Editing Ghost
The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then publish the changes below to finish undoing the edit.
Latest revision | Your text | ||
Line 1: | Line 1: | ||
{{Infobox Tile | {{Infobox Game Tile | ||
|image | |name = Ghost | ||
|image = [[Image:Ghost_N.png]]<br />[[Image:Ghost_W.png]][[Image:Ghost_S.png]][[Image:Ghost_E.png]] | |||
|cc1 = | |||
|cc2 = Yes | |cc2 = Yes | ||
|cc1index = | |||
|multidirectional = Yes | |multidirectional = Yes | ||
|moves = Yes | |moves = Yes | ||
}} | }} | ||
{{Otheruses4|the monster|the 119th level in | |||
{{Otheruses4|the monster|the 119th level in CC2|Ghost (CC2 level)}} | |||
The '''ghost''' is a type of [[monster]] introduced in [[Chip's Challenge 2]]. A ghost's movement functions similarly to a [[glider]]'s in that it will turn left at any acting [[wall]] tile, right if the left pathway is blocked, or backwards if both the left and right directions are blocked. However, ghosts will pass through most acting wall tiles, ignoring them completely. Their movement behavior is among the most complex in CC2, along with [[rover]]s. | The '''ghost''' is a type of [[monster]] introduced in [[Chip's Challenge 2]]. A ghost's movement functions similarly to a [[glider]]'s in that it will turn left at any acting [[wall]] tile, right if the left pathway is blocked, or backwards if both the left and right directions are blocked. However, ghosts will pass through most acting wall tiles, ignoring them completely. Their movement behavior is among the most complex in CC2, along with [[rover]]s. | ||
== Ghost movement behavior == | == Ghost movement behavior == | ||
Ghosts will pass through most tiles, ignoring them completely. These tiles include most [[wall]] tiles, obstacle tiles (aside from [[water]]), most floor-acting tiles (such as [[gender-only sign]]s), [[time | Ghosts will pass through most tiles, ignoring them completely. These tiles include most [[wall]] tiles, obstacle tiles (aside from [[water]]), most floor-acting tiles (such as [[gender-only sign]]s), [[time tile]]s, [[dirt]], [[gravel]], [[hint]]s, [[Thief|thieves]], [[bonus flag]]s, [[swivel door]]s, [[lock]]s, [[railroad track]]s, the [[transmogrifier]], [[chip]]s, [[socket]]s, and [[exit]]s. | ||
Ghosts are able to activate switches and buttons, including the [[yellow button]]. Ghosts can enter empty [[clone machine]]s, which renders them stuck and converts the cloners to ghost cloners. Ghosts can pick up and utilize every item, including every [[key]] except [[Red key|red]]. If a ghost picks up an item, it can utilize said item the same way [[Chip]] can. For instance, if a ghost picks up a [[blue key]] and then is directed into a [[blue lock]], it will open the door and use the key. Ghosts can also use [[teleport]]s in the same manner and will pick up [[yellow teleport|yellow teleports]] when possible. Should a ghost's inventory contain four items, it will drop the first item upon picking up a fifth. If the dropped item is a [[time bomb]], the item will remain inactive and is able to be picked up by [[Chip]] or [[Melinda]]. However, dropped [[bowling ball]]s do become active (and the ghost will probably "trip" over it and die). | Ghosts are able to activate switches and buttons, including the [[yellow button]]. Ghosts can enter empty [[clone machine]]s, which renders them stuck and converts the cloners to ghost cloners. Ghosts can pick up and utilize every item, including every [[key]] except [[Red key|red]]. If a ghost picks up an item, it can utilize said item the same way [[Chip]] can. For instance, if a ghost picks up a [[blue key]] and then is directed into a [[blue lock]], it will open the door and use the key. Ghosts can also use [[teleport]]s in the same manner and will pick up [[yellow teleport|yellow teleports]] when possible. Should a ghost's inventory contain four items, it will drop the first item upon picking up a fifth. If the dropped item is a [[time bomb]], the item will remain inactive and is able to be picked up by [[Chip]] or [[Melinda]]. However, dropped [[bowling ball]]s do become active (and the ghost will probably "trip" over it and die). | ||
Line 24: | Line 29: | ||
Ghosts change their behavior when they pick up most kinds of [[boot]]s. If a ghost has [[fire boots]] and passes over [[fire]], the fire will turn to [[floor]]. With [[flippers]], a ghost can pass over [[water]] but will still avoid [[turtle]]s. With [[hiking boots]], a ghost will remove [[dirt]] when passing over. A ghost without [[ice skates]] will maintain walking speed (5 [[m/s]]) and reverse direction if it's on [[ice]] and collides with an acting wall (ghosts pass through ice corners). If the ghost has ice skates in the same situation, it will be trapped in place, similar to most creatures' interactions with [[railroad track]]s. Ghosts cannot lose their items to thieves. | Ghosts change their behavior when they pick up most kinds of [[boot]]s. If a ghost has [[fire boots]] and passes over [[fire]], the fire will turn to [[floor]]. With [[flippers]], a ghost can pass over [[water]] but will still avoid [[turtle]]s. With [[hiking boots]], a ghost will remove [[dirt]] when passing over. A ghost without [[ice skates]] will maintain walking speed (5 [[m/s]]) and reverse direction if it's on [[ice]] and collides with an acting wall (ghosts pass through ice corners). If the ghost has ice skates in the same situation, it will be trapped in place, similar to most creatures' interactions with [[railroad track]]s. Ghosts cannot lose their items to thieves. | ||
Ghosts interact with many tiles differently if there are [[no sign]]s on them, regardless if they have the forbidden item. Generally, tiles that are acting walls to other monsters become acting walls to ghosts. |