New Ghostbusters II keeps its enemy roster readable, which is one reason the game still plays so well. Most ghosts have one clean idea behind them. Once you know that idea, the fight gets much easier.
This guide focuses on what each enemy actually does and the quickest way to deal with it without taking cheap hits.
Court Building enemies
Slimer
Slow, simple, and good for learning the beam-and-trap rhythm. Do not stand too close and you will be fine.
Ghost Runners
These move on fixed routes. Let them run toward you, then stop them head-on instead of chasing them around.
Pink Spinners
They circle the victim fast, then smaller versions pop out after one goes down. Keep some distance and catch the little ones right after they land.
Chainsaw Ghosts
Watch the floor for the shadow. That is the real tell. Follow it, wait for the ghost to appear, then fire immediately.
Bath Slime
Trigger the attack, step back, and hit it from a safe angle. Do not crowd it.
Throwing Slimers
These are worse than standard Slimers because they can punish a straight approach. Use obstacles when possible, or rush in right after a throw.
Abandoned Subway enemies
Pick Axe Ghosts
They move in direct lines and pause briefly. That pause is your opening.
Cart Ghosts
Treat the tracks as danger first, opportunity second. If one is barreling toward you, get clear before trying to score points.
Jackhammer Ghosts
They are more aggressive than they look. Side attacks are the safe play.
Heads
Some move like the jackhammer enemies, while others spit projectiles. Train seats help a lot here.
Apartment Building enemies
Slime Blobs
Slow hoppers. Wait for them to land, then trap them cleanly.
Cupids / Imps
These are among the most annoying enemies in the game because they attack through walls or circle with extended hitboxes. Pick them off from the side whenever possible.
Ninjas
Katana ninjas pause for a split second before charging. Shuriken ninjas throw in multiple directions. In both cases, patience beats panic.
Ogres / Cyclops enemies
Never stand directly in front of them unless there is no other option. Their forward attack reaches farther than you want it to.
Jack-O-Lantern enemies
Not too bad on their own, but they become irritating in groups. Keep moving and avoid getting boxed in.
Sewers and Museum enemies
Slime Molds / Pillars
Hit them when they rise. The slime terrain makes them more dangerous than they first seem.
Top Spinners
They move in clean lines and mainly punish sloppy positioning.
Mimics
These blend into the museum walls, so keep your eyes open and do not assume the room is empty just because it looks quiet.
Boss quick guide
Scoleri Brothers
Take out the charging brother first, then clean up the other one.
Conductor Slimer
This one breaks the usual rules a bit. You often need to pressure him and use the trap at the right opening rather than just holding a steady lock.
Salamanders
Keep moving, burn through the early waves, and trap the last one when it changes color.
Uber Janosz
Corners help. The clones are the real problem, so reduce the room chaos however you can.
Vigo
Stay patient, dodge the large spread attacks, and strike during the safer part of the cycle.
Best general enemy tip
If an enemy looks like it wants you to charge straight at it, that is usually the trap. New Ghostbusters II is kinder when you let enemies commit first and then punish them from the side.

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