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Changed line(s) 42 (click to see context) from:
* ItCanThink: Sometimes when the hiker is close to the tower, he will contact you and say that he thinks whatever it is chasing him "knows where [he's] going".
to:
* ItCanThink: Sometimes when the hiker is close to the tower, he will contact you and say that he thinks whatever it is chasing him "knows where [he's] going". It goes even further when the Goatman starts talking to and taunting you in the Hiker's voice, revealing that the creature has human-level intelligence.
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Changed line(s) 11 (click to see context) from:
* TheNineties: If you were wondering why the hiker doesn't use a modern smart phone to call or at least text for help, it's because the game is actually set in 1999, as revealed through a newspaper clipping at the end of the game. Cell phones did of course exist in the late '90s however, so it's possible he did actually have a phone, [[CellphonesAreUseless but no reception]].
to:
* TheNineties: If you were wondering why the hiker doesn't use a modern smart phone to call or at least text for help, it's because the game is actually set in 1999, as revealed through a newspaper clipping at the end of the game. Cell phones did of course exist in the late '90s however, '90s, so it's possible he did actually have had a phone, [[CellphonesAreUseless but no reception]].
Changed line(s) 14,17 (click to see context) from:
* BeingWatched: At one point, the hiker may ask the watchman if they ever feel like they're being watched. [[spoiler:[[ProperlyParanoid Both of them are.]]]]
* BittersweetEnding: One of the endings can be considered this: [[spoiler:the Goatman finds and kills you, but you managed to save the hiker]].
** Even the best ending could be considered this. [[spoiler:You saved both the hiker and yourself from certain death, but [[KarmaHoudini the Goatman is still out there]] and free to terrorize and hunt other hikers.]]
** Hell, even the ending where [[spoiler: you fail to save the hiker could really be considered this. The hiker is dead, but at least ''you'' are still alive.]]
* BittersweetEnding: One of the endings can be considered this: [[spoiler:the Goatman finds and kills you, but you managed to save the hiker]].
** Even the best ending could be considered this. [[spoiler:You saved both the hiker and yourself from certain death, but [[KarmaHoudini the Goatman is still out there]] and free to terrorize and hunt other hikers.]]
** Hell, even the ending where [[spoiler: you fail to save the hiker could really be considered this. The hiker is dead, but at least ''you'' are still alive.]]
to:
* BeingWatched: At one point, the hiker may ask the watchman if they ever feel like they're being watched. [[spoiler:[[ProperlyParanoid [[spoiler: [[ProperlyParanoid Both of them are.]]]]
* BittersweetEnding: One of the endings can be considered this:[[spoiler:the [[spoiler: The Goatman finds and kills you, but you managed to save the hiker]].
** Even the best ending could be consideredthis. [[spoiler:You saved this: [[spoiler: You save both the hiker and yourself from certain death, but [[KarmaHoudini the Goatman is still out there]] and free to terrorize and hunt other hikers.]]
** Hell, even the ending where [[spoiler: you fail to save the hiker could really be considered this. The hiker is dead, but at least ''you'' are stillalive.]]alive]].
* BittersweetEnding: One of the endings can be considered this:
** Even the best ending could be considered
** Hell, even the ending where [[spoiler: you fail to save the hiker could really be considered this. The hiker is dead, but at least ''you'' are still
Changed line(s) 19,22 (click to see context) from:
* CrazySurvivalist: Heavily implied with the watchman, having barricaded their tower and keeping notes on the strange happenings of Gracewind Park. Looking over their notes, they at least know about [[spoiler:the Goatman]].
* CreepyMonotone: [[spoiler:The Goatman's voice when it mimics the hiker's sounds like this. This is actually very useful, as it allows the player to know if the real hiker or the Goatman is talking at the moment.]]
* DarknessEqualsDeath: Inverted. The Fire Tower isn't exactly dark, being lit by a single light, but any ending where the [[spoiler:Goatman finds and kills you is caused by the activation of the Tower's floodlights, which are very bright and would be entirely noticeable in the darkness of the forest]].
* DeadpanSnarker: Some of the dialogue options can make the player snarky towards the hiker [[spoiler:and/or the Goatman]].
* CreepyMonotone: [[spoiler:The Goatman's voice when it mimics the hiker's sounds like this. This is actually very useful, as it allows the player to know if the real hiker or the Goatman is talking at the moment.]]
* DarknessEqualsDeath: Inverted. The Fire Tower isn't exactly dark, being lit by a single light, but any ending where the [[spoiler:Goatman finds and kills you is caused by the activation of the Tower's floodlights, which are very bright and would be entirely noticeable in the darkness of the forest]].
* DeadpanSnarker: Some of the dialogue options can make the player snarky towards the hiker [[spoiler:and/or the Goatman]].
to:
* CrazySurvivalist: Heavily implied with the watchman, having barricaded their tower and keeping notes on the strange happenings of Gracewind Park. Looking over their notes, they at least know about [[spoiler:the [[spoiler: the Goatman]].
* CreepyMonotone:[[spoiler:The [[spoiler: The Goatman's voice when it mimics the hiker's sounds like this. This is actually very useful, as it allows the player to know if the real hiker or the Goatman is talking at the moment.]]
* DarknessEqualsDeath: Inverted. The Fire Tower isn't exactly dark, being lit by a single light, but any ending where [[spoiler: the[[spoiler:Goatman Goatman finds and kills you is caused by the activation of the Tower's floodlights, which are very bright and would be entirely noticeable in the darkness of the forest]].
* DeadpanSnarker: Some of the dialogue options can make the player snarkytowards toward the hiker [[spoiler:and/or [[spoiler: and/or the Goatman]].
* CreepyMonotone:
* DarknessEqualsDeath: Inverted. The Fire Tower isn't exactly dark, being lit by a single light, but any ending where [[spoiler: the
* DeadpanSnarker: Some of the dialogue options can make the player snarky
Changed line(s) 26 (click to see context) from:
* DoubleMeaningTitle: [[spoiler:"Do You Copy" can refer to radio communication jargon that means "Do you understand me", or it could be a question posed to The Goatman regarding its voice mimicry.]] Also, the name suggests it was heavily inspired by the award-winning game Firewatch considering that its location and design looks almost identical to the latter's fire-watch tower.
to:
* DoubleMeaningTitle: [[spoiler:"Do [[spoiler: "Do You Copy" can refer to radio communication jargon that means means, "Do you understand me", me?" or it could be a question posed to The the Goatman regarding its voice mimicry.]] Also, the name suggests it was heavily inspired by the award-winning game Firewatch considering that ''Firewatch'', since its location and design looks look almost identical to the latter's fire-watch tower.
