Spelunky 2 - Ghost Behaviour
[15/12/2022 EDIT: Seems Youtube's decided this stuff is popular enough that adverts need to be stapled to them. I do not monetise my videos, and have no control over adverts being placed on my videos as per Youtube's whims; I apologise to folks who are unable to circumvent these things for one reason or another. If you have a problem with this, I recommend becoming haunted and then dragging your followers across the advertising board.]
(warning: mild flashing from camera spam, HAS been toned down with in-game options)
So, internet trawls saw me on the Spelunky wiki, and the Ghost entry has some decent info on it. But I feel like it could do with MORE info, since it felt... inadequate. So here's five essentially-unedited minutes of HOT GHOST-TRACKING ACTION! OH YEAH!
The first split is easy enough to work with - the Sad Ghost trails, the Happy Ghost follows and circles. This happens 30s after the ghost spawns, and the ghosts will stay that way for another 30s before splitting again. This second set of splits results in the Happy, Sad, Mad and Shocked Ghosts spawning:
• Mad Ghost is the easiest to understand - she chases you at a constant pace. Easily the slowest of the bunch, acting the same as the Ghost we all know and respect.
• Shocked (or Pog) Ghost is similar in having a constant pace, but is faster than the Mad Ghost and imitates the Happy Ghost from the initial split, circling the Spelunker for as long as they stand still.
• Sad Ghost is the slightly stranger of the four ghosts - rather than acting independently, she moves based on the position of the Mad Ghost. She'll mirror her angry counterpart, using the Spelunker as a central mirroring point, and can be seen trying to rush into the Spelunker most of the time. She has a pretty high speed, easily catching Spelunkers off-guard, but you can out-manoeuvre her and get her to try and properly take up a position where she can mirror the Mad Ghost. This can look strange if you don't know it's going to happen, but if you can get between the Sad and Mad Ghosts, you can get a little bit of breathing room, at least until they close in.
• Happy Ghost is interesting. For the most part, she'll circle her target, and will move at the same speed as the Mad Ghost. What sets her apart is how she can change her behaviour. This usually results in changing targets - sometimes she'll chase and circle the Spelunker; sometimes she'll chase and circle one of her ghostly selves (usually the Mad Ghost, but you can see that she spins around the Pog Ghost early on). She can also just come to a complete halt, sometimes swivelling in place, like whoever's controlling her is getting antsy and wants to MOVE. This shifting of behaviours makes the Happy Ghost the most erratic of the four, albeit coming across as what some might call "a bit dippy"
As they have different methods of operation, you need to treat their approaches with caution, and prioritize them as they approach:
• Top Priority: Sad Ghost
• 2nd Priority: Pog Ghost
• 3rd Priority: Mad Ghost
• ??? Priority: Happy Ghost
The Happy Ghost is rather enigmatic, and whilst she's not usually too dangerous, her unique ability to come to a total freakin' halt means she can shift her position regardless of the Spelunker's intentions, and can cause more trouble than one might expect if one is not paying attention. The Sad Ghost is fast, but can appear to overshoot if you position yourself right. The Pog Ghost will hold her distance, and won't ever ram into you, but can block your path if not handled properly. Finally, the Mad Ghost will just pootle along at her own UTTERLY LIVID pace, easy to handle and control like the standard Ghost - not much to worry about, especially compared to her companions.
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