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[Discuss] [History] [Revise]Lost Island (Shandor's Island)

Level/Location 6

For this location, the realistic version features 15 seamless checkpoints, while the stylized version contains 3 distinct levels.

[Link] [Revise] Realistic Version

Checkpoints

The Old Docks

Objective: Search the Lost Island for the mandala location. Eliminate all paranormal entities.

Long Climb

Objective: Search the Lost Island for the mandala location. Eliminate all paranormal entities.

Million-Dollar View

Objective: Search the Lost Island for the mandala location. Eliminate all paranormal entities.

On the Ramparts

Objective: Explore the grounds. Locate the entrance to Shandor Castle and figure out how to get it open.

The Hedge Maze

Objective: Explore the grounds. Locate the entrance to Shandor Castle and figure out how to get it open.

Gaining Entrance

Objective: Search the Lost Island for the mandala location. Eliminate all paranormal entities.

Black Mass

Objective: Explore the interior of Shandor Castle. Locate the mandala and shut it down.

Gozer Worshippers

Objective: Leave the Black Mass. Locate the mandala and shut it down.

Rescue Mission

Objective: Search the catacombs for some sign of the Lost Island's mandala node. Eliminate all paranormal entities.

Rivers of Slime

Objective: You've reached a dead end. In order to continue you need to drain the black slime from the catacomb's tunnels. More creative gadget use may be required.

Black Slime What!?

Objective: Now that the black slime is out of the way, search the sewers for some way out of this maze.

Sewer Maze

Objective: Search the catacombs for some sign of the Lost Island's mandala node. Eliminate all paranormal entities.

The Slime Labs

Objective: The Ghostbusters have been captured. Track down and rescue each of your teammates.

Rescue Egon

Objective: The Ghostbusters have been captured. Track down and rescue each of your teammates.

Black Slime Beast

Objective 1: Investigate the chamber and figure out how to shut down the Orrery machine.

Objective 2: This mandala node is protected by an enslaved juvenile slor. He looks tough but he must have a weak point somewhere.

Objective 3: The Juvenile Slor looks like it might have a weak point on top of its head, but it can't be reached from here! Lure the Juvenile Slor into attacking you so that it exposes its weak point!


Ghosts/Scans

Black Slime Ghost
Black Slime Monster
Imprisoned Juvenile Slor
Stone Gargoyle
Venom Crawler
Iron Maiden
Sewer Gate


Artifacts

Church of Gozer Songbook
"Fox Hunt of Tianat Island"
Ghostbusters DVD
Wheel of the Alabaster Wretch
Singing Slime
Anguished Stuffed Bear

[Link] [Revise] Stylized Version

Levels

Rivers Of Slime
The Slime Labs
Black Slime Beast


Entities/Scans

Black Slime Behemoth
Black Slime Elementals
Black Slime Scuttlers
Black Slime Spawn
Cultist Ghosts
Ectoplasmic Residue
Entropic Bias
Psychomagnatheric Ectoplasm
Slime Lab Elementals


Art Pages

Rivers Of Slime
- Black Slime Elementals - due left of exit after slime is drained.
- Black Slime Scuttler - drainage vent at invisible bridge.
- Black Slime Spawn - first hall; left niche after gate.
- Cultist Ghosts - after draining slime, final area far left upon entrance.
- Ectoplasmic Residue - in room with missing gear wheel.
- Vigo the Carpathian - right back corner of starting room.

The Slime Labs
- Paranormal Investigator: Egon - entering Egon room, due left in table.
- Paranormal Investigator: Peter - in room with Peter in upper locker.
- Paranormal Investigator: Ray - in first black slime alcove; inside locker.
- Paranormal Investigator: Winston - after freeing Winston and cells open, far left cell; exposed.
- Psychomagnatheric Ectoplasm - in room with Peter; right from entrance door.
- Slime Lab Elementals - in room with elemental, second floor in table.

Black Slime Beast
- Black Slime Behemoth - second floor; due left from Winston in shelf.



This page was last edited by spookcentral on September 12, 2009, 1:03 am
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