Changed line(s) 28,32 (click to see context) from:
** [[spoiler:The worst ending by far is the one where the Goatman kills both the hiker and the watchman; as the watchman is the only person who seems to [[CassandraTruth suspect the truth]] behind the goings-on in Gracewind Park, the Goatman is now free to keep terrorising and killing people.]]
** [[spoiler:The ending where the watchman fails to save the hiker but keeps their location concealed from the Goatman could be considered this too, though not quite as bad the former, as the watchman at least lives to continue their investigations.]]
* EconomyCast: There's only two voice actors, the Tower 2 watchman's and the hiker[[spoiler:/the Goatman]]'s.
* EvilGloating: [[spoiler:The Goatman frequently taunts the watchman, asking him if he thinks he can save the hiker or asking him to turn the tower's lights on so he (the Goatman) can know where he (the watchman) is.]]
* TheFaceless: There's no reflective surfaces and the watchman doesn't meet face-to-face with anyone.
** [[spoiler:The ending where the watchman fails to save the hiker but keeps their location concealed from the Goatman could be considered this too, though not quite as bad the former, as the watchman at least lives to continue their investigations.]]
* EconomyCast: There's only two voice actors, the Tower 2 watchman's and the hiker[[spoiler:/the Goatman]]'s.
* EvilGloating: [[spoiler:The Goatman frequently taunts the watchman, asking him if he thinks he can save the hiker or asking him to turn the tower's lights on so he (the Goatman) can know where he (the watchman) is.]]
* TheFaceless: There's no reflective surfaces and the watchman doesn't meet face-to-face with anyone.
to:
** [[spoiler:The [[spoiler: The worst ending by far is the one where the Goatman kills both the hiker and the watchman; as the watchman is the only person who seems to [[CassandraTruth suspect the truth]] behind the goings-on in Gracewind Park, the Goatman is now free to keep terrorising terrorizing and killing people.]]
**[[spoiler:The [[spoiler: The ending where the watchman fails to save the hiker but keeps their location concealed from the Goatman could be considered this this, too, though not quite as bad as the former, as the watchman at least lives to continue their investigations.]]
* EconomyCast:There's There are only two voice actors, the Tower 2 watchman's and the hiker[[spoiler:/the Goatman]]'s.
* EvilGloating:[[spoiler:The [[spoiler: The Goatman frequently taunts the watchman, asking him if he thinks he can save the hiker or asking him to turn the tower's lights on so he (the Goatman) can know where he (the watchman) is.]]
* TheFaceless:There's There are no reflective surfaces and the watchman doesn't meet face-to-face with anyone.
**
* EconomyCast:
* EvilGloating:
* TheFaceless:
Changed line(s) 34 (click to see context) from:
* ForTheEvulz: It's pretty clear that [[spoiler:the Goatman's]] motivation is sadism. It taunts the watchman over whether or not he will save the hiker, shrieks into the night to scare both him and the watchman, [[spoiler:and gives up on the hiker if he realizes he cannot kill both of them]].
to:
* ForTheEvulz: It's pretty clear that [[spoiler:the [[spoiler: the Goatman's]] motivation is sadism. It taunts the watchman over whether or not he will save the hiker, shrieks into the night to scare both him and the watchman, [[spoiler:and [[spoiler: and gives up on the hiker if he it realizes he cannot it can't kill both of them]].
Changed line(s) 37,41 (click to see context) from:
* HiddenDepths: At first glance, the watchman seems like just a simple avatar for the player, but simply looking around their tower and notes show they are aware of [[spoiler:the Goatman and that they know what they are up against and matching wits with. It also appears that they are investigating what's really happening around the park]].
* HornedHumanoid: The Goatman, of course. [[spoiler:We can briefly see it in the bad ending when he kills the player. Despite not showing its entire body, we can see it resembles a demonic humanoid figure with the horns of a goat.]]
* HumanoidAbomination: A clear picture is never given of the Goatman, [[spoiler:all that we ever see of it is the head,]] but the clue is in the name that the creature apparently resembles a man.
* HuntingTheMostDangerousGame: Looks like the Goatman loves to hunt its victims before killing them (or it's implied even eat them), as [[spoiler:it's heard on the radio, using the hiker's voice, ordering the watchman to run or sadistically asking the watchman if it "should make him (the hiker) run"]] .
* ImposterForgotOneDetail: The spotlight is incredibly bright, and if you [[spoiler:turn them on the first time around,]] the hiker responds in a way that implies [[spoiler:he knows how to get to Tower 4, and doesn't need guidance beyond that (though he sure as hell needs reassurance). The fact that the hiker is asking for directions despite already knowing how to get to Tower 4 is a dead giveaway that it's really the Goatman speaking.]]
* HornedHumanoid: The Goatman, of course. [[spoiler:We can briefly see it in the bad ending when he kills the player. Despite not showing its entire body, we can see it resembles a demonic humanoid figure with the horns of a goat.]]
* HumanoidAbomination: A clear picture is never given of the Goatman, [[spoiler:all that we ever see of it is the head,]] but the clue is in the name that the creature apparently resembles a man.
* HuntingTheMostDangerousGame: Looks like the Goatman loves to hunt its victims before killing them (or it's implied even eat them), as [[spoiler:it's heard on the radio, using the hiker's voice, ordering the watchman to run or sadistically asking the watchman if it "should make him (the hiker) run"]] .
* ImposterForgotOneDetail: The spotlight is incredibly bright, and if you [[spoiler:turn them on the first time around,]] the hiker responds in a way that implies [[spoiler:he knows how to get to Tower 4, and doesn't need guidance beyond that (though he sure as hell needs reassurance). The fact that the hiker is asking for directions despite already knowing how to get to Tower 4 is a dead giveaway that it's really the Goatman speaking.]]
to:
* HiddenDepths: At first glance, the watchman seems like just a simple avatar for the player, but simply looking around their tower and notes show shows they are aware of [[spoiler:the [[spoiler: the Goatman and that they know what they are up against and matching wits with. It also appears that they are investigating what's really happening around the park]].
* HornedHumanoid: The Goatman, of course.[[spoiler:We [[spoiler: We can briefly see it in the bad ending when he it kills the player. Despite not showing its entire body, we can see it resembles a demonic humanoid figure with the horns of a goat.]]
* HumanoidAbomination: A clear picture is never given of theGoatman, [[spoiler:all that Goatman [[spoiler: and all we ever see of it is the head,]] head]], but the clue is in the name that the creature apparently resembles a man.
* HuntingTheMostDangerousGame: Looks like the Goatman loves to hunt its victims before killing them (or it's implied even eat them), as[[spoiler:it's [[spoiler: it's heard on the radio, using the hiker's voice, ordering the watchman to run or sadistically asking the watchman if it "should make him (the hiker) run"]] .
