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Everything Else > Miscellaneous > Ghostbusters Games
Ghostbusters: The Video Game
PC/Realistic Information

QUICK LINKS

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ONLINE ACTIVATION FIXES

One of the pains of PC gaming these days is DRM (Digital Rights Management). The Ghostbusters game uses a well-known form of DRM called SecuROM online activation. Considering that the game has no online features (there's no multiplayer), I find it deplorable that Atari would force us to have an internet connection just so we can play the game that we legally bought.

Here's the problem with online activation as I see it: What happens when the activation servers go down permanently? They will be taken offline at some point in the future as no company can support a product indefinitely. Add to that Atari's financial woes, and this could happen a lot sooner than later...though I really hope it doesn't. Anyone who buys the PC version will be left with a $30 coaster.

Thankfully if you hate DRM and online activation like I do, or if you don't have an internet connection at all and would still like to play the game (since you don't need an internet connection to use any of the game's features), you're in luck. There are currently two fixes for the game that supposedly remove the online activation: one made by Reloaded and one made by Vitality. Both of them involve replacing the original ghost_w32.exe file with the fixed one (the Vitality fix also includes an additional .dll file). Of course, I'd suggest backing up your original ghost_w32.exe file before you replace it (the simple way is to rename it to ghost_w32.exe.bak or just save it into a zip file).
Ghostbusters v1.0 Fixed Executable by Vitality (10.8 Mb)
Ghostbusters v1.0 Fixed Executable by Reloaded (2.9 Mb)
  (All files came from GameFix and are simply being mirrored here on Spook Central)
IMPORTANT NOTE: You need a full copy of the game in order to use this fix. I will NEVER supply anyone with a full copy of the game. Although you can find it online (no surprise there), I would highly suggest that you legally purchase the retail disc of the PC version. Also, your use of this fix is AT YOUR OWN RISK! I am not responsible if anything happens to your game or your computer should you decide to use this fix.

From what I've read... The Reloaded fix (which was done first) uses the SecuROM-free exe file from the Steam download, which is a different game build than the retail disc, but causes some problems with languages. The Vitality fix is based on the exe file from the game disc, but a bad side effect is that it give invincibility to some enemies (like the Candelabra Crawlers in the first hotel level). Some people have also reported getting a "can't mount w32art.pod" error message with both fixes. (A trainer may overcome the side effects of the Vitality fix, but who wants to cheat on their first time through the game?)

I used the Reloaded online activation fix and the Brewers +8 trainer and had absolutely no problems under Windows XP English/United States.

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USING ANY CONTROLLER TO PLAY THE GAME

The only controller that the game supports is the Xbox 360 controller. If you'd like to play with another controller, you're in luck. Xpadder, which you can download from my PC Gaming Stuff page, is a program that allows you to map keyboard and mouse controls onto any buttons on any controllers that Windows supports. On that page you will also find my PlayStation 2 controller game profile files, which may be of use to you if you have a PlayStation 2 controller (or a controller with the same button layout) connected to your computer.

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GAME SETTINGS & SAVE FILES

SETTINGS - The game stores *most* of its settings in this plain text file:
C:\Documents and Settings\[WINDOWS-USERNAME]\Local Settings\Application Data\GHOSTBUSTERS (tm)\settings.ini

Replace "[WINDOWS-USERNAME]" with whatever your username in Windows is. If you can not access this folder, then you probably need to tell Windows to show hidden files and folders by going into Control Panel -> Folder Options, click on the View tab and select "Show Hidden Files and Folders".

There are two commands in here that can't be changed through the game's menus, which could prove useful to you (in the "Graphics" section of the file):
    runWindowed=0
    frapsMode=0

For the full list of everything in settings.ini, consult this page.

Please note that the "Cheats" section you see in that file is bogus. You can change the settings to attempt to turn on some cheats, but when you run the game, the settings are restored to their defaults. In other words, there are no in-game cheats.

SAVES - The files have been moved here.

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REPLAYING MISSIONS/CHECKPOINTS

The game allows you to replay parts of the game by selecting "Replay Mission" from the Career menu. You can replay at any difficulty setting, no matter what difficulty you originally played that part of the game on. When you go to replay part of the game, you will be shown a warning that says, "Current mission progress will be lost!" This is correct. If you go back to replay any part of the game, the "Resume Career" option will be set back to the area you just replayed. However, all Replay Mission progress is retained. So if you complete the game, you can use "Replay Mission" to go back and get missing artifacts and scans. The game autosaves when each artifact and scan is obtained, so once you get what you need, use the pause menu to exit back to the main menu. Ignore the "progress will be lost" warning. Then you can continue replaying other parts of the game from which you need to get missing collectibles (or trophies/achievements on PS3/Xbox).

It should be noted that when you replay part of the game, you will not have any equipment upgrades, artifacts, or scans that you obtained from later levels. The game doesn't want you to appear to have anything you normally wouldn't have at that point in the game. Financial Records for later levels are the only thing retained in replays of earlier levels. That said, artifacts and scans obtained through Replay Mission WILL be retained when you replay later parts of the game.

If you already completed the game, and you're replaying parts of the game to get missing trophies/achievements (PS3/Xbox), and the trophy/achievement requires you to complete the game, you can go back to an early part of the game to get the requirement, then replay the very last level (Cemetery: "Cross the Streams!"), which is the final boss fight, and finishing that will count as completing the game again.

Speaking of trophies/achievements... If you're going for "The Destructor", which requires you to complete the game with more than $3,000,000 in property damage, you should know that the last two locales in the game (Lost Island and Central Park Cemetery) do not award you any money for property damage, So you need to do all of your damage in the earlier parts of the game. The museum is a good area as there is lots to destroy and it's all very valuable - especially the Civil War room as everything you destroyed when you first entered is restored and destroyable again when the ghosts appear. Also, everything you destroyed when you first played through any part of the game is restored and destroyable again when you use the "Replay Mission" option.

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PKE METER SCANS

One of the two in-game collectibles is PKE Meter Scans. Simply put, you need to do a complete scan of every paranormal entity in the game using your PKE Meter. It's very possible to have a scan listed in the pause menu, but not actually have a 100% complete scan. If the info page lists "unknown" attributes, it's not a complete scan. You'll need to perform the scan again and keep the entity in the PKE Meter crosshairs longer. Only complete scans count towards the number of scans on the "Replay Mission" menu (and the "Back Off Man, I'm A Scientist" trophy/achievement on PS3/Xbox).

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TRAINER CHEAT PROGRAMS

Game trainers are programs made to modify behavor of a computer game, usually using addresses and values, in order to allow cheating. It can "freeze" a memory address disallowing the game from lowering or changing the information stored at that memory address (representing a game value such as health or ammunition). It simply manipulates the data at the memory addresses specified to suit the needs of the person cheating at the game. To use a trainer with a game, you run the trainer first, and then launch the game. The trainer would run the background and provide various functions by pressing whatever key combinations it uses.

There are several trainers available for the game, all of which you can download below. Some work on the retail version, some work on the Steam version, some work on the fixed version (the one without online activation). The features they provide vary between trainers. Each trainer has a single + and a number at the end of its name. This number represents the number of modifications the trainer has available. The higher the number, the more modifications the trainer can provide. But that doesn't necessarily mean that it can provide all of the modifications that a trainer with a lower number provides. You need to check them all out and see what works best for you.

I used the Reloaded online activation fix and the Brewers +8 trainer and had absolutely no problems under Windows XP English/United States. However, it should be noted that the One Hit Kill cheat in the Brewers trainer doesn't affect bosses, neither does the Slow Motion Enemies and Freeze Enemies cheats. Also, with the One Hit Kill cheat, normal ghosts appear dazed (ready for trapping) and essentially frozen in place at the spot they initially appear in. In some levels (like the cemetery), you may have to hunt down the ghosts because they won't immediately come out to attack you. Also, be careful when using the One Hit Kill cheat because it had two bad effects when I used it: (1) On the first hotel level it apparently allowed Slimer to get trapped by one of the Ghostbusters in the main lobby, instead of allowing him to get away so the story can progresss (you're only supposed to trap him in the ballroom). (2) It prevented Peck and the others from getting possessed during the museum party.
RETAIL RELEASE
Ghostbusters v1.0 +9 Trainer - 9/29/2009 - by Caliber/CheatHappens (1.1 Mb)
Ghostbusters v1.0 +8 Trainer - 6/21/2009 - by Brewers - for Reloaded fixed version (36 Kb)
Ghostbusters v1.0 +3 Trainer - 6/21/2009 - by Prefim - for Vitality fixed version (102 Kb)

STEAM RELEASE
Ghostbusters v2.0.1.0 +9 Trainer - 9/29/2009 - by Caliber/CheatHappens (1.1 Mb) [incorrected listed on site as v1.0]
Ghostbusters v2.0.1.0 +5 Trainer - 6/23/2009 - by KelSat (58 Kb)
Ghostbusters v2.0.1.0 +5 Trainer - 6/18/2009 - by H4x0r (917 Kb)
Ghostbusters v2.0.1.0 +3 Trainer - 1/30/2011 - by L0wb1t (764 Kb)

(All files came from GameCopyWorld and are simply being mirrored here on Spook Central)

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EXTRACTING GAME ASSETS

All of the game assets are stored in .POD files, which are located in the same directory you install the game to. They are also located inside of the .CAB files in the Setup directory of the game disc. If you don't have the game already installed, an archive utility, such as the freeware IZArc, will allow you to open the .cab files and extract the .pod files inside to your hard drive. Dragon Unpacker, which you can download from my PC Gaming Stuff page, is a program that allows you to extract the contents from these .pod files. I have put together a handy set of text files which lists all of the PC POD file contents (462 Kb, zipped). Most of the assets may not be of use to the average person, though you might enjoy listening to the dialog or music, or reading the text files. I suspect that people who intend on trying to make mods for the game will get the most use out of this information, as it should prove to be a valuable reference for them.
• common.pod (5,782 files) (end credits text file and more)
• language.pod (514 files) (subtitles and other in-game text)
• w32art.pod (14,938 files) (textures used on the models and environments)
• w32art02.pod (7,833 files) (more textures [including unlockable art gallery images], some UI fonts, and materials)
• w32desnd.pod (8,003 files) (dialog audio in Dutch)
• w32ensnd.pod (8,288 files) (dialog audio in English)
• w32essnd.pod (8,002 files) (dialog audio in Spanish)
• w32frsnd.pod (8,003 files) (dialog audio in French)
• w32itsnd.pod (8,003 files) (dialog audio in Italian)
• w32model.pod (1,704 files) (presumably character and object models and skeletons)
• w32musnd.pod (223 files) (background music/score cues)
• w32set.pod (20 files) (sets - whatever they are)
• w32set02.pod (1 file) (one file: timessquare2.bst)
• w32sound.pod (3,324 files) (background sounds)
(14 FILES TOTAL)
The game audio is stored in SMP format, which is not a common format. Luckily, there is a program that can convert them into the very common WAV format. Get a copy of Vgmstream from my PC Gaming Stuff page, put everything in the same directory as the .smp files, and run the "Convert All" batch file I made to convert everything in one go. Depending on how you extracted the .smp files from the PODs, you might have to copy all of the Vgmstream files from one directory to another and do each directory one at a time. As annoying as that sounds, it's definitely be a lot easier than doing it one FILE at a time!

NOTE: The English dialog audio files in the "pickups" folder are duplicates of some already found in main folders. You don't need to extract or convert the files in the "pickups" folder.

The game textures and unlockable art is stored in TEX format, which is not a common format. Luckily, there is a way that can convert them into the very common BMP and PNG formats. Read the bottom half of this blog post for more information.

If anyone has any information on Windows programs that can be used to view and convert the other files contained in the PODs, please let me know.
WHAT YOU NEED TO KNOW BEFORE YOU INSTALL

  • The system requirements can be found here. I can personally confirm that the game will NOT run on Windows 2000. The error message I had gotten was: "ghost_w32.exe - Entry Point Not Found. The procedure entry point TraceMessage could not be located in the dynamic link library ADVAPI32.dll." However, someone on the Windows 2000 Gaming Site created a Win2k fix for the game, but I can't test it out as I have since upgraded to Windows XP. Here's the information for those people still using Windows 2000.
    Ghostbusters - The Video Game Retail
    by OldBoy2k - Wed Sep 23, 2009 2:34 pm

    Here are some pre-tested functions and a fix for Ghostbusters - The Video Game:

    Missing Exports:
    Xinput1_3.dll - TraceMessage
    X3DAUDIO1_3.DLL - X3DAudioCalculate,X3DAudioInitialize

    Fix:
    1) install the game
    2) for Xinput1_3.dll and X3DAUDIO1_3.DLL download the Win2k X3Daudio driver
    install it and copy Xinput1_3.dll from the driver archive to binaries directory.

