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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.


If a cell contains a [[no sign]] (regardless of what item is under it, or even none at all), an approaching ghost will use the [[rover]]'s collision rules when determining whether it can enter the cell, ''except'' that fire or a [[canopy]] will still not block it.  A ghost would thus be blocked by a normal [[wall]], a [[door]] for which it has no key, and so on, but would become able to pass over [[water]], a [[turtle]], or [[custom tile|custom floor]].  Ghosts will reveal [[hidden wall]]s and [[blue wall]]s under no signs (and then be blocked by them), but otherwise interactions take place as normal.  Only the initial attempt to enter the cell is affected; for example, a ghost becomes blocked by a [[thin wall]] on the edge facing it, but not on an edge it's trying to leave through.  [[Recessed wall]]s are still not popped, and [[train track]]s and [[swivel door]]s are unaffected.
If a cell contains a [[no sign]] (regardless of what item is under it, or even none at all), an approaching ghost will use the [[rover]]'s collision rules when determining whether it can enter the cell, ''except'' that a [[canopy]] will still not block it.  A ghost would thus be blocked by a normal [[wall]], a [[door]] for which it has no key, and so on, but would become able to pass over [[water]], a [[turtle]], or [[custom tile|custom floor]].  Ghosts will reveal [[hidden wall]]s and [[blue wall]]s under no signs (and then be blocked by them), but otherwise interactions take place as normal.  Only the initial attempt to enter the cell is affected; for example, a ghost becomes blocked by a [[thin wall]] on the edge facing it, but not on an edge it's trying to leave through.  [[Recessed wall]]s are still not popped, and [[train track]]s and [[swivel door]]s are unaffected.
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