Good People: Difference between revisions

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{{Monster
{{Monster
|name='''Z-???'''
|name='''Z-96 & Z-779'''
“Good People"
“Example Monster"
|image=Placeholder.png
|image=Placeholder.png
|attack=Hides behind doors with identical numbers, attacking players who open them
|attack=Example attack
|location=[[Location]]
|location=[[Hadal Blacksite]]
|damage=Example number
|damage=55
|created_by=Unknown
|created_by=YourFriendZeal
|release_date=TBA
|release_date=TBA
|voiced_by=
|sound1='''Example'''
|sound1='''Example'''
[[File:ExampleAudio.mp3]]}}
[[File:ExampleAudio.mp3]]}}
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{{#seo:
{{#seo:
|description=Good People is a duo of monsters in Pressure, luring players into false doors to attack them.
|description=Example SEO description
}}
}}
<!-- Please keep infoboxes and templates spaced out for ease of editing. -->
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The '''Z-96''' & '''Z-779''' duo, dubbed '''"Good People"''' is a threat in [[Pressure]], acting as a common hazard found in the [[Hadal Blacksite]].
The '''Z-96''' & '''Z-779''' duo, dubbed '''"Good People"''', is a threat in [[Pressure]], acting as a common hazard found in the [[Hadal Blacksite]].
__TOC__
__TOC__
== Appearance ==
== Appearance ==
Good People is a duo of two monsters, Z-96 and Z-779. While Z-779 has no physical appearance due to it being an AI, Z-96 is a conglomoration 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 ==
== Mechanics ==
In rooms with multiple doors, there is a chance for Good People to generate. One or more doors will be occupied by Z-96, with Z-779 displaying the number of the next door on the door's navi-path. If a player opens a door inhabited by Z-96 it will attack them, changing the navi-path and locking the door.

=== Notes ===
=== Notes ===
* False doors can generate in rooms that require [[Keycard|Keycards]].
* Example note
** This includes in [[The Ridge]].
** Example indented note
* A door inhabited by Z-96 will have several visual and audio cues to indicate that it should not open. These include breathing and growling sounds and sparks coming from said door's navi-path.
=== The Ridge===
* If a [[Monsters#Node Monsters|node monster]] passes through a room with false doors generated, all false doors will change to their revealed state and the correct door's navi-path will turn off.
<!-- If a monster has no special behavior in the ridge, remove this header. -->
* False doors cannot spawn underwater or in flooded rooms.
{{Further|The Ridge}}

== Strategy ==
== Strategy ==
The best way to avoid being tricked by Good People is to be cautious of which door you choose in rooms with multiple working doors. Standing next to a door and listening for audio cues can help you make sure that you don't open a false door. If you can hear breathing, growling, or shifting then it means that Z-96 is behind the door.

== Documents ==
== Documents ==
''{{Main|Documents/Example}}
''{{Main|Documents/Good People}}

== Gallery ==
== Gallery ==
<gallery>
<gallery>

Revision as of 04:49, 28 May 2024


The Z-96 & Z-779 duo, dubbed "Good People", is a threat in Pressure, acting as a common hazard found in the Hadal Blacksite.

Appearance

Good People is a duo of two monsters, Z-96 and Z-779. While Z-779 has no physical appearance due to it being an AI, Z-96 is a conglomoration 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

In rooms with multiple doors, there is a chance for Good People to generate. One or more doors will be occupied by Z-96, with Z-779 displaying the number of the next door on the door's navi-path. If a player opens a door inhabited by Z-96 it will attack them, changing the navi-path and locking the door.

Notes

  • False doors can generate in rooms that require Keycards.
  • A door inhabited by Z-96 will have several visual and audio cues to indicate that it should not open. These include breathing and growling sounds and sparks coming from said door's navi-path.
  • If a node monster passes through a room with false doors generated, all false doors will change to their revealed state and the correct door's navi-path will turn off.
  • False doors cannot spawn underwater or in flooded rooms.

Strategy

The best way to avoid being tricked by Good People is to be cautious of which door you choose in rooms with multiple working doors. Standing next to a door and listening for audio cues can help you make sure that you don't open a false door. If you can hear breathing, growling, or shifting then it means that Z-96 is behind the door.

Documents

Main Article: Documents/Good People

Gallery

Trivia

  • Example trivia
    • Example indented trivia [1]

Citations

  1. Example reference