Post by Technoccult on Oct 2, 2004 9:07:54 GMT
I have only just started playing the game so these are quite simple and are almost certainly not the best ways to do things but I thought I would start a thread so people can add theirs as well.
(I will use the word 'area' to mean a room or space outside where ghosts can be placed)
Mortals
To start we have 2 kinds of Mortals.
Muggles are just your regular guys and gals.
Mystics are the ones who have powers to fight your ghosts. They can be priests, witches, psychics, whatever... They all work the same way.
Basic dealing with Mystics rules
You use a power, on them, they block ( a shield symbol), they counter attack (red ligtning bolt), they are left weak to one of your powers for a little while (red cricle). Their attacks hurt all ghosts in the area, and if you use a power in an area nearby the the one the mystic is in, they will detect your ghost and move to attack it.
Now we have our targets, we come onto three basic actions we can do to them:
Why do we start with herding? Well, alot of the puzzles require you to get people to places, plus alot of tactics require you to group people into the same area, so it's a good place to start. we'll get onto scaring people soon enough.
Herding Muggles
This is dead easy (excuse the pun), just put your attract type ghost in an area and have it use a general attract power(like water spout or stench but not swap places) and any Muggles in range should come to you. I think the chance that they are affected or not is random, it might have something to do with their resists, but you should be able to herd even those with full resistance.
When you are down to 3 bars of plasm, Attract powers are essentially free, as you can spam (repeatedly use) them over and over again until you have everyone you want in the room.
If a Muggle is too far away from the room you want them in, they might be out of range of the Attract power, if so you need to lure them closer by either moving the attract ghost nearer to them and then moving them in stages or by scaring them towards the room you want with a Chase ghost. Be aware, that each Muggle can only be affected by 1 attract power at a time and that attract effects can be broken by using another power on that Muggle.
Special mention must go to the swap places power. this is the 'Snipe' of attraction, it allows you to force 1 Muggle to come to the location of your ghost (and the ghost goes to their location). The only limits are:
Chase powers can also be used for herding but it is harder, since it can be tricky to get Muggles to run in the direction you want them to. They will generally run through the exit they are closest to, so chasing multiple Muggles through rooms with multiple exits is very tough.
Herding Mystics
The good/bad thing about mystics is that they will block attract powers but unless they are close to the ghost that used them (I think they have to be in the adjacent area) they won't be able to tell where they come from. This means it is very easy to seperate Muggles from mystics using general attract powers.
The bad side of this is, what if you want to lure a mystic somewhere? Well, that's easy as well, there are (at least) two ways. The first is just to use a power on them, have them block it and counter attack. Afterwards, when the red circle is above their heads, they will be affected by attract/chase powers the same as Muggles are.
Another way is to lead them to the room you want, using a ghost as bait. Move just one a ghost to an area next to the one the mystic is in, then use a cheap power. The Mystic wll sense your ghost and move into the room to attack them. When they do this, just move your ghost to the next area (heading towards where you want the mystic to go) wait for them to finish attack and then use a power where you are. They should detect this again, and move to that room. repeat til they are where you want them.
Special, secret super Mystic mover tip!!!!!
This is somethig I noticed, and will take more research to determin how it works but....
Once again, the swap places power comes into it's own. It seems that mystics can detect a swap places power being used if the target is in the same or a nearby area, like other powers. However, they will move to attack the ghost, in the area they were when they used the power! This means you can use swap places to move a Muggle to an area and lead a mystic(s) there for free. The best part is, your ghost isn't there anymore, so it isn't in danger. To be fair, i haven't found a use this this tip, but it is nice to know.
Scaring Everyone
It's no use pretending, we all love do it, so here's a run down of the basics. Mystics are the same as Mugles in this regard, but the tactics to scare them are different.
Some ghost powers scare the victims, these powers belong to your chase and tamper ghosts (although some resistance powers will also scare people). A mortals 'health' (the game calls it health, so I will too)is the green bar above their head. It has 10 segments, each green one repesents 1 point of health. If you get them down to 0 health, they will run away. You can sometimes get a mortal without any green in their health bar who won't run away. As far as i can tell, the actual health is measure in decimal format, so a mortal could have say 2.4 health left. the .4 part won't show on the health bar. So if this happens, just give them a extra scare to push them over the edge.
Now we come onto the thorny subject of reistance, which is the yellow bar under the mortal heath bar. This bar respresents how easy a mortal is to scare, the higher it is the tougher they are.
