Environmental Hazards: Difference between revisions
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|description=Environmental Hazards act as risks in Pressure that players can die to. |
|description=Environmental Hazards act as risks in Pressure that players can die to. |
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'''Environmental Hazards''' are core game mechanics in [[Pressure]], acting as small risks |
'''Environmental Hazards''' are core game mechanics in [[Pressure]], acting as small risks while exploring the [[Hadal Blacksite]]. |
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{{Expansion|reason=missing info about ridge speakers and turrets}} |
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__TOC__ |
__TOC__ |
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== Overview == |
== Overview == |
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Due to the |
Due to the recent containment breach at the [[Hadal Blacksite]], there are many environmental hazards that players have to avoid. |
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== Electricity == |
== Electricity == |
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Electricity is the most common hazard in Pressure. While |
Electricity is the most common hazard in Pressure. While traversing the Blacksite, players may encounter a broken fuse box. As long as the player does not get close to the fuse box, they will not be harmed. However, players will often see electricity conducted through water, forcing them to take an alternate path or solve a [[Puzzles|Pipe Puzzle]] in order to turn the power off or lower the water. Broken fuse boxes and puddles of electrified water will deal 15 damage and bounce the player back, while deeper pools of electrified water will deal 5 damage every second. |
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<gallery> |
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Electricity Hazard.png|Electrified water |
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powerswitch.png|A power switch, used commonly to turn off electric water hazards |
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</gallery> |
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<gallery> |
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PipePit.png|Example of a room with a pit. |
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</gallery> |
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== Steam == |
== Steam == |
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Players may encounter broken pipes on their journey. These pipes will spew out steam every few seconds, and players must move through the steam at the right time. If hit with steam, a player will be dealt 15 damage and be bounced back. At the end of the room, there is typically |
Players may encounter broken pipes on their journey. These pipes will spew out steam every few seconds, and players must move through the steam at the right time. If hit with steam, a player will be dealt 15 damage and be bounced back. At the end of the room, there is typically an interactable valve to shut off the steam, allowing teammates to cross with ease. |
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<gallery> |
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Bursted Pipe Steam.png|Steam bursting out of broken pipes. |
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PitPipes.png|Steam bursting from a pipe on a bridge above a chasm. |
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PitPipesWindow.png|The Pipe Chasm room from the view of the window at the end. |
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</gallery> |
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== Fan == |
== Fan == |
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There may be times when the player must go through a |
There may be times when the player must go through a [[Ventilation Shafts|ventilation shaft]] in order to reach the next room. Some of these vents may include a giant rotating fan. Players must proceed through the fan blades at the right time, or they will take 10 damage and be bounced back. |
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<gallery> |
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Vent Fan.png|Big rotating fan. |
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</gallery> |
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== Fire == |
== Fire == |
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Fire is one of the rarest hazards. Sometimes, players may see one of the doors on fire. This door is never the path forward, |
Fire is one of the rarest hazards. Sometimes, players may see one of the doors on fire. This door is never the path forward. Additionally, some rooms in the [[Oxygen Gardens]] can be on fire. If ran into, the fire deals 15 damage and bounces them back. The most effective strategy against fire is to avoid it. |
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<gallery> |
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Fire Blocked Door.png|Fire blocking the doorway to an inaccessible room. |
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</gallery> |
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== Hijacked Speakers == |
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In [[The Ridge]], there is a 1/3 chance of each speaker being hijacked by Z-779. The speaker will play music, which will cause the [[Documents/Prisoner Diving Gear|Prisoner Diving Gear]] to detonate if you do not leave the death zone within 10 seconds. There will be an audible beeping, as well as a message alerting you of the beeping. Lockers will not prevent you from being killed by the speakers. The area that is considered the death zone is smaller than the area you can hear the music from. Because of the plentiful amount of lockers in The Ridge, you will easily survive if you use the lockers outside of said death zone. |
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<gallery> |
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Ridge speakers.png|A hijacked speaker. |
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</gallery> |
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== Turrets == |
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Turrets are apart of the Hadal Blacksite's Internal Defense System, which was hijacked by Z-779 during the lockdown. Turrets will lock onto any player that it catches within its line of sight, then rapidly fire at them. If line of sight is broken, it will continue to fire at the player's position before stopping. Turrets can easily be avoided by being patient and hiding behind cover. Also, if a player is targeted inside of its line of sights and leaves them, the turret will still continue to fire. |
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<gallery> |
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File:TurretIn-Dev1.png|A hijacked turret. |
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</gallery> |
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== Parasites == |
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Parasites are apart of the sealife in [[Documents/The Let-Vand Zone|The Let-Vand Zone]], and like to stay in dark parts of the ocean. If a player strays too far away from the Blacksite or any green light beacons, Parasites will start to swarm them, dealing 1 damage consecutively. To get rid of them, the player must return to the vicinity of the Blacksite or any nearby green light beacons and/or shake off the Parasites off them. |
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<gallery> |
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Parasites Attack.png|A parasitic infestation. |
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</gallery> |
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{{MechanicsNavbox}} |
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[[Category: Game Mechanics]] |
[[Category: Game Mechanics]] |
Latest revision as of 05:46, 19 August 2024
Environmental Hazards are core game mechanics in Pressure, acting as small risks while exploring the Hadal Blacksite.
