Extended Service Agreement
Arriving at the hotel, you learn that Ray was right; Slimer's up to his old antics again. As Egon scans the hotel, however, he discovers readings that indicate more than one ghost present. As you walk in, head to the right to locate the vending machines and a water fountain, then head for the elevator. You, Ray, and Peter will follow Slimer to the 12th floor.
Once up there, follow Ray down the left turn in the hall. As you round the corner and pass the stairs, objects will be thrown at you from the stairwell. Back away from the stairs to avoid getting hit. Once clear, continue following Ray until you encounter Slimer.
Quietly take aim and hit Slimer with your Blast Stream. He'll fly away through the wall. Peter stays behind while you and Ray keep going.
As you approach the slime patch left on the wall, Ray will coach you on the PKE Meter and Paragoggles. You'll now be able to use them. Go ahead and use them to scan the Slime. Any ghost or paranormal phenomenon you scan will become available in your online Spirit Guide for future reference. Continue down the doorway Ray kicks open, keeping your Paragoggles out. You'll eventually find Slimer's trail. Use the meter to find where he's hiding, then scan the object to make him come out. He'll fly off a short ways, and you'll get an opportunity to scan Slimer. Perform a 100% scan on him or any other ghost to unlock an Achievement. Once Slimer has been scanned, he'll fly off. You and Ray will follow.
Keep your Paragoggles out, as you'll soon come across a Cursed Artifact—the Gustav Self-Service Tray—and learn how to secure such artifacts.
Suddenly, Peter's voice comes over the radio; he's been slimed again! Use your sprint control to hurry over to Peter's location so you can help him back up. After you help Peter up, Egon tells you to come back to the lobby; Slimer's not alone. Call the elevator up.
Egon helps you out once you get back to the lobby.
Get ready, because you're about to encounter some Bellhop Ghosts. These ghosts can take assorted objects and throw them at you. Avoid these and use the techniques you learned at the Firehouse to sap, cap, and trap the ghosts. Once two or so of the Bellhop Ghosts are trapped, Slimer and the other ghosts will split up. Before leaving the lobby, hunt down another Cursed Artifact.
You and Peter will go after Slimer. Follow Peter to the Alhambra Ballroom, but you'll be denied entry. So follow Peter as he now heads for the kitchen.
Air in the Lines
Once in the kitchen, don't mind the floating kitchenware, but do mind the patch of Black Slime on the wall. Scan it, but don't touch it; it hurts! Continue into the next room and head down the right fork; go slowly because an oven will explode in front of you. Once it blocks your way, head back to the left fork. A ghost will emerge from the Black Slime on the wall and head through the nearby door. Follow him through, but be prepared to do battle with some animated fish bones. Attack these with your Blast Stream to silence your first corporeal entities.
Once the coast is clear, Peter will instruct you to use the Capture Stream to shove away a refrigerator blocking your way. Once you're past, break away from Peter for a moment and turn right to track down another Cursed Artifact. Rejoin Peter after that and follow him into the Alhambra Ballroom.
Rodriguez Bar Mitzvah
You've cornered Slimer. Now all you have to do is trap him. As you fight, he may try to hide in furniture. Track him with your PKE meter or by looking for shaking furniture. Once you find him, zap Slimer's hiding place to flush him out. But while you're busy corralling Slimer, you may wish to check out the buffet table. Something's not kosher about the setup; there's a ham in one of the trays. Uncover it and destroy it to accomplish this stage's optional task.
Slimer isn't difficult, but it will take time to sufficiently weaken, stun, and finally trap him. Just be patient. Once the ballroom is clear, take a few zaps behind the bar to find the hiding place of another Cursed Artifact, then join Peter and the others back in the lobby.
The Bellhops Are Restless
There are more Bellhop Ghosts to catch now. Watch out for attacks from the side or rear, and keep plugging at the ghosts with the basic "Sap 'em, Cap 'em, Trap 'em" technique. Once all the Bellhop Ghosts are trapped, the manager will complain about the damages. Mid-conversation, though, the ghost you saw in the kitchen makes another appearance and heads upstairs. Follow him up the stairs with Egon, but the ghost will break the stairs behind you, isolating you. You're on your own for this next part, so proceed carefully.
Charge of the Light Brigade
First, continue up the stairs a little more to reveal another Cursed Artifact. Backtrack to where you just were and head down the hall. Eventually, the ghost (Pappy Sargassi) will swamp you and turn the third floor into a seascape. Don't worry; neither the ghostly rush nor the seawater will hurt you. Head back in and use your PKE meter to track down the ghost. Make a left at the next hallway. Do so, and Sargassi should be spooked and head elsewhere. Turn around and follow his trail to the elevators. You'll be instructed to scan something that claims to be nothing unusual, but once you do scan it, ready the Blast Stream. The "harmless" thing reveals itself as a Candelabrum Crawler. Zap it before it can corner you. As you backtrack, more of them will come after you. Take them out with sharp aiming and don't let them gang up on you; remember, you're on your own. Once the haunted fixtures are gone, head back to where you first flushed out Sargassi.
Turn left at the end of the hall and blast through any furniture in the way. There's one more Cursed Artifact here, so hunt it down before tracking down Sargassi, who you'll find by turning right at the next intersection and tracking down a soda machine. He'll break free and head down another hallway. You'll be blocked from the direct route and need to backtrack to where you turned left before, but watch out for more Candelabrum Crawlers on the way. Continue straight once you get back to the T-intersection to pick up Sargassi's trail. Blast through more furniture and take the left at the end of the hall. You'll eventually reach more elevators that will open and drain the seawater. Also note a water fountain in the same room. Continue past the elevators into Sargassi's restaurant.
Sargassi's by the Sea
Battling Sargassi will be a bit like fighting Slimer, but he has one other trick; he can disappear through one wall and reappear out of another. If he does this, spin around to find him again. Keep hitting him with your Blast Stream until he retreats into the kitchen. You'll be rejoined by the others. Now, cautiously approach the kitchen until something blasts out the door.