This is how I think the scare system works. Each yellow segment on the resistance bar represents 10% resistance. to work out how much damage a scare power will do to a mortal you:
Multiply the cost of the power (how many plasm bars it needs) by the percentage that isn't resisted.
A quick eample, Mortal A has no resistance, Mortal B has 5 resistance and Mortal C as 10 resistance.
You use a scare power that costs 2 plasm on each of these mortals.
Mortal A has 0*10 = 0% resistance, so he takes 100-0 = 100% of all the damage, so you reduce his health by 1*2 = 2.
Mortal B has 5*10 = 50% resistance, so he takes 100 -50 = 50% of the damage, so you reduce his health by 0.5 * 2 = 1.
Mortal C has 10*10 = 100% resistance, so he takes 100-100 = 0% of the damage, so you reduce is health by 0*2 = 0.
So a mortal with a full resistace bar can't have their health reduced.
All those numbers are aproximate, and based on very limited testing. also, there may be some rounding involved. But in general, if you have a mortal wth 7 resists, you will need to hit them with 3 level 1 powers to reduce their health by 1. (each hit should do around 0.3 damage).
Resitance ghost have powers that an lower the targets resistace (and so makes scaring them much easer). These work on a simple subtraction, so if you spend 2 plasm to use a resist power, you will reduce the targets resistance bar by 2.
(some) Mind ghosts have the ability to heal mortals with powers such as 'chill out'. whilst it is loathsome, sometimes you can get carried away and be in danger of scaring away someone you need. As far as I know, mind powers aren't affected by resistances.
Also, some mortals are weak to certain ghost types, which is indicated with the little icons on their picture in the mortal carrosel. If they are weak to that type of power, the effect will be doubled. So a mortal with no resistances was to take 2 damage from a power, a mortal with no resistances who is weak to that power type will take 4 damage.
OK, gone over budget on this post, see below for the exciting conclusion!
(also, sorry for any spelling mistakes. My spelling isn't naturally very good, and I have a new keyboard that keeps making me miss out letters I have typed.)
(I will use the word 'area' to mean a room or space outside where ghosts can be placed)
Mortals
To start we have 2 kinds of Mortals.
Muggles are just your regular guys and gals.
Mystics are the ones who have powers to fight your ghosts. They can be priests, witches, psychics, whatever... They all work the same way.
Basic dealing with Mystics rules
You use a power, on them, they block ( a shield symbol), they counter attack (red ligtning bolt), they are left weak to one of your powers for a little while (red cricle). Their attacks hurt all ghosts in the area, and if you use a power in an area nearby the the one the mystic is in, they will detect your ghost and move to attack it.
Now we have our targets, we come onto three basic actions we can do to them:
- Herding (Making them move where we want them to)
- Scaring (Making them leave the level)
- Milking (using them to collect large amounts of plasm)
Why do we start with herding? Well, alot of the puzzles require you to get people to places, plus alot of tactics require you to group people into the same area, so it's a good place to start. we'll get onto scaring people soon enough.
Herding Muggles
This is dead easy (excuse the pun), just put your attract type ghost in an area and have it use a general attract power(like water spout or stench but not swap places) and any Muggles in range should come to you. I think the chance that they are affected or not is random, it might have something to do with their resists, but you should be able to herd even those with full resistance.
When you are down to 3 bars of plasm, Attract powers are essentially free, as you can spam (repeatedly use) them over and over again until you have everyone you want in the room.
If a Muggle is too far away from the room you want them in, they might be out of range of the Attract power, if so you need to lure them closer by either moving the attract ghost nearer to them and then moving them in stages or by scaring them towards the room you want with a Chase ghost. Be aware, that each Muggle can only be affected by 1 attract power at a time and that attract effects can be broken by using another power on that Muggle.
Special mention must go to the swap places power. this is the 'Snipe' of attraction, it allows you to force 1 Muggle to come to the location of your ghost (and the ghost goes to their location). The only limits are:
- It costs more than 3 plasm, so you need to build some up before you can use it.
- The Muggle can't move through any locked doors, so make sure they have a clear path before using the power.
- (Preliminary) It doesn't appear to work if the ghost and Muggle are on different floors. (I tried it on the free willy and billy mission, with Billy in a safe place downstairs and the ghost outside the polce station. The security door was open but when I used the power nothing happened.)
