4. Ghosts are an amalgamation of nanomachines and have physical form. Their feet touch the ground, and they move the same way the living do. Ghosts cannot pass through physical objects in the battlefield or other ghosts.
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5. Ghosts can use both their main weapon and special alternate loadout freely. They can be switched between in the inventory without needing a partner. Ammo and energy stocks will match what was brought into the event and will not be refilled. Communications items are not usable.
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6. Ghosts can only do damage to other ghosts and cannot attack the living or physical objects. Attacks from the living will not hit any ghost; bullet lines and projectiles will pass through harmlessly. Sound cannot pass between ghosts and the living. Vocal communication is not possible.
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7. Any ghost hit by an attack will lose hit points, but its damage will be only a tenth of the same attack on the living. (You may think of it as having ten times the hit points instead.) No recovery items can be used. When all hit points are gone, you will “ascend to Heaven” and be sent back to the waiting area, never to return as a ghost.
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8. Ghosts cannot touch the living. Approaching within twelve feet of the living will generate an optical defense field that slows and impedes the ghost’s movement. Within nine feet, recoil will occur, and the ghost will be flung away.
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9. Experience the other features of being a ghost for yourself. It’s annoying to list them all out here. If there are bugs, the sponsor and developers take no responsibility for any undesired effects.
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10. Lastly, ghosts can claim “hidden spots” throughout the arena to gain experience points. When within six feet, the spot will emit a faint glow. Place your hand over the hidden spot to claim it. A random value between zero and ten will be granted, which can be converted into experience points or GGO credits after SJ5 has concluded. It is a treasure hunt, so explore the map to your heart’s content.
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“They’ve got a system to come back as a ghost!”
“More unique rules…”
“No wonder nobody was showing up here.”
“You get to return to the game and you get experience and credits? Mighty generous.”
“Who wouldn’t take part in that?”
“The mysteries have all been solved!”
“Dammit! I wish I’d been in SJ5…and hadn’t lost in the prelims…”
The men in the pub chatted among themselves after reading and absorbing the rules displayed on-screen.
“Keh. Like any of you cared,” grumbled one man who had noticed quite early on that no one was returning to the bar. “Another round over here, Pops!”
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“Yo. What’s the plan?”
“What do you mean, ‘What’s the plan’?”
Shirley and Clarence were in the darkened waiting area, where the elder girl pressed the younger for her opinion.
“Are you going back as a ghost?”
They sat on the black floor in a daze, legs splayed out in front of them, guns at their sides.
“I dunno, we have to wait eight minutes before we can come back to spook people. It’ll all be over before then,” Clarence complained.
“Yeah, I guess you’re right.” Shirley shrugged. She opened her player window to put the gun and gear into her inventory. But then she noticed something. “Huh? There’s a food menu here, just like in the pub. Is this a ghost thing?”
“Really? Do they have French fries? With lots of ketchup and mustard! Order a ton of them!”
“Fine, fine.”
“Do they have chips? Hash browns? Ooh, I’d like some croquettes!”
“Do you eat anything other than potatoes?”
“Well, I was in Hokkaido in real life recently. It helped turn me on to the taste of potatoes! Man, I wish I could go again.”
“Uh-huh. And you’re aware that I live in Hokkaido. I guess I could tell you a little something about myself. Just for you.”
“Ooh, I wanna hear!”