This is the walkthrough page for Natural History Museum 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 Natural History Museum.
Quick guide links
- Stylized Campaign / Walkthrough for the full mission map on this branch.
- Stylized Version Guide if you want the bigger branch overview.
- Natural History Museum 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: New York Public Library
- Next chapter: Return to the Sedgewick Hotel
Playable walkthrough
The stylized museum chapter is really four missions stitched together: break in through the loading dock, calm down the gala possession mess, clear both puzzle-heavy exhibit wings, then put down the black-slimed T-Rex before the room snowballs on you.
Before you start
- Keep the Slime Blower, Shock Blast, and Paragoggles ready to swap fast. This whole chapter keeps mixing possessions, hidden objects, and environmental puzzle pieces.
- When a museum room seems chaotic, look for what the room is built around. Hoops, wells, lids, hidden doors, and spirit locks matter more than random cleanup shots.
Step-by-step walkthrough
- Dr. Rutherford, I Presume?: Start by circling the purple-slime wreckage at the dock and opening the first gate so you can begin cleaning the black slime off the route. In the next crate room, use the Paragoggles to spot which boxes can actually be slimed and moved, then drag the far-corner stack aside to uncover the doorway. Blow open Rutherford’s crate, let him unlock the next door, beat the first Hag without rushing straight into the snot volleys, and when Ray gets possessed, slime him first, then trap the witch before it can reset the fight.
- Opening Night: In the gala hall, do not scatter. Stay near the main floor, trap the Possessors one by one, and be ready to slime Peck if he becomes the last available host. Once the room settles, follow the Reapers through the gate they used, clean that fight, then use slime between the black spires to reveal the hidden door the goggles are hinting at. That is the real exit.
- Hot Pursuit: The big museum room lets you choose a wing first. If you want the cleanest read, take Egypt before Mayan. In the Egyptian room, kill the hot heads, then deal with the black-slime wells methodically: one lid is sitting on the pedestal between the center and right wells, one is invisible above the middle well, and the last starts as a half-piece near the left well. Carry that half upstairs, stick it onto the wall socket, slime it so the missing piece appears and completes the disc, then bring the full lid back down and cap the last well. Only after the wells are closed should you bother with the Hag and the spirit lock.
- Hot Pursuit: Back in the big room, switch to the Mayan wing and keep Winston close during the mannequin-and-witch fight. That section gets ugly if you drift too far apart because both of you wind up spending the whole time reviving each other. In the hoop room, slime each ball before moving it, launch them through the targets one by one, and remember the fourth ball is hidden in the display to the right of the big staircase. Finish the Hag at the end, slime the last hidden wall, and come back out to the now-unlocked Civil War route.
- Hot Pursuit: In the Civil War room, the fight looks bigger than it is. If you can, prioritize the flag-bearing ghosts. Taking them out breaks the rest of the reenactment much faster than chasing every stray soldier around the room.
- Ilyssa Found: Once the team regroups in the main hall, clear the Reapers and Hound Demons first so the floor stops clipping away at your attention. Then work the black-slimed T-Rex by circling it, coating it with slime, and staying close enough to a teammate that you can recover quickly if the big swings connect. When the body finally drops, rip the skull free and immediately switch mental gears, because the second phase is the real fight.
- Ilyssa Found: Against the floating skull, keep a simple rhythm: slime first, Boson Darts or direct follow-up second. Do not stand under it waiting for a clean shot. Keep moving, keep an angle on a teammate for emergency revives, and punish the skull every time it tries to recover itself with fresh black slime.
What usually trips players up
- The exhibit wings feel worse when you try to solve them while enemies are still spawning from wells or spirit locks. Shut the room’s machinery down first.
- The T-Rex phase gets much easier if you clear the floor before you start obsessing over boss damage.
Chapter overview
This museum chapter pushes the stylized campaign into a stranger, more story-heavy stretch. It covers the Rutherford and Ilyssa material, escalating from museum cleanup to a larger chase through supernatural fallout.
Version notes
- Location block: Natural History Museum
- Version coverage: Wii and PlayStation 2
- Wii and PlayStation 2 both use the same four-stage structure here.