* ImposterForgotOneDetail: Thespotlight is spotlights are incredibly bright, and if you [[spoiler:turn [[spoiler: turn them on the first time around,]] around]], the hiker responds in a way that hiker's response implies [[spoiler:he [[spoiler: he knows how to get to Tower 4, 4 and doesn't need guidance beyond that (though he sure as hell needs reassurance). The fact that the hiker is asking later asks for directions despite already knowing how to get to Tower 4 is a dead giveaway that it's really the Goatman speaking.]] speaking]].
* HornedHumanoid: The Goatman, of course.
* HumanoidAbomination: A clear picture is never given of the
* HuntingTheMostDangerousGame: Looks like the Goatman loves to hunt its victims before killing them (or it's implied even eat them), as
* ImposterForgotOneDetail: The
Changed line(s) 44,46 (click to see context) from:
* JumpScare: Both of the endings where [[spoiler:the Goatman finds and kills you has the monster suddenly appearing outside of the tower, banging on the door and [[HellIsThatNoise shrieking]]. Its red eyes glaring at you over the top of the door don't help matters either]].
* KarmaHoudini: [[spoiler: The Goatman suffers no retributions in any case. He can get away by killing the hiker but failing to kill the watchman. In the second case he can do the contrary. In the worst case he can kill both. In the definitely happy ending he fails to kill both and it's basically defeated. Nevertheless it's implied it'll continue on mercilessly preying on other unfortunate innocents who happens to pass by the woods.]]
* KnowWhenToFoldEm[=/=]RageQuit: [[spoiler:If you successfully save the hiker and yourself, the Goatman angrily quits the chase and returns to its hideout, probably realizing it has lost.]]
* KarmaHoudini: [[spoiler: The Goatman suffers no retributions in any case. He can get away by killing the hiker but failing to kill the watchman. In the second case he can do the contrary. In the worst case he can kill both. In the definitely happy ending he fails to kill both and it's basically defeated. Nevertheless it's implied it'll continue on mercilessly preying on other unfortunate innocents who happens to pass by the woods.]]
* KnowWhenToFoldEm[=/=]RageQuit: [[spoiler:If you successfully save the hiker and yourself, the Goatman angrily quits the chase and returns to its hideout, probably realizing it has lost.]]
to:
* JumpScare: Both of the endings where [[spoiler:the [[spoiler: the Goatman finds and kills you has have the monster suddenly appearing right outside of the tower, banging on the door and [[HellIsThatNoise shrieking]]. Its red eyes glaring at you over the top of the door don't help matters either]].
any]].
* KarmaHoudini: [[spoiler: The Goatman suffers no retributions in any case.He It can get away by killing the hiker but failing to kill the watchman. In the second case he case, it can do the contrary. In the worst case he case, it can kill both. In the definitely happy ending he best ending, it fails to kill both and it's is basically defeated. Nevertheless it's implied it'll continue on keep mercilessly preying on other unfortunate innocents who happens to pass by the woods.]]
* KnowWhenToFoldEm[=/=]RageQuit:[[spoiler:If [[spoiler: If you successfully save the hiker and yourself, the Goatman angrily quits the chase and returns to its hideout, lair, probably realizing it has lost.]]
* KarmaHoudini: [[spoiler: The Goatman suffers no retributions in any case.
* KnowWhenToFoldEm[=/=]RageQuit:
Changed line(s) 48,49 (click to see context) from:
* MissionControlIsOffItsMeds: While it's expected that you will help guide the hiker, you can just as easily [[VideoGameCrueltyPotential feed him bad directions or deliberately do things]] that will [[spoiler:get him killed by the Goatman]]. There's actually one point where this is needed to win, as he [[spoiler: [[SchmuckBait will ask you to turn on the floodlights one more time to calm his nerves]]. Do that, and the Goatman figures out your location and kills you.]]
* MoodSwinger: The lost hiker can come across as this, going from relatively calm, to panicked, to angry and back again rather abruptly. [[spoiler:This is actually because the Goatman is mimicking his voice; paying attention to the tone of voice is vital to figuring when the hiker is actually speaking. A general rule of thumb is that if the tone is relatively calm, it's the Goatman. If the tone is one of panic, it's the Hiker.]]
* MoodSwinger: The lost hiker can come across as this, going from relatively calm, to panicked, to angry and back again rather abruptly. [[spoiler:This is actually because the Goatman is mimicking his voice; paying attention to the tone of voice is vital to figuring when the hiker is actually speaking. A general rule of thumb is that if the tone is relatively calm, it's the Goatman. If the tone is one of panic, it's the Hiker.]]
to:
* MissionControlIsOffItsMeds: While it's expected that you will help guide the hiker, you can just as easily [[VideoGameCrueltyPotential feed him bad directions or deliberately do things]] that will [[spoiler:get [[spoiler: get him killed by the Goatman]]. There's actually one point where this is needed to win, as he [[spoiler: [[SchmuckBait will ask you to turn on the floodlights one more time to calm his nerves]]. Do that, and the Goatman figures out your location and kills you.]]
you]].
* MoodSwinger: The lost hiker can come across as this, going from relativelycalm, calm to panicked, panicked to angry and back again rather abruptly. [[spoiler:This is [[spoiler: It's actually because the Goatman is mimicking his voice; paying attention to the tone of voice is vital to figuring when the hiker is actually speaking. A general rule of thumb is that if the tone is relatively calm, it's the Goatman. If the tone is one of panic, more panicked, it's the Hiker.]]
* MoodSwinger: The lost hiker can come across as this, going from relatively
Changed line(s) 51,54 (click to see context) from:
** [[spoiler:The hiker dies. Fail to send the hiker to safety and do not turn on the lights again, and the Goatman will kill him.]]
** [[spoiler:The watchman dies. Send the Goatman (who's posing as the hiker) to Tower 2 and turn on the lights again. The Goatman gives up on the hiker, but has successfully baited the watchman into revealing their location, so he finds and kills the watchman.]]
** [[spoiler:Both die. Lead the hiker to Tower 4 and turn on the lights again. The Goatman kills the both of them.]]
** [[spoiler:[[GoldenEnding Both live]]. Send the Goatman (who's posing as the hiker) to Tower 2 and don't turn on the lights again. The Goatman is frustrated to see that Tower 2 is empty and gives up on the hiker and cannot find the watchman, so both live.]]
** [[spoiler:The watchman dies. Send the Goatman (who's posing as the hiker) to Tower 2 and turn on the lights again. The Goatman gives up on the hiker, but has successfully baited the watchman into revealing their location, so he finds and kills the watchman.]]
