This is the walkthrough page for New York Public Library 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 New York Public Library.

Quick guide links

Playable walkthrough

The stylized library chapter keeps changing scenery, but its logic stays clean. Follow the Gray Lady, survive the combat pocket she leaves behind, then keep taking the newest supernatural opening until Azetlor finally has nowhere left to hide.

Before you start

  • Shock Blast is one of your best friends here because so many of the library fights happen at awkward close range.
  • When the route seems broken, check for the ghostly version of a doorway, bridge, or passage before you assume you missed a turn three rooms ago.

Step-by-step walkthrough

  1. Call of the Gray Lady: Try to follow the others until the shelves slam shut and cut you off, then accept the level’s new rule: there is really only one usable route at a time. Move through the shifting stacks, watch for ghost mines in the cold section, blast the stacked books out of your way, and keep pressing until the first phantasm fight resolves and the exit door opens.
  2. Shhhhhhhhh: Push through the reading rooms by clearing Book Bats and Book Centurions only as much as the current lane demands. When the Gray Lady slips away again, follow the goggles trail, then in the mini-phantasm room, blast the hiding places until all the pieces of the ghost are forced out. Once it recombines, finish the fight properly before moving to the Book Golem room. Against the Golem, stay mobile and use the same strip-and-finish rhythm rather than planting your feet in the center.
  3. Dark and Damp: Follow Ray into the next chase rooms, clear the guarding knight, blast the furniture blocking the route, and go downstairs toward the deeper sub-basement. When four phantasms pop out after the cutscene, give yourself room and pull them apart one by one instead of trying to body-check the whole swarm. In the floating-walkway section, use the Paragoggles, trust the invisible bridge, and break the planks at the far exit before you start second-guessing the path. In the codex room, grab the book on the desk to trigger the real boss sequence, then destroy the floating stands around the transformed Gray Lady before you waste shots on her shielded body.
  4. Wrath of the Collector: Treat Ghostworld as a sequence of correct portals, not a maze to be mastered. Keep taking the openings that move you deeper until you reach Azetlor’s arena. There, throw or return the loose book masses into him, tear off an exposed tongue with the Capture Stream every time he is stunned, and clean up the summoned Book Centurions or Book Golem between damage windows so the room never tips too far out of control.

What usually trips players up

  • The library often looks tangled, but the freshest opening is almost always the right one.
  • Azetlor is built around object throws and tongue pulls. Basic fire alone makes the fight take much longer than it should.

Chapter overview

The library chapter leans into haunted exploration, enclosed fights, and the Gray Lady material. It is one of the clearest examples of the stylized branch using its own mission flow instead of mirroring the realistic release beat for beat.

Version notes

  • Location block: New York Public Library
  • Version coverage: Wii and PlayStation 2
  • Wii and PlayStation 2 both use the same five-stage structure here.

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