain control, walk up to Ecto-1 and interact with the crew. After another short cutscene (this level is riddled with'em) you'll find yourself driving to the Sedgewick to get Slimer. TROPHY ALERT: We Have The Talent! For completing the training section in GB HQ, you'll receive the trophy. -------------------------------------------------------------------------------- [WT102] Extended Service Agreement -------------------------------------------------------------------------------- Listen to Venkman discussing the contract agreements with the hotel manager. WATER FOUNTAIN ALERT As soon as Peter moves on, keep an eye on your right side - there's a sideroom with some vending machines. Enter it, and you'll find a fountain on the right wall. Take a sip! Follow the guys to the elevators. Peter will try his charms on the lady exiting them - recognize her? You'd better! Anyway, get in the elevator. -------------------------------------------------------------------------------- [WT103] On-The-Job Training -------------------------------------------------------------------------------- Watch yet another short cutscene. You're about to experience an extreme amount of déjà-vu in the next couple of scenes; it's like the hotel scenes from the mo- vie all over again! Anyway, after Peter gets trigger-happy, follow the guys. Af- ter rounding a few corners, Ray will tell you to watch out - zig-zag a bit to avoid the flying objects, and continue your pursuit. -------------------------------------------------------------------------------- [WT104] Slime Trail -------------------------------------------------------------------------------- After (yes, that's right) the cutscene, round the corner and shoot Slimer. He'll flee, Venkman will leave, and Ray will start another tutorial, this time about the PKE-Meter and Ecto-Goggles. Run up to the wall, whip out the PKE-Meter, and scan the slimed wall. Let Ray open the door, then follow the meter to the vase. Scan it, turn around, and scan Slimer. TROPHY ALERT: I'm Picking Up A Signal... You should get this reward if you did your scans right - that means the middle- most of the three circles was lit up when you hit the R2 button. Now follow the meter (and Stantz) into another room - your next objective is on the floor. Scan the tray to pick it up. ARTIFACT ALERT: Gustav Self-Service Tray Picking this one up is part of the tutorial, so it's impossible to miss. TROPHY ALERT: ...And You Want To Keep It? Since you're practically obligated to collect this artifact, and as it's your first, you'll bag yourself another trophy. Good times! Let Ray do his little talk; in the meanwhile, take off the goggles and meter. See the little Peter-face-icon appearing? Good ol' Pete just got slimed, and is incapacitated! More tutorial goodness. Follow Ray, and press O to run. Then ap- proach Peter and press X to revive him. After some talking and walkie-talkie'ing interact with the elevator button and get in. -------------------------------------------------------------------------------- [WT105] Rough Descent -------------------------------------------------------------------------------- Enjoy yet another handful of cutscene-funniness (yawn at your own leisure), and follow the guys back to the next room. Shortest checkpoint ever... -------------------------------------------------------------------------------- [WT106] Bad Service -------------------------------------------------------------------------------- Slimer will make a short appearance, but then two other ghosts will come up. Ti- me for some real action! Four of you, two of them. Sap'em, cap'em, and trap'em just like Stantz showed you to back at HQ. Focus on one at a time, and make sure your traps are spaced out some. As soon as you're done, head next door into the lobby - two more! This time, the lovely little green spud will be around to help them a bit. Never mind trapping any of them, just blast away; when you've done enough damage, they'll split up. ARTIFACT ALERT: The Summoner Bell Technically you can get this during the Bellhop fight, but it's a bit chaotic. Go to the reception room across the elevators, and look at the reception desk - there should be a bell (one of those you tap to go "ding!") there. Go get it. Egon orders you to follow your *ahem* good buddy *cough* Peter Venkman and track down Slimer. Jolly. Follow Peter towards the Alhambra Ballroom. Slimer went in there, but the hotel manager won't let you in! Can't say I blame him. Good thing that a vengeful Peter is a cunning Peter - he has a plan! Follow him through the lobby through the door to... -------------------------------------------------------------------------------- [WT107] Air In The Lines -------------------------------------------------------------------------------- ...the kitchen. Follow the linear path, and Peter will tell you to go up front. Scan the black slime on the walls (if you want), marvel at the levitation, and head into the next room. As you enter, a shelf will drop on you. Take the hint, and head right - only for the oven to explode in your face. Sheesh! Head