  • The system requirements specifically state that the game requires a video card with 512MB or more of RAM on it, and further states that "video cards that have only 256MB of RAM are not supported." Ghostbusters.net forum user Vezner says this isn't true: Just as an FYI for anyone that has a vid card like me (8600 GT w/ 256 mb), I bought the game on Steam and it seems to work just fine on my comp with a few tweaks of my graphics settings (mostly lowering shadows). I don't know why they say they don't support cards with 256 mb on their vid card because it works fine for me. For me personally, the game would not go past the first loading screen until I upgraded my video card from one with 256MB to one with 1GB (I opted to skip past 512MB as I figured more RAM was better).

  • The installer is broken. You must install using the defaults (Easy Installation) if you don't want any problems. That will install all files to C:\Program Files\Atari\Ghostbusters\ (the full list of correctly installed files is at the end of this post).

  • If you absolutely must install to someplace other than the default directory, even if it's some other place on the C: drive, this is what Atari says you must do:
    1. Use the custom install option to select the destination you would like to install Ghostbusters on your PC.
    2. Once the installation is complete please re-run the installer. This time select the C: drive as the destination location. The second install should only take a few seconds.
    3. When the second install is complete, copy the 7 files created in the "C:\Program Files (x86)\Atari\Ghostbusters" folder and paste them into the "Ghostbusters" folder you originally selected for your custom install.
    4. You will then be able to run the game normally.

LIST OF PROPERLY INSTALLED FILES

C:\PROGRAM FILES\ATARI\GHOSTBUSTERS\
common.pod
GameuxInstallHelper.dll
ghost_w32.exe
ghost_w32.fpt
lang.ini
language.pod
paul.dll
readme.rtf
w32art.pod
w32art02.pod
w32desnd.pod
w32ensnd.pod
w32essnd.pod
w32frsnd.pod
w32itsnd.pod
w32model.pod
w32musnd.pod
w32set.pod
w32set02.pod
w32sound.pod
xinput1_3.dll

C:\PROGRAM FILES\ATARI\GHOSTBUSTERS\VIDEO\
attract_vid.ogv
cs_cem_02.ogv
cs_cem_06.ogv
cs_cem_07.ogv
cs_ext_01.ogv
cs_fh1_01.ogv
cs_fh1_01a.ogv
cs_fh1_02.ogv
cs_fh4_01.ogv
cs_fh5_01.ogv
cs_h1_05.ogv
cs_h1_06.ogv
cs_h1_07.ogv
cs_h2_01.ogv
cs_h2_02.ogv
cs_h2_03.ogv
cs_li_01.ogv
cs_li_02.ogv
cs_lib_01.ogv
cs_lib_04.ogv
cs_lib_05.ogv
cs_mus_01.ogv
cs_mus_02.ogv
cs_mus_03.ogv
cs_mus_03a.ogv
cs_mus_03b.ogv
cs_par_06.ogv
cs_par_07.ogv
cs_ts_05.ogv
cs_ts_07.ogv
cs_ts_08.ogv
extras.ogv
fh02_scene.ogv
fh03_scene.ogv
fh04_scene.ogv
fh05_scene.ogv
gb01.ogv
gb02.ogv
gb03.ogv
gb04.ogv
gb05.ogv
gb06.ogv
gb08.ogv
gb09.ogv
gb10.ogv
gb11.ogv
gb12.ogv
home.ogv
load.ogv
loading.ogv
logo.ogv
options.ogv
---
END
Image

The PC and PS3 (and presumably Xbox 360) versions of Ghostbusters: The Video Game has very little in the way of unlockables. All there is to unlock are 8 Art galleries and 11 Videos. The game doesn't state what the unlocking requirements are, but I can confirm that all are unlocked through the course of playing the game. Art galleries are apparently unlocked after completing each level (and the game for the last one), while Videos are apparently unlocked after viewing them in the game. The videos are some of the pre-rendered cutscenes that exist as video files on the disc, but not all of them. In the Videos section below, the files names in parenthesis are the names of the videos on the PC disc. For descriptions of the videos, and the links to view them, see the Video List tab. To view all of the unlockable art galleries, including some hidden images, click here.

### ART ###
  1. Hotel Sedgewick - (13 images)
  2. Times Square (16 images)
  3. Public Library (18 images)
  4. History Museum (19 images)
  5. Return to Hotel Sedgewick (17 images)
  6. Lost Island (46 images)
  7. Central Park Cemetery (46 images)
  8. Miscellaneous (PC: 92 images, PS3: 93 images)

### VIDEOS ###
  1. Ghostbusters (gb01.ogv)
  2. Stay Puft Intro (gb02.ogv)
  3. Stay Puft In Times Square (gb03.ogv)
  4. Librarian Lair (gb04.ogv)
  5. Museum Party (gb05.ogv)
  6. Black Slime Chairman (gb06.ogv)
  7. Travel to Lost Island (gb08.ogv)
  8. Escape from Lost Island (gb09.ogv)
  9. Central Park Cemetery (gb10.ogv)
  10. Mayor Revealed (gb11.ogv)
  11. The End (gb12.ogv)

PlayStation 3 Note: The PlayStation 3 also has 6 additional videos (numbered 12 through 17 on the game menu), all of which are unlocked from the start.
  1. Behind the Scenes Video - The same "making of the game" featurette that's on the Ghostbusters Blu-ray.
  2. Making of Ecto-1 Video - The same "Ecto-1: Resurrecting the Classic Car" featurette that's on the Ghostbusters Blu-ray.
  3. Promotional Video - The hotel scene from Ghostbusters in high-definition. Designed to promote the Blu-ray release.
  4. Trailer Video - The Ghostbusters Blu-ray trailer from 2009, NOT the film's theatrical trailer.
  5. Bonus Commercial Footage - The Ghostbusters' commercial seen on Dana's television in the film, only without the on-screen graphics and shown in it's complete form in full screen (4:3 pillarboxed into 16:9). This is an incredible bonus never seen elsewhere before, and it isn't even advertised on the back of the case! This is NOT on the Ghostbusters Blu-ray.
  6. Year One Trailer - The trailer for the 2009 film "Year One", directed by Harold Ramis, starring Jack Black and Michael Cera.
The stylized version contains distinct levels, whereas the realistic version contains seamless checkpoints for each of the seven locales. The official Prima game guide for Ghostbusters: The Video Game doesn't tell you where each checkpoint starts in the realistic version, though to be fair, the game doesn't either! This is one area where the guide would have been most useful, as it would have provided information that the game fails to provide.

Listed below are all of the checkpoints for each locale, with a description of where the checkpoint starts. The game autosaves at each checkpoint, so as long as you reach one, you can safely quit your game knowing that your progress has been saved and that you can continue exactly where you left over.

Also, in parenthesis are notes about which pages in the Prima guide need to be changed. Inexplicably, all of the checkpoint names in the guide are NOT the checkpoint names used in the game. I don't know if the author decided to make up his own checkpoint names, or if they were changed and Prima wasn't notified of the change. Whatever the reason, the usefulness of the book is severely decreased by not having checkpoint names that match those used in the game. How can you quickly locate the help you desire if you have to figure out what checkpoint name the book is using for a particular checkpoint? I have actually had to apply blank labels over the checkpoint names in my book and write the correct checkpoint names on them.

Hotel Sedgewick
  1. You're Hired - Video of Ray trying on experimental equipment with the Rookie being welcomed; then you're on the upper level of the firehouse and must follow Ray because Slimer has escaped.
    (page 32, change header "First-Day Jitters" to "You're Hired".)
  2. Extended Service Agreement - Hotel entrance area, walk up to hear the Ghostbusters chat with the hotel manager.
    (page 36, change header "Old Habits Die Hard...Or Not At All" to "Extended Service Agreement".)
  3. On-The-Job-Training - Going up in the elevator to the floor Slimer is on.
    (page 36, add the checkpoint name in between the paragraphs in the middle of the right columnm, above the one that starts with "Hop on the elevator with your new co-workers...".)
  4. Slime Trail - Ray peers around the corner and sees Slimer eating from a food cart, you have to attept to zap him.
    (page 36, add the checkpoint name in between the "Ghostbuster Gab" box and the photos.)
  5. Rough Descent - Going down in the elevator to the lobby ["think we're stuck"].
    (page 37, add the checkpoint name in between the last two paragraphs in the left columnm, above the one that starts with "Back on the bottom floor...".)
  6. Bad Service - Just stepped out of the elevator and turned right to see Slimer in the hotel lobby. [Yes, this checkpoint is immediately after the last one]
    (page 37, add the checkpoint name at the very top of the right column, above the "Ray's Occult Road Show" box. You can also cross-out the "That Wasn't Such a Chore!" header at the bottom of the right column as that is NOT a checkpoint.)
  7. Air in the Lines - Just entered the kitchen as an alternate route into the ballroom.
    (page 38, add the checkpoint name at the very top of the left column, above the "Ghostbuster Gab" box.)
  8. Rodriguez Bar Mitzvah - Just entered the ballroom.
    (page 38, add the checkpoint name near the top of the right column, in between the photo and the first green Egon box.)
  9. The Bellhops Are Restless - Just exited the ballroom, bellhop ghosts in the lobby need busting.
    (page 39, add the checkpoint name near the bottom of the left column, in between the last two paragraphs in the left columnm, above the one that starts with "Exit the ballroom and rejoin the rest of the guys..." [there's no room to write in the name, so you might have to write it on the side].)
  10. Charge of the Light Brigade - The fisherman ghost just separated you and Egon, so you're on the upper floor by yourself tracking down the fisherman ghost.
    (page 39, add the checkpoint name near the top of the right column, in between the second paragraph and the "Ray's Occult Road Show" box.)
  11. Sargassi's by the Sea - In the restaurant facing off against the figherman ghost.
    (page 40, add the checkpoint name near the bottom of the left column, in between the "Water Break!" box and the two photos.)
  12. And the Kitchen Sink, Too - The kitchen golum appears, you and the other guys fight him.
    (page 40, add the checkpoint name near the top of the right column, in between the first paragraph and the two photos.)

Times Square
  1. Mass Panic - Video of the guys walking out of the Sedgewick Hotel and seeing Stay Puft walking down the street ["It wasn't me this time, I swear it"], clearing a path for the Ecto-1 through the streets
    (page 42, change header "One S'more Time" to "Mass Panic".)
  2. Ghosts & Gargoyles - Halfway down the street from the Sedgewick Hotel, you go a little further and stone gargoyles come to life and attack.
    (page 43, add the checkpoint name at the very top of the right column.)
  3. Spin Cycle - Just outside of the laundromat, ready to enter.
    (page 43, add the checkpoint name near the middle of the right column, in between the third paragraph [which ends with "...clear a path for the Ecto-1"] and the second set of photos.)
  4. Hindenburg: The Musical - Right in front of the opera theater.
    (page 44, add the checkpoint name at the very top of the right column.)
  5. Shadow of the Stay Puft - Reporter broadcasting with Stay Puft in background causing havoc [in-game cutscene], you and Ray at Stay Puft's feet making your way to the office building
    (page 45, add the checkpoint name at the very top of the left column.)
  6. Marshmallow Minis - Still at Stay Puft's feet, just outside of the office building, can't go in yet.
    (page 45, add the checkpoint name in the middle of the left column, in between the second paragraph [which ends with "...proton energy on your pursuer."] and the third one with the photo by the side. You can also cross-out the "Top Floor: Hauntings, Demons, And Marshmallow Monsters" header in the left column as that is NOT a checkpoint.)
  7. Race to the Roof - Just exited the elevator, on the upper floor of the office building.
    (page 45, add the checkpoint name near the top of the right column, in between the two photos and the "Water Break!" box.)
  8. Puffy White Menace - Just finished busting all of the Minis in the drafting room, going to open door to continue in the office building.
    (page 46, add the checkpoint name at the very top of the left column.)
  9. Damsel, Distressed - Just rescued Illysa from Stay Puft, about to get into the stairwell to climb to the roof.
    (page 46, add the checkpoint name near the top of the right column, in between "Ghostbuster Gab" box and the paragraph and photo below it.)
  10. Ghosts at Work - At the top of the stairwell, ready to exit onto the roof to fight the construction worker ghosts.
    (page 46, add the checkpoint name near the middle of the right column, in between the two paragraphs adjacent to the stack of three photos. [there's no room to write in the name, so you might have to write it on the side].)
  11. The Rise and Fall of Stay Puft - Hanging from the side of the building battling Stay Puft.
    (page 47, add the checkpoint name near the middle of the left column, in between the first paragraphs and the two photos.)

