![]() Remembering this sound from a former hunt can help the player tell a hunt apart from a ghost event. In every following hunt it will use the very same sound again. A choking and wheezing sound reminiscent of someone's heavy cough Įvery contract, the ghost gets a random but specific hunting sound.Two variants of the ghost humming certain tunes.Female "death rattle" (raspy gurgling) which is a semitone higher than the original.Two variants of growling-croaking: one very low and tubular, another echoing.Three variants of breathing sounds: one deep (almost horn-like), another heavy and another one accompanied by words like "help me", "run", etc.A heavy moaning sound typical to zombies. ![]() Male "death rattle" (raspy gurgling) which is a semitone lower than the original.There may be more that are not listed here: There are at least eight male and five female sounds produced by the ghosts during manifestations. These paranormal sounds are different from ghost event/hunt vocalisations, while the footstep sounds are the same. Ghosts will also occasionally produce footstep sounds and "paranormal sounds" that can only be heard through a Parabolic Microphone. For most ghosts, these sounds can be heard from up to 20 metres away by the player. If it is walking during such events (or walks after stepping in salt), it will also produce footstep sounds. When a ghost event or hunt occurs, the ghost will produce a vocalisation that may differ between ghost events (but not hunts). Room lights may also flicker at the same distance. When a ghost manifests or hunts, all electronic equipment (brought in from the van), such as flashlights and global chat, will malfunction within a 10 metre radius for most ghosts (15 for the Raiju). This is not indicative of its actual position or movement. Projector as one of its evidences, it may interact with the projector to produce a brief silhouette of itself. Also, no singular ghost model is tied to any type of ghost, meaning that their appearance should not be used to judge the type of ghost. Ghosts will appear in only its full form during hunts. For ghost events, the ghost can be fully visible, appear as a shadow, or have a dark translucent-like appearance. In a hunt, the ghost will repeatedly flash in and out. In normal gameplay, ghosts are usually invisible, and will only physically appear during (manifestation) ghost events and hunts. For example, a Poltergeist will be more likely to throw objects and can throw several at once. However, certain ghosts are more likely to exhibit certain behaviours than others, or have unique abilities. For example, all ghosts can throw objects around in a room, manipulate doors, make Dirty Water appear in sinks, and present itself in any form. It is important to note that certain phenomena often are generally not limited to one single type of ghost. Ability: The ghost uses a specified ability, if any.Ghost event: The ghost performs a ghost event.Interaction: The ghost interacts with an object nearby.Favourite room: The ghost returns to its favourite room.If successful, the ghost walks to that point, else it repeats the steps if the path distance is too long It then randomly picks a waypoint within that sphere, then checks the path distance to that waypoint. Roaming: The ghost chooses to perform either a short roam or a long roam, which are both defined by a smaller or larger spherical area, respectively. ![]() The following is a non-exhaustive list of "phases" that the ghost can enter (these are not official terms): Ghosts cannot exit the investigation area they cannot walk out of the exit doors even if they are wide open. The ghost can however still be forced into initating a cursed hunt using cursed possessions. If a player attempts to enter the house without unlocking the exit door, the ghost will not be "activated" and cannot do interactions, ghost events, nor hunt, though some types of evidence (most notably Ghost Orbs) can be obtained. The ghost may stand still, roam or walk to another place, interact with objects and doors, use its abilities, and initiate ghost events or hunts. After an exit door is opened for the first time, the ghost will be "activated" and be able to interact with the environment or the player. Most of its general behaviour (such as movement speed, hunting patterns, activity etc.) is based on the type of ghost, except for its willingness to respond to the spirit box in the presence of multiple people in the room, which is randomly set.Įach contract, one ghost will spawn within the map in a selected favourite room. Each ghost in a contract has a randomly generated unique identity consisting of the type of the ghost, gender, name, age, length of death, shyness (with respect to the Spirit Box), and a physical model that is determined at the start of the contract.
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