Museum of (Super)Natural History is one of the places where the campaign fully settles into its own supernatural mythology.
The game started at the museum, so coming back into that world later feels right. By this point, though, the story knows a lot more about what it is dealing with. The museum is no longer only a spooky opening location. It has turned into part of the larger Shandor problem.
Quick guide links
- Realistic / HD Campaign / Walkthrough for the full mission map on this branch.
- Realistic / HD Version Guide if you want the bigger branch overview.
- Level 5 transcript 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: Checking Out the Library
- Next chapter: Return to the Sedgewick
Playable walkthrough
The museum chapter is long, but it is not random. Read it in chunks: open the loading-dock entrance, stabilize the gala possession fight, clear the Mayan and Egyptian wings one exhibit at a time, then take the Chairman downstairs and finish the job there.
Before you start
- Keep Shock Blast, the Slime Blower, and the P.K.E. tools in easy reach. This chapter keeps rotating between statue fights, hidden-door checks, and black-slime cleanup.
- When the museum feels too big, stop trying to memorize the whole floor. Follow the residue trail or solve the room right in front of you.
Step-by-step walkthrough
- Open the back entrance from the loading dock. Cross the dim dock toward Winston and Ray, then circle back to the crate-and-box corner on the right side. Smash the boxes, hit the wall switch behind them, and use the newly powered door instead of searching the dock for another way in.
- Push through the service halls until Rutherford’s crate opens the chapter up. Neutralize black slime as you go, follow the right-hand bend when the corridor narrows, and break open the haunted crate to free Dr. Rutherford. As soon as Ray gets possessed, hose him with slime first, then switch back to direct fire and trap the ghost before it can keep bouncing between bodies.
- At the gala, create order before you chase every ghost in the room. Hold near the first big exhibit space and trap the Possessors one at a time. If one jumps into Peck or a teammate, exorcise the host immediately. Leaving even one loose Possessor turns the whole room into slapstick chaos in a hurry.
- Follow the residue into the statue corridors and fight from cover. The first museum halls are tight enough that the Possessed Statues can punish impatience. Use corners as cover, lean on Shock Blast or Boson Darts, and let the statues come into your line instead of charging the middle of the corridor.
- Work through the Mayan wing by crossing the center bridges whenever the side lanes collapse. The exhibit keeps blocking whichever flank you are using, so treat the bridges as the intended reset points. Clear one wave, cross the middle, clear the next pocket, then keep advancing toward the temple instead of trying to brute-force a blocked side lane.
- In the broken-skylight hall and Civil War room, clear the pressure enemies first. The statues and Flying Skulls in the skylight stretch can pin you if you rush. After Ray opens the next gate, use the wide Civil War room to your advantage: keep moving, trap the flag-bearing ghosts early, and do not let the reenactment fighters chip you down while you stare at the far exit.
- Seal the Egypt wing’s black-slime portal before you go hunting for the Chairman again. When the skulls keep streaming out, that is the room telling you the portal is the real problem. Blow away the black slime, stop the spawn source, then handle the statues and floaters with the room finally under control.
- Trust the P.K.E. tools when the west-wall exit is “missing.” After the team gets boxed in, scan the wall Ray points out and slime the spectral doorway into view. The museum does this a lot in the second half: when a normal exit disappears, the actual answer is usually a hidden surface rather than a detour across the whole map.
- Keep following the Chairman through the American-history and Egyptian stretches without overcommitting to side fights. He keeps popping up, throwing statues or skulls at you, then running. Clean each forced fight, but once the room settles, move. The chapter wants forward momentum more than total museum extermination.
- Destroy the obelisk when the search seems to stall. Back in the larger exhibit space, scan the central structure, blast the obelisk apart, and take the staircase that opens beneath it. That is the real route to the lower tunnels.
- Use the lower tunnels as a guided descent, then blast through the black-slime-weakened exit. Let the P.K.E. reading pull you to the side artifact if you want it, regroup with the team, and when the tunnel ends at a sealed door, scan it instead of backtracking. The surface is weakened by black slime, so clear it with the Slime Blower to break through.
- Fight the Chairman by handling the room, then the boss. Open with the Meson Collider on the glowing yellow eye in his chest and hit him again with the Overload Pulse when he exposes himself. Early in the fight, destroy the big side tanks so they stop blocking your angle. Every time he vanishes, immediately close the black-slime portals and clear the Crawlers and Fiends they spawn. Once the room is clean again, go back to the chest-eye cycle.
What usually trips players up
- The museum’s fake dead ends are usually solved by scanning or sliming, not by running laps through old rooms.
- The Chairman fight gets messy only when the portals stay open too long. Treat those as the emergency and the boss windows become much cleaner.

Gameplay screenshots
The museum, revisited
Early in the campaign, the museum feels like the first sign that old trouble is waking up. In this chapter, it feels like proof. The game has had time to build its case, and now the museum material can carry more weight because the story around it has thickened.
It turns the chapter from a neat return visit into a real escalation point.
The Shandor thread
A lot of licensed games struggle when they try to add new lore to an established world. Ghostbusters: The Video Game gets away with it because it keeps tying the new material back into the old spiritual architecture of the franchise. Shandor does not feel like a random late addition. He feels like buried trouble finally stepping into the light.
The museum chapter benefits from that more than most. It gives the campaign a place where cursed history, artifacts, occult residue, and old Ghostbusters-style mystery all belong in the same room.
What the museum chapter adds
- how much darker and more lore-heavy the campaign feels by this point
- how the museum shifts from eerie backdrop to real story engine
- how naturally the chapter folds Shandor material into Ghostbusters atmosphere
- how the game makes haunted objects and history feel like active threats instead of decoration
What it does for the sequel story
If the game wanted to coast on movie affection alone, it could have stayed in lighter franchise-reunion territory. This chapter shows it is aiming for more than that. It is willing to let the world get stranger, older, and a little meaner.
That gives the story more backbone. The campaign is not only checking off familiar Ghostbusters icons. It is building a real supernatural problem with its own shape and history.
What people come back to
People come back to Museum of (Super)Natural History because it is one of the chapters where the game’s ambition shows most clearly. It wants to be funny and familiar, yes, but it also wants to feel haunted in a deeper way than a simple bust-of-the-week structure would allow.
The museum gives it the perfect stage for that. It is eerie, story-rich, and loaded with the kind of old-world unease Ghostbusters has always used so well.
The chapter’s payoff
Museum of (Super)Natural History lands because it takes the campaign’s earliest signs of trouble and turns them into something heavier. The museum no longer feels like the place where the weirdness started. It feels like one of the places where the truth can no longer stay buried.
That is what makes the chapter stick. It revisits an old location, but it also deepens the whole story.

Be the first to comment