Public Library
  1. The Man from P.C.O.C. - Video in Times Square after battling Stay Puft, shows flaming Stay Puft hat, Illysa and the guys talking on the marshmallow-covered street, and Peter hitting on her and introducing the rest of the team. When play resumes, you're on the upper level of the firehouse and must walk across the room to where Illysa is being interviewed. This triggers a video of Illysa in the firehouse with the collander on her head telling the Ghostbusters who she is and why she's in the city, Peck barging in, followed by the mayor, the mayor assigns Peck to look-over the Ghostbusters.
    (page 48, change header "Checking Out The Library" to "The Man from P.C.O.C.". Technically, you should put the label near the bottom of page 48, as the Times Square cutscene is listed there, but since the game counts this as a library checkpoint, we'll keep it in the library section of the book.)
  2. One of Our Lions is Missing - Outside the library, waving to the crowd, noticing that one of the lion statues is missing.
    (page 51, change header "Hardcover Ghost Stories" to "One of Our Lions is Missing".)
  3. Cruster & Crusto - Right in the doorway of the main library entrance, go in to examine the place and find the ghost that came out of the lion statue.
    (page 51, add the checkpoint name near the top of the right column, in between the first and second paragraphs. Technically, the checkpoint starts before the last sentence in the first paragraph, which is "Follow the specters upstairs and take a left." [there's no room to write in the name, so you might have to write it on the side])
  4. Dangerous Books - At the entryway to the large reading room to fight the book golum.
    (page 51, add the checkpoint name near the middle of the right column, in between the second and third paragraphs. Technically, the checkpoint starts in the middle of the third paragraph, right at the sentence which ends with "enter the large reading room." [there's no room to write in the name, so you might have to write it on the side])
  5. There She Is! - In large reading room after defeating book golum and spotting the Grey Lady; Ray kicks open door in far right corner [straight ahead if you're doing a Replay Mission] so you can follow her.
    (page 52, add the checkpoint name near the middle of the left column, in between the "Ray's Occult Road Show" box and the two photos.)
  6. Ssshhed Again - Just exited stairwell leading to room with floating furniture.
    (page 52, add the checkpoint name near the bottom of the left column, in between the second and third paragraphs. Technically, the checkpoint starts in the middle of the sentence, "Quietly go down the stairs, following Egon and Ray into the next room."]. [there's no room to write in the name, so you might have to write it on the side])
  7. Scary Stories - Just entered large room with shifting bookshelves.
    (page 52, add the checkpoint name at the very top of the right column.)
  8. Sorted Out - Just exited the Archives room, enroute to the Sorting room.
    (page 52, add the checkpoint name near the bottom of the right column, right before the very last sentence, "Follow the brightly lit hall to its end and enter the book sorting room.")
  9. Slippery - Just exited the Sorting room, enroute to the room with the card catalog drawers.
    (page 53, add the checkpoint name at the very top of the right column.)
  10. Hey! Look Behind You! - Door slammed shut to next area, behind you is the Grey Lady, floating furniture, and some other ghosts.
    (page 54, add the checkpoint name at the very top of the left column. You can also cross-out the "The Ghoul Of Your Dreams...Or Nightmares" header near the top of the left column as that is NOT a checkpoint.)
  11. Story Hour - In the hallway with the water fountain just outside the Children's Reading Room.
    (page 54, add the checkpoint name near the bottom of the left column in between the fourth and fifth paragraphs, right before the sentence "Go down the hall and make a right.", and the photo.)
  12. Special Collections - In the room outside of the Special Collections room.
    (page 54, add the checkpoint name near the middle of the right column in between the photo and the "Ray's Occult Road Show" box.)
  13. Old Secret Places - After finding secret passageway behind bookcase, halfway down the stairwell behind it.
    (page 55, add the checkpoint name near the top of the left column in between the first two photo and paragraph sets.)
  14. Dark & Damp - At the top of the stairs in the water-filled room with the electronically-locked door and the Book Golum.
    (page 55, add the checkpoint name in the middle of the right column in between the first and second paragraphs. Technically, the checkpoint starts before the last sentence of the first paragraph, "Follow the stairs down..." [there's no room to write in the name, so you might have to write it on the side])
  15. The Trouble with Golems - On the stairs leading into the furnace room with the two Coal Golums.
    (page 56, add the checkpoint name near the top of the left column in between the first and second paragraphs. [there's no room to write in the name, so you might have to write it on the side])
  16. The Gozerian Codex - In the librarian's secret lair, go up to the desk and grab the Gozerian Codex.
    (page 56, add the checkpoint name at the very top of the right column. Technically, the checkpoint starts before the last sentence at the bottom of the left column, but it's easier to make the notation a the top of the right column.)
  17. Eleanor's Plan - Just finished defeating the Grey Lady, Ray and Egon discuss it being "too easy", a portal appears for you to enter.
    (page 56, add the checkpoint name before the last paragraph at the bottom of the right column. You can also cross-out the "Welcome To The Gozerian Public Library" header at the top of the left column on the next page as that is NOT a checkpoint.)
  18. The Other Side - Just entered the room with the portals with Ray and Egon.
    (page 57, add the checkpoint name near the top of the left column in between the third and fourth sentences of the first paragraph. Right before "The room's first building..." [there's no room to write in the name, so you might have to write it on the side])
  19. Across the Bridge - Near the bridge which you and Ray use the slime tethers to bring down.
    (page 57, add the checkpoint name near the middle of the right column before the last sentence of the second paragraph, which reads "Ray reappears from a new portal...")
  20. Hall of Mirrors - Just entered the hallway which eventually becomes mirror-filled.
    (page 58, add the checkpoint name at the very top of the left column.)
  21. Curioser & Curioser - The long walkway with the portal at the end through which fly a bunch of Book Bats.
    (page 58, add the checkpoint name near the middle of the left column in between the third and fourth paragraphs, above the large photo.)
  22. Ghostworld Library - The room with the walkway leading up to another portal, with Ray on a lower walkway to the right.
    (page 58, add the checkpoint name near the middle of the left column in between the large photo and the two side-by-side photos.)
  23. Topsy Turvy - The pathway on which Paper Constructs appear en route to the upside-down room.
    (page 58, add the checkpoint name near the top of the right column in between the first and second set of paragraphs with adjacent photos.)
  24. The Long Staircase - In the upside-down room en route to the long staircase.
    (page 58, add the checkpoint name near the bottom of the right column in the area after the two side-by-side photos, specfically before the sentence "At the end of the upside down room..." [there's no room to write in the name, so you might have to write it on the side])
  25. Wrath of the Collector - Just entered Azetlor's lair, Ray and Egon discuss the place and Azetlor, then the fight begins.
    (page 59, add the checkpoint name near the middle of the left column in between the second paragraph and the large photo.)

History Museum
  1. The Shandor Legacy - Video in the library reading room after battling Azetlor, shows the guys coming out of a portal in the library, Winston was worried, occult symbol appears on the wall. When play resumes, you're on the upper level of the firehouse and must walk across the room to the kitchen table where Egon, Ray, and Illysa have gathered. This triggers a video of Illysa talking about a symbol that Ray and Egon are researching, everything's connected to Shandor.
    (page 60, change header "Museum Of (Super)natural History" to "The Shandor Legacy". Technically, you should put the label near the bottom of page 59, as the Library cutscene is listed there, but since the game counts this as a museum checkpoint, we'll keep it in the museum section of the book.)
  2. Dr. Rutherford, I Presume? - Enter on the museum loading dock.
    (page 63, change header "Possessor Party!" to "Dr. Rutherford, I Presume?".)
  3. Opening Night - In the elevator with the museum curator; this in-game cutscene leads into video of Peck and the Ghostbusters having words in the museum, Illysa gets into trouble, the mayor shows up. When play resumes, you're fighting the possessor ghosts in the museum lobby.
    (page 64, add the checkpoint name at the very top of the right column.)
  4. Ilyssa Lost - Just entered the Mayan exhibit area.
    (page 65, add the checkpoint name near the bottom of the left column in between the PKE Meter photo and the two side-by-side photos. You can also cross-out the "Stumbling Along The Trail Of The Past" header near the middle of the left column as that is NOT a checkpoint.)
  5. Chairman Chase - Just entered the "Lost City of the Mayans" room; the one with the glowing temple on the other side.
    (page 65, add the checkpoint name near the top of the right column in between the first paragraph and the two side-by-side photos.)
  6. Ruined Hallway - In the room right before the hallway with broken skylights through which rain is pouring in.
    (page 65, add the checkpoint name near the middle of the right column in the fourth paragraph before the sentence "Slowly follow behind Peter and Winston...". [there's no room to write in the name, so you might have to write it on the side])
  7. American History - At the closed security gate that Ray opens for you, right before the American Civil War exhibit room.
    (page 65, add the checkpoint name near the bottom of the right column just before the last paragraph and above the last photo.)
  8. Ghost War - The guys cross the American Civil War exhibit room when history literally comes alive and starts attacking.
    (page 66, add the checkpoint name near the top of the left column right under the "Ray's Occult Road Show" box.)
  9. Little Egypt - In the room right before the Egypt exhibit room with the black slime on the walls.
    (page 66, add the checkpoint name near the top of the right column right above the two side-by-side photos.)
  10. Unexpected Guests - In the hallway with the downed security gate through which you can see museum guests getting spooked.
    (page 66, add the checkpoint name near the middle of the right column in the third paragraph right before the sentence "As you enter the next section of the exhibit..." [there's no room to write in the name, so you might have to write it on the side])
  11. The Ossuary - The maintenance hallway with all the black slime on the walls where the lights suddenly go out.
    (page 66, add the checkpoint name near the bottom of the right column right before the last paragraph.)
  12. Board of Trustees - The long room lined with display cases in which you fight the possessed statues.
    (page 67, add the checkpoint name near the middle of the left column in between the "Water Break!" box and the two side-by-side photos.)
  13. Ilyssa Found - At the end of another long room lined with display cases, which leads into the museum lobby. Enter the lobby to trigger a video showing Illysa in Peter's arms, the guys barging in, Egon's dicovering that "the ghost world is beginning to push through multiple cross portals from their world into ours".
    (page 67, add the checkpoint name near the bottom of the right column in between the second paragraph and the two side-by-side photos. Technically, the checkpoint starts before the sentence, "The gate slides open, revealing the Gozer ehxibit.")
  14. Deep, Dark & Spooky - Video of the mayor, Peck, and the Ghostbusters discussing what's going on. When play resumes, you have to figure out how to follow the chairman to where he fled off to. [Yes, this checkpoint was placed right after the last one with only a video cutscene in between.]
    (page 68, add the checkpoint name at the very top of the left column.)
  15. It's the Chairman - On the pathway leading to The Chairman boss fight arena.
    (page 68, add the checkpoint name at the very top of the right column.)

