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The Juvenile Sloar is in Realistic versions of the video game only. The Black Slime Behemoth appears in its place in the Ghostbusters: The Video Game (Stylized Versions). For strategy on defeating the Sloar, go to Lost Island Rising Level (realistic version).

According to Tobin's Spirit Guide

  • Type: Deity (supreme being)
  • Behaviors:
    • Attacks: Range
    • Weaknesses: Slime

Notes:

Somehow Shandor's cult, guided by Ivo himself, discovered a way to lure a young Sloar from its home hell dimension into our world. More impressively they also managed to imprison that Sloar within a ghost world pocket at the heart of Shandor's island mansion. Fueled by hatred, bile, and anger and assisted by mechanical monstrosities of Shandor's own design, this captive Sloar serves as the powerful guardian of the Lost Island's dimension-aligning Orrery machinery.

Contact Protocol:

After you've finished gawking at the Sloar, equip your Slime Blower. The Sloar attacks in phases. During its first phase, he attacks by shooting lasers from floating eyes. Disperse the floating eyes with your Slime Blower to force the Sloar into Phase 2. During its second phase, it begins a two-pronged attack, switching between a head slam and projectile Black Slime. Stay on the move to dodge its attacks and keep a constant stream of slime on the Sloar's glowing forehead during Phase 2.

Manifestation Point:

  • Shandor's Island

Trivia

  • On page 57 of the October 8, 2007 third draft of Ghostbusters: The Video Game's revised cut-scene script, a Butler Ghost is the final boss of Lost Island Rising instead of a Sloar.[1]
  • According to Drew Haworth, Creative Director on Ghostbusters: The Video Game, there was some debate about whether using a Sloar or a Torb.[2]
  • Part of the Checking Out the Library Level was at one point planned to take place on the back of a Sloar as it was flying.[3]
  • Due to time constraints during production of the game, the design of the Sloar was given a humanoid physique so it would easier to integrate.[4]
  • After defeating the Sloar, Ray Stantz asks if it had multiple eyes. While this would technically be true in the realistic version because of the eyes the creature creates during the first phase of the boss fight; it would also be correct if the player fought the Black Slime Behemoth in the stylized version, as the Black Slime Behemoth has eyes all over his body.
  • In the New York City Public Library, during the second encounter with Crusto and Cruster, a display shows a panel about Wolf Van Shandor. Van Shandor's art samples are actually recycled rejected designs of the Sloar.[Note 1]
  • When the Imprisoned Juvenile Sloar first appears, Peter likens its smell to the Fulton Fish Market, an actual establishment in the Bronx.

Appearances

Notes

  1. According correspondence on June 22, 2011 with an anonymous source who worked on the development team at Terminal Reality, Inc. as a lead character designer for Ghostbusters: The Video Game, Realistic Versions, the artwork at the Mythical Exhibit were unused Sloar concept art.

References

  1. Zuur Platten, John & Dille, Flint (2007). Ghostbusters: The Video Game (Revised Cut-Scene Script Third Draft October 8, 2007) (Script p. 57). Line reads: "The Ghostbusters step through the chaos and destruction following the defeat of the Man-Servant.""
  2. Reddit AMA "AMA with the developers of 2009's Ghostbusters: The Video Game!" 7/16/16 Drew Haworth says: "The baby slor. There was actually some debate as to whether that was a slor or large and slow moving Torb. But we went with the Slor ."
  3. skankerzero post Ghostbusters Fans 7/20/15 skankerzero says: "One of the original Sloar ideas was for it to be a giant 'living level'. The idea was that the library (I believe) was on the Sloar's back as it was flying. There are some concepts for this idea, but it was shelved as we wouldn't have had time to get it working properly.""
  4. skankerzero post Ghostbusters Fans 7/20/15 skankerzero says: "The idea of what a Sloar actually was was very vague. It was just a throwaway sentence in part 2 I believe, so we had a lot of freedom to do what we wanted with it. Honestly, I was not a fan of the final approved concept. It could have been a much more creative design but we were strapped for time so certain design elements had to be there in order to make it as easy to integrate as possible. (Mainly the humanoid physique)""

Gallery

Behind the Scenes

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