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When a ghost manifests during a ghost event or in a hunt, it will produce footsteps and a "vocalization", that for most ghosts can be heard by players within a 20 meter radius. 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. 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.
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Ability: The ghost uses its ability, if any.Ghost event: The ghost performs a ghost event.Interacting: The ghost interacts with an object nearby.Favourite room: The ghost returns to its ghost room.
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If successful, the ghost walks to that point, else it repeats the steps Roaming: The ghost picks a random point within a defined sphere around it, then checks if the pathfinding distance is less than 5 or 10 metres.The following is a non-exhaustive list of "states" 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. Normally, the ghost is an invisible entity, only appearing for ghost events and hunts. The ghost may stay still, roam or walk to another place, interact with objects and doors, use its abilities, and initiate ghost events or hunts. 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 determined.Īfter 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. The ghost will have a randomly-generated unique identity consisting of type of ghost, gender, name, age, length of death, personality (shyness), ghost room and a physical model that is determined at the start of the contract. Each contract, one ghost will spawn within the map in a selected ghost room.
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