This is the walkthrough page for Return to the Sedgewick Hotel 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 Return to the Sedgewick Hotel.

Quick guide links

Playable walkthrough

This stylized return to the Sedgewick is a haunted obstacle course with hotel wallpaper. The trick is to stop asking what a real building would do and to start following the portals, hidden doors, and moving surfaces the level keeps putting right in front of you.

Before you start

  • Keep the Paragoggles and Stasis Stream ready at all times. This chapter treats them like movement tools, not optional extras.
  • If you feel lost, slow down and read the current room. The level almost always gives one clear supernatural tell: a portal door, a slimable wall, or a frozen-timing obstacle.

Step-by-step walkthrough

  1. Splitting Up: After the elevator scene, go left and wait for the conversation to finish so the black pillars finally recede. Push forward until the route locks again, kill the first pair of red-eye ghosts fast, then enter the room they were guarding. From there, use the goggles to identify the door that actually contains the portal. The ordinary-looking doors are bait.
  2. Splitting Up: In the next hall, time your run past the mines so you hit the far portal door exactly when it appears. After that, work through the floating-furniture hallway by hugging the left side and rounding the corner instead of charging the middle. Reveal the slimable door, peel it away, and enter the hidden portal behind it. When the next room dumps a red-eye ghost right on top of you, freeze it first so you are not eating free damage while the room settles.
  3. Splitting Up: At the open-doored room with the closing black pillars, do not walk too deep before you are ready. Stay back, freeze the pillars while they are still open enough to exploit, then slip through. Soon after that, the level turns into a key-ghost sweep. In the first room, check the right chair in front of the TV. In the second, check the bed. In the third, check the TV. In the fourth, check the bathtub. Catching those four hidden ghosts is what finally unlocks the next door.
  4. Splitting Up: In the hall with the missing doorway, trust the goggles again. Reveal the absent door, slime it into place, clear the spider swarm on the other side, and take the stairs when the cutscene ends. That is the clean finish to the first half of this chapter.
  5. The 13th Floor: Start by clearing webs and scuttlers down the main hall, then take the second right-hand corridor, the one that has not warped upward. Blow open the husk, kill the bugs before they burst out in force, and only then deal with the hidden key ghosts inside the room. It is much safer than letting everything wake up at once.
  6. The 13th Floor: In the corkscrewed hallway, strip the webs from all three doors at the far end, then wait for the portal to appear in the middle door before you commit. When you drop into the next room, clear the way and get ready for the big gorge puzzle. First remove the husks and spiders so they do not ambush you mid-jump. Then burn away the webbing across the gorge until the big painting falls and turns into a ramp. On the far side, reveal the slimable door, keep hold of it, and drag it over to the spot where the trail disappears into the wall to create the actual exit.
  7. The 13th Floor: In the floating-platform room, make it methodical. Clean the bugs first. Ride the first slab up to its highest point, freeze it, wait for the second slab to drift close, hop over, then repeat the process for the third. You can wait for the slower natural alignment if you want, but freezing each slab as it reaches its best position makes the whole crossing much less annoying.
  8. The 13th Floor: Once you hit the last warped hallway, do not overfight the optional side husks near the elevator. Clear only what is blocking your movement, grab the final key ghost if one is in your lane, and get into the elevator to close the stage out.
  9. Lair of the Spider Witch: The boss is simpler than the hotel that led to her. Freeze the web she is hanging from, blast it out so she drops, then punish her while she is on the floor. When she starts climbing the walls, keep tearing the webbing out from under her instead of chasing her body directly. If she glitches into a looping fall animation, stripping the remaining webbing from the wall she fell from can usually reset the fight. Once her transformed form breaks, finish the final spirit phase quickly with a clean capture.

What usually trips players up

  • The Sedgewick is not asking you to remember a floor plan. It is asking you to notice which door is real this time.
  • The floating-platform room is easier when you stop rushing the whole crossing and treat each slab as its own freeze-and-hop step.

Chapter overview

The return trip to the Sedgewick revisits familiar ground and then turns it hostile. This chapter is also the big Wii versus PlayStation 2 structural wrinkle in the stylized campaign map.

Version notes

  • Location block: Return to the Sedgewick Hotel
  • Version coverage: Wii and PlayStation 2
  • Wii handles this stretch more compactly. PlayStation 2 splits the middle of it into the extra stage labels Under New Management II and Under New Management III before the chapter reaches Splitting Up.

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