** [[spoiler:Both die. Lead the hiker to Tower 4 and turn on the lights again. The Goatman kills the both of them.]]
** [[spoiler:[[GoldenEnding Both live]]. Send the Goatman (who's posing as the hiker) to Tower 2 and don't turn on the lights again. The Goatman is frustrated to see that Tower 2 is empty and gives up on the hiker and cannot find the watchman, so both live.]]
to:
** [[spoiler:The [[spoiler: The hiker dies. Fail to send the hiker to safety and do not turn on the lights again, and the Goatman will kill him.]]
**[[spoiler:The [[spoiler: The watchman dies. Send the Goatman (who's posing as the hiker) to Tower 2 and turn on the lights again. The Goatman gives up on the hiker, but has successfully baited the watchman into revealing their location, so he finds and kills the watchman.]]
**[[spoiler:Both [[spoiler: Both die. Lead the hiker to Tower 4 and turn on the lights again. The Goatman kills the both of them.]]
**[[spoiler:[[GoldenEnding [[spoiler: [[GoldenEnding Both live]]. live.]] Send the Goatman (who's posing as the hiker) to Tower 2 and don't turn on the lights again. The Goatman is frustrated to see that Tower 2 is empty and gives up on the hiker and cannot find the watchman, so both live.]]
**
**
**
Changed line(s) 58 (click to see context) from:
* NothingIsScarier: For a majority of the game, [[spoiler:the Goatman is never seen. The only evidence we (initially) have of it's existence are it's eyes glowing in the darkness and the high pitched screams it will sometimes emit. The real horror comes not from the threat the Goatman poses, but from trying to figure out when the monster is imitating the hiker over the radio and preventing it from killing anyone. Fail in this regard and the creature will kill either you, the hiker or both.]]
to:
* NothingIsScarier: For a majority of the game, [[spoiler:the [[spoiler: the Goatman is never seen. The only evidence we (initially) have of it's its existence are it's its eyes glowing in the darkness and the high pitched screams it will sometimes emit. The real horror comes not from not the threat the Goatman poses, but from trying to figure out when the monster is imitating the hiker over the radio and preventing it from killing anyone. Fail in this regard and the creature will kill either you, the hiker hiker, or both.]]both]].
Changed line(s) 61,62 (click to see context) from:
* RedEyesTakeWarning: [[spoiler:The Goatman's eyes are seen glowing in the darkness, both in the woods and if it reaches your tower.]]
* RedHerring: The game's initial demo implies that the monster terrorizing the woods is none other than Bigfoot, due to supposed sightings being listed in both the watchman's notes and newspaper articles. [[spoiler:In that demo, the Goatman is only hinted at by a passing mention in the notes.]]
* RedHerring: The game's initial demo implies that the monster terrorizing the woods is none other than Bigfoot, due to supposed sightings being listed in both the watchman's notes and newspaper articles. [[spoiler:In that demo, the Goatman is only hinted at by a passing mention in the notes.]]
to:
* RedEyesTakeWarning: [[spoiler:The [[spoiler: The Goatman's eyes are seen glowing in the darkness, both in the woods and if it reaches your tower.]]
* RedHerring: The game's initial demo implies that the monster terrorizing the woods is none other than Bigfoot, due to supposed sightings being listed in both the watchman's notes and newspaper articles.[[spoiler:In [[spoiler: In that demo, the Goatman is only hinted at by a passing mention in the notes.]]
* RedHerring: The game's initial demo implies that the monster terrorizing the woods is none other than Bigfoot, due to supposed sightings being listed in both the watchman's notes and newspaper articles.
Changed line(s) 65,66 (click to see context) from:
* {{Skinwalker}}: [[spoiler:The Gracewind Goatman appears to be an amalgamation on par with modern depictions of both creatures, with it being both a tormentor and a trickster.]]
* SoftSpokenSadist: [[spoiler: The Goatman, when it imitates the hiker's voice, sounds very calm and sinister, but you can tell that despite its emotionless tone of voice, it's sure having fun in scaring both the hiker and the watchman.]]
* SoftSpokenSadist: [[spoiler: The Goatman, when it imitates the hiker's voice, sounds very calm and sinister, but you can tell that despite its emotionless tone of voice, it's sure having fun in scaring both the hiker and the watchman.]]
to:
* {{Skinwalker}}: [[spoiler:The [[spoiler: The Gracewind Goatman appears to be an amalgamation on par with modern depictions of both creatures, with it being both a tormentor and a trickster.]]
* SoftSpokenSadist: [[spoiler: TheGoatman, Goatman sounds very calm and sinister when it imitates the hiker's voice, sounds very calm and sinister, but you can tell that despite its emotionless tone of voice, tone, it's sure having fun in with scaring both the hiker and the watchman.]]
* SoftSpokenSadist: [[spoiler: The
Changed line(s) 68,71 (click to see context) from:
* UrbanLegend: In-Universe. Gracewind Park has a local myth involving a monster known as the Goatman, that roams the forest at night and can imitate human voices. [[spoiler:It turns out to be very real, as it stalks the hiker throughout the game and even speaks with you over the radio. The Goatman itself]] is actually based on the real-life legend of the Maryland Goatman, a hybrid killer who wields an axe and terrorises passing motorists.
* VillainousBreakdown: [[spoiler:A subtle one, but the Goatman gets increasingly irritated as the watchman and hiker stay several steps ahead of him, and if you save the hiker by sending him to tower 2 and don't turn the lights on again, he'll call off the hunt out of frustration.]]
* VoiceChangeling: [[spoiler:The Goatman]] can perfectly imitate human voices. It constantly badgers the watchman. [[spoiler:Figuring out when it is talking is key to surviving the night.]]
* WorkplaceHorror: The game puts the player in the shoes of a park watchman who is radioed for help by a hiker, who is being chased by ''something''. The watchman must give the hiker instructions to guide him to safety, while also trying to lead whatever's after him in the opposite direction, though you also have to be careful not to lead it to your location either.
* VillainousBreakdown: [[spoiler:A subtle one, but the Goatman gets increasingly irritated as the watchman and hiker stay several steps ahead of him, and if you save the hiker by sending him to tower 2 and don't turn the lights on again, he'll call off the hunt out of frustration.]]
* VoiceChangeling: [[spoiler:The Goatman]] can perfectly imitate human voices. It constantly badgers the watchman. [[spoiler:Figuring out when it is talking is key to surviving the night.]]
* WorkplaceHorror: The game puts the player in the shoes of a park watchman who is radioed for help by a hiker, who is being chased by ''something''. The watchman must give the hiker instructions to guide him to safety, while also trying to lead whatever's after him in the opposite direction, though you also have to be careful not to lead it to your location either.
to:
* UrbanLegend: In-Universe. Gracewind Park has a local myth involving a monster known as the Goatman, that roams the forest at night and can imitate human voices. [[spoiler:It [[spoiler: It turns out to be very real, as it stalks the hiker throughout the game and even speaks with you over the radio. The Goatman itself]] is actually based on the real-life legend of the Maryland Goatman, a hybrid killer who wields an axe ax and terrorises passing motorists.