Return to Hotel Sedgewick
  1. Mandala Revealed - Video in the museum after battling The Chairman, shows Peck yelling at the Ghostbusters while Egon takes readings of him. When play resumes, you're on the stairway landing of the firehouse and must walk to the back of the first floor to Peter's office where the gang discovers a Mandala that Shandor designed.
    (page 69, change header "Return To The Sedgewick" to "Mandala Revealed". Technically, you should put the label near the bottom of page 68, as the Museum cutscene is listed there, but since the game counts this as a Return to Hotel Sedgewick checkpoint, we'll keep it in the Return to Hotel Sedgewick section of the book.)
  2. Access Denied - At the hotel entrance the guys discuss the condition of the place.
    (page 71, change header "This Place Is Dead...No, Really" to "Access Denied".)
  3. Endless Party - Near the elevators, the guys run to the stairwell to find the source of the screaming.
    (page 71, add the checkpoint name near the bottom of the left column in between the "Ray's Occult Road Show" box and the last paragraph with adjacent photo.)
  4. Enter the Spiderwitch - Contrary to the name, this checkpoint doesn't start before the Spiderwitch makes her appearance at the elevator, but right after it. Heads towards the kitchen to find the backup generator.
    (page 71, add the checkpoint name near the middle of the right column in between the Spiderwitch photo and the two side-by-side photos.)
  5. The Kitchen - Just entered the kitchen en route to the generator room.
    (page 71, add the checkpoint name near the bottom of the right column, above the "Ray's Occult Road Show" box.)
  6. Emergency Generator - Just enetered the generator room.
    (page 72, add the checkpoint name near the top of the left column, in between the first paragraph and the "Water Break!" box.)
  7. Power Restored - Back into the kitchen after having restored the power.
    (page 72, add the checkpoint name near the middle of the left column, in between the third paragraph and the second set of side-by-side photos. Technically, the checkpoint starts before the sentence "Enter the kitchen to spy a Cook Ghost...")
  8. Splitting Up - At the exit to the kitchen, en route to the elevators.
    (page 72, add the checkpoint name near the bottom of the left column, right above the last paragraph and adjacent photo.)
  9. Up to the 12th - With Egon on the elevator, who describes the Mandala as a bus line; interupted by a Spiderwitch appearance.
    (page 72, add the checkpoint name near the middle of the right column, right below the purple Peter box.)
  10. The 12th Floor? - Just exited the elevator and are not in the 12th floor.
    (page 72, add the checkpoint name near the middle of the right column, in between the first and second paragraphs and their adjacent photos.)
  11. Ghostworld Again - In the cobweb-filled distorted hallways of the 12th floor en route to the Spiderwitch's room.
    (page 73, add the checkpoint name near the top of the left column, in between the first paragraph and the two side-by-side photos.)
  12. The 13th Floor - In the cobweb-filled distorted hallways of the 12th floor right outside of the Spiderwitch's room.
    (page 73, add the checkpoint name near the middle of the left column, in between the "Ray's Occult Road Show" box and the two side-by-side photos. Technically, the checkpoint starts right before the sentence "Upon reaching the hallway's middle, equip your PKE Meter..." [there's no room to write in the name, so you might have to write it on the side])
  13. Lair of the Spiderwitch - Just entered the Spiderwitch's lair; the boss fight ensues.
    (page 73, add the checkpoint name at the very top of the right column.)

Lost Island
  1. The Old Docks - You're on the docks.
    (page 76, change header "Shandor's Island" to "The Old Docks".)
  2. Long Climb - Just crossed the self-made bridge from the docks to the inclined tracks.
    (page 76, add the checkpoint name near the middle of the left column in between the third and fourth paragraphs and their adjacent photos.)
  3. Million-Dollar View - At the top of the inclined tracks leading out towards the front of the castle.
    (page 76, add the checkpoint name near the bottom of the left column right above the "Ray's Occult Road Show" box.)
  4. On the Ramparts - At the base of the stairs leading up to the castle. [Yes this checkpoint is placed immediately after the last one with nothing happening in between.]
    (page 76, add the checkpoint name at the very top of the right column.)
  5. The Hedge Maze - At the top of the stairs leading down into the hedge maze.
    (page 76, add the checkpoint name near the bottom of the right column, in between the fourth and fifth paragraphs.)
  6. Gaining Entrance - At the crank in the hedge maze, having just turned it to open the door to the castle.
    (page 77, add the checkpoint name near the middle of the left column, in between the "Ray's Occult Road Show" box and the two side-by-side photos.)
  7. Black Mass - Just entered the castle.
    (page 77, add the checkpoint name near the middle of the left column, in between the second and third paragraphs.)
  8. Gozer Worshippers - In the entryway to the castle backroom, walking in triggers a video of the guys coming across an ancient cathedral-type building, and the Rookie falling through a trap door.
    (page 77, add the checkpoint name near the bottom of the right column, in between the third and fourth paragraphs. Technically, the checkpoint starts with the phrase, "go through the now-open doorway".)
  9. Rescue Mission - In the black slime-filled sewers/catacombs.
    (page 78, add the checkpoint name to the very top of the left column.)
  10. Rivers of Slime - In the tunnel leading into the large black slime pool room.
    (page 78, add the checkpoint name to the very top of the right column.)
  11. Black Slime What!? - Just drained all of the black slime in the large pool room, black slime creatures come out to play.
    (page 78, add the checkpoint name near the middle of the right column, in between the third paragraph and the second set of two side-by-side photos.)
  12. Sewer Maze - At the entrance to the black slime sewer tunnels in what used to be a pool of black slime.
    (page 79, add the checkpoint name to the very top of the left column.)
  13. The Slime Labs - At the end of the sewer maze, go forward and make a left to climb out into the slime labs.
    (page 79, change header "Through The Good Slimes And The Bad" to "The Slime Labs".)
  14. Rescue Egon - Just entered the slime labs room in which you rescue Egon.
    (page 79, add the checkpoint name near the middle of the right column, in between the second and third paragraphs.)
  15. Black Slime Beast - On the path leading into the orrery chamber, where the boss battle with the Slor will occur.
    (page 80, add the checkpoint name near the top of the left column, in between the first paragraph and the two side-by-side photos.)

Central Park Cemetery
  1. Hero's Welcome - Video of the guys coming back to find the firehouse a mess and Illysa gone. When play resumes, you're on the first floor of the firehouse; go to Ecto-1 and press the Interact button to continue on with the story/game.
    (page 81, change header "Central Park Cemetery" to "Hero's Welcome".)
  2. Outside the Gates - Everyone arrives outside of the cemetery gates; Rookie is helped inside and must make it around to the gate controls to open the gate.
    (page 82, change header "No Rest..." to "Outside the Gates".)
  3. Stone Gardens - Just entered the second area of graves.
    (page 83, add the checkpoint name near the bottom of the right column, in between the second and third paragraphs.)
  4. The Elusive Key - Just entered the area with the "Gate Control" lever.
    (page 84, add the checkpoint name near the middle of the left column, in between the first and second paragraphs. Technically, the checkpoint starts in the middle of a sentence, right before the words "approach the gate control directly ahead". You can also cross-out the "Tandem Tomb Trekking" header near the bottom of the left column as that is NOT a checkpoint.)
  5. Battle in the Boneyard - Just after the mass attack from Cultist Summoners, Grave Fiends, and Cemetary Crawlers; enroute to another mass attack in the original second and third grave areas.
    (page 85, add the checkpoint name at the very top of the left column.)
  6. Crypt Alley - At the entrance to the crypt maze, where you'll need to wrange a key into place.
    (page 85, add the checkpoint name near the bottom of the left column, in the fourth paragraph, right before the sentence "Make a sharp left and descend the stairs to enter the maze.")
  7. Chance for Rain - Coming out of a crypt into a grave area with rain coming down.
    (page 85, change header "A Few 'Busters Short" to "Chance for Rain".)
  8. Airstrike - Just entered the circular courtyard, with the tree in the middle, as flying coffins rain down from the sky.
    (page 86, add the checkpoint name near the middle of the left column, in the first paragraph, right before the sentence "Suddenly, coffins fly into the air..." [there's no room to write in the name, so you might have to write it on the side])
  9. Full Assault - Inspect the wall and a Grave Monster comes busting out, and he's brought a few friends.
    (page 86, add the checkpoint name near the bottom of the right column, in between the fourth paragraph and the three photos that show the wall and the Grave Monster.)
  10. Together Again - Meeting up with the other Ghostbusters and Ecto-1 through the fence; need to open the gate so all can progress.
    (page 87, add the checkpoint name near the top of the left column, in between the first paragraph and its adjacent photo and the two side-by-side photos right below it.)
  11. Underground - Just opened the gate; right at the entrance to the underground area.
    (page 87, add the checkpoint name near the middle of the left column, in between the second and third paragraphs.)
  12. Surfacing - Coming from the earthen to the stone part of the underground area.
    (page 87, add the checkpoint name near the bottom of the left column, in the fourth paragraph, right before the sentence "Turn right at the coffin..." [there's no room to write in the name, so you might have to write it on the side])
  13. Attack of the Stone Angels - Coming out of the underground area into a small gated area where Stone Angels will attack.
    (page 87, add the checkpoint name near the bottom of the left column, right before the last paragraph.)
  14. The Final Gate - The stone angel gate has been opened and Ecto-1 comes through; now to open the other gate.
    (page 87, add the checkpoint name near the middle of the right column, in between the second and third paragraphs.)
  15. Shandor Mausoleum - The Ghostbusters approach the doors to Shandor's mausoleum.
    (page 88, change header "Knock! Knock!" to "Shandor Mausoleum".)
  16. Headstones - Outside of the entrance to Shandor's mausoleum, two giant Keyhead Monsters awaken and attack.
    (page 88, add the checkpoint name near the middle of the left column, in between the fourth and fifth paragraphs; above the set of three photos and paragraphs at the bottom.)
  17. Destructor Form - Part 1 of the final battle.
    (page 88, add the checkpoint name near the middle of the right column, in between the "Ghostbuster Gab" box and the set of three photos and paragraphs at the bottom.)
  18. Cross the Streams! - Part 2 of the final battle.
    (page 89, add the checkpoint name near the top of the left column, in between the first paragraph and the large photo of the final destructor form.)
This is a list of the 52 (technically 51, as two files contain the same data) Ogg Media video files (.ogv), which are the cutscenes and menu backgrounds, from the PC version of the game. The videos are listed in the order you would see them in the game. Unused videos are included in the list in the spots where they would have appeared in the game. Do note that there is no "gb07.ogv", which I assume was for the deleted parade level. The video files are located in C:\Program Files\Atari\Ghostbusters\Video\ when you install the game, but can also be found inside the 2.1 Gigabyte file setup\data.cab on the game disc. Details have been kept as spoiler-free as possible. Click on the colored file names to view those videos that I uploaded. In some cases I was able to upload the original .ogv files, in most cases I had to record the videos in-game and them upload those "conversions" as the cutscene videos contain 10 channels, each contining different language dialogs that was impossible for me to separate.

The unused video files are cs_cem_02.ogv, cs_fh1_01.ogv, cs_fh5_01.ogv, cs_h1_05.ogv, cs_par_06.ogv, and cs_par_07.ogv. Two of these are pre-vis cutscenes, two are alternate scenes from the deleted parade section (the dialog was reused in two museum cutscenes), one is an alternate scene of everyone getting into Ecto-1 and racing out of the firehouse, and the last is a rough version of the opening Janine scene. Details are in the list below. The quality of these six videos is substandard compared to the actual in-game cutscenes. You can tell that they weren't finished. Proton Charging has a write-up on the two unused parade scenes, and you can view comparions between the original parade scenes and the replacement museum scenes here and here.

Most of the video is 1280x540 (shown in-game as 1280x720 in 16:9, with the black bars at the top and bottom to make it look like the movies) running at 29.97fps (except for the files noted below), and the audio is stereo sampled at 48000Hz. You can play these files in any Directshow-based media player, such as Windows Media Player or Media Player Classic (or many others), if you install the Directshow Filters for Ogg Vorbis, Speex, Theora and FLAC. Optionally, you can just install the K-Lite Mega Codec Pack, which includes Media Player Classic and the necessary codecs.