Chase powers can also be used for herding but it is harder, since it can be tricky to get Muggles to run in the direction you want them to. They will generally run through the exit they are closest to, so chasing multiple Muggles through rooms with multiple exits is very tough.
Herding Mystics
The good/bad thing about mystics is that they will block attract powers but unless they are close to the ghost that used them (I think they have to be in the adjacent area) they won't be able to tell where they come from. This means it is very easy to seperate Muggles from mystics using general attract powers.
The bad side of this is, what if you want to lure a mystic somewhere? Well, that's easy as well, there are (at least) two ways. The first is just to use a power on them, have them block it and counter attack. Afterwards, when the red circle is above their heads, they will be affected by attract/chase powers the same as Muggles are.
Another way is to lead them to the room you want, using a ghost as bait. Move just one a ghost to an area next to the one the mystic is in, then use a cheap power. The Mystic wll sense your ghost and move into the room to attack them. When they do this, just move your ghost to the next area (heading towards where you want the mystic to go) wait for them to finish attack and then use a power where you are. They should detect this again, and move to that room. repeat til they are where you want them.
Special, secret super Mystic mover tip!!!!!
This is somethig I noticed, and will take more research to determin how it works but....
Once again, the swap places power comes into it's own. It seems that mystics can detect a swap places power being used if the target is in the same or a nearby area, like other powers. However, they will move to attack the ghost, in the area they were when they used the power! This means you can use swap places to move a Muggle to an area and lead a mystic(s) there for free. The best part is, your ghost isn't there anymore, so it isn't in danger. To be fair, i haven't found a use this this tip, but it is nice to know.
Scaring Everyone
It's no use pretending, we all love do it, so here's a run down of the basics. Mystics are the same as Mugles in this regard, but the tactics to scare them are different.
Some ghost powers scare the victims, these powers belong to your chase and tamper ghosts (although some resistance powers will also scare people). A mortals 'health' (the game calls it health, so I will too)is the green bar above their head. It has 10 segments, each green one repesents 1 point of health. If you get them down to 0 health, they will run away. You can sometimes get a mortal without any green in their health bar who won't run away. As far as i can tell, the actual health is measure in decimal format, so a mortal could have say 2.4 health left. the .4 part won't show on the health bar. So if this happens, just give them a extra scare to push them over the edge.
Now we come onto the thorny subject of reistance, which is the yellow bar under the mortal heath bar. This bar respresents how easy a mortal is to scare, the higher it is the tougher they are.
This is how I think the scare system works. Each yellow segment on the resistance bar represents 10% resistance. to work out how much damage a scare power will do to a mortal you:
Multiply the cost of the power (how many plasm bars it needs) by the percentage that isn't resisted.
A quick eample, Mortal A has no resistance, Mortal B has 5 resistance and Mortal C as 10 resistance.
You use a scare power that costs 2 plasm on each of these mortals.
Mortal A has 0*10 = 0% resistance, so he takes 100-0 = 100% of all the damage, so you reduce his health by 1*2 = 2.
Mortal B has 5*10 = 50% resistance, so he takes 100 -50 = 50% of the damage, so you reduce his health by 0.5 * 2 = 1.
Mortal C has 10*10 = 100% resistance, so he takes 100-100 = 0% of the damage, so you reduce is health by 0*2 = 0.
So a mortal with a full resistace bar can't have their health reduced.
All those numbers are aproximate, and based on very limited testing. also, there may be some rounding involved. But in general, if you have a mortal wth 7 resists, you will need to hit them with 3 level 1 powers to reduce their health by 1. (each hit should do around 0.3 damage).
Resitance ghost have powers that an lower the targets resistace (and so makes scaring them much easer). These work on a simple subtraction, so if you spend 2 plasm to use a resist power, you will reduce the targets resistance bar by 2.
(some) Mind ghosts have the ability to heal mortals with powers such as 'chill out'. whilst it is loathsome, sometimes you can get carried away and be in danger of scaring away someone you need. As far as I know, mind powers aren't affected by resistances.
Also, some mortals are weak to certain ghost types, which is indicated with the little icons on their picture in the mortal carrosel. If they are weak to that type of power, the effect will be doubled. So a mortal with no resistances was to take 2 damage from a power, a mortal with no resistances who is weak to that power type will take 4 damage.
OK, gone over budget on this post, see below for the exciting conclusion!
(also, sorry for any spelling mistakes. My spelling isn't naturally very good, and I have a new keyboard that keeps making me miss out letters I have typed.)