* VillainousBreakdown:[[spoiler:A [[spoiler: A subtle one, but the Goatman gets increasingly irritated as the watchman and hiker stay several steps ahead of him, it, and if you save the hiker by sending him to tower Tower 2 and don't turn the lights on again, he'll it'll call off the hunt out of frustration.]]
* VoiceChangeling:[[spoiler:The [[spoiler: The Goatman]] can perfectly imitate human voices. It constantly badgers the watchman. [[spoiler:Figuring [[spoiler: Figuring out when it is it's talking is key to surviving the night.]]
* WorkplaceHorror: The game puts the player in the shoes of a park watchman who is radioed for help by a hiker, who is being chased by ''something''. The watchman must give the hiker instructions to guide him to safety, while also trying to lead whatever's after him in the opposite direction, though youalso have to be careful not to lead it to your location either.
* VillainousBreakdown:
* VoiceChangeling:
* WorkplaceHorror: The game puts the player in the shoes of a park watchman who is radioed for help by a hiker, who is being chased by ''something''. The watchman must give the hiker instructions to guide him to safety, while also trying to lead whatever's after him in the opposite direction, though you
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It's a normal night in Tower 4 at the Gracewind Park. As a nightwatchman you're doing your every night rounds while wondering if the string of missing people is the work of the rumored Gracewind Park Goatman. When suddenly a hiker starts crying bloody murder that he is being chased by something.
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It's a normal night in Tower 4 at the Gracewind Park. As a nightwatchman you're doing your every night nightly rounds while wondering if the string of missing people is the work of the rumored Gracewind Park Goatman. When suddenly Suddenly, a hiker starts crying bloody murder and claims that he is being chased by something.
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* {{Jerkass}}[=/=]{{Troll}}[=/=]MissionControlIsOffItsMeds: You can potentially play as one, giving snarky responses to the hiker, deliberately misleading him, or just straight-up ignoring him.
** In a sense, you can also play as this [[spoiler:to the Goatman]], sending it on detours that add up to a massive wild goose chase and eventually causing it to RageQuit.
** In a sense, you can also play as this [[spoiler:to the Goatman]], sending it on detours that add up to a massive wild goose chase and eventually causing it to RageQuit.
to:
* {{Jerkass}}[=/=]{{Troll}}[=/=]MissionControlIsOffItsMeds: {{Jerkass}}: You can potentially play as one, a jerk to the hiker, giving snarky responses to the hiker, while he's afraid for his life, deliberately misleading him, or just straight-up ignoring him.
** In a sense, you can also play as this [[spoiler:to the Goatman]], sending it on detours that add up to a massive wild goose chase and eventually causing it to RageQuit.him.
** In a sense, you can also play as this [[spoiler:to the Goatman]], sending it on detours that add up to a massive wild goose chase and eventually causing it to RageQuit.
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* MissionControl: It's you! You play as a park ranger trying to guide a lost hiker to safety. Alternatively...
* MissionControlIsOffItsMeds: ... you can just [[VideoGameCrueltyPotential feed him bad directions or deliberately doing things]] that will [[spoiler:get him killed by the Goatman]]. There's actually one point where this is needed to win, as he [[spoiler: [[SchmuckBait will ask you to turn on the floodlights one more time to calm his nerves]]. Do that, and the Goatman figures out your location and kills you.]]
* MissionControlIsOffItsMeds: ... you can just [[VideoGameCrueltyPotential feed him bad directions or deliberately doing things]] that will [[spoiler:get him killed by the Goatman]]. There's actually one point where this is needed to win, as he [[spoiler: [[SchmuckBait will ask you to turn on the floodlights one more time to calm his nerves]]. Do that, and the Goatman figures out your location and kills you.]]
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* MissionControl: It's you! You play as a park ranger trying to guide a lost hiker to safety. Alternatively...
safety.
*MissionControlIsOffItsMeds: ... MissionControlIsOffItsMeds: While it's expected that you will help guide the hiker, you can just as easily [[VideoGameCrueltyPotential feed him bad directions or deliberately doing do things]] that will [[spoiler:get him killed by the Goatman]]. There's actually one point where this is needed to win, as he [[spoiler: [[SchmuckBait will ask you to turn on the floodlights one more time to calm his nerves]]. Do that, and the Goatman figures out your location and kills you.]]
*
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* WorkplaceHorror: The game puts the player in the shoes of a park watchman who is radioed for help by a hiker, who is being chased by ''something''. The watchman must give the hiker instructions to guide him to safety, while also trying to lead whatever's after him in the opposite direction, though you also have to be careful not to lead it to your location either.
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** [[spoiler:The worst ending by far is the one where the Goatman kills [[KillEmAll both the hiker and the watchman]]; as the watchman is the only person who seems to [[CassandraTruth suspect the truth]] behind the goings-on in Gracewind Park, the Goatman is now free to keep terrorising and killing people.]]
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** [[spoiler:The worst ending by far is the one where the Goatman kills [[KillEmAll both the hiker and the watchman]]; watchman; as the watchman is the only person who seems to [[CassandraTruth suspect the truth]] behind the goings-on in Gracewind Park, the Goatman is now free to keep terrorising and killing people.]]
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* MissionControlIsOffItsMeds: ... you can just [[VideoGameCrueltyPotential feed him bad directions or deliberately doing things]] that will [[spoiler: get him killed by the monster.]] There's actually one point where this is needed to win, as he [[spoiler: [[SchmuckBait will ask you to turn on the floodlights one more time to calm his nerves]]. Do that, and the monster figures out your location and kills you.]]
to:
* MissionControlIsOffItsMeds: ... you can just [[VideoGameCrueltyPotential feed him bad directions or deliberately doing things]] that will [[spoiler: get [[spoiler:get him killed by the monster.]] Goatman]]. There's actually one point where this is needed to win, as he [[spoiler: [[SchmuckBait will ask you to turn on the floodlights one more time to calm his nerves]]. Do that, and the monster Goatman figures out your location and kills you.]]
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* NothingIsScarier: For a majority of the game, [[spoiler: the Goatman is never seen. The only evidence we (initially) have of it's existence are it's eyes glowing in the darkness and the high pitched screams it will sometimes emit. The real horror comes not from the threat the Goatman poses, but from trying to figure out when the monster is imitating the hiker over the radio and preventing it from killing anyone. Fail in this regard and the creature will kill either you, the hiker or both.]]
