![]() ![]() 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.Favorite room: The ghost returns to its favorite 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 "states" or "phases" that the ghost can enter (these may not be the actual 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 initiating 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 behavior (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 favorite 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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