Please note that you may have problems playing most of the .ogv files because most of them contain multiple audio channels. Instead of using multiple audio tracks for the various language dialogs, each cutscene video has 1 audio track with 10 channels, with each channel (or pair of channels) containing the different language dialogs. This made it impossible for me to convert these cutscene video files, as all 10 channels would combine into one stereo audio track. I had to do a "workaround" by recording the video as it played in the game. Playing the video portion of the .ogv video files wasn't a problem with the K-Lite Mega Codec Pack installed; it was the audio portion that was problematic :-)

There are 13 non-cutscene video files that only contain one audio track, and thus could be easily converted from .ogv to another format (or uploaded as is to a video hosting site): attract_vid.ogv, cs_cem_02.ogv, cs_fh1_01.ogv, cs_fh5_01.ogv, cs_h1_05.ogv, cs_par_06.ogv, cs_par_07.ogv, extras.ogv, home.ogv, load.ogv, loading.ogv, logo.ogv, and options.ogv. These files are also either 960x540 or 1280x720 running at 29.97fps, with the audio being stereo sampled at 48000Hz (for those files that have audio - the menu videos don't).
  • logo.ogv - Start-Up Logos: Terminal Reality logo sucked into trap, Infernal Engine, Atari, Columbia, Sony Pictures Consumer Products, Threewave (1:05)
  • attract_vid.ogv - Gameplay Montage (1:00) [plays when you leave your system at the start-up No Ghost logo screen - between the logos and the main menu - for 90 seconds]
  • home.ogv - Front of firehouse, no audio, main menu background (0:24)
  • options.ogv - Side of firehouse, no audio, Options menu background (0:26)
  • extras.ogv - Three-quarter top/side of firehouse, no audio, Extras menu background (0:27)
  • load.ogv - Inside firehouse on the side of Ecto-1, no audio, Career screen background (0:10)
  • loading.ogv - Gameplay & equipment montage. used as the Loading screen in the game. (1:01)
  • gb01.ogv - Opening, Credits, Janine on phone (2:03)
  • cs_fh1_01.ogv - UNUSED: Rough Cutscene: Janine on phone (0:21)
  • cs_fh1_01a.ogv - Ray tries on experimental equipment, the Rookie is welcomed, he straps on the experimental pack, something happens (1:38)
  • cs_fh1_02.ogv - Getting into Ecto-1, heading off to the Sedgewick Hotel, set to unused Bernstein cue (0:33)
  • cs_fh5_01.ogv - UNUSED: Racing off in Ecto-1, set to unused Bernstein cue [pixelated] (0:10)
  • cs_h1_07.ogv - Climbing the hotel stairs, Sargassi goes fishing (0:32)
  • cs_h1_05.ogv - UNUSED: Pre-Vis Cutscene: Peter in kitchen; the Kitchen Golum forms itself (0:15)
  • cs_h1_06.ogv - Taking a breather in Sargassi's seafood restaurant, Stay Puft appears outside (0:44)
  • gb02.ogv - The guys walk out of the Sedgewick Hotel and see Stay Puft walking down the street, "It wasn't me this time, I swear it" (0:28)
  • gb03.ogv - Ray and Egon driving Ecto-1, the other guys walk alongside, all towards Times Square where Stay Puft is throwing cars and causing havok (0:41)
  • cs_ts_05.ogv - Ray and the Rookie inside an elevator with two businessmen (0:49)
  • cs_ts_07.ogv - Stay Puft falls down, the guys discuss him coming back up for revenge (1:06)
  • cs_ts_08.ogv - Flaming Stay Puft hat, Illysa and the guys talking on the marshmallow-covered street, Peter hits on her and introduces the rest of the team (1:47)
  • fh02_scene.ogv - Illysa in firehouse with collander on her head tells the Ghostbusters who she is and why she's in the city, Peck barges in, followed by the mayor, the mayor assigned Peck to look-over the Ghostbusters (3:45)
  • cs_lib_01.ogv - Driving down the street in Ecto-1, Janine radios in about a news report, heading to the library (0:59)
    (Easter Egg: The "re-elect" sign across from the library appears to be for Principal Artist Austin Cline)
  • cs_lib_05.ogv - Winston in the Periodicals section researching The Collector (1:08)
    (Easter Egg: The recycle bin at the beginning bears the name of additional producer, Ryan Darcey)
  • gb04.ogv - Ray, Egon, and the Rookie enter the library ghost's lair, "That's your cue, Killer" (0:57)
  • cs_lib_04.ogv - Coming out of a portal in the library, Winston was worried, occult symbol appears on the wall (1:15)
  • fh03_scene.ogv - Illysa talks about a symbol that Ray and Egon are researching, everything's connected to Shandor (2:00)
  • cs_mus_01.ogv - The guys and Illysa in the firehouse kitchen talking about the mayor (0:50)
  • cs_mus_02.ogv - Ghost in the elevator, possesses Ray (0:18)
  • gb05.ogv / cs_mus_03.ogv - Peck and the Ghostbusters have words in the museum, Illysa gets into trouble, the mayor shows up (sans hat) (1:09)
  • cs_ext_01.ogv - Ray in security office, gives museum history (0:37)
  • cs_mus_03a.ogv - In the museum, The mayor, Peck, and the Ghostbusters discuss what's going on (1:24) [this video reuses the dialog that was to have originally appeared during the Thanksgiving Day Parade level - see below]
  • gb06.ogv - Illysa in Peter's arms, the guys barge in, Egon's dicovers that "the ghost world is beginning to push through multiple cross portals from their world into ours", which Peter sees as meaning "more overtime", a fat ghost gets loose and Illysa is escorted by Winston to safety (1:26)
  • cs_mus_03b.ogv - In the museum, Peck yells at the Ghostbusters, Egon takes readings of him (0:54) [this video reuses the dialog that was to have originally appeared during the Thanksgiving Day Parade level - see below]
  • cs_par_06.ogv - UNUSED: At the parade, The mayor, Peck, and the Ghostbusters discuss what's going on (1:34) [this video shows the original use of the dialog from the Thanksgiving Day Parade level that would have followed the Museum level]
  • cs_par_07.ogv - UNUSED: At the parade, Peck yells at the Ghostbusters, Egon takes readings of him [pixelated] (1:15) [this video shows the original use of the dialog from the Thanksgiving Day Parade level that would have followed the Museum level]
  • fh04_scene.ogv - The gang discovers a Mandala that Shandor designed (2:36)
  • cs_fh4_01.ogv - Arrival at the Sedgewick Hotel, reading P.C.O.C sign on door (1:08)
  • cs_h2_01.ogv - Spider Witch ghost in hotel lobby, the guys talk to the manager who tells them her story (0:32)
  • cs_h2_02.ogv - Examining the Spider Witch's lair (0:48)
  • cs_h2_03.ogv - The Spider Witch is defeated (0:33)
  • gb08.ogv - In the Ecto-8 boat on a quest to seal the Mandala, a huge structure rises out of the water, "Nobody enjoys rushing headlong towards their death than this fella" (1:02)
  • cs_li_01.ogv - While in Shandor's castle, the guys see Ilyssa in a painting (1:03)
  • cs_li_02.ogv - While in Shandor's castle, the guys come across an ancient cathedral-type building, the Rookie falls through a trap door (0:39)
  • gb09.ogv - Barely escaping from the lost island, Ray over-enthusastically wants to know the details (0:18)
  • fh05_scene.ogv - The guys come back to find the firehouse a mess and Illysa gone (1:51)
  • gb10.ogv - Driving towards Central Park, tombstones pop up in the park, "Just once, I wouldn't mind running with these other fools away from the trouble" (0:39)
  • cs_cem_02.ogv - UNUSED: Pre-Vis Cutscene: Ray and the Rookie in the cemetery (0:22)
  • cs_cem_07.ogv - Key is wrangled into place, Ray talks to the Rookie about destructor forms (0:49)
  • gb11.ogv - The guys enter a lair to find Illysa tied-up and someone is possessed by the big boss (1:13) [MAJOR SPOILER ALERT!!!]
  • cs_cem_06.ogv - Guys zapping the final boss' first form (0:13)
  • gb12.ogv - The final battle, the world is saved, stuff happens (2:16) [MAJOR SPOILER ALERT!!!]
By rooting through the game files, I found stuff that pretty much tells me that some of the data files on the PC version are exactly the same as on the other versions. The files contained inside language.pod have text in them referring to achievements, leaderboards, and other stuff from the PS3/Xbox versions. I wonder if any mods could be done on the game, like the many mods for the GTA games. Since they denied PC gamers multiplayer and downloadable content, maybe we could mod the game to give us features that the other versions won't have. I doubt that we could restore multiplayer because even if all of the code is present, there would still need to be some sort of centralized servers to connect to.

The files inside language.pod contain text transcriptions of (what seems like) every single piece of dialog in the game. The file world\en\0hallwaytest.txt contains these bits of dialog that seem odd to be used in a game set in 1991, and also seems like the characters are aware that they're in a game.
m00_00_egon_01.wav,Egon: I hope everyone turns off their Blackberries for this demonstration. Subatomic pulses from our equipment tend to make them explode.

m00_00_egon_02.wav,Egon: Shh. What if Bruce is listening? Comments like that could lose our gig. We're only young again in a video game, you know.
As you may or may not know, the PS3/Xbox versions have special add-on content depending on where you buy them from. GameStop is offering a Ghostbusters II-style jumpsuit and Wal-mart is offering a golden Proton Pack. At least parts of the code for these items is in the game itself, including the PC version. I found menu text in world\en\ui.txt (contained in language.pod) for them (displayed below), and if the rest of the code for these items is present in the PC version, maybe the game can be modded so that this stuff can be used in it.
CGameplayMenu_GoldPack, Gold Proton Pack
CGameplayMenu_GoldPack_OnDesc, Equip Gold Proton Pack
CGameplayMenu_GoldPack_OffDesc, Remove Gold Proton Pack
CGameplayMenu_GraySuit, Gray Flight Suit
CGameplayMenu_GraySuit_OnDesc, Equip Gray Flight Suit
CGameplayMenu_GraySuit_OffDesc, Remove Gray Flight Suit
There's a section in world\en\stats.txt (inside language.pod) which covers the text shown on a stat screen somewhere. One portion of this section lists a bunch of videos (text below). The first bunch probably refer to cutscenes from those areas in the game. However, the second bunch (everything after "The End") refers to, what I guess would be, unlockable videos - except those videos aren't amongst the video files in data.cab. These are the unlockable videos on the PlayStation 3 version of the game (though there is no second trailer for "Year One"). The "Bonus Commercial Footage" is the original Ghostbusters commercial that was shown on Dana's television in the first movie, but shown full screen and without on-screen graphics.
StatName93, Ghostbusters
StatName94, Stay Puft Intro
StatName95, Stay Puft In Times Square
StatName96, Librarian Lair
StatName97, Museum Party
StatName98, Black Slime Chairman
StatName99, Travel to Lost Island
StatName100, Escape from Lost Island
StatName101, Central Park Cemetery
StatName102, Mayor Revealed
StatName103, The End
StatName104, Behind the Scenes Video
StatName105, Making of Ecto-1 Video
StatName106, Promotional Video
StatName107, Trailer Video
StatName108, Bonus Commercial Footage
StatName109, "Year One" Trailer
StatName110, "Year One" Trailer #2
Remember how I said that there is text referring to achievements, leaderboards, and other stuff from the PS3/Xbox versions? Well, here's some menu text from world\en\ui.txt (contained in language.pod) as proof. I've come to realize that the game is coded to pick and choose assets, including text, regardless of how it's grouped in the files. Only three of these items in the Extras section below actually appear on the PC's Extras menu. I had assumed that "Ghostbuster Challenges" would be the PC's version of Achievements/Trophies - and looking at the text assets, maybe that was originally the case - but I completed several of the challenge requirements (such as completing the firehouse training level) and did not unlock the respective challenge/achievement/trophy.

Also, there was apparently going to be a Containment Unit Ghost Viewer, but that wasn't included in any version of the game. I guess this would have been like the concept used in the original Ghostbusters movie script, where you could peek inside the containment unit and look at the ghosts. In this case, it would probably show you a rotatable 3-D model for each ghost. Oh, and yes, the copyright data still lists Vivendi Games (Sierra), not Atari.
// CExtrasMenu
CExtrasMenu_Title,Extras
CExtrasMenu_GBManual,Ghostbusters Manual
CExtrasMenu_Scenes,Replay Mission
CExtrasMenu_AchievementsXB2,Achievements
CExtrasMenu_AchievementsPS3,Trophies
CExtrasMenu_AchievementsW32,Ghostbuster Challenges
CExtrasMenu_Art,Art
CExtrasMenu_Videos,Videos
CExtrasMenu_DLContent,Downloadable Content
CExtrasMenu_Credits,Credits

// CAchievementsMenu
CAchievementsMenu_TitleXB2,Achievements
CAchievementsMenu_TitlePS3,Trophies
CAchievementsMenu_TitleW32,Ghostbuster Challenges
CAchievementsMenu_Complete,Complete
CAchievementsMenu_Incomplete,Incomplete

// CArtGalleryMenu
CArtGalleryMenu_Title,Art Galleries
CArtGalleryMenu_Locked,Locked
CArtGalleryMenu_Firehouse,Firehouse
CArtGalleryMenu_Hotel,Hotel Sedgewick
CArtGalleryMenu_TimesSquare,Times Square
CArtGalleryMenu_Library,Public Library
CArtGalleryMenu_Museum,History Museum
CArtGalleryMenu_Parade,Thanksgiving Day Parade
CArtGalleryMenu_HotelReturn,Return to Hotel Sedgewick
CArtGalleryMenu_LostIsland,Lost Island
CArtGalleryMenu_Cemetery,Central Park Cemetery
CArtGalleryMenu_Misc,Miscellaneous

// CImageGalleryMenu
CImageGalleryMenu_Title,Unlocked Art
CImageGalleryMenu_Pan,Pan
CImageGalleryMenu_ZoomIn,Zoom In
CImageGalleryMenu_ZoomOut,Zoom Out

// CVideosMenu
CVideosMenu_Title,Unlocked Videos

// CProfileMenu
CProfileMenu_Title,Choose a Profile

// XBox 360 sign-in confirmation dialog
XB2SignIn_Title,No Profile
XB2SignIn_Text,If you do not sign in, you will lose any unsaved progress. Would you like to sign in?
XB2SignIn_Yes,Yes, sign in
XB2SignIn_No,No, don't sign in

// XBox 360 storage device confirmation dialog
XB2Device_Title,No Storage Device
XB2Device_Text,If you do not choose a storage device, you will not be able to save your progress. Would you like to choose a storage device?
XB2Device_Yes,Yes, choose a storage device
XB2Device_No,No, don't choose a storage device

// PS3 storage device confirmation dialog
PS3Device_Title,HDD Storage Device
PS3Device_Text,This game saves data automatically at certain points. Do not switch off the power when the HDD access indicator is flashing.

