Distraction and Detection¶
Getting distracted is the core danger of the game. It happens in two separate stages, and understanding them is the difference between a good player and a captured one.
Stage 1 — Detection & capture build-up¶
A distractor can only start capturing you while it can see you.
- Line-of-sight is everything. The capture meter only fills while the distractor has an unobstructed view of you, within its Detection range (6–16 studs depending on the NPC). Duck behind a wall or around a corner and the build-up stops and resets. (Note: once a distractor is actively chasing, that chase uses a 3D radius — but the meter that captures you only grows in line-of-sight.)
- How long it takes is set by a formula comparing your Awareness to the distractor's Charisma:
capture time = 8 seconds, adjusted by ±5s. A higher player Awareness than the NPC's Charisma lengthens the window (up to +5s); a lower one shortens it (down to −5s). Range: ~3 to ~13 seconds.
Worked examples against average charisma 40: - Plain (awareness 40): gap 0 → 8.0s - Scholar (awareness 60): gap +20 → 10.5s - Dash (awareness 30): gap −10 → 6.75s
Against a max-charisma 60 distractor, even Plain is caught in just 5.5s.
Stage 2 — The distraction hold¶
Once the meter fills, you're captured and taken to a distraction room. You're held for the distractor's Distract Time — 20 to 60 seconds — modified by:
- Your Recovery stat — ×1.30 (worst) to ×0.70 (Locked-In). Higher Recovery = shorter hold.
- Meditation Focus stacks — each stack cuts the hold by 25%.
- Class Mastery bonuses on some classes.
The hold ends early if a teammate completes your rescue puzzle (or a Latch uses a key). Otherwise it simply expires.
Multi-target holds¶
A distractor's Targets rating decides how many players it can hold at once: most hold 1, a few hold 2 (Channel Surfer, Tea Spiller, Streamer Hype, Midnight Fridge), and Vendy holds 3. It builds the meter on that many nearby, visible players simultaneously — so don't cluster near multi-target distractors.
After you're freed¶
Right after a rescue or when a hold expires, you get a brief immunity window (a few seconds) where distractors can't immediately re-capture you — enough to get clear before the meter can start again.
Takeaways¶
- Use cover. Line-of-sight breaks reset capture — walls beat speed.
- Know the charisma. High-charisma NPCs catch you fast; give them space.
- Spread out near two- and three-target distractors.