Good People

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Z-96, codenamed "Mask of Sadness" and colloquially referred to as "Good People", is a hostile monster in Pressure that works together with the p.AI.nter to act as a common hazard found in the Hadal Blacksite.

Appearance

Z-96, also known as Mask of Sadness, is a conglomeration of human flesh formed into a large mass and adorned with a weathered grey mask. Z-96 has two lengthy bone-like arms with three large claws in place of fingers on each hand.

Mechanics

Good People has a chance to spawn in rooms with one or more dead-end doors. These dead-end doors will become fake doors, with the p.AI.nter changing the navi-path indicator changed to display the number of the next room. Good People will attack any players who open a fake door, which changes the navi-path indicator and locks the door.

Notes

  • Good People can only generate in doors on the Navi-path and cannot appear in side rooms.
  • Good People can spawn behind multiple fake doors in a single room.
  • False doors can be generated as locked doors in rooms that require a keycard to progress.
    • This also occurs in The Ridge.
    • Interacting with a Z-96 keycard door will skip the prompt and immediately result in being attacked, regardless of what the player is holding.
  • A door inhabited by Z-96 will have several visual and audio cues to indicate this, as listed below:
    • Audible breathing.
    • Audible low growling.
    • Sparks occasionally fly off of the navi-path sign.
    • A slight static effect on the navi-path sign.
    • While not a direct cue from the door itself, an imitation of HQ, mimicked by Z-779, may play over the PA upon entering a room. This will direct the player in a specific direction. The direction stated is not always incorrect but should not be trusted.
  • All doors in a room containing a Z-96 door will have a smaller detection radius, requiring the player to just about touch the door to activate them.
  • If the next room has environmental sounds (such as running water or steam), these sounds can be heard behind the correct door.
  • If a node monster (except Pinkie) passes through a room with false doors generated, every false navi-path sign will remain active, whereas the real one will deactivate. This allows for easy identification.
  • False doors cannot spawn underwater or in flooded rooms unless the correct door is at the surface.
    • A bug can occur where certain flooded rooms can spawn a false door underwater. This is extremely rare and has only been reported within the rooms called "BrokenFloorWaterfall" and "FloodedKeycard".
  • False doors in dark rooms have their navi-path sign lit, while the sign of the real door is unlit.
  • False doors can spawn in turret rooms. Since most turret room spawn with the same entrance and exit every time, Good People will typically spawn on a path that is not normally used to exit the room. One exception to this is in the room "TurretRoundabout," which has three possible correct doors.
  • False doors can spawn on the path that leads to a new room type, such as the transitional paths at the beginning of Maintenance Tunnels or Trench Tunnels but the real door will always be the one leading to the new room type.
  • False doors can generate in red keycard reader side rooms, which require a Code Breacher to access. Any navi-path doors that generate in these locked side rooms will always have Good People behind them and can never lead to the next room.
  • Regular doors (including airlocks and Heavy Containment doors) will not open unless the player is not only in close proximity to the door, but also looking in the direction of it. However, false doors will open even if the player is not looking in their direction.

Crystal Room

For more information, see: Crystal Room

There will always be 2 doors containing Good People leading to the next area from the Crystal Room. The door with a green light above it is the correct door to go through.

The Ridge

For more information, see: The Ridge

The Ridge completely lacks door numbers, however, Good People's sound cues will be louder, increasing from the typical 12 studs to 50 studs of range. There will also be light coming from under the door, making it easier to notice in the dark.

Strategy

It is heavily advised that you look around every time you enter a new room in order to ensure that there are no false doors. Blindly heading to the first door you see is a common cause of being tricked. Additionally, if HQ ever informs you of a path to take—while typically not revealing the incorrect path—serves as a good indication that you are in a room with false doors.

In order to effectively "debunk" a door's safety, it is advised that you stand up against the wall to the side of the door, turning your camera diagonal to it. This will allow you to easily hear any potential audio cues it may emit (as described in the "Notes" section). Additionally, standing by a false door for long enough will likely allow you to see the Navi-path sign sparking, making for easy identification (should you have the patience for it). If you don't have the patience for it you can also check if the navi-path sign has a static effect on it, though this may be hard to see.

In dark rooms, the navi-path screen of every false door will remain lit, whereas the real door's navi-path screen will remain dark and un-lit. In The Ridge, false doors will emit a light shining out from beneath the door.

Documents

Main Article: Documents/Good People
For more information, see: Documents/Mask of Sadness

Gallery

Trivia

  • Despite how its document is written, the name "Good People" only refers to the meat blob.[1]
  • Good People is most likely a reference to SCP-035.
  • Good People was originally named The Tricksters, but it was changed to avoid the "boring naming convention" of DOORS.[2]
    • 'Good People' was partly inspired by a dream YourFriendZeal had, which was when he changed its name.[3]
    • The name Good People also comes from the fact that Z-96 is composed of the assimilated bodies of hundreds of Urbanshade employees, "Good People".[4]
  • Z-96 was originally a standalone item known as the Mask of Sadness before being forced onto a researcher by Sebastian Solace and assimilating 108 researchers.
    • The Mask of Sadness was originally intended to be used for infiltration tactics.[5]
  • Good People uses the pronouns of all its victims, meaning that Good People is said to identify as the following pronouns:
    He/Him He/Him He/Him He/Him He/Him He/Him He/Him He/Him He/Him He/Him He/Him He/Him He/Him He/Him He/Him He/Him He/Him He/Him He/Him He/Him He/Him He/Him He/Him He/Him He/Him He/Him He/Him He/Him He/Him He/Him He/Him He/Him He/Him He/Him He/Him He/Him He/Him He/Him He/Him He/Him He/Him He/Him He/Him He/Him He/Him He/Him He/Him He/Him He/Him He/Him He/Him He/Him He/Him He/Him He/Him He/Him He/Him She/Her She/Her She/Her She/Her She/Her She/Her She/Her She/Her She/Her She/Her She/Her She/Her She/Her She/Her She/Her She/Her She/Her She/Her She/Her She/Her She/Her She/Her She/Her She/Her She/Her She/Her She/Her She/Her She/Her She/Her She/Her She/Her She/Her She/Her She/Her She/Her She/Her She/Her She/Her She/Her She/Her She/Her She/Her She/Her She/Her She/Her She/Her They/Them They/Them They/Them They/Them They/Them They/Them
    [6][7]
    • Hypothetically, this means Good People's pronouns can be Any.
    • This sample group of employee pronouns suggests diversity in Urbanshade's hiring practices, potentially hinting at the Hadal Blacksite having an inclusive work environment.
    • Despite Good People having assimilated 109 people, which includes the original researcher who first wore the mask, there are 110 pronouns listed. This may imply that the mask itself uses pronouns.
  • The fake doors that Good People hides behind uses an older version of the sound effect seen in early footage of the game.

Citations