Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Looping is what people do when they are being silly though. You basically don't need to know how to loop ghosts at all in this game.
#1- Not all ghosts can be looped, so start with that. I mean, they CAN, but not if you are starting out fresh. So, if you have identified a Rev, low sanity Moroi, early case Thaye, or a Djinn, I would wait to practice looping on a different ghost. Same for a Hantu in its room, or a Raiju around power sources. You should be in escape mode if its these ghosts, unless you are trying to time out the hunt with multiple smudges.
#2 - Use that geometry that you thought you would never use, haha. Establish and maintain the greatest possible distance between you and the ghost based on the perimeter of the 'rectangle' you have picked for looping. Keep in mind that islands have obstacles and so do the farmhouse dining tables; vehicles do not have looping obstacles.
#3 - Escape routes, again catering to my scaredycat playing. The same geometry works when you smudge during a hunt if you are triangulating an escape route with line of sight breaks.
#4 - Practice makes perfect. Sounds goofy but totally applies.
why escape mode with a jinn?