Hiding

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Hiding is an important game mechanic in Pressure, allowing players to protect themselves against certain Monsters.

Overview

Hiding can be done by going behind or under certain objects such as tables, going into a side room or vent, or by entering designated hiding spots in a room such as lockers. While a player is hiding, they will be safe from most monsters as long as there's no line of sight or hitbox interaction between the player and the monster.

Nodes

Nodes are directly related to Node Monsters. In all rooms, Nodes are placed at designated points across the floor to guide the Monsters, acting as their pathing. Every Monster that moves with node pathing cannot deviate from this pre-set path (with the exception of Pandemonium and Death Angel), meaning that certain rooms allow the player to avoid Monsters by standing far enough away from the Monster's hitbox. This is the reason why The Angler and its variants are said to be "blind", meaning that the player can hide in either lockers or in plain sight if they're far enough.

Since nodes are placed across the floor, the player can hide both above or below Monsters to avoid their path, most notably in certain underwater sections where Monsters can travel above the player and fall down. Other underwater sections allow the player to swim up to the roof of the room, allowing Monsters to pass by underneath.

Raycasting

Pandemonium is the only Monster that uses this mechanic.

Unlike The Angler and its variants, Pandemonium is not so "blind" as them. While normal pathing is still dictated by nodes, Pandemonium operates with a raycasting pathing technique to spot the player from anywhere in the room if they have any direction of sight towards them. This is the reason why certain spots that may keep the player safe from The Angler may not work with Pandemonium as sightlines are not blocked.

A common technique for some hiding spots is to crouch and look towards the ground, bending the player's hitbox (and "sightline") away from Pandemonium, allowing it to pass by safely. This does not work for every hiding spot, so it's best to practice recognizing what hiding spots apply to The Angler and which apply to Pandemonium. Players can also alter their hitboxes by standing still and facing forward on a wall (used to hide their hitboxes with Lockers or other obtrusions) or "stargazing", backing into the floor of the room while staring directly at the ceiling while underwater.

Hiding Spots

The following is a list of all current hiding spots:

A locker.
A locker alongside Void-Mass in a locker.

Lockers are large storage compartments that players can hide in by interacting with it, but only one player can hide in it at a time.

Locker Protection Against Monsters
Monsters Provides Protection
Main Monsters Eyefestation Yes
Pandemonium Yes*
Wall Dwellers No*
Grand Encounters Searchlights Yes
Node Monsters
The Angler Yes†
Blitz Yes
Chainsmoker Yes*
Froger Yes
Pinkie Yes
Rare Monsters The Multi-Monster Yes

* Monster has an exception or unique interaction with the hiding spot.

† Monster can either spawn ahead of or behind the player.

Eyefestation

For more information, see: Eyefestation

Eyefestation forces the player to look at them, moving the player's view to do so. The player has to move their view away from wherever Eyefestation is or else they will begin to take damage as long as they look at it.

Pandemonium

For more information, see: Pandemonium

If the player is in a hiding spot when Pandemonium passes, they will be forced into a minigame. Pandemonium attacks the hiding spot, causing the player's cursor to be moved. The player in the minigame has to keep their cursor in the middle of the screen to survive the minigame. This minigame only occurs if the player is hiding in a locker, and if a player is hiding in a suitable safe area (known as a PSS, short for Pandemonium Safe Spot) Pandemonium will simply pass by without starting any minigame.

Void Lockers

For more information, see: Puddles of Void-Mass

Puddles of Void-Mass can be found randomly in lockers. If a player enters a locker inhabited by a Void-Mass Puddle, they will be trapped inside and slowly take damage until they are saved by another player or die. Players trapped inside of a Void Locker can be seen through walls with a purple outline of the locker.

Wall Dwellers

For more information, see: Wall Dwellers

Wall Dwellers mimic the player's footsteps, so players must turn around and place their cursor on the Wall Dweller to avoid being killed. While players are able to use lockers to avoid getting killed by Wall Dwellers, they will camp outside the locker and will immediately kill the player once they exit, rendering the tactic pointless. However, if a monster passes the player that is inside of a locker and the Wall Dweller is hit, the Wall Dweller will die.

Searchlights

For more information, see: Searchlights

Searchlights can only be found in two encounters, once in the Grand Encounters and again at the Ending Encounter. During both encounters, Searchlights will circle above the player, shining four randomly moving spotlights to attempt to spot the player. Any object that blocks the view of the player from the eyes of the Searchlight will prevent them from getting killed, such as closets or piles of crates.

The Angler

For more information, see: The Angler

The Angler causes the lights in the room to flicker along with an audible twinkling sound cue, alerting players to hide. The player must hide in any suitable hiding spot far away enough from The Angler's hitbox. The same applies to all Node Monsters except Pandemonium.

Blitz

For more information, see: Blitz

Blitz causes the lights in the room to flicker twice along with a longer, more distinct sound cue alerting players to hide. There is a longer pause between the lights flickering and when Blitz attacks the player, giving the players more time to prepare. Blitz acts similar to The Angler, though Blitz rushes the player much faster, forcing the player to react quicker.

Chainsmoker

For more information, see: Chainsmoker

Chainsmoker causes the lights in the room to flicker along with an audible twinkling sound cue, alerting players to hide. Another sound cue of dragging chains and a loud exhale will also play, telling the player that Chainsmoker has spawned and not another variant of The Angler. The green gas that Chainsmoker emits induces Cleithrophobia, and will force players out of their locker faster than normal. If players enter a locker too early, they will experience Cleithrophobia and will be forced out into the path of Chainsmoker.

Froger

For more information, see: Froger

Froger causes the lights in the room to flicker along with an audible twinkling sound cue, alerting players to hide. A loud breathing noise will play, telling player that Froger has spawned and not another variant of The Angler. Froger will rush the player similar to The Angler, however it will return to the direction from where it spawned. Froger will return once more, following through with the original path it travelled.

Pinkie

For more information, see: Pinkie

Pinkie is the only variant of The Angler that does not flicker the lights or play a twinkling sound cue. Instead, Pinkie will play a loud, distinct high-pitched screaming noise to signal its arrival to the player. Outside of the removal of the light cue, Pinkie operates exactly like The Angler.

Cleithrophobia

When players hide in a locker for too long, they experience Cleithrophobia. This forces them to exit the hiding spot and temporarily prevents them from hiding again until they have calmed down. A player's camera will begin to involuntarily sway inside a locker after hiding in it for several seconds. They will then hear a heartbeat sound and see a pulsing screen effect, both of which quickly pick up in pace, before being kicked out of the locker. The maximum time a player can spend in a locker starts at about 27 seconds and gradually decreases as they progress through rooms, down to only 10 seconds. Exiting a locker before Cleithrophobia kicks a player out will reset its timer.

In addition, the reason the player has Cleithrophobia is because the ventilation fans for Paranoia’s Box had failed and the fumes emitting from it are now spreading throughout the entire Blacksite, making us have Cleithrophobia. However, Cleithrophobia is not present in the first 10 rooms, allowing players to hide indefinitely. This may mean the fumes are only spread through later rooms, and it hasn't reached everywhere yet.

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