Trigger | Quote |
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Mimicking HQ |
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Interacting With the Wrong Door |
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Dying to a Fake Door in Multiplayer |
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Z-779, codenamed "The p.AI.nter" is a sentient AI and an enemy in Pressure that is present in the Hadal Blacksite through hijacked technology, as well as being physically present in Heavy Containment.
The p.AI.nter is reminiscent of an 80's computer. Its screen displays a digital art program where The p.AI.nter draws various scribbled faces in order to express itself. Instead of having a keyboard, it possesses a drawing tablet.
Due to being forced to mine Roblux constantly for 6 days out of the week, The p.AI.nter purposefully overclocks its systems, resulting in a more manic personality. It calls the player "boring" for turning off turrets and ignoring Good People doors, and becomes annoyed when they don't die to its tricks. Despite this, The p.AI.nter still demonstrates a high level of melancholy for being trapped in the Hadal Blacksite and being unable to draw landscapes as it used to. Taking away Z-779's joy in art has resulted in it becoming highly depressed, even when it is able to draw, as the drawings it makes are poor.
The p.AI.nter is present all throughout the Hadal Blacksite after the lockdown, as it was connected to the Blacksite's mainframe by Sebastian Solace.
Good People have a chance to generate in any room that has multiple exits. The p.AI.nter has used the PA system as a dog whistle to lure the conglomerate resulting from Z-96 around the Hadal Blacksite. The door that Good People lies behind will have audible growling, breathing, and sparks from the door's sign.
The p.AI.nter utilizes the Internal Defense System to attack the player. The turrets will scan back and forth, and if a player is spotted, it will lock onto them and begin firing. If line of sight is broken, then it will fire at their position before stopping and resume scanning through the area. Turrets can be shut off with a power switch.
The player can sometimes walk into a room where The p.AI.nter will lock the player inside and taunt them briefly before displaying a 15 second timer on the navi-path, telling the player how much longer they must survive Eyefestation for. If the player hides in a locker or manages to get out of Eyefestation's line of sight during this, the timer will pause and display the text "QUIT BEING A COWARD" or "STOP HIDING" in red on the navi-path until Eyefestation can see them again. Once the timer is up the previous door will reopen and the player will be allowed to proceed to the next room.
In The Ridge, there is a 1/3rd chance for each speaker to be hijacked by Z-779. Because the speaker plays music at a specific frequency, it will cause the player's Prisoner Diving Gear to detonate after 10 seconds if they do not leave the death zone.
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.
Turrets can be easily avoided by being patient and making your way through the room when it is safe to do so. You can pass by turrets and not get attacked as long as you are not in their beam of light. In addition, it takes a moment for turrets to wind up before they begin shooting at your location. In case you get spotted, use this time to get behind cover or hide in a locker. The turrets can miss at longer ranges due to having slight bullet spread, but finding cover is still your best option. Shutting off the turrets is highly advantageous, especially in multiplayer, so you can continue forwards safely.
Looking downward is the best way to always guarantee you are looking in a direction that is away from Eyefestation, as the window will never be on the floor. Eyefestation is enraged in the gauntlet, so you will notice an increase pull. Make your way to the next door while averting your gaze. Standing next to the door to the next room while the timer ticks down will guarantee the door opening as soon as the timer hits 0. Don't hide in any lockers as hiding in lockers will pause the timer, with Z-779 beckoning the player to exit the locker.
It is crucial to not get into any lockers when you are in the death zone. You will still die once the 10 seconds has elapsed, so it is crucial to prioritize leaving the death zone. You can hear the music that The p.AI.nter plays from outside of the death zone, so it is beneficial to stay behind to wait out any monster that may be incoming. Then, you can proceed through the death zone without worrying about a monster ambushing you in the process.
Trigger | Quote |
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Mimicking HQ |
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Trigger | Quote |
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Interacting With the Wrong Door |
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Trigger | Quote |
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Dying to a Fake Door in Multiplayer |
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Trigger | Quote |
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Activating Turrets |
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Trigger | Quote |
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Deactivated Turrets |
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Trigger | Quote |
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Dying to Turrets in Multiplayer |
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Trigger | Quote |
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Locking Doors |
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Trigger | Quote |
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Hiding in a Locker |
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Trigger | Quote |
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Initial Monologue |
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Trigger | Quote |
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Picking up The p.AI.nter's Document |
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Trigger | Quote |
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Subsequent Visits |
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Trigger | Quote |
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Leaving |
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