The Firehouse is where Ghostbusters: The Video Game slows down between missions. Janine keeps the phones moving, Slimer causes trouble, Peter leaves a mess behind, and the place feels like an actual Ghostbusters workplace.

That also makes it one of the best transcript stops in the game. The phone calls, answering-machine messages, jokes, and background chatter do a lot of character work.

Concept art of the Slimer containment tank from Ghostbusters: The Video Game
Firehouse prop art from Spook Central’s realistic-version unlockable gallery.

The Firehouse is the Central Hub

This is where the Rookie settles into the team. Between missions, you come back here, hear Janine on the phone, and get a better feel for the Ghostbusters outside combat.

The Answering Machine

The answering-machine material looks tiny until you line it up. Then it becomes obvious how much world-building it is carrying. Those messages make New York feel busy, haunted, and mildly ridiculous in exactly the way a Ghostbusters game should.

  • Some calls are pure comedy.
  • Some sound like real customers with smaller hauntings.
  • Some are Peter Venkman chaos arriving by voicemail.
  • Taken together, they make the office feel alive between the big story beats.

Firehouse Related Content

  • Firehouse Answering Machine transcripts
    • The full between-mission voicemail archive from the realistic branch, kept on its own page so this Firehouse guide does not have to repeat every message.
  • Janine Melnitz
    • Janine’s role in the Firehouse, plus the phone material that makes the office feel like a real business.
  • The Crew
    • How the main team plays off each other when the game shifts from combat to office scenes and downtime.
  • Story and campaign overview
    • The campaign-wide roadmap if you want to place the Firehouse scenes in the larger arc.