// CMissionSummaryLevelMenu
CMissionSummaryLevelMenu_Title,Mission Summary Reports
CMissionSummaryLevelMenu_Firehouse,Firehouse
CMissionSummaryLevelMenu_Hotel,Hotel Sedgewick
CMissionSummaryLevelMenu_TimesSquare,Times Square
CMissionSummaryLevelMenu_Library,Public Library
CMissionSummaryLevelMenu_Museum,History Museum
CMissionSummaryLevelMenu_Parade,Thanksgiving Day Parade
CMissionSummaryLevelMenu_HotelReturn,Return to Hotel Sedgewick
CMissionSummaryLevelMenu_LostIsland,Lost Island
CMissionSummaryLevelMenu_Cemetery,Central Park Cemetery

// CMissionSummaryMenu
CMissionSummaryMenu_EarningsTitle,Earnings Report
CMissionSummaryMenu_EarningsHeader,Top Targets
CMissionSummaryMenu_EarningsFooter,page 1 of 2
CMissionSummaryMenu_EarningsOther,Other Earnings
CMissionSummaryMenu_EarningsTotal,Total Earnings
CMissionSummaryMenu_DamageTitle,Damage Claim
CMissionSummaryMenu_DamageHeader,Items
CMissionSummaryMenu_DamageFooter,page 2 of 2
CMissionSummaryMenu_DamageTotal,Total Damages

// CGhostViewerMenu
CGhostViewerMenu_Title,Containment Manifest
CGhostViewerMenu_Rotate,Rotate / Zoom

// Legal intro
LegalIntro,"GHOSTBUSTERS", the video game 2008 Columbia Pictures Industries, Inc. Game Software excluding Columbia Pictures elements 2008 Vivendi Games, Inc. All rights reserved.
Before I start with what's ON the disc, let's look at what Nero InfoTool has to say about the disc itself:

General
      Type: DVD-ROM
      Capacity: 6.34 GB
Extended information
      Layers: 2
      Version: 1
      Track path: Opposite Track Path (OTP)
      Disc size: 12 cm
      Copy protection: n/a
Content
      File system(s): ISO9660, Joliet
      Title: Ghostbusters
      Date: 26 May 2009.
      Publisher: n/a
      Application: Nero Burning ROM

Just because it doesn't list any copy protection, doesn't mean that there isn't any. The copy protection exists in the form of SecuROM online activation. The most interestingly thing to learn here is that the game takes up 6.34 Gigabytes and is on a dual-layer DVD-ROM. This is the first time I've ever seen that. The only other PC game I have on DVD-ROM is a single-layer disc (GTA: San Andreas).

Now I'll give you a complete list of every file on the disc. The sizes listed below are in bytes.
================================================================
Autorun.exe ........................................ 435,504
AUTORUN.INF ........................................      81
ghost.ico ..........................................   2,238

autorunData\autorun.ini  ...........................     737
autorunData\autorun-de.ini..........................     740
autorunData\autorun-es.ini..........................     740
autorunData\autorun-fr.ini..........................     740
autorunData\autorun-it.ini..........................     740
autorunData\autorun-nl.ini..........................     740
autorunData\index.html .............................   3,264
autorunData\index-de.html...........................   3,306
autorunData\index-es.html...........................   3,253
autorunData\index-fr.html...........................   3,282
autorunData\index-it.html...........................   3,292
autorunData\index-nl.html...........................   3,291

autorunData\css\gb.css .............................     950

autorunData\images\background.png .................. 261,606
autorunData\images\exit.png ........................   3,328
autorunData\images\install.png .....................   3,569
autorunData\images\play.png ........................   3,577
autorunData\images\readme.png ......................   3,377

autorunData\js\jquery-1.3.2.min.js .................  57,254
autorunData\js\menubox.js ..........................   3,074

setup\1031.mst .....................................  38,912
setup\1033.mst .....................................   3,584
setup\1034.mst .....................................  35,840
setup\1036.mst .....................................  37,376
setup\1040.mst .....................................  37,888
setup\1043.mst .....................................  37,376
setup\data.cab ............................... 2,147,481,600
setup\data1.cab .............................. 1,433,102,336
setup\data2.cab .............................. 2,147,481,600
setup\data3.cab .............................. 1,038,322,857
setup\Ghostbusters (TM) The Video Game.msi ......... 605,696
setup\ISSetup.dll ................................ 3,271,896
setup\readme.rtf ...................................  37,308
setup\readme_us.rtf ................................ 147,227
setup\setup.exe .................................. 3,877,752

setup\bin\GameuxInstallHelper.dll ..................  78,184
setup\bin\ghost_w32.exe .......................... 4,572,784
setup\bin\ghost_w32.fpt ............................   1,024
setup\bin\lang.ini ................................. 137,880
setup\bin\paul.dll ................................. 296,176
setup\bin\xinput1_3.dll ............................  81,768

setup\directx9\dsetup.dll ..........................  97,288
setup\directx9\dsetup32.dll ...................... 1,694,728
setup\directx9\dxdllreg_x86.cab ....................  47,596
setup\directx9\dxnt.cab ......................... 13,265,040
setup\directx9\dxsetup.exe ......................... 527,880
setup\directx9\dxupdate.cab ........................  97,396
setup\directx9\Mar2008_d3dx10_37_x86.cab ........... 821,508
setup\directx9\Mar2008_d3dx9_37_x86.cab .......... 1,446,530
setup\directx9\Mar2008_X3DAudio_x86.cab ............  25,115
setup\directx9\Mar2008_XACT_x86.cab ................  96,982
setup\directx9\Mar2008_XAudio_x86.cab .............. 229,498

setup\readme\readme.rtf ............................ 147,227
setup\readme\readme_DE.rtf ......................... 116,166
setup\readme\readme_ES.rtf ......................... 195,037
setup\readme\readme_FR.rtf ......................... 108,887
setup\readme\readme_IT.rtf ......................... 130,271
setup\readme\readme_NL.rtf ......................... 133,637
setup\readme\readme_US.rtf ......................... 147,227
================================================================
62 files is not very many files when you consider a game this size. Most of these files are not even used by the game itself. The first three are autorunned by Windows when you insert the disc into your drive (.inf is the instructions, .exe is the executable, and .ico is the icon file). They will actually call up the html file in the autorunData subdirectory (which one is displayed depends on your language). All of the files in that directory and its subdirectories are used by that html file. This html file displays three options:


Install | Readme | Exit

Install launches the game's installer (setup\setup.exe), Readme launches the game's readme file (setup\readme\readme_US.rtf for U.S. systems), and Exit closes that window.

Now let's take a quick peek at what's in the Setup directory. In the main directory you have the game's installer (setup.exe), two readme files (which despite the vastly different file sizes, contain the exact same text), and a bunch of files used by the installer.

The Bin subdirectory contains the evil SecuROM DRM online activation file entitled "SecuROM PA Unlock DLL for Activate & Play" (v1.0.1.14, paul.dll), the language file for the activation messages (lang.ini), the Game Explorer Install Helper DLL (v9.18.944.0, GameuxInstallHelper.dll), Microsoft Common Controller API (v9.18.944.0, xinput1_3.dll), and Ghostbusters (v2.0.1.0, ghost_w32.exe). Aside from the SecuROM files, I don't have a clue as to what the others do. Oh, and why did they have to name a piece of evil DRM after me?

Finally, the Directx9 directory contains all of the Direct-X 9 files (duh!) and the Readme directory contains a bunch of readme files in various languages (double duh!).

Now let's take a more detailed look at four of the files in the list above. You'll notice that four of them are VERY large. The four Data.cab files are 1 and 2 Gigabytes each! These are cabinet files that can be opened up in just about any archive utility. Inside are all of the game's data files. So let's take a look at what's inside, shall we? Again, sizes listed are in bytes.
DATA.CAB
========================================
attract_vid.ogv .....  29,198,196
cs_cem_02.ogv .......   6,916,524
cs_cem_06.ogv .......   8,582,506
cs_cem_07.ogv .......  26,126,143
cs_ext_01.ogv .......  21,290,567
cs_fh1_01.ogv .......   8,217,719
cs_fh1_01a.ogv ......  71,687,253
cs_fh1_02.ogv .......  19,426,975
cs_fh4_01.ogv .......  55,440,471
cs_fh5_01.ogv .......   3,397,444
cs_h1_05.ogv ........   2,833,083
cs_h1_06.ogv ........  32,623,878
cs_h1_07.ogv ........  18,363,565
cs_h2_01.ogv ........  18,914,933
cs_h2_02.ogv ........  35,611,278
cs_h2_03.ogv ........  25,376,238
cs_li_01.ogv ........  49,280,357
cs_li_02.ogv ........  28,316,551
cs_lib_01.ogv .......  47,678,604
cs_lib_04.ogv .......  61,379,291
cs_lib_05.ogv .......  26,919,975
cs_mus_01.ogv .......  27,930,549
cs_mus_02.ogv .......  11,842,436
cs_mus_03.ogv .......  38,810,097
cs_mus_03a.ogv ......  63,786,434
cs_mus_03b.ogv ......  42,750,534
cs_par_06.ogv .......  26,618,279
cs_par_07.ogv .......  23,667,216
cs_ts_05.ogv ........  35,901,490
cs_ts_07.ogv ........  47,863,733
cs_ts_08.ogv ........  90,997,873
extras.ogv ..........   8,172,751
fh02_scene.ogv ...... 155,396,755
fh03_scene.ogv ......  56,171,864
fh04_scene.ogv ......  95,995,823
fh05_scene.ogv ......  83,989,245
gb01.ogv ............  78,682,381
gb02.ogv ............  16,748,117
gb03.ogv ............  22,546,896
gb04.ogv ............  43,001,442
gb05.ogv ............  38,486,362
gb06.ogv ............  63,306,287
gb08.ogv ............  35,136,203
gb09.ogv ............  12,102,536
gb10.ogv ............  26,159,242
gb11.ogv ............  33,246,416
gb12.ogv ............  75,026,186
home.ogv ............   6,087,039
load.ogv ............   1,898,367
loading.ogv .........  25,299,284
logo.ogv ............  25,435,919
options.ogv .........   5,927,228
w32essnd.pod ........ 507,073,174
========================================
DATA1.CAB
========================================
w32art.pod .......... 2,135,778,624
w32art02.pod ........ 1,076,846,102
w32desnd.pod ........   527,511,945
w32ensnd.pod ........   543,735,552
w32essnd.pod ........   507,073,174
========================================

DATA2.CAB
========================================
common.pod ..........   322,100,165
language.pod ........     9,240,993
w32art.pod .......... 2,135,778,624
w32frsnd.pod ........   514,882,729
w32itsnd.pod ........   507,228,301
w32model.pod ........   368,219,895
w32musnd.pod ........   509,802,598
========================================

DATA3.CAB
========================================
w32musnd.pod ........   509,802,598
w32set.pod .......... 2,113,245,106
w32set02.pod ........    81,953,834
w32sound.pod ........   496,332,738
========================================


