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