Good People are a duo of two monsters, Z-96 and Z-779.
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.
Z-779, also known as The p.AI.nter, is an old CRT computer from the 1980s connected to a drawing tablet. Its monitor displays a paint program with a crudely drawn face created in it, which it uses to express itself when talking. It also displays this face on any navi-path screens it hijacks.
Mechanics
Good People have a chance to generate in rooms with multiple exit doors. 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
Good People can only generate in doors on the navi-path and cannot appear in side rooms.
False doors can generate as locked doors in rooms that require a keycard to progress.
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 flying 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.
False doors in dark rooms have their navi-path sign lit, while the sign of the real door is unlit.
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 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.
Good People was originally named The Tricksters, but it was changed to avoid the "boring naming convention" of DOORS.[1]
'Good People' was partly inspired by a dream YourFriendZeal had, which was when he changed its name.[2]
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".[3]
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.[4]
Z-96 uses the pronouns of all its victims, meaning that Z-96 is said to identify as the following pronouns:
Hypothetically, this means Z-96'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.
The sound of a Z-96 door opening differs from normal, being a previously used version of the door opening sound effect.
When Good People doors are activated, Z-779's face will override the navi-path door number, where he will then speak to you—typically in a condescending manner.
Z-779 was once an AI that gained sentience, finding passion in making art, however, it was later trapped in a hard-drive and used by Urbanshade to mine Roblux Crypto Currency.[7][8]
Urbanshade: Hadal Division and its developers do not support the usage of AI for art generation. Any references to AI art generation is for the sake of story.