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* NothingIsScarier: For a majority of the game, [[spoiler: the [[spoiler:the Goatman is never seen. The only evidence we (initially) have of it's existence are it's eyes glowing in the darkness and the high pitched screams it will sometimes emit. The real horror comes not from the threat the Goatman poses, but from trying to figure out when the monster is imitating the hiker over the radio and preventing it from killing anyone. Fail in this regard and the creature will kill either you, the hiker or both.]]
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Received a sequel, ''A Gracewind Tale: The Leeds Murder'', in early November 2022.
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* DoubleMeaningTitle: [[spoiler:"Do You Copy" can refer to radio communication jargon that means "Do you understand me", or it could be a question posed to The Goatman regarding its voice mimicry.]]
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* DoubleMeaningTitle: [[spoiler:"Do You Copy" can refer to radio communication jargon that means "Do you understand me", or it could be a question posed to The Goatman regarding its voice mimicry.]]]] Also, the name suggests it was heavily inspired by the award-winning game Firewatch considering that its location and design looks almost identical to the latter's fire-watch tower.
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* PreMortemOneLiner: [[YouAreAlreadyDead "You should run. Any minute."]] Cue JumpScare.
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* PreMortemOneLiner: [[YouAreAlreadyDead "You should run.should... RUN. Any minute."]] Cue JumpScare.
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* ImposterForgotOneDetail: The spotlight is incredibly bright, and if you [[spoiler:turn them on the first time around,]] the hiker responds in a way that implies [[spoiler:he knows how to get there and doesn't need guidance beyond that (though he sure as hell needs reassurance). The fact that the hiker is asking for directions despite already having a clear direction to Tower 4 is a dead giveaway that it's really the Goatman speaking.]]
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* ImposterForgotOneDetail: The spotlight is incredibly bright, and if you [[spoiler:turn them on the first time around,]] the hiker responds in a way that implies [[spoiler:he knows how to get there to Tower 4, and doesn't need guidance beyond that (though he sure as hell needs reassurance). The fact that the hiker is asking for directions despite already having a clear direction knowing how to get to Tower 4 is a dead giveaway that it's really the Goatman speaking.]]
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* HuntingTheMostDangerousGame: Looks like the Goatman loves to hunt his victims before killing them (or it's implied even eat them), as [[spoiler:it's heard on the radio, using the hiker's voice, ordering the watchman to run or sadistically asking the watchman if it "should make him (the hiker) run"]] .
* ImposterForgotOneDetail: The spotlight is incredibly bright, and if you [[spoiler:turn them on the first time around, the hiker responds in a way that implies he knows how to get there and doesn't need guidance beyond that (though he sure needs reassurance). The fact that the hiker is asking for directions despite already having a clear direction to Tower 4 is a dead giveaway that it's really the Goatman.]]
* ImposterForgotOneDetail: The spotlight is incredibly bright, and if you [[spoiler:turn them on the first time around, the hiker responds in a way that implies he knows how to get there and doesn't need guidance beyond that (though he sure needs reassurance). The fact that the hiker is asking for directions despite already having a clear direction to Tower 4 is a dead giveaway that it's really the Goatman.]]
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* HuntingTheMostDangerousGame: Looks like the Goatman loves to hunt his its victims before killing them (or it's implied even eat them), as [[spoiler:it's heard on the radio, using the hiker's voice, ordering the watchman to run or sadistically asking the watchman if it "should make him (the hiker) run"]] .
* ImposterForgotOneDetail: The spotlight is incredibly bright, and if you [[spoiler:turn them on the first timearound, around,]] the hiker responds in a way that implies he [[spoiler:he knows how to get there and doesn't need guidance beyond that (though he sure as hell needs reassurance). The fact that the hiker is asking for directions despite already having a clear direction to Tower 4 is a dead giveaway that it's really the Goatman.Goatman speaking.]]
* ImposterForgotOneDetail: The spotlight is incredibly bright, and if you [[spoiler:turn them on the first time
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** In a sense, you can also play as this [[spoiler:to the Goatman]], sending him on detours that add up to a massive wild goose chase and eventually causing him to RageQuit.
to:
** In a sense, you can also play as this [[spoiler:to the Goatman]], sending him it on detours that add up to a massive wild goose chase and eventually causing him it to RageQuit.
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* MissionControlIsOffItsMeds: ... you can just [[VideoGameCrueltyPotential feed him bad directions or deliberately doing things]] that will [[spoiler: get him killed by the monster.]] There's actually one point where this is needed to win, as he [[spoiler: will ask you to turn on the floodlights one more time to calm his nerves. Do that, and the monster figures out your location and kills you.]]
to:
* MissionControlIsOffItsMeds: ... you can just [[VideoGameCrueltyPotential feed him bad directions or deliberately doing things]] that will [[spoiler: get him killed by the monster.]] There's actually one point where this is needed to win, as he [[spoiler: [[SchmuckBait will ask you to turn on the floodlights one more time to calm his nerves.nerves]]. Do that, and the monster figures out your location and kills you.]]
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** [[spoiler:Both Live. Send the Goatman (who's posing as the hiker) to Tower 2 and don't turn on the lights again. The Goatman is frustrated to see that Tower 2 is empty and gives up on the hiker and cannot find the watchman, so both live.]]
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** [[spoiler:Both Live.[[spoiler:[[GoldenEnding Both live]]. Send the Goatman (who's posing as the hiker) to Tower 2 and don't turn on the lights again. The Goatman is frustrated to see that Tower 2 is empty and gives up on the hiker and cannot find the watchman, so both live.]]
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* ImposterForgotOneDetail: The spotlight is incredibly bright, and if you [[spoiler:turn them on the first time around, the hiker responds in a way that implies he knows how to get there and doesn't need guidance beyond that (though he sure needs reassurance). The fact that the hiker is asking for directions despite already having a clear direction to Tower 4 is a clear indication that it's really the Goatman.]] ]
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* ImposterForgotOneDetail: The spotlight is incredibly bright, and if you [[spoiler:turn them on the first time around, the hiker responds in a way that implies he knows how to get there and doesn't need guidance beyond that (though he sure needs reassurance). The fact that the hiker is asking for directions despite already having a clear direction to Tower 4 is a clear indication dead giveaway that it's really the Goatman.]] ]
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My bad, the Goatman stops talking before the Hiker gets to safety.
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* ImposterForgotOneDetail: Two details, in fact. Firstly: the spotlight is incredibly bright, and if you [[spoiler:turn them on the first time around, the hiker responds in a way that implies he knows how to get there and doesn't need guidance beyond that (though he sure needs reassurance). The fact that the hiker is asking for directions despite already having a clear direction to Tower 4 is a clear indication that it's really the Goatman.]] Secondly: [[spoiler:Despite its perfect mimicry of the hiker's voice, the Goatman will keep talking even ''after'' the Hiker's gotten to safety. The player can safely disregard anything that's said after the Hiker thanks the player in an incredibly relieved tone of voice.]]
