One of the best pieces of personality in Ghostbusters: The Video Game multiplayer is the Most Wanted Ghosts system. These ghosts are more than random bonus spawns. They are a chained side pursuit with appearance conditions, location ties, and bragging-rights value that sits on top of the normal Multiplayer Jobs structure.
They give the multiplayer suite a real chase structure. Instead of repeating the same jobs in a vacuum, players unlock a chain of rarer encounters tied to locations, kill counts, and match history.

How Most Wanted Ghosts work
The guide says these ghosts begin appearing 90 seconds after a multiplayer match starts, but only after certain conditions have been met. Those conditions are different for each ghost, and meeting them does not guarantee the ghost will show up immediately. It only puts that ghost into the pool of things that can appear.
That means Most Wanted Ghosts work more like a layered hunt than a one-time checklist. You hit the requirements, then keep playing until the field finally gives you the encounter.
In the mode rotation
Most Wanted Ghosts do not always decide the main objective of a job, but they absolutely change the shape of a match. In wave-based jobs they can add pressure without replacing the wave goal. In ghost-clear jobs they can delay the round ending until they are gone. Either way, they make the mode feel less predictable and more like a live paranormal problem.
The location chains
The guide organizes Most Wanted Ghosts by location, and that is the cleanest way to read them.
Library chain
- The Book of Pain appears after one successful Library job.
- Captain of the Guard follows after you defeat the Book of Pain and rack up enough Paper Construct or Book Centurion kills.
- Olga the Terrible follows after Captain of the Guard plus five Library matches.
- Dredge sits at the end of the Library chain and requires Olga plus repeated Thieves jobs in Library levels.
Times Square chain
- Smelly Ned begins the chain after repeated Containment jobs in Times Square.
- Dolnansky the Foreman follows after Smelly Ned and a pickup-collection requirement.
- Grimgreave continues the chain after Dolnansky, plus a Gargoyle and Stone Angel kill requirement.
- Binky closes the Times Square chain after Grimgreave and repeated Survival jobs there.
Museum chain
- Grundel starts the Museum line after enough Protection jobs.
- Sharpshooter Bailey follows after Grundel and Civil War Ghost captures.
- The Maestro follows after Sharpshooter Bailey and repeated Museum Survival jobs.
- Grand Pappy Sargassi sits at the end and requires The Maestro plus a larger total job count in the Museum.
Cemetery chain
- Mad Mad Minimo starts after hitting a big money score in the Cemetery.
- Darkest follows after Mad Mad Minimo and Black Slime Monster captures.
- The Clawed Menace follows after Darkest and enough Cemetery Crawler kills.
- The Uprising closes the Cemetery line after The Clawed Menace and repeated Survival jobs in Cemetery levels.
Global Slimer chain
- Rotten Slimer starts after capturing enough Slimers outside Slime Dunk.
- Wee Slimer follows after Rotten Slimer and multiple Slime Dunk wins.
- Polar Slimers follows after Wee Slimer and enough total dunks.
- Glutton Slimer caps the chain after Polar Slimers and a broad total-job milestone across all levels.
What this system is really testing
The clever thing about the Most Wanted chain is that it quietly tests more than skill. It tests patience, variety, and repetition. You cannot brute-force the whole system by only liking one mode. The guide pushes players to rotate through Containment, Protection, Survival, Thieves, and Slime Dunk if they want the full chain.
Best pages to use with this one
- Multiplayer Jobs in Ghostbusters: The Video Game
- Multiplayer Modes in Ghostbusters: The Video Game
- Achievements and Trophies in Ghostbusters: The Video Game
Why this page belongs in the section
This system gives multiplayer a long-tail hunt instead of a flat checklist. The chained unlocks, location rules, and delayed spawns are a big part of why these matches feel like live paranormal trouble instead of sterile score drills.
