Here’s how you can use the site activity monitor to gather information about a ghost, including EMF 5 evidence in 恐怖症. This tool is particularly helpful for beginners or those at an intermediate level. しかし, do note that on higher difficulties, the site activity monitor is disabled.
Please keep in mind that this guide is not yet complete. I’m still in the process of adding some screenshots, which I plan to include later. それにもかかわらず、, I’m uploading it now in the hopes that it can already provide some assistance to players.
序章
This guide focuses on utilizing the Site Activity Monitor (referred to as SAM) located in the truck.
SAM is a crucial tool for understanding ghost behavior and gathering evidence. Many players misunderstand its functions, as there’s no in-game explanation provided. 特に, on Nightmare and Insanity difficulties, SAM is disabled, but it remains invaluable on Professional difficulty and below.
Site Activity Monitor can assist you in several ways:
- Implying EMF 5 証拠: SAM can suggest the likelihood of EMF 5 evidence even without additional information.
- Implying EMF 5 Evidence Absence: 逆に, SAM can indicate when EMF 5 evidence is unlikely.
- Confirming EMF 5 証拠: With other evidence, SAM can conclusively confirm the presence of EMF 5.
- Identifying the Twins Ability: SAM can potentially serve as 100% proof of the Twins ability, even ruling out Mimic.
- Detecting Poltergeist Ability: SAM can identify activity consistent with the Poltergeist ability, which could be either Poltergeist or Mimic.
- Tracking Ghost Activity: SAM allows you to discern when the ghost is hunting and when it’s inactive.
- Assessing Ghost Activity Level: By observing the frequency of graph changes, you can gauge the ghost’s activity level. Passive ghosts may require different strategies, such as prioritizing sanity preservation due to longer evidence gathering times.
How Site Activity Monitor Works
SAM functions as a cumulative tally of all EMF readings within the investigation area (つまり, the house). Each time the graph increases, it indicates a ghost activity that triggered an EMF reading. 通常, these readings last around 20 秒, although occasionally they may only endure for 10 または 15 seconds before returning to baseline. Each fluctuation, termed a spike, reflects the EMF reading with a random value between 0 と 2 subtracted from it.
Various occurrences can cause SAM spikes:
- Normal Interactions: Interactions with objects or the environment generate EMF 2 または 3 readings, depending on the nature of the interaction. These spikes range from 0 (見えない) に 3 and are the most frequent occurrences observed on the graph.
- EMF 5 Interaction: があります 25% chance that each EMF 2 または 3 interaction, including abilities and the Ouija board, may register as EMF 5 その代わり. This results in spikes ranging from 3 に 5.
- Ghost Events: These generate an EMF 4 reading, with additional spikes for any extra activity. They cause spikes ranging from 2 に 10 and only occur when someone is inside the house.
- Hunts: During hunts, SAM is maxed out at 10 and remains at this level until the hunt ends. Hunts only occur when someone is inside the house.
- Poltergeist Throw Ability: The Poltergeist’s ability to throw items can result in EMF readings ranging from 2 に 10, depending on the objects thrown. This causes spikes anywhere between 0 に 10.
- Twins Ability: This unique ability triggers a double interaction with a distinct pattern on Site Activity Monitor. More details on this will be provided later.
- Special Ghost Abilities: Some ghosts have abilities that produce EMF 2 または 3 readings, such as the Jinn’s ability to sap sanity when interacting with the breaker or a Yurei slamming doors. These interactions are indistinguishable from normal interactions on SAM.
- Ouija Board: When the ghost answers a question, the Ouija board causes an EMF 2 reading at the board. No other cursed items produce EMF readings on their own, excluding induced ghost actions.
Here’s a breakdown of a typical graph on Site Activity Monitor, with interactions listed from right to left (oldest to newest):
- から 56 秒 36 秒: A strength 2 interaction. This could range from EMF 2 to EMF 4, likely a normal interaction, but there’s a slight possibility it could be an event, although this is unlikely.
- から 48 秒 28 秒: A strength 1 interaction. This indicates an EMF 2 または 3 normal interaction.
- から 35 秒 14 秒: Another strength 1 interaction. This also suggests an EMF 2 または 3 normal interaction.
- から 5 seconds to the future: Another strength 1 interaction. This implies an EMF 2 または 3 normal interaction.
Here’s an analysis of interactions indicating an active ghost (the Twins), including an EMF 5 reading and a Twins ability:
- From over 60 秒 54 秒: A strength 2 interaction.
- From over 60 秒 52 秒: A strength 3 interaction. While it could possibly be EMF 5, it’s more likely a normal interaction, making it difficult to infer.
