This is the walkthrough page for Times Square Office Building in the stylized version of Ghostbusters: The Video Game. It gathers the in-game stages that belong to this larger story block so the menu naming lines up cleanly with the game.
If you want the full campaign map, go back to Stylized Campaign / Walkthrough. If you want the branch overview first, use the Stylized Version Guide. If you need the matching script pages, use the transcript chapter for Times Square Office Building.
Quick guide links
- Stylized Campaign / Walkthrough for the full mission map on this branch.
- Stylized Version Guide if you want the bigger branch overview.
- Times Square Office Building transcript chapter if you want the dialogue and cutscene order for this chapter.
- Tools of the Trade and Tips for Rookie Ghostbusters if a gadget gate, boss, or combat stretch is slowing you down.
- Previous chapter: Sedgewick Hotel
- Next chapter: New York Public Library
Playable walkthrough
This office-building run is much easier once you read its repeating chores. Clear residue, power or unblock the next room, then keep climbing until Stay Puft runs out of building to hold onto.
Before you start
- Boson Darts should do a lot of work here. Residue piles, swarms, and improvised projectiles are the chapter’s whole personality.
- When a battery, generator, or green chunk of debris shows up, the stage is telling you exactly what to do next.
Step-by-step walkthrough
- Marshmallow Hunt: Start by dragging the debris out of your way, blasting the yellow tape, and carrying the first battery back to the generator near the far wall. Move through the next rooms by ripping open the slimed door and blowing apart the marshmallow residue mounds. When the first ghost-locked door appears, capture both Construction Ghosts before you waste time on the handle. In the glowing-residue room, clear the Minis, blast the charged blob, handle the normal hard hat first, and only then deal with the electrified one using the loose battery so the room does not fight you on two fronts at once.
- Going Up: After the cutscene, plug the first marshmallow leak with the nearby green debris, then keep walking the hall and cleaning each source before it spawns more trouble. Destroy the arcade machines to shut the Electronic Wisps down faster, strip the weak points off the Printer Paper Zombies, and when the hiding Construction Ghost starts locking doors, play the chase straight: follow it through the rooms, blast the furniture it ducks into, and finish the capture back at the sealed door to unlock the stair climb.
- A Sticky Situation: Work the rooms in order instead of trying to multitask the whole floor. In the first big section, blow up the glowing blobs and Minis first, then discharge the electrified ghost with the battery and plug the leak with the green debris. Carry the battery into the side generator room, push onward, beat the next sparky ghost, and remember the second generator battery is tucked under furniture in the back-right corner when you face that room from the entrance. If you clear the leaking side room before returning the battery, the later backtrack gets much cleaner.
- Puffy White Menace: When Stay Puft’s hand crashes in near Ilyssa, blast the hand apart first, clear the nearest blob so the floor is not working against you, and only then push to the rescue point. On the roof, drop the Gargoyles before they can juggle you around the arena, then keep hammering Stay Puft’s hands and face until he finally loses his grip.
- The Rise and Fall of Stay Puft: The hanging finish is a steady cycle, not a panic scene. Keep landing Boson Darts on Stay Puft, shoot the big globs before they hit you, throw the green debris back whenever it lines up cleanly, and the moment his mouth opens for the finishing shot, take it without hesitation.
What usually trips players up
- If a room feels stuck, a hidden Construction Ghost or an unplugged generator is usually the real blocker.
- The floor gets much easier to read when you kill residue and leaks early instead of letting them keep adding noise to every fight.
Chapter overview
This chapter turns the Stay Puft problem into a full office-building disaster. The stylized version breaks this section into several named stages that climb from interior cleanup into larger-scale rooftop pressure.
Version notes
- Location block: Times Square Office Building
- Version coverage: Wii and PlayStation 2
- Wii and PlayStation 2 both use the same five-stage structure here.
