The Real Ghostbusters/Stage 10

Once all three Ghostbusters (and Slimer, for that one who had beamed up any of the Green Ghost ghosts!) have reappeared on the screen, eight Type 17 enemies shall come flying down towards you from the top, right side and left side of the screen; once you have fired enough shots at each of them to kill them (remember they will change colour from red to peach when close to defeat!), they will leave eight ghosts behind. Once you have beamed them all up, you have to walk up, as you come to two Type 16 enemies who are spitting flames at you from their positions on a wall - and once you have fired enough shots at both of them to kill them (remember that they'll not leave ghosts behind) you shall have to walk to the left and up a staircase over three angry-looking spikes (while they have receded into the ground), as three Type 3 enemies fly down towards you from the top of the screen while spitting projectiles at you - and once you have fired out a shot at each of these to kill them, they shall leave three more ghosts behind. Once you have beamed them all up, you shall have to continue walking up over three more angry-looking spikes (again, while they have receded into the ground), as you come to five Type 5 enemies who are laying bombs that will explode into four projectiles; once you have fired enough shots at each of these to kill them, they shall leave five more ghosts behind. Once you have beamed them all up you shall have to continue walking up as eight Type 15 enemies emerge from four holes in the ground then start walking towards you while throwing axes at you - and once you have fired enough shots at each of them to kill them, they shall leave eight more ghosts behind. Once you've beamed them all up,you shall have to walk to the right and up over thirteen more angry-looking spikes (once again, while they have receded into the ground), as you come to two Type 6 enemies who are walking back and forth while firing lightning bolts in eight directions at you; once you have fired enough shots at both of these to kill them, they shall leave two more ghosts behind. Once you have beamed both of them up, you will have to continue walking up, as you come to three rotting logs - and once you have fired enough shots at the second one to destroy it (but not while a Ghostbuster is standing directly in front of it, because his shots shall merely pass over it), it will leave a bridge behind.

You'll now have to continue walking upwards over this bridge as five Type 14 enemies come walking down towards you from the top of the screen while extending their heads towards you; once you've fired enough shots at each of them to kill them, they will leave five more ghosts behind. Once you have beamed them all up, you will have to continue walking up as you come to two more Type 16 enemies who are spitting flames at you from their positions on another wall - and once you have fired enough shots at both of them to kill them, you will have to walk to the left and up another staircase over three more angry-looking spikes (yet again, while they have receded into the ground), as three more Type 3 enemies come flying down towards you from the top of the screen while spitting projectiles at you. Once you have fired a shot at each of them to kill them, they will leave three more ghosts behind (one of which has a Beam Energy Up powerup inside!); once you've beamed all these up, you'll have to continue walking up over three more angry-looking spikes (for the fifth time, when they recede into the ground), as you come to two Type 4 boss enemies and the game's "boss" theme starts to be heard from the Yamaha YM-2203 and YM-3812. Once you have fired enough shots at both of them to kill them, they will explode into eight red atoms (which can still kill the Ghostbusters if they hit them) - and once all sixteen of the atoms have flown off the sides of the screen, a key will appear in front of the double doors. Once you have collected it, the double doors shall open up; once all three Ghostbusters have walked through the double doors, the text "YOU HAVE SAVED THE CITY FROM ECTOPLASMIC DESTRUCTTON. GOOD BUSTIN'" will appear on the screen as the introductory remix of the Ghostbusters theme song starts to be heard from the Yamaha YM-2203 and YM-3812 again (because there'll be no "Ghost Storage" after this stage).

You can now sit back and enjoy the ending, which depicts ten enemies (two Type 15, one Type 2, two Type 10, two Type 1 and three Type 3) fleeing from the "Ghost House" as the text "ALL STAGE CLEARED!! WHO YA GONNA CALL?" appears on the screen - and all three Ghostbusters will then walk back out of the "Ghost House" into Ecto-1, and drive away as the text "GAME END" appears on the screen. Slimer will then fly out of the "Ghost House", and hover around in front of it for a few seconds, before the "high-score" theme starts to be heard from the Yamaha YM-2203 and YM-3812; your scores (and ghost counts) will most likely be the three highest ones on the cabinet to date so you should enter your initials at the top of the table with pride (regardless of which way around all three turned out to be positioned). Once you have done this, the game shall go back into attract mode.