back past the fallen shelf towards the door that will be opened up - by a ghost! Try to leave the room, and a heavy metal (the material, not the music style) ob- ject will slide in your path. Turn around and look through the open wall into the next room. The ghost that opened the door a second ago will ring a triangel and summon some baddies! These flying undead fish don't have to be caught, but dissipated (or destroyed) by zapping them. Get to blasting! It doesn't take much to destroy them. TROPHY ALERT: Aim For The Flat Top! As you defeat your first dissipater, you'll bag yourself yet another trophy. You can't miss this one either. When you're done, your first puzzle element comes up. Remember that heavy object (closet, fridge, whatever) that's blocking your way out? Blast it, manually switch to the Capture Stream, and wrangle it aside. ARTIFACT ALERT: Stay Puft Figure Don't follow Peter just yet; head to the right instead, and follow your PKE to the back. This artifact is sitting on a desk somewhere way in the back of this area, through the second kitchen on your right. Head back once you find it. Follow the Venkmeister to the right (or straight ahead if you went for the arti- fact), and you'll end up in your destination - the Alhambra ballroom. -------------------------------------------------------------------------------- [WT108] Rodriguez Bar Mitzvah -------------------------------------------------------------------------------- As you enter, Slimer will show up and start munching on the feast at the far side of the room. Time for a classic, epic showdown! TROPHY ALERT: Kosher! On the table at the far side of the room, the Bar Mitzvah's feast has been pre- pared. On the table's far left side is a big ham. Blast it to smithereens, and you'll get your trophy. It takes a few shots, and it might roll off the table - keep a good eye out for it! Better do this before you actually fight Slimer. ARTIFACT ALERT: Voyaging Case International To the left of the feast is a bar. Get behind the counter and shoot the right side of the bar until you've got a hole big enough to fit in. Run in, and take a good look to your left - there's a suitcase! Scan it and get yet another arti- fact for your collection. Better do this before you actually fight Slimer. Basic procedure. Wear Slimer down with the Blast Stream for starters. Every now and then he'll disappear; technically you're supposed to look for him with the PKE-Meter, but you can see where he hid easily enough: the shaking table. Just approach it and he'll pop up. Once he's down into the red, get a Capture Stream on him, throw a trap, slam him into submission, and reel him in. Don't forget to retrieve the trap when you're done! Enjoy Peter's sarcasm in the (you'll never see this one coming) cutscene, then follow him outside back to the lobby. -------------------------------------------------------------------------------- [WT109] The Bellhops Are Restless -------------------------------------------------------------------------------- Enjoy Egon and Ray's commando-style around-the-corner shooting, and advance. Ti- me to repeat a fight fought before: this time, you are up against three of those Bellhop Ghosts! You should know the drill by now: sap/cap/trap. Focus targets, spread traps. When you're done, go poke some fun with the manager, only to see the ghost you met in the kitchen earlier rush by! Follow Egon past the elevators to the stair- case. As you're going up, the fisherman ghost will destroy the stairs, splitting you up - in a CUTSCENE! -------------------------------------------------------------------------------- [WT110] Charge Of The Light Brigade -------------------------------------------------------------------------------- ARTIFACT ALERT: Portrait Of G. Sedgewick Before you continue, go up the stairs towards the next floor. It'll be blocked by a chain, but take a look at the wall; there's a portrait there! When you get closer, it'll appear to burn. Scan it to nab it, and head back down. Turn left (or right, if you went up to nab the artifact) and continue down the hallway. You'll get washed back to the staircase by the Angry Fisherman (better known as Pappy Sargassi) - whee! Let's try that again, shall we? Go down the hallway again. When given a choice, head left; Pappy will attack again as you're near the end. Turn around, and this time, go left (which is your previous right; don't think about it too long). You'll end up at the elevators. See the malfunc- tioning candelabrum? Take out your trusty PKE-Meter with the Triangle button, and get a scan. Surprise! A new dissipatable enemy. Prepare to take out a whole bunch of those while you continue the search for Sargassi's ghost; remember to check your six at regular intervals too. Anyway, after taking it out, turn around. When given a choice, go right first (where you just came from), then left (instead of to the right, as your PKE-Meter wants you to believe). Follow the hallway to the next intersection. ARTIFACT ALERT: Toaster Of Sights Unseen Head straight to the dead-end, and look behind the couch. Blast it if