PLAYSTATION 3 FILE LIST

While my Blu-ray disc drive can't read the files on the PlayStation 3 disc, it can read the disc table of contents. So, at the very least, I'm able to present a PS3 file list. File sizes are listed in bytes.
GAME ICON AND PS3 MENU BACKGROUND
\PS3_GAME\ICON0.PNG
\PS3_GAME\PIC1.PNG
~~~~~~~~~~~~~~~~~~~~~~~
DATA & ASSETS
\PS3_GAME\USRDIR\COMMON.POD ...............   322,066,597
\PS3_GAME\USRDIR\EBOOT.BIN ................    12,441,352
\PS3_GAME\USRDIR\ghost_ps3.fpt ............         1,024
\PS3_GAME\USRDIR\ghost_ps3_MP_disc.self ...    16,237,544
\PS3_GAME\USRDIR\ICON0.PNG  ...............        37,909
\PS3_GAME\USRDIR\LANGUAGE.POD .............     9,077,212
\PS3_GAME\USRDIR\MP_COMMON.POD ............    55,144,808
\PS3_GAME\USRDIR\MP_LANGUAGE.POD ..........     8,976,426
\PS3_GAME\USRDIR\MP_PS3ENPKG.POD ..........       230,094
\PS3_GAME\USRDIR\MP_PS3ENSND.POD ..........    18,073,367
\PS3_GAME\USRDIR\MP_PS3MODEL.POD ..........    84,863,407
\PS3_GAME\USRDIR\MP_PS3MPPKG.POD ..........   305,409,328
\PS3_GAME\USRDIR\MP_PS3MUSND.POD ..........   111,045,863
\PS3_GAME\USRDIR\MP_PS3PKG.POD ...........  1,916,301,664
\PS3_GAME\USRDIR\MP_PS3PKGART.POD .........    79,294,484
\PS3_GAME\USRDIR\MP_PS3SET.POD ............   340,600,079
\PS3_GAME\USRDIR\MP_PS3SOUND.POD ..........   143,541,002
\PS3_GAME\USRDIR\PS3MODEL.POD .............   253,574,847
\PS3_GAME\USRDIR\PS3PKG.POD ............... 2,063,221,002
\PS3_GAME\USRDIR\PS3PKG02.POD .............   687,566,360
\PS3_GAME\USRDIR\PS3PKGART.POD ............   623,162,794
\PS3_GAME\USRDIR\PS3PKGDE.POD .............     4,259,676
\PS3_GAME\USRDIR\PS3PKGDESND.POD ..........   100,550,849
\PS3_GAME\USRDIR\PS3PKGEN.POD .............     4,743,228
\PS3_GAME\USRDIR\PS3PKGENSND.POD ..........   105,625,919
\PS3_GAME\USRDIR\PS3PKGES.POD .............     4,241,628
\PS3_GAME\USRDIR\PS3PKGESSND.POD ..........    95,370,018
\PS3_GAME\USRDIR\PS3PKGFR.POD .............     4,255,708
\PS3_GAME\USRDIR\PS3PKGFRSND.POD ..........    98,101,329
\PS3_GAME\USRDIR\PS3PKGIT.POD .............     4,247,356
\PS3_GAME\USRDIR\PS3PKGITSND.POD ..........    96,187,233
\PS3_GAME\USRDIR\PS3PKGSND.POD ............   256,372,536
\PS3_GAME\USRDIR\PS3SET.POD ............... 1,955,233,618
\PS3_GAME\USRDIR\PS3SOUND.POD .............   158,024,586
~~~~~~~~~~~~~~~~~~~~~~~
VIDEO FILE LIST
\PS3_GAME\USRDIR\video\attract_vid.ogv ................   29,198,196
\PS3_GAME\USRDIR\video\BR_BTS.ogv  ....................  524,122,602
\PS3_GAME\USRDIR\video\BR_commercial.ogv ..............   17,016,051
\PS3_GAME\USRDIR\video\BR_Ecto1.ogv ...................  635,190,438
\PS3_GAME\USRDIR\video\BR_Promo.ogv ...................  146,597,590
\PS3_GAME\USRDIR\video\BR_Trailer.ogv .................   38,020,719
\PS3_GAME\USRDIR\video\BR_Yearone.ogv .................   75,075,516
\PS3_GAME\USRDIR\video\CS_CEM_02.ogv ..................    6,916,524
\PS3_GAME\USRDIR\video\CS_Cem_06.ogv ..................    8,582,506
\PS3_GAME\USRDIR\video\CS_CEM_07.ogv ..................   26,126,143
\PS3_GAME\USRDIR\video\CS_EXT_01.ogv ..................   21,290,567
\PS3_GAME\USRDIR\video\CS_FH1_01.ogv ..................    8,217,719
\PS3_GAME\USRDIR\video\CS_FH1_01a.ogv .................   71,687,253
\PS3_GAME\USRDIR\video\CS_FH1_02.ogv ..................   19,423,996
\PS3_GAME\USRDIR\video\CS_FH4_01.ogv ..................   55,440,471
\PS3_GAME\USRDIR\video\CS_FH5_01.ogv ..................    3,397,444
\PS3_GAME\USRDIR\video\CS_H1_05.ogv ...................    2,833,083
\PS3_GAME\USRDIR\video\CS_H1_06.ogv ...................   32,623,878
\PS3_GAME\USRDIR\video\CS_H1_07.ogv ...................   18,363,565
\PS3_GAME\USRDIR\video\CS_H2_01.ogv ...................   18,914,933
\PS3_GAME\USRDIR\video\CS_H2_02.ogv ...................   35,611,278
\PS3_GAME\USRDIR\video\CS_H2_03.ogv ...................   25,376,238
\PS3_GAME\USRDIR\video\CS_LI_01.ogv ...................   49,280,357
\PS3_GAME\USRDIR\video\CS_LI_02.ogv ...................   28,316,551
\PS3_GAME\USRDIR\video\CS_LIB_01.ogv ..................   47,678,604
\PS3_GAME\USRDIR\video\CS_LIB_04.ogv ..................   61,379,291
\PS3_GAME\USRDIR\video\CS_LIB_05.ogv ..................   26,919,975
\PS3_GAME\USRDIR\video\CS_MUS_01.ogv ..................   27,930,549
\PS3_GAME\USRDIR\video\CS_MUS_02.ogv ..................   11,842,436
\PS3_GAME\USRDIR\video\CS_MUS_03.ogv ..................   38,810,097
\PS3_GAME\USRDIR\video\CS_MUS_03a.ogv .................   63,786,434
\PS3_GAME\USRDIR\video\CS_MUS_03b.ogv .................   42,750,534
\PS3_GAME\USRDIR\video\CS_PAR_06.ogv ..................   26,618,279
\PS3_GAME\USRDIR\video\CS_TS_05.ogv ...................   35,901,490
\PS3_GAME\USRDIR\video\CS_TS_07.ogv ...................   47,863,733
\PS3_GAME\USRDIR\video\CS_TS_08.ogv ...................   90,997,873
\PS3_GAME\USRDIR\video\extras.ogv .....................    8,172,751
\PS3_GAME\USRDIR\video\FH02_scene.ogv .................  155,396,755
\PS3_GAME\USRDIR\video\FH03_scene.ogv .................   55,455,611
\PS3_GAME\USRDIR\video\FH04_scene.ogv .................   95,995,823
\PS3_GAME\USRDIR\video\FH05_scene.ogv .................   83,989,245
\PS3_GAME\USRDIR\video\gb01.ogv .......................   78,682,381
\PS3_GAME\USRDIR\video\gb02.ogv .......................   16,748,117
\PS3_GAME\USRDIR\video\gb03.ogv .......................   22,546,896
\PS3_GAME\USRDIR\video\gb04.ogv .......................   43,001,442
\PS3_GAME\USRDIR\video\gb05.ogv .......................   38,486,362
\PS3_GAME\USRDIR\video\gb06.ogv .......................   63,306,287
\PS3_GAME\USRDIR\video\gb08.ogv .......................   35,136,203
\PS3_GAME\USRDIR\video\gb09.ogv .......................   12,102,536
\PS3_GAME\USRDIR\video\gb10.ogv .......................   26,159,242
\PS3_GAME\USRDIR\video\gb11.ogv .......................   33,246,416
\PS3_GAME\USRDIR\video\gb12.ogv .......................   75,026,186
\PS3_GAME\USRDIR\video\home.ogv .......................    6,087,039
\PS3_GAME\USRDIR\video\load.ogv .......................    1,898,367
\PS3_GAME\USRDIR\video\loading.ogv ....................   25,299,284
\PS3_GAME\USRDIR\video\logo.ogv .......................   25,435,919
\PS3_GAME\USRDIR\video\mp\loading_containment.ogv .....    8,321,104
\PS3_GAME\USRDIR\video\mp\loading_destruction.ogv .....    7,993,889
\PS3_GAME\USRDIR\video\mp\loading_protection.ogv ......    8,441,485
\PS3_GAME\USRDIR\video\mp\loading_slimedunk.ogv .......    8,629,438
\PS3_GAME\USRDIR\video\mp\loading_survival.ogv ........    7,848,299
\PS3_GAME\USRDIR\video\mp\loading_thief.ogv ...........    8,283,427
\PS3_GAME\USRDIR\video\options.ogv ....................    5,927,228
==============================================
This is the readme file found on game disc of the PC version of the game. I thought that the information provided in this file might be of use to some people in order for them to know if they have the equipment necessary to run the game properly before they buy it.

========================================================================
ReadMe File

May 1, 2009
========================================================================

========================================================================
Thank you for purchasing Ghostbusters: The Video Game!

This readme file contains last minute information that did not make it into the manual, more detailed information on various features already covered in the manual, performance improvement tips, and troubleshooting suggestions to help you should you encounter problems.
========================================================================

========================================================================
0. CONTENTS
========================================================================
1. System Requirements
2. Installation
3. Gameplay Performance Improvement Tips
4. Troubleshooting
5. Compatibility Notes
6. Contact Information
7. End-User License Agreement
========================================================================

========================================================================
1. System Requirements
========================================================================
Minimum Required System Configuration
Operating System:	Windows XP SP2, Windows Vista 32-bit and 64-bit
Processor:		Intel E4300 Core2Duo or AMD Athlon X2 +3800 *
Memory:			2 GB RAM
Hard Disk Space:	9 GB free hard disk space
DVD-ROM Drive:		Dual layer, 6X speed or faster
Video:			ATI Radeon X1800-series 512MB, Intel GMA 4-Series,
			NVIDIA GeForce 8400 512MB, Shader 3.0 Required **
Sound:			DirectX 9.0c-compatible sound card
DirectX:		DirectX version 9.0c (included) or higher
Input:			Keyboard and Mouse or Xbox 360 Controller

Recommended System Configuration
Processor:		Intel E8400 Core2Duo or equivalent
Memory:			4 GB System RAM
Video Card:		ATI Radeon HD 4800 series, NVIDIA GeForce GTX 260
                        series or higher video card
* Processors such as the Intel Pentium D 805 are not supported

** Video cards that do not have 512MB, such as the ATI Radeon X1800 XL, are not supported

========================================================================


========================================================================
2. Installation
========================================================================

PRIOR TO INSTALLATION
Before installing Ghostbusters: The Video Game, please verify that your computer meets the System Requirements listed in the above section.

To install Ghostbusters: The Video Game, you will need approximately 9 GB of free hard disk space, plus space for saved games. We recommend that you have an additional 1 GB of free space available after installing the game for save games and Windows file caching.

INSTALLATION
Insert the disc into your DVD-ROM drive. Follow the on-screen instructions. If AutoPlay is enabled, a title screen should appear once the disc has been inserted into your DVD-ROM drive.

If AutoPlay is not enabled, or the installation does not start automatically, click on the Start button on your Windows taskbar, then on Run. Then type D:\setup and click on OK in order to begin installation. If your DVD-ROM drive is assigned to a letter other than D:, substitute that letter.


========================================================================
3. Gameplay Performance Improvement Tips
========================================================================

I. Defragment Your Hard Drive
Running the Windows system tools ScanDisk and Disk Defragmenter prior to installing can resolve problems with your hard drive and increase its efficiency.

To launch these programs:
1. Open "My Computer" by pressing Start, and then left-clicking "My Computer"
2. Right-click on the hard drive you installed the game to. By default, this is the C: drive.
3. Left-click on Properties.
4. Left-click the "Tools" tab.
5. Under the "Error-checking" section, left-click "Check Now..." button to launch ScanDisk.
6. Press the "Start" button on the "Check Local Disk" dialog box.
7. Once this process is complete and either all errors have been fixed or not found, click the "Defragment Now..." button.


II. Use the Latest Video Drivers

Installing and running the latest video drivers on your machine can improve performance. Check your video card manufacturer's website for instructions on how to download and install new video drivers.


III. Change Graphics Settings

Some graphics settings have a large impact on performance and can require extra processing power and resources from your graphics card. If you experience poor performance or other unanticipated results, try changing the following options in the Video Menu:

1. Set Book Detail to Low.
2. Set Texture Detail to Low.
3. Set Shadow Detail to Low.
4. Set Persistent Debris to Off.
5. Reduce Screen Resolution to 1024x768 or 800x600.

