This is the walkthrough page for Lost Island (Shandor’s Island) 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 Lost Island (Shandor’s Island).

Quick guide links

Playable walkthrough

This chapter is where the stylized version really starts showing off its own personality. It is less about wandering and more about learning the language of the black-slime machinery: reveal the mechanism, clear the bugs, lock the moving part in place, then sprint before the room resets itself.

Before you start

  • Keep the Slime Blower, Stasis Stream, and Paragoggles ready to cycle fast. You keep needing all three.
  • Whenever a room seems unfair, stop looking at the enemies for a moment and look at the machinery. The puzzle piece controlling the room is usually the real objective.

Step-by-step walkthrough

  1. Rivers of Slime: Start by clearing the first Cultists, then push down the hall until the sewer opens up. When rocks block the way, slime and wrangle them off the route instead of trying to fight through the damage. At the first broken railing, use the Paragoggles to reveal the skull ball mechanism, slam it to raise the platform, hop across, then use the next skull ball to drop the following platform. The rhythm here is reveal, slam, move quickly, and only then stop to clean up the surviving slime bugs.
  2. Rivers of Slime: Once you hit the first gear machine, do not waste time freezing random parts. Watch each spinning gear until its symbol lines up with the matching symbol above or below it, then freeze it in that exact position. When all three are locked, the gate opens and the black slime drops. Later rooms repeat that same idea, just with nastier enemy pressure and faster movement demands.
  3. Rivers of Slime: On the invisible-platform stretches, remove the black slime from the tops first so you are not landing on damage. In the larger lift puzzle, reveal all the skull balls up front, raise the first platforms, freeze them for a couple of seconds so they stay put, then hurry across before the sequence collapses. If the room keeps resetting on you, you are probably moving too slowly between the slam and the jump.
  4. Rivers of Slime: When a gate wants a floor piece or rock used as a plug, give it what it wants before you keep fighting the bugs. Several stretches become much easier once the leaking slime source is blocked and the room stops spitting out extra trouble.
  5. The Slime Labs: Treat the labs like a rescue circuit. Clear the first follower, move through the side hall to Peter, save him, then work the next hall-and-room chain until you free Winston. After that, backtrack through Peter’s room and take the other open route to the big chamber and Egon’s side of the map. The level sounds sprawling, but it is really one loop with rescues placed around it.
  6. The Slime Labs: When you cross invisible platforms in the larger lower room, clean the black slime off them before you trust the footing. Once you reach Egon, be ready for the pair of slime-coated followers that jump you right at the rescue point. Freeze them after you strip the slime off and deal with them one at a time so the fight does not turn sloppy.
  7. The Slime Labs: In the room with the giant slime bug, use Slime Mines aggressively. The goal is not elegant damage. It is clearing enough of the slime-filled floor that you can move and breathe again while the regular bugs keep trying to dogpile you.
  8. The Slime Labs: For the final big room, kill the Slime Lab Elemental first. It is the one repainting everything in black slime and making the followers tougher to finish. Once it is down, the rest of the room calms down fast.
  9. Black Slime Beast: Power the gear walkway by dealing with the three waves of followers, then returning the batteries to the generator. After that, freeze the moving gears when the openings line up so you can safely cross back into the arena. In the boss fight, use the P.K.E. Goggles to spot the exposed weak points, fully charge your Slime Mines before planting them, and keep running so the beast’s slime pools and spawned bugs do not trap you in one corner.

What usually trips players up

  • This chapter gets much easier once you stop treating it like a straight combat gauntlet. Most rooms are really timing puzzles with monsters attached.
  • If a platform or gear sequence feels impossible, the usual problem is order of operations: reveal it, clean it, lock it, then move.

Chapter overview

This chapter carries the team deeper into the Shandor endgame. It covers the island and slime-lab material that turns the campaign from urban ghost cleanup into full supernatural siege territory.

Version notes

  • Location block: Lost Island (Shandor’s Island)
  • Version coverage: Wii and PlayStation 2
  • Wii and PlayStation 2 both use the same five-stage structure here.

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