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* ImposterForgotOneDetail: Two details, in fact. Firstly: the The spotlight is incredibly bright, and if you [[spoiler:turn them on the first time around, the hiker responds in a way that implies he knows how to get there and doesn't need guidance beyond that (though he sure needs reassurance). The fact that the hiker is asking for directions despite already having a clear direction to Tower 4 is a clear indication that it's really the Goatman.]] Secondly: [[spoiler:Despite its perfect mimicry of the hiker's voice, the Goatman will keep talking even ''after'' the Hiker's gotten to safety. The player can safely disregard anything that's said after the Hiker thanks the player in an incredibly relieved tone of voice.]]]
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* ImposterForgotOneDetail: Two details, in fact. Firstly: [[spoiler:the spotlight is incredibly bright, and if you turn them on the first time around, the hiker responds in a way that implies he knows how to get there and doesn't need guidance beyond that (though he sure needs reassurance). The fact that the hiker is asking for directions despite already having a clear direction to Tower 4 is a clear indication that it's really the Goatman. Secondly: [[spoiler:Despite its perfect mimicry of the hiker's voice, the Goatman will keep talking even after the Hiker's gotten to safety. The player can safely disregard anything that's said after the Hiker thanks the player in an incredibly relieved tone of voice.]]
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* ImposterForgotOneDetail: Two details, in fact. Firstly: [[spoiler:the the spotlight is incredibly bright, and if you turn [[spoiler:turn them on the first time around, the hiker responds in a way that implies he knows how to get there and doesn't need guidance beyond that (though he sure needs reassurance). The fact that the hiker is asking for directions despite already having a clear direction to Tower 4 is a clear indication that it's really the Goatman. ]] Secondly: [[spoiler:Despite its perfect mimicry of the hiker's voice, the Goatman will keep talking even after ''after'' the Hiker's gotten to safety. The player can safely disregard anything that's said after the Hiker thanks the player in an incredibly relieved tone of voice.]]
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* ImposterForgotOneDetail: Two details, in fact. Firstly: [[spoiler:the spotlight is incredibly bright, and if you turn them on the first time around, the hiker responds in a way that implies he knows how to get there and doesn't need guidance beyond that (though he sure needs reassurance). The fact that the hiker is asking for directions despite already having a clear direction to Tower 4 is a clear indication that it's really the Goatman. Secondly: [[spoiler:Despite its perfect mimicry of the hiker's voice, the Goatman will keep talking even after the Hiker's gotten to safety. The player can safely disregard anything that's said after the Hiker thanks the player in an incredibly relieved tone of voice.]]
to:
* ImposterForgotOneDetail: Two details, in fact. Firstly: [[spoiler:the spotlight is incredibly bright, and if you turn them on the first time around, the hiker responds in a way that implies he knows how to get there and doesn't need guidance beyond that (though he sure needs reassurance). reassurance). The fact that the hiker is asking for directions despite already having a clear direction to Tower 4 is a clear indication that it's really the Goatman. Goatman. Secondly: [[spoiler:Despite its perfect mimicry of the hiker's voice, the Goatman will keep talking even after the Hiker's gotten to safety. safety. The player can safely disregard anything that's said after the Hiker thanks the player in an incredibly relieved tone of voice.]]
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* MoodSwinger: The lost hiker can come across as this, going from relatively calm, to panicked, to angry and back again rather abruptly. [[spoiler:This is actually because the Goatman is mimicking his voice; paying attention to the tone of voice is vital to figuring when the hiker is actually speaking. A general rule of thumb is that if the tone is relatively calm, it's the Goatman. If the tone is one of panic, it's the Hiker.]]
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* MoodSwinger: The lost hiker can come across as this, going from relatively calm, to panicked, to angry and back again rather abruptly. [[spoiler:This is actually because the Goatman is mimicking his voice; paying attention to the tone of voice is vital to figuring when the hiker is actually speaking. A general rule of thumb is that if the tone is relatively calm, it's the Goatman. Goatman. If the tone is one of panic, it's the Hiker.]]
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* PreMortemOneLiner: [[YouAreAlreadyDead "You should run. Any minute."]] Cue JumpScare.
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* PreMortemOneLiner: [[YouAreAlreadyDead "You should run. Any minute."]] "]] Cue JumpScare. JumpScare.
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* ImposterForgotOneDetail: Two details, in fact. Firstly: [[spoiler:the spotlight is incredibly bright, and if you turn them on the first time around, the hiker responds in a way that implies he knows how to get there and doesn't need guidance beyond that (though he sure needs reassurance). The fact that the hiker is asking for directions despite already having a clear direction to Tower 4 is a clear indication that it's really the Goatman. Secondly: [[spoiler:Despite its perfect mimicry of the hiker's voice, the Goatman will keep talking even after the Hiker's gotten to safety. The player can safely disregard anything that's said after the Hiker thanks the player in an incredibly relieved tone of voice.]]
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* JumpScare: Both of the endings where [[spoiler:the Goatman finds and kills you has the monster suddenly appearing outside of the tower, banging on the door and shrieking. Its red eyes glaring at you over the top of the door don't help matters either]].
to:
** In a sense, you can also play as this [[spoiler:to the Goatman]], sending him on detours that add up to a massive wild goose chase and eventually causing him to RageQuit.
* JumpScare: Both of the endings where [[spoiler:the Goatman finds and kills you has the monster suddenly appearing outside of the tower, banging on the door andshrieking.[[HellIsThatNoise shrieking]]. Its red eyes glaring at you over the top of the door don't help matters either]].
* JumpScare: Both of the endings where [[spoiler:the Goatman finds and kills you has the monster suddenly appearing outside of the tower, banging on the door and
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* KnowWhenToFoldEm: [[spoiler:If you successfully save the hiker and yourself, the Goatman angrily quits the chase and returns to its hideout, probably realizing it has lost.]]
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* KnowWhenToFoldEm: KnowWhenToFoldEm[=/=]RageQuit: [[spoiler:If you successfully save the hiker and yourself, the Goatman angrily quits the chase and returns to its hideout, probably realizing it has lost.]]
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* MoodSwinger: The lost hiker can come across as this, going from relatively calm, to panicked, to angry and back again rather abruptly. [[spoiler:This is actually because the Goatman is mimicking his voice; paying attention to the tone of voice is vital to figuring when the hiker is actually speaking.]]
to:
* MoodSwinger: The lost hiker can come across as this, going from relatively calm, to panicked, to angry and back again rather abruptly. [[spoiler:This is actually because the Goatman is mimicking his voice; paying attention to the tone of voice is vital to figuring when the hiker is actually speaking. A general rule of thumb is that if the tone is relatively calm, it's the Goatman. If the tone is one of panic, it's the Hiker.]]