you need to, equip the PKE-Meter, and grab the toaster. Now you can continue the adven- ture again - return to the intersection. Take a right (or a left, if you went for the artifact) and run to the end; Mr. Fishy will jump out of the vending machine near the end. Head back and turn left (again, back where you came from - fun, eh?). Go straight instead of to the right at the next opportunity - Pappy should float by at the hallway's end. Ta- ke a left and follow him; you'll end up at some elevators that will open, flush- ing out all the water. WATER FOUNTAIN ALERT This one is well-hidden. After the elevator opens and clears out the water, make a 180° turn and head back to the doorway around the corner. You'll find the wa- ter dispenser hidden behind a support beam (which is why you'll most likely have missed it as you entered the elevator room). For better reference, it's on the opposite side of the elevators. Weird - a neon board with Sargassi's name on it! Enter the double door and pre- pare for combat... -------------------------------------------------------------------------------- [WT111] Sargassi's By The Sea -------------------------------------------------------------------------------- Time to bag us 'nother one! Stay on the move and get blasting. Once his health is down, he'll flee into the kitchen. The other Ghostbusters arrive; too late, like any good cavalry. Or then again, maybe not! Whip out the PKE-Meter and go for the kitchen door. -------------------------------------------------------------------------------- [WT112] And The Kitchen Sink, Too -------------------------------------------------------------------------------- Sargassi will return, clad in improvised armour, as a Kitchen Golem. Stay on the move and blast it! As soon as it's reduced to low hit points, you'll have a Cap- ture Stream on the focal object in its head. Slam it upwards to rip it out - Sargassi will then reappear. Sap/cap/trap him, and recover the trap, as usual. TROPHY ALERT: The Flowers Are Still Standing! You'll receive this particular trophy simply for finishing this level. 'Gratz! Winston makes his entrée on the walkie-talkie! But it looks like you've got big- ger problems - literally! ================================================================================ [WT2] Times Square ================================================================================ LEVEL STATISTICS Artifacts: 6 Checkpoints: 11 Ghost Scans: 6 Water Fountains: 2 Notes: Cost-heavy level - be mindful for Nice Shooting Tex! trophy. Introduces the Super Slammer and enemies you have to slam to death. Too many Minis. -------------------------------------------------------------------------------- [WT201] Mass Panic -------------------------------------------------------------------------------- Ooh, CGI goodness. The guys'll run outside and see their worst nightmare come true: Stay Puft is back! And this time, it isn't Ray's fault. Follow Ecto-1 straight ahead until you come to a dead end - in the meanwhile, a new invention is being discussed: the Super Slammer. We'll get to that in a bit. Stay Puft will slam his foot into the ground, and summon a new dispersible type of enemy: the Marshmallow Mini. Start zapping! Once you're done with them, Stay Puft will throw a car into the ones blocking your path, so stay clear. He'll hit the ground again, and summon catchables: Hobo Ghosts. Remember the Super Slammer mentioned just a while ago? Let's just say it's not only Winston's favourite song. The top of Ecto-1 now functions as a super-trap: bringing a sapped ghost near the beam will suck it in instantly - no need for a regular trap. Catch all three Hobos with the Slammer. Then you'll be up against three more, accompanied by Mini's, all the while slowly advancing. -------------------------------------------------------------------------------- [WT202] Ghosts & Gargoyles -------------------------------------------------------------------------------- Advance some more, turn around 180° and prepare to meet a new type of enemy. Gargoyles are so solid that you can't catch or even destroy them - you best bet is to grab them with the Capture Stream manually and slam them into something solid - like the floor or a building. Once you get the hang of it, these guys are so easy it's not even funny. After taking out all three of them (and having a good smirk at Aykroyd's stab at the Dungeon & Dragons Roleplaying Game), more will appear, together with some Construction Worker Ghosts, which need capture. Destroy some of the Gargoyles first, and then assist your friends in capturing the 'Workers (and Hobos) before rounding up the final remnants. Ecto-1 is blocked, so Winston and you have to head through a nearby building - a laundromat - to find a way to clear a path. -------------------------------------------------------------------------------- [WT203] Spin Cycle -------------------------------------------------------------------------------- Head inside. Try to head around to the left, only to get blocked - circle back and head for the door. WATER FOUNTAIN ALERT Just