If Disturbance Ground Zero gets the campaign moving, Welcome to the Sedgewick Hotel is where the game really starts feeling like Ghostbusters.
Slimer is loose, the hotel is in trouble again, and the whole mission carries the exact kind of mix this game needed early: familiar franchise history, messy interior combat, environmental chaos, and a setting that is fun to haunt.

The Sedgewick chapter
The Sedgewick is more than a nostalgia stop. It earns its place. Bringing the campaign back to one of the most memorable locations from the first film is smart on its own, but the mission also uses the hotel well. It gives you narrow hallways, elevators, service spaces, ballrooms, and room-to-room escalation that makes the haunting feel like it is spreading around you instead of waiting in tidy combat zones.
That helps the chapter feel alive. Slimer is not standing in one place waiting for you. He is leading you deeper into a building that is getting stranger the farther in you go.
What the mission teaches
This is one of the first chapters where the new hire really has to settle into the job. The mission pushes tracking, scanning, tighter fights, and the kind of room control you need once the environment gets cluttered.
The mission is also a good reminder that Ghostbusters combat works best when it feels a little unruly. This is not a march through sterile arenas. It is dangerous work inside a hotel full of breakable objects, possessed spaces, and ghosts that do not plan on lining up politely for capture.
Slimer is the perfect early problem
Using Slimer here does a lot of work. He instantly ties the mission back to the original movie, but he also fits the tone of the game. He is disruptive, evasive, funny, and gross in exactly the way a good early Ghostbusters nuisance should be.
That gives the mission personality. It is not some abstract threat. It is one of the franchise’s signature troublemakers wrecking a place he already made famous.
What to watch for in this chapter
- how the hotel layout forces you to manage angles and clutter
- how the mission turns scanning and pursuit into part of the pacing
- how the game starts leaning harder into property damage and environmental mess
- how the setting itself does half the storytelling
What still stands out
A lot of players remember the Sedgewick chapter because it is one of the first places where the game’s identity fully clicks. The Rookie is in the field, the team is talking like themselves, the setting is loaded with Ghostbusters history, and the chapter is fun even before the bigger campaign revelations arrive.
That is a big deal. Early missions need to do more than function. They need to make you want to keep going. The Sedgewick absolutely does.
The chapter’s payoff
The Sedgewick Hotel is where the campaign stops feeling like setup and starts feeling like a real case file. Once the team is chasing Slimer through those halls, the question of whether the game can capture the Ghostbusters mood is already settled.

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