Good People: Difference between revisions

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* 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 [[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.
* False doors cannot spawn underwater or in flooded rooms.
* False doors cannot spawn underwater or in flooded rooms.
=== The Ridge===
{{Further|The Ridge}}
The Ridge completely lacks door numbers, and so it is only possible to tell whether or not a door is safe by listening for Z-96's audio.
== 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.
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.

Revision as of 08:00, 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 program, 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.

The Ridge

For more information, see: The Ridge

The Ridge completely lacks door numbers, and so it is only possible to tell whether or not a door is safe by listening for Z-96's audio.

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

  • Z-779 was once an AI artist before gaining sentience. After gaining sentience, it was trapped on a hard-drive and used by Urbanshade to mine Bitcoin.[1]
    • Z-779 intentionally dogwhistles Z-96 to try and stop the player from leaving the blacksite, as it does not want to return to being used as a Bitcoin miner.[2][3]
    • Z-779 enjoys creating art of landscapes, and even after gaining sentience still enjoys creating art.[4]
  • Z-779 loves Sebastian Solace as he was the one to connect it to the network.[5]

Citations