before you leave the building, you'll notice a water fountain to the imme- diate right of the door - you practically can't miss this one. ARTIFACT ALERT: There's a door to the right of the drinking fountain that leads into a smaller room. Inside, in the back, is our little artifact lunchbox. Scan it and check it off your list! Once outside, you'll receive a new weapon: the Boson Dart. Fire one at the gaso- line tanker to the right of the door you just came out from, and back up - ka- boom! Ecto-1 is now clear for passage. Slowly follow it. ARTIFACT ALERT: Three-Toed Jenkin's Midnight Goose Ecto-1 will pass by a truck. Right behind it is a makeshift table with some bot- tles on it. There's another bottle, wrapped in a brown paper bag, to the left of the table on the floor - that's yours for the taking. Santé! Big Bad White Doll will destroy the fence in front of you; just perfect. ARTIFACT ALERT: Patrelli's Mischieveous Cone Immediately to the left of the destroyed fence is an alley. Enter it, and head for the neon sign that reads "Roy's Bar". There's a short staircase leading into the bar; on the floor there is an evil, enchanted traffic cone. Yoink! Follow the guys and Ecto-1 towards the theater. -------------------------------------------------------------------------------- [WT204] Hindenburg: The Musical -------------------------------------------------------------------------------- The group will discuss the (very bad) opera show, and the black slime lying a- round, only to be interrupted by... A SINGING FAT LADY! Actually, multiple fat singing ladies. They'll travel through the pink portals made from the black sli- me (don't ask), and once you catch a few of'em, they'll receive backup in the form of Gargoyles and Hobos. Those Boson Darts will come in handy for sure! As usual, concentrate on taking one enemy down at a time, and take some time out to get rid of the Gargoyles ASAP. CGI says: you've caught up with the BBEG! He seems to be looking for something; you can't let him have it, now, can you? -------------------------------------------------------------------------------- [WT205] Shadow Of The Stay Puft -------------------------------------------------------------------------------- Seems like TV-people are covering you - time to shine! Bad news though - the Su- per Slammer got damaged during the previous fight. Someone has to go and draw Stay Puft's attention to buy time for repairs. Guess who just volunteered? You and Stantz, of course. This part requires you to fire some Boson Darts at Puffy every now and then, all the while backing up (you don't want him to hit you with his foot-slam) and defeating Minis. Stay Pufft will, at regular intervals, un- wittingly clear a path for you. You'll slowly circle around Times Square doing this, eventually reaching a truck you can hide behind. -------------------------------------------------------------------------------- [WT206] Marshmallow Minis -------------------------------------------------------------------------------- Dart Puft some more and clear out the last wave of Minis. Ray will mention, as the white menace throws another car about, that he saw a way in; follow him and enter the building. It's never a good thing when someone tries to reassure and calm the general pub- lic - it just invites a panic-inducing event. Minis jump through the window and assault Ray - serves him right. Anyway, help him out. Keep blasting and Boson- Darting until there's not a single Mini left. Then follow Ray towards the eleva- tors in the back of the room. ARTIFACT ALERT: Asmodeus' Hotline On the counter is a red telephone that starts levitating as you close in on it. Grab it before Ray triggers the elevator cutscene! Hahaha, foul vapours... Gotta love office stress levels! -------------------------------------------------------------------------------- [WT207] Race To The Roof -------------------------------------------------------------------------------- Anyway, run towards the end of the corridor. Ray will try to save the day (and damsels), but he'll miss. A stool will fly through the glass to your left; if you look inside, you'll see some Minis! Anyway, go to the end of the hall, and head left. WATER FOUNTAIN ALERT Keep an eye on your left-hand side - there's a water-fountain just outside the entrance to the architect office reception room, just around the corner. Go through the reception, open the door, and enter the drawing room. You PKE-Me- ter is buzzing, so get it and follow the signal. ARTIFACT ALERT: Hohman's Black Low-Rise You can find this scale model in the far right corner of the drawing room - you can get it either before or after the upcoming fight, but I advise grabbing it now, as the enemies won't appear until get to the center with your meter up. With the meter out, approach the center of the room and look to the ceiling. Be advized: a whole bunch of Minis will get the drop on you (weak pun, I know)! Be |
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Another Ghostbusters: The Video Game Walkthrough :
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