Ghostbusters: The Video Game Walkthrough
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Part 1
So you’re the Ghostbusters’ new experimental weapons technician. That’s just a fancy word for guinea pig, really. Fret not! I’ve prepared a field manual to help you handle every sticky (i.e. slimy) situation that Ghostbusters: The Video Game would throw at you.
And believe me, there are a few incredibly tough moments during Ghostbusters: The Video Game when you’d be tempted to hurl your controller and/or neutrona wand at something that you can actually hit. So start up your proton pack and get ready to clean up the town.
Like many games, the first level in Ghostbusters comes with a built-in tutorial to teach you the ropes. A lengthy cutscene introducing The Rookie would first be shown.
Once you’re given control, you should follow Ray and Egon downstairs. Go down the fire pole (you’ll get an achievement/trophy if you do), go down a flight of stairs, and into the containment unit area. If you choose to look around, you can talk to Vigo the painting or listen in on Janine’s phone conversations.
Of course, if you want to move forward, you’re going to have to follow the two Ghostbusters.
You’ll be prompted by Ray to get Slimer’s attention, so you’re going to have to blast it with your neutrona wand. Doing this would scare Slimer away and into the next room. You and Ray follow Slimer as Egon stays behind to clean up your mess. Off to the basement for you two.
When you reach the basement, Ray would teach you the basics about your proton pack, like where your health and temperature gauges are located. Ray would also give you a crash course on catching a ghost, and there are three basic steps:
Sap ‘em
Every Ghostbuster must first weaken (hence “sap”) a ghost by blasting it with a proton stream or any of your other offensive equipment. Doing this would make ghosts easier to capture. You’ll notice that as you aim the neutrona wand at a ghost, a circular meter would appear at the crosshair—this is your ghost’s hit points. As you deal more damage via the proton stream, the meter would turn red. When it does turn red, it’s time to move on to the next stage.By the way, don’t forget to manually vent your pack when it gets too hot. You can keep track of the temperature by looking at the proton pack—the temperature is right beside the health gauge.
Cap ‘em
When the ghost is weakened, you’ll be able to switch into your capture stream, which lets you wrangle the ghost into submission. The neutrona wand switches into capture stream automatically, but you may choose to change streams manually. When the ghost is caught in the capture stream, a slam meter would start filling up. Naturally, the ghost won’t be taking this sitting down—it will struggle against the capture stream and could still escape once it gets out of range. To prevent this, move the right analog stick in the opposite direction of where the ghost is heading. When you have enough in the meter, you can slam the ghost by pressing L2. After a few crashes, your target should be ready for the next phase.
Trap ‘em
It’s time to bring out the ghost trap. It emits a vertical yellow beam, showing you its position. All you have to do is move the ghost towards the yellow beam. When the ghost is in proximity, the small yellow beam turns into a huge cone that would proceed to suck your target in. Remember, the ghost would keep struggling so keep wrangling the ghost and keep it within the cone. If the ghost gets out of the cone, the trap would close, the cone would disappear, but the vertical yellow beam would still be there. Just wrangle the ghost towards the white beam to open the trap once more. Keep repeating until you get the ghost in the trap.
Now, time to use what you’ve learned and catch the sloth ghost that Slimer escaped with.

After catching the sloth ghost, it’s time to move out with the gang sans Winston. Next stop is the Sedgewick Hotel, Slimer’s “initial manifestation point.”

Stay tuned for more tutorials on Ghostbusters: The Video Game. Next—we’ll crash a bar mitzvah and finally catch Slimer!
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