Ghost
Ghost | |
---|---|
ASCII | G G |
Movement | Ethereal |
Native Lands | Graveyard Haunted Woods Dungeon Irradiated Field Wandering |
A typical monster from the Graveyard, who moves through walls.
Ghosts are ethereal monsters, who are able to pass through all walls (except mirrors), as if they possessed the Orb of Aether.
Properties[edit]
They are native to the Graveyard, Haunted Woods, and Dungeon. Additionally, when a Necromancer "raises undead" near a fresh grave, a Zombie and a Ghost will manifest from that grave. This permits the appearance of Ghosts in any lands with fresh graves, such as the Irradiated Field.
Ghosts will never move to be adjacent to another Ghost of the same kind. If they have no moves which would put them closer to the player, they prefer to remain still instead. This allows for a means of dispatching groups of Ghosts, who would otherwise be impossible to escape from due to their ability to pass through all walls.
Wandering Ghosts[edit]
There are also wandering Ghosts. They will appear if you do not explore any new places for a long time (about 100 turns). They can appear anywhere in the game.
Ghosts can also appear anywhere in the game if the player has not moved for a while.
More specifically, as long as the player has not generated any new game cells for at least 100 turns, new Ghosts will continually spawn near the edge of the screen. These ghosts exist as an anti-stalemate mechanic to force an end to situations where the player is unable to move, but also not in immediate danger.
Strategy[edit]
- Ghosts spawned as part of normal monster generation (i.e. not timer ghosts) pose somewhat of a higher threat than other basic enemies, as they are guaranteed to be able to reach you. If a Ghost and one or more enemies are after you, it may be necessary to retreat.
Interactions[edit]
- In temperature lands, Ghosts are considered to be very cold.
- Like other ethereal beings, Ghosts will not trigger trapdoors, pressure plates, or mines.
- They can be used to break a stalemate in the Warped Coast where Ratlings are not adjacent, but have blocked all possible movement options. Killing a Ghost will cause the Ratlings to move, which will either enable escape or result in a checkmate.
- Ghosts can pass through Tentacles. Because Tentacles can grow to be indefinitely long, the player can be trapped indefinitely, so this special interaction helps break stalemates.
- Because multiple enemies cannot be on the same cell, this is implemented using a special "tentacle and ghost" monster.
Trivia[edit]
- Aether Witches and Winter Witches utilize the same movement logic as Ghosts. For the latter, this means that they can be trapped behind Crystal Cabinets because they are unable to pass through them.
Gallery[edit]
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A Ghost appearing over a segment of a Tentacle.