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* PreMortemOneLiner: [[YouAreAlreadyDead "You should run. Any minute."]] Cue JumpScare.
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* TheNineties: If you were wondering why the hiker doesn't use a modern smart phone to call or at least text for help, it's because the game is actually set in 1999, as revealed through a newspaper clipping at the end of the game. Cell phones did of course exist in the late '90s however, so it's possible he did actually have a phone, but no reception.
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* TheNineties: If you were wondering why the hiker doesn't use a modern smart phone to call or at least text for help, it's because the game is actually set in 1999, as revealed through a newspaper clipping at the end of the game. Cell phones did of course exist in the late '90s however, so it's possible he did actually have a phone, [[CellphonesAreUseless but no reception.reception]].
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Capitalization was fixed from Videogame.Do You Copy to VideoGame.Do You Copy. Null edit to update page. Page may need a mojibake cleanup after the fact
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* TheNineties: If you were wondering why the hiker doesn’t use a modern smart phone to call or at least text for help, it’s because the game is actually set in 1999, as revealed through a newspaper clipping at the end of the game. Cell phones did of course exist in the late '90s however, so it's possible he did actually have a phone, but no reception.
* AbsurdlyIneffectiveBarricade: The watchman has barricaded the half of the Tower that leads to the staircase, in hopes that it will deter the Goatman. [[spoiler:We find out in two of the four endings that it didn’t; the Goatman managed to break in anyway and kill you.]]
* AbsurdlyIneffectiveBarricade: The watchman has barricaded the half of the Tower that leads to the staircase, in hopes that it will deter the Goatman. [[spoiler:We find out in two of the four endings that it didn’t; the Goatman managed to break in anyway and kill you.]]
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* TheNineties: If you were wondering why the hiker doesn’t doesn't use a modern smart phone to call or at least text for help, it’s it's because the game is actually set in 1999, as revealed through a newspaper clipping at the end of the game. Cell phones did of course exist in the late '90s however, so it's possible he did actually have a phone, but no reception.
* AbsurdlyIneffectiveBarricade: The watchman has barricaded the half of the Tower that leads to the staircase, in hopes that it will deter the Goatman. [[spoiler:We find out in two of the four endings that itdidn’t; didn't; the Goatman managed to break in anyway and kill you.]]
* AbsurdlyIneffectiveBarricade: The watchman has barricaded the half of the Tower that leads to the staircase, in hopes that it will deter the Goatman. [[spoiler:We find out in two of the four endings that it
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* DarknessEqualsDeath: Inverted. The Fire Tower isn’t exactly dark, being lit by a single light, but any ending where the [[spoiler:Goatman finds and kills you is caused by the activation of the Tower’s floodlights, which are very bright and would be entirely noticeable in the darkness of the forest]].
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* DarknessEqualsDeath: Inverted. The Fire Tower isn’t isn't exactly dark, being lit by a single light, but any ending where the [[spoiler:Goatman finds and kills you is caused by the activation of the Tower’s Tower's floodlights, which are very bright and would be entirely noticeable in the darkness of the forest]].
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* DontGoIntoTheWoods: The man that the player is tasked with helping is a hiker who has come on a camping trip in the woods of Gracewind Park, where he’s stalked through the darkness by the Goatman, with his attempts to evade it continuously getting him lost. [[spoiler:Whatever you do in the game determines whether he lives or dies.]] The notes and newspaper clippings scattered around also suggest that Gracewind Park has been the sight of several strange disappearances and other goings-on over the years.
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* DontGoIntoTheWoods: The man that the player is tasked with helping is a hiker who has come on a camping trip in the woods of Gracewind Park, where he’s he's stalked through the darkness by the Goatman, with his attempts to evade it continuously getting him lost. [[spoiler:Whatever you do in the game determines whether he lives or dies.]] The notes and newspaper clippings scattered around also suggest that Gracewind Park has been the sight of several strange disappearances and other goings-on over the years.
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* JumpScare: Both of the endings where [[spoiler:the Goatman finds and kills you has the monster suddenly appearing outside of the tower, banging on the door and shrieking. Its red eyes glaring at you over the top of the door don’t help matters either]].
to:
* JumpScare: Both of the endings where [[spoiler:the Goatman finds and kills you has the monster suddenly appearing outside of the tower, banging on the door and shrieking. Its red eyes glaring at you over the top of the door don’t don't help matters either]].
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** [[spoiler:The watchman dies. Send the Goatman (who’s posing as the hiker) to Tower 2 and turn on the lights again. The Goatman gives up on the hiker, but has successfully baited the watchman into revealing their location, so he finds and kills the watchman.]]
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** [[spoiler:The watchman dies. Send the Goatman (who’s (who's posing as the hiker) to Tower 2 and turn on the lights again. The Goatman gives up on the hiker, but has successfully baited the watchman into revealing their location, so he finds and kills the watchman.]]
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** [[spoiler:Both Live. Send the Goatman (who’s posing as the hiker) to Tower 2 and don't turn on the lights again. The Goatman is frustrated to see that Tower 2 is empty and gives up on the hiker and cannot find the watchman, so both live.]]
to:
** [[spoiler:Both Live. Send the Goatman (who’s (who's posing as the hiker) to Tower 2 and don't turn on the lights again. The Goatman is frustrated to see that Tower 2 is empty and gives up on the hiker and cannot find the watchman, so both live.]]
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* StockSoundEffects: If the Goatman’s blood-curdling scream sounds slightly familiar to you, it’s probably because it’s a heavily modified version of the infamous screaming goat meme.
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* StockSoundEffects: If the Goatman’s Goatman's blood-curdling scream sounds slightly familiar to you, it’s it's probably because it’s it's a heavily modified version of the infamous screaming goat meme.
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* VillainousBreakdown: [[spoiler:A subtle one, but the Goatman gets increasingly irritated as the watchman and hiker stay several steps ahead of him, and if you save the hiker by sending him to tower 2 and don’t turn the lights on again, he’ll call off the hunt out of frustration.]]
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* VillainousBreakdown: [[spoiler:A subtle one, but the Goatman gets increasingly irritated as the watchman and hiker stay several steps ahead of him, and if you save the hiker by sending him to tower 2 and don’t don't turn the lights on again, he’ll he'll call off the hunt out of frustration.]]
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* ConspiracyTheorist: One of the notes the watchman keeps in their tower implies they suspect the officials are covering up what's happening in the park.
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* ConspiracyTheorist: One of the notes the watchman keeps in their tower implies they suspect the officials are covering up what's happening in the park.