Article Expansion Required | ![]() |
This article has been identified as needing expansion with more information or details. Given Reason: missing info about ridge speakers and turrets | |
Please feel free to edit this page to contribute. |
Overview
Due to the recent containment breach at the Hadal Blacksite, there are many environmental hazards that players have to avoid.
Electricity
Electricity is the most common hazard in Pressure. While traversing the Blacksite, players may encounter a broken fuse box. As long as the player does not get close to the fuse box, they will not be harmed. However, players will often see electricity conducted through water, forcing them to take an alternate path or solve a Pipe Puzzle in order to turn the power off or lower the water. Broken fuse boxes and puddles of electrified water will deal 15 damage and bounce the player back, while deeper pools of electrified water will deal 5 damage every second.
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Electrified water
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A power switch, used commonly to turn off electric water hazards
Pits and Lava
Pits and lava pools are another common hazard. Due to the damage sustained during the lockdown, many rooms will have gaping holes in the floor. If the player falls in, they will immediately die. In some room types, a giant pool of lava underneath the path is present instead of pits.
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Example of a room with a pit.
Steam
Players may encounter broken pipes on their journey. These pipes will spew out steam every few seconds, and players must move through the steam at the right time. If hit with steam, a player will be dealt 15 damage and be bounced back. At the end of the room, there is typically an interactable valve to shut off the steam, allowing teammates to cross with ease.
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Steam bursting out of broken pipes.
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Steam bursting from a pipe on a bridge above a chasm.
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The Pipe Chasm room from the view of the window at the end.
Fan
There may be times when the player must go through a ventilation shaft in order to reach the next room. Some of these vents may include a giant rotating fan. Players must proceed through the fan blades at the right time, or they will take 10 damage and be bounced back.
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Big rotating fan.
Fire
Fire is one of the rarest hazards. Sometimes, players may see one of the doors on fire. This door is never the path forward. Additionally, some rooms in the Oxygen Gardens can be on fire. If ran into, the fire deals 15 damage and bounces them back. The most effective strategy against fire is to avoid it.
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Fire blocking the doorway to an inaccessible room.
Hijacked Speakers
In The Ridge, there is a 1/3 chance of each speaker being hijacked by Z-779. The speaker will play music, which will cause the Prisoner Diving Gear to detonate if you do not leave the death zone within 10 seconds. There will be an audible beeping, as well as a message alerting you of the beeping. Lockers will not prevent you from being killed by the speakers. The area that is considered the death zone is smaller than the area you can hear the music from. Because of the plentiful amount of lockers in The Ridge, you will easily survive if you use the lockers outside of said death zone.
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A hijacked speaker.
Turrets
Turrets are apart of the Hadal Blacksite's Internal Defense System, which was hijacked by Z-779 during the lockdown. Turrets will lock onto any player that it catches within its line of sight, then rapidly fire at them. If line of sight is broken, it will continue to fire at the player's position before stopping. Turrets can easily be avoided by being patient and hiding behind cover. Also, if a player is targeted inside of its line of sights and leaves them, the turret will still continue to fire.
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A hijacked turret.
Parasites
Parasites are apart of the sealife in The Let-Vand Zone, and like to stay in dark parts of the ocean. If a player strays too far away from the Blacksite or any green light beacons, Parasites will start to swarm them, dealing 1 damage consecutively. To get rid of them, the player must return to the vicinity of the Blacksite or any nearby green light beacons and/or shake off the Parasites off them.
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A parasitic infestation.
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