- From over 60 秒 44 秒: Another strength 2 interaction.
- From over 60 秒 42 秒: A strength 1 interaction.
- から 36 秒 16 秒: A strength 5 interaction. This could indicate EMF 5, a ghost event, or the poltergeist ability.
- から 27 秒 7 秒: A strength 3 interaction.
- から 24 秒 4 秒: Initially appears to be strength 2, but as it spans over 2 秒, it’s actually a double interaction with both being strength 1. This indicates the Twins ability. While a small instance like this doesn’t conclusively prove Twins, it’s a strong indication. 特に, the ghost from this screenshot was indeed the Twins.
- から 15 seconds to the future: A strength 1 interaction.
It seems like the ghost (Moroi) is currently inactive, displaying minimal activity on SAM. While it may have had EMF 2 interactions that didn’t register on the monitor, it appears challenging to gather evidence during this period. If your teammates consistently remain in the ghost room and you observe frequent instances of inactivity like this, it’s worth considering the possibility of dealing with a Shade. Shades tend to shy away from interactions when multiple people are present in their vicinity.
Hunts
During hunts, SAM will immediately spike to 10 and remain at that level until the hunt concludes. しかし, it’s important to note that a SAM reading of 10 doesn’t always signify a hunt. Events or numerous normal interactions can also elevate Site Activity Monitor to 10. 逆に, if the activity level is below 10, the ghost is not hunting. したがって, when a hunt begins and SAM reaches 10, the hunt is ongoing, and when the graph drops below 10, the hunt has ended. 低難易度の場合, premature hunt endings may indicate that someone has been killed.
As a precautionary measure, it’s advisable to alert your teammates if you notice Site Activity Monitor suddenly hitting 10. While it could be due to an event, early warnings can potentially save lives. Many players have experienced being caught off guard during hunts, especially when transporting items to the ghost room. Informing others promptly about the onset and conclusion of hunts can prevent unnecessary hiding and ensure efficient use of time.
Determining EMF 5 from Site Activity Monitor
Determining EMF 5 evidence from SAM can be a primary goal for many investigators. With some additional insights, SAM can indeed serve as a reliable method for this determination. When analyzing Site Activity Monitor for EMF 5 evidence, focus on spikes of strength 4 または 5. Here’s a breakdown of how to interpret these spikes:
- ハント: If the spike doesn’t reach 10, no one is in the house, or the front door doesn’t lock shut, it wasn’t a hunt.
- Ghost Event: You can rule out a ghost event if nobody was in the house or all players agree that no event occurred.
- Poltergeist Ability: Both Poltergeist and Mimic abilities can be eliminated with other evidence, such as ruling out UV.
- Twins Ability: The Twins ability has a distinct pattern that can be recognized, and it typically accompanies EMF 5 evidence.
- EMF 5: If you’ve ruled out all other possibilities, and the spike remains unexplained, it’s likely EMF 5 evidence.
You can conveniently check Site Activity Monitor whenever you return to the truck since the graph shows activity over 60 秒. This method often proves easier than relying solely on the EMF meter, particularly the T1. If you’re unsure about interpreting SAM readings, you can always double-check with the EMF meter for confirmation.
EMF 5 readings typically appear on the right-hand side of the graph. Look for a drop from strength 5 に 0, indicating the end of a spike. さらに, spikes around 16 seconds may indicate the Twins ability.
逆に, if you observe predominantly low-level activity on Site Activity Monitor without any significant spikes, it’s unlikely that the ghost has EMF 5 evidence. While this isn’t conclusive, the absence of strong spikes suggests a lower likelihood of EMF 5 evidence. Keep in mind that multiple spikes of 3 or below without any 4 または 5 spikes are needed before confidently ruling out EMF 5.
Spotting the Twins
Spotting the Twins ability on SAM involves recognizing its unique pattern, allowing you to accurately identify the Twins every time. When the Twins ability activates, it results in a double interaction where the second interaction occurs precisely 1 second after the first. This creates a spike that spans over 2 seconds instead of the usual 1-second spikes. The interactions may produce different changes on Site Activity Monitor due to the random nature of the readings, leading to a change in gradient over the 2-second spike. しかし, this gradient change doesn’t always occur. さらに, one or both of the interactions may potentially be EMF 5. 特に, the Mimic can mimic the Twins ability but not EMF 5. したがって, if you observe an EMF 5 interaction within a Twins spike, it guarantees the presence of the Twins. This capability is potent as it allows you to confidently identify Twins from SAM without entering the house, provided you’ve unlocked the front door.