========================================================================
4. Troubleshooting
========================================================================

I. Component Transfer Error

You may see a Feature Transfer Error message when installing the game. If this occurs, you may have purchased a defective CD/DVD, the disc may be dirty and/or damaged, or the CD/DVD may be incompatible with your Optical Drive. Please try running the installer on another system to assure that the disc is functioning properly.

If you find that the CD/DVD is dirty and/or damaged please follow the steps listed under "CD-ROM Access Error".


II. "Ran out of virtual memory"

If you encounter the following message in an error dialog, "Ran out of virtual memory", you will need to free up additional hard drive space to continue installation.

Installation requires hard drive space on your C: drive even when you are installing to a different hard drive. This is due to a specification in InstallShield, which requires uninstall information to be stored on the C: drive. Because of this, you may see an error during installation stating that you do not have enough free space to install the game when there is ample room available in the install directory.

If this occurs, you will need to free at least 50 MB on the C: drive prior to installation. Please contact your system vendor should you require assistance doing this.


III. Unable to Launch the Game after Installation

If you are experiencing problems trying to launch the program after a successful installation, please try the following:

- Re-boot the system and try launching the program again.

- Close all other running applications, especially things such as: Clean Sweep, anti-virus software, ZoneAlarm, and CD burning software (for example: Nero or EZ CD Creator).

If you have tried all of the above and are still having trouble, please generate an analysis file for submission to the SecuROM Technical Support group so we may be of further assistance. The analysis file contains important information to help us analyze the program launch issues you are experiencing. After successfully creating the file, the necessary data will be exported and stored in an "AnalysisLog.sr0" file. Please perform the following steps:

- You will need to locate the game executable. This file is located in the game folder which is in the Atari directory where you installed your game.

- Right click (right mouse button) on the executable and a dialog window will appear.

- Choose "Launch Analysis" from the menu and release the mouse button.

- Shortly, a disclaimer window will appear.

- To proceed, please click on the "Yes" button.

- The application will now generate an AnalysisLog.sr0 file within the root of your C:\ partition (hard drive).

- Another dialog will appear to signify the successful generation of the analysis file. Click the "OK" button to finish.

- If you have access to a compression utility program such as WinZip, please compress the file (some email programs will corrupt the .sr0 file during transmission).

- Please email the .sr0 file or zip file with a description of your issue with as much detail as possible. Be sure to include things you have already tried. Please submit this information by attaching the file and replying to support@securom.com.

Thank you for your cooperation and understanding. Please accept our sincerest apology for any inconvenience you have experienced. Our goal is to solve your launch issues as efficiently and quickly as possible.

Disclaimer: The ability to generate the analysis file has been developed with your personal interest in mind to check for possible hardware and/or software incompatibility on your PC. To shorten the analysis time, system information is collected (similar to Microsoft's msinfo32.exe program). Data will be compared with the SecuROM knowledge base to determine hardware and/or software conflicts. Submitting the analysis file is voluntary. The collected data is for evaluation purposes only and is not used in any other manner.


IV. What Should I Do If My Computer Goes to a Black Screen or Locks Up?

If you end up at a black screen or the game appears to lock up, please press ESC before trying anything else. If this fails, press CTRL-ALT-DEL once, click Task Manager, and then choose END TASK on <insert title> . If you do not see a dialog box after pressing CTRL-ALT-DEL, press ENTER twice and this should take you back to the desktop. Then restart your computer and try running the game again.


V. Should I Have Other Programs Running in the Background?

Generally, we have found that it is not a good idea to run any other programs in the background during gameplay. Please disable any active screen savers while running this game, as they may interrupt the game and cause problems. Various video, sound, or memory problems may occur if other programs are running, including virus-detection utilities.

You may need to disable or close programs that start automatically when Windows is started. Some of these programs display icons on your system tray. If you have icons in your system tray, right-click on each of them and select the option to disable, unload, exit, or close them before running your game. The next time you start your computer, these items will load once more and the icons will return. If you cannot disable them from the taskbar and you experience problems running your game, we recommend that you consult Windows Help for information on how to remove shortcuts or how to keep other programs from running in the background.


VI. Power Management

If your computer is equipped with a Power Management feature, you may want to disable it. Please consult your computer's documentation or the manufacturer for assistance in doing this. When Power Management is enabled, the following problems may occur:

- The game may crash or go to a blue screen when sleep mode activates. The Windows mouse cursor may not appear when the computer returns from sleep mode.

- The monitor may go to a black screen while you are playing or when sitting at one screen for long periods of time.


VII. Administrative Rights

Some steps noted in this Troubleshooting Guide require you to make adjustments to your system, such as setting up your monitor. These steps will not be possible to complete unless you are logged onto the system with Administrative rights. Without these rights, you may be unable to select an option because it is grayed out.

Administrative rights allow a user to make changes to a computer, its settings, access rights, files, user accounts and are required to update DirectX. Before installing the game, you should consider whether a minor or other user should be granted local Administrative rights because of these capabilities. You do not need to grant these rights to be able to play the game.


VIII. Playing the Game in a Limited (Restricted) User Account

You will be able to play your game on a Limited (or Restricted) User account after the Administrator has installed the game.


IX. Keyboard Functionality

Pressing ALT, CTRL or SHIFT multiple times during Gameplay may bring up a Windows dialog box while playing the game. This is a function of Accessibility options. For information regarding disabling this feature, please consult Windows Help.


X. Shortcut Does Not Appear on the Desktop

You will be prompted to create a shortcut to your game on your desktop during installation. The shortcut to the game may not be displayed on your desktop after installation if your system is configured for multiple users, with each person using a separate profile. If this occurs, you will need to navigate to the Windows Desktop folder and copy the shortcut to your current desktop or copy the shortcut from the Start Menu to your desktop.


XI. Windows Firewall

With the release of Service Pack 2 for Windows XP, Microsoft added the Windows Firewall, which can sometimes conflict with and/or cause abnormal behavior during installation or gameplay. To add your game to the Windows Firewall exception list, please do the following:

- Click Start and then click Control Panel.

- In the control panel, click Security Center, and then click Windows Firewall.

- Open the Exceptions tab, located under Programs and Services, and click the Add Program button. In the Add a Program dialog, click Browse and locate the application you wish to allow.

- Verify your game is listed in the Programs and Services list and press the OK button to accept the changes and dismiss the dialog. Press OK on the network connection's "Properties" dialog to apply the changes. Your new firewall exceptions will take effect immediately.


========================================================================
5. Compatibility Notes
========================================================================

I. Laptop/Notebook Video and Audio Chipsets

Integrated laptop video chipsets are not officially supported for several reasons:

* Laptop/Notebook video chipsets generally provide very limited or no DirectDraw or DirectSound acceleration.

* Laptop/Notebook vendors, such as Dell or Gateway, do not typically test their systems for game compatibility.

* Laptop/Notebook device drivers are not as frequently updated to address graphical and/or game-specific issues compared to desktop video cards. In addition, device drivers are usually tailored specifically to a particular laptop/notebook by the manufacturer working closely with the chip maker compared to desktop video card device drivers being created for the chip itself.

* Laptop/Notebook graphics chipsets are designed for low power consumption and generally use a small amount of embedded RAM, using system RAM to make up any differences. Comparatively, desktop video cards in general have a larger amount of embedded RAM and do not resort to using system RAM.

* With some exceptions, such as the Radeon Mobility 3650 or GeForce 9300 GS, notebook "3D" graphics chips do not support the advanced OpenGL and Direct3D features that have become standard on desktop 3D video cards.

* The simplistic audio chip in notebooks is designed for basic multimedia functions like playing music CDs or business presentations. The standard audio for games is Microsoft DirectSound. DirectSound requires a high-performance sound architecture that is able to do real-time mixing of multiple sound samples.

However, all of this aside, here are some laptop/notebook video chipsets that should work with titles requiring a 128MB Hardware T&L video card or higher:

ATI Mobility Radeon HD 3650
ATI Mobility Radeon HD 3850
ATI Mobility Radeon HD 3870

ATI Mobility Radeon HD 4650
ATI Mobility Radeon HD 4670
ATI Mobility Radeon HD 4850
ATI Mobility Radeon HD 4870

GeForce 8600M GS
GeForce 8600M GT
GeForce 8800M GTS
GeForce 8800M GTX

GeForce 9500M G
GeForce 9500M GS
GeForce 9600M GS
GeForce 9600M GT
GeForce 9650M GS
GeForce 9650M GT
GeForce 9700M GT
GeForce 9700M GTS
GeForce 9800M GS
GeForce 9800M GT
GeForce 9800M GTS
GeForce 9800M GTX


II. Sound and Video Drivers

The list below is provided to assist you in finding the latest drivers for your sound and/or video hardware. Please check your hardware manufacturer's web site for updated drivers for your specific card.
ABIT Computer Corporation		www.abit-usa.com
Advanced Micro Devices, Inc. (AMD)	www.amd.com
ASUS					www.asus.com
ATI Technologies Inc.			www.ati.com
C-Media Electronics Inc.		www.cmedia.com.tw
Compaq					www.compaq.com
Creative Labs Ltd.			www.creativelabs.com
Crystal Semiconductor			www.cirrus.com
Dell Inc.				www.dell.com
D-Link					www.dlink.com
Foxconn					www.foxconn.com
Gateway, Inc.				www.gateway.com
Gigabyte				www.gigabyte.com.tw
Hercules				www.hercules.com
Hewlett-Packard				www.hp.com
IBM					www.ibm.com
Intel Corporation			www.intel.com
Kensington				www.kensington.com
Linksys					www.linksys.com
Logitech				www.logitech.com
Matrox					www.matrox.com
Microsoft Corporation			www.microsoft.com
Micro-Star International, Ltd.		www.msi.com.tw
NETGEAR					www.netgear.com
NVIDIA Corporation			www.nvidia.com
Realtek					www.realtek.com.tw
Saitek					www.saitek.com
S3 Graphics Company, Ltd.		www.s3graphics.com
Thrustmaster				www.thrustmaster.com
Turtle Beach, Inc.			www.tbeach.com
VIA Technologies, Inc.			www.via.com.tw

III. Supported Video cards

As is noted in the minimum requirements not all video cards have hardware vertex and pixel shader support even though they have the required video memory available. Here is a non-exhaustive list of video cards that we have tested and are supported:

ATI Radeon X1800 series
ATI Radeon X1900 series

ATI Radeon HD 2900 XT
ATI Radeon HD 3650
ATI Radeon HD 3850
ATI Radeon HD 3870
ATI Radeon HD 3870X2

ATI Radeon HD 4850
ATI Radeon HD 4870
ATI Radeon HD 4870X2

Nvidia GeForce 8400 series
Nvidia GeForce 8600 series
Nvidia GeForce 8800 series

Nvidia GeForce 9500 series
Nvidia GeForce 9600 series
Nvidia GeForce 9800 series

Nvidia GeForce GTX 260

Please do note that any video card that does not have at least 512MB of RAM is not supported. If you have any of these video cards please contact your system vendor for assistance in upgrading your video card.


========================================================================
6. Contact Information and Technical Support
========================================================================

Help Via the Internet
Up-to-the-minute technical information about Atari products is generally available 24 hours a day, 7 days a week via the Internet at: http://atarisupport.com/.

Through this site you'll have access to our FAQ (Frequently Asked Questions) documents, our FTP (File Transfer Protocol) area where you can download patches if needed, our Hints/Cheat Codes if they're available, and an Email area where you can get help and ask questions if you do not find your answers within the FAQ.

All customer support requests are handled via Email. No telephone support requests will be accepted.

Note: In the event we must send you an FAQ document, patch or update via Email, we may require verifiable consent from a parent or guardian in order to protect children's privacy and safety online. Consent Forms are available at the web site listed above.


Product Return Procedures in the United States & Canada
Please first contact Atari Customer Support at atarisupport.com to determine the nature of your problem. Some issues that appear to be product defects are actually configuration-related and are easily fixed.

In the event our support team has determined that you need to return your game, it is recommended that you first try your retailer. Return the game to your retailer along with the original sales receipt and an explanation of the difficulty you are experiencing with the game. At its option, the retailer may replace the game.

Alternatively, our support representatives will provide you with a Return Merchandise Authorization number (RMA#) and instructions for returning your product to Atari for replacement.


Warranty Policy in the United States & Canada
If our technicians determine that the product storage medium is found to be defective within ninety (90) days of original purchase (unless otherwise provided by applicable law), Atari will replace the item free of charge, to the original purchaser, if the item is accompanied by the original dated receipt and packaging.


========================================================================
7. End-User License Agreement
========================================================================
[snipped to save space]


END OF DOCUMENT