Ghostbreakers

> Disable the Astral Security System, free the ghosts trapped in the ESD and leave no sane mortal within the building.
>
> -Objective

**Ghostbreakers** is a scenario occurring in Act 3. It's a second scenario taking place in the Hell Street Police Precinct after The Unusual Suspects. We return to this location in order to directly combat the Ghostbreakers and free any spirits they might have trapped in the ESD.

## Restless Spirits

* Windwalker - will be there only during the first attempt of completing the scenario and only if at least one of the ghosts from The Unusual Suspects was freed.

The rest of the cells will be filled with 2 (or 3 when revisiting) ghosts from the following list that have not yet been freed:

* Banzai (Returning)
* Blue Murder (Returning)
* Electrospasm (Returning)
* Arclight (Returning)
* Maxine Factor (Returning)
* Static (Returning)

## Recommended Ghosts

* Tricia > Lady Rose
* Hogwash > Cogjammer
* Terroreyes > Maxine Factor > The Painter
* Static > Carter
* Daydreamer > Hypnos
* Sparkle > Firetail > Aether
* Stormtalon > Buck
* Harriet > Clatterclaws

The recommended team for this mission allows for two approaches to it. The infiltration route using Tricia's and Harriet's Ethereal Gift or the direct assault route utilizing Hogwash's and Stormtalon's Blackout. This mission introduces electrical wards which can be disabled if destroyed, making all the recommended Electrical haunters indispensable, especially if they know Surge. The aforementioned Stormtalon is especially valuable in this mission due to his possession of Rain which can break all of the wards instantly. Sparkle is also quiet useful due to owning Inferno from the get-go, allowing for quick breakage of the ESD after reversing the flow of ventilation to the morgue. Both Terroreyes and Daydreamer are rather useless in this mission and it is recommended to swap them for other Electrical haunters or ones specializing in scaring mortals such as Scarecrow or Moonscream for additional outside coverage. If the Ghost Master decides to not play with gift powers, replacing Tricia and Harriet might prove useful too. The most important part of a team for this haunting is the ability to deal with the wards, so taking at least 3 Electrical haunters is highly recommended with the rest of the team focusing on scaring mortals.

## Layout

Ghostbreakers uses the same layout as The Unusual Suspects, with additions of new machinery and Ghostbreakers truck replacing the police car on the parking lot of the Precinct . Additionally, there is a pickaxe blocking the electric chair control. The ESD has been placed in the morgue due to its need for cold temperatures alongside the red ward. The blue and green ward as well as the astral alarum have been placed on the ground floor of the station, with the generator powering the blue ward being placed in the evidence room.

BasementGround Floor
## Cut Content

Originally, destroying the Ectoplasmic Storage Device would have also caused the Ghostbreaker equipment to stop working, taking away their ability to banish haunters.

In addition, one of the original trapped ghosts would have been Thorne, who would be recruited in this level after being an enemy haunter in The Abysmal.

## Trivia

* The name of the scenario references the 1984 Comedy, Ghostbusters.
	+ In the movie, the Ghostbusters use an old fire station as their headquarters, not too dissimilar to Ghostbreakers using an abandoned police station as theirs.
* The Clamityville Horror restless spirits were originally planned to appear as ghosts trapped in the ESD if they haven't been freed in either Calamityville or Poultrygeist. This was restored in the Complete Edition mod.