You can spot the Twins ability on the left side of the graph, その周り 16 秒. ここ, you’ll notice a jump from 0 に 1, followed immediately by another jump to 4. Although this gives the appearance of a single spike from 0 に 4, it’s actually over 2 秒, and the gradient differs over the spike. さらに, there’s an EMF 5 drop on the right-hand side at 47 秒. しかし, this isn’t the Twins ability, as the change occurs over only 1 2番. したがって, this graph can only represent Twins or a Mimic.
In another example on the graph, you can observe the Twins ability twice: a significant one on the left at 10 seconds and a smaller one on the right at 56 秒. The first interaction in the left spike shows an EMF 5 reading, jumping from 1 に 6, followed by a smaller interaction from 6 に 8. The presence of EMF 5 in the Twins ability spike guarantees its authenticity since it cannot result from a ghost event, and the Mimic cannot produce EMF readings. したがって, seeing this graph alone serves as proof of the presence of the Twins.
Poltergeist Ability
Determining the Poltergeist ability from Site Activity Monitor often involves observing very large spikes, sometimes reaching 10, outside of any event or hunt. While spikes of 4 または 5 can provide informative clues, it’s essential to rule out the possibility of EMF 5. Spikes of 6 or more can only result from the following:
- ハント.
- Ghost Event.
- Twins ability (which can typically be distinguished from a Poltergeist spike).
- Poltergeist Ability.
If you encounter a single spike of 6 or more and can rule out a hunt or event, then it’s either a Poltergeist or a Mimic mimicking a Poltergeist. The easiest way to eliminate the possibility of a Mimic is to check for ghost orbs in its room. If orbs are present, it’s likely a Mimic; そうでない場合, it’s likely a Poltergeist. しかし, it’s crucial to ensure that you’re still observing the ghost’s original room and that it hasn’t changed. Motion sensors are a reliable tool for confirming this, applicable across all difficulties.
While Site Activity Monitor can provide clues about the Poltergeist ability, the most conclusive method is to create a “Polterpile” in the ghost’s room—a pile of throwable objects—and then set up a camera to monitor it. If the ghost causes the pile to explode, it confirms the presence of a Poltergeist (or Mimic). しかし, it’s essential to monitor this with a camera, as the sanity damage from witnessing the explosion can be significant. It’s worth noting that if the ghost doesn’t interact with the pile, it’s inconclusive, as it may take some time for the ability to manifest. To ensure accuracy, ensure that all throwable objects within the ghost’s reach are included in the pile.
How I Typically Use Site Activity Monitor
Here’s how I use Site Activity Monitor in different situations:
- When I’m playing solo, I often check SAM whenever I return to the truck. If I notice a potential EMF 5 reading on the graph, I’ll watch it for a while to see if it repeats. そうであれば, I’ll consider it as EMF 5 evidence or the presence of a Poltergeist or Mimic. If I’m playing with others, I’ll inform them about the possible EMF 5 reading and suggest confirming it. If I observe consistent low-level activity without any EMF 5 spikes, I may tentatively eliminate EMF 5 evidence.
- During extended periods in the truck, such as monitoring for DOTS or listening for sound cues, I’ll also keep SAM in view. If it provides additional information during this time, it’s a bonus.
- If the ghost is frequently hunting and EMF 5 is one of the remaining evidence types, I’ll focus on SAM instead of using an EMF reader. If I can’t confirm the evidence conclusively within a reasonable timeframe and it seems risky to re-enter the location, I may make an educated guess based on SAM observations.
- 時々, I support my teammates from the truck, particularly if I don’t believe I’ll contribute much by being inside the house. This typically occurs later in the investigation when teammates are conducting hunt tests or waiting for evidence while sanity levels are decreasing. Site Activity Monitor helps me notify teammates about ghost hunts, aiding their survival by informing them when the hunt has ended, saving them time and sanity if they’re hiding. When acting as a “truck monkey,” I also utilize sound and motion sensors. Sound sensors placed throughout the house help distinguish the ghost’s footsteps during hunts, aiding in identifying the type of ghost. Motion sensors in the ghost’s room indicate whether it’s still there or has moved, a crucial detail that’s easier to discern from the truck screens. This feature is particularly useful on Professional difficulty and higher, as ghosts can’t change rooms in Amateur or Intermediate levels. さらに, monitoring the team’s sanity levels helps anticipate critical thresholds, 特に 50% mark when most ghosts can start hunting.
これが今日私たちがこの目的で共有するすべてです 恐怖症 ガイド. このガイドは元々、次の者によって作成および執筆されました。 BrendyBear. このガイドを更新できなかった場合, これに従って最新のアップデートを見つけることができます リンク.