Hidden Haunted Seek
Horror Hunt (Hidden Haunted Seek, HHS) is a horror hide-and-seek mod for Counter-Strike 1.6: invisible ghosts against investigators armed with flashlights, built as an AMX Mod X plugin. The complete guide, from A to Z - for newcomers who just joined, and for players who want a reference.
Running by Néć[Ř]ø /A/
Quick Start
You join a dark horror map. Every round, one player in every four becomes a Ghost - invisible, silent and hungry. Everyone else is an Investigator with a flashlight, a laser and a few tricks. Find the ghosts before they find you.
- Check your side. The top-left of your screen says GHOST or INVESTIGATOR. Roles rotate every round, so everyone gets a turn as a Ghost.
- Use the menu. Press M (Choose Team) or say
/menu; B opens the weapons shop. A menu never opens by itself and closes after 20 seconds. - Ghost? You are invisible. Follow the PREY line on your HUD and hunt the humans.
- Investigator? Press F for your flashlight. A green laser means nothing is there; a red laser means a Ghost is in your sights - fire!
- Win by banishing every ghost, surviving until dawn, lighting all three candles, or shattering the Ghost Anchor. Ghosts win by killing every Investigator.
- Level up to unlock Ghost classes, weapons, roles and perks. Say
/howtofor the in-game guide.
Everything runs on the server. You do not need to install anything - no models, sounds or maps.
What is Hidden Haunted Seek?
Hidden Haunted Seek (HHS) is a horror hide-and-seek game mode for Counter-Strike 1.6, written as an AMX Mod X plugin by Néć[Ř]ø /A/. It is designed for dark, atmospheric horror maps and for roughly 8 to 16 players.
One side is hidden - completely invisible and silent. The other side is armed, but afraid: it is dark, their nerves are failing, and the thing they are hunting can be standing right behind them.
Ghosts (Terrorists)
- Invisible and silent, only 150 HP, knife
- No buying - power comes from energy
- Classes, abilities and 15 energy powers
- Private coloured flashlight and night vision
- Goal: kill every Investigator
Investigators (Counter-Terrorists)
- 500 HP and full money - pistols, SMGs and grenades (more by level)
- Flashlight with a battery, laser sights, an EMF detector
- Stamina skills, sanity to manage, roles and perks
- Teamwork: buddy, quick comms, Last Rites
- Goal: banish the ghosts or survive until dawn
| Ghost | Investigator | |
|---|---|---|
| Appearance | Fully invisible (other Ghosts see a coloured aura) | Normal player |
| Health | 150 (Reaper 250, Berserker 100) | 500 (Thick Skin +25) |
| Weapons | Knife only (and it hits hard) | Pistols, SMGs, HE; shotguns, rifles, snipers unlock with level |
| Light | Private coloured flashlight + slight night vision | Battery flashlight, laser sight, EMF detector |
| Resources | Energy | Stamina and sanity |
| Special | 10 classes, 7 abilities, 15 powers, evolution | 9 roles, 4 perks, 17 skills, a weapons shop, Ghost Vision goggles (Lv 20) |
| Goal | Kill every Investigator | Banish all ghosts / survive until dawn / candles / anchor |
How a Round Works
- Round startRoles are rotated automatically (one Ghost per 4 players - whoever was a Ghost longest ago goes first). Press M (Choose Team) to open the menu.
- Freeze time, then the huntA banner tells you your role, and special nights (a rare moon or a modifier) are announced. The dawn timer starts counting down from 4:00.
- Shortly after the hunt beginsInvestigators get a buddy. With 6 or more players, an objective appears: three candles or a Ghost Anchor.
- Every 60 secondsA respawn wave brings fallen players back (up to 3 waves, never in the last 20 seconds before dawn).
- Between 1 and 2.5 minutes inTrick or Treat: one random event for everyone.
- ThroughoutThunder, lights flickering, soul orbs, infection and Last Rites, abilities and skills - see the sections below.
- Last 90 secondsThe last minute: the timer turns red - hold on until dawn.
- Dawn - or earlierWhen the timer hits zero the ghosts are banished and the Investigators win - unless the round ended sooner. A recap shows the MVP and the leaders, then roles rotate and the next round begins.
How to Win
Investigators win by...
- Banishing every Ghost (kill them all)
- Surviving until dawn - the default is 4:00
- Lighting all 3 candles at once
- Shattering the Ghost Anchor
Ghosts win by...
- Killing every Investigator
- A victim you kill rises as a Ghost after a few seconds - unless the team saves them with the Last Rites, so your side grows as the round goes on
Candles and the anchor only appear with at least 6 players, and a round uses one or the other (the anchor in about 3 rounds out of 10). Respawn waves bring fallen players back during the round, so a round is rarely over after the first deaths.
Playing a Ghost
You are the thing in the dark. Nobody can see you, nobody can hear you - until you make a mistake.
The basics
- Invisible and silent, but fragile: only 150 HP. You leave no body when you die.
- You fight with a knife that hits about 3 times harder than a normal one. You can't buy anything or pick up weapons.
- Night vision: a slight glow around you that only you see (
/gnvswitches it off and on). F toggles your private coloured flashlight - only other Ghosts can see it. - Other Ghosts appear to you as a coloured aura (you choose your own aura colour).
- Soul Drain: every knife hit heals you 15 HP.
- Your HUD shows PREY - the distance and direction to the nearest Investigator.
- Infection: every human you kill rises as a Ghost after about 8 seconds, so every kill grows your team.
Energy
Everything a Ghost does costs energy. You have 100 plus 3 per level (Phantoms +20, plus 8 per Deep Reserves rank), it refills at 4 per second, and you gain 35 energy every time you claim a human. Watch the ENERGY bar on your HUD.
You are not perfectly hidden
- You shimmer into view for half a second when you attack or get hurt.
- Standing still for ~6 seconds leaves cold mist at your feet.
- Salt traps, wards, Spirit Scans, marks, Holy Grenades and lightning expose you.
- EMF detectors beep when you are near, and the lights flicker when you are very close.
- A laser sight that touches you turns red - even when you are disguised with Mimic.
Ghost Classes
Pick your class in the menu. You can change class during the first 40 seconds of a round; after that, the change waits for your next spawn.
| Class | Unlock | Speed | HP | What it does |
|---|---|---|---|---|
| Speed Killer | Lv 1 | 350 | 150 | Knife damage +50%. Fast and simple. |
| Gravity Killer | Lv 1 | 310 | 150 | Low gravity - huge jumps over everything. |
| Blinker | Lv 3 | 310 | 150 | Blink costs only 10 energy with a 3 s cooldown and reaches farther. |
| Phantom | Lv 5 | 320 | 150 | Double energy regeneration and a bigger energy pool (+20). |
| Stalker | Lv 7 | 330 | 150 | Detectors only reach half as far, you shimmer half as long, cold mist takes twice as long. |
| Reaper | Lv 10 | 300 | 250 | Extra HP and a heavier knife (+25%). |
| Banshee | Lv 12 | 290 | 150 | Scare hits EVERY Investigator within 700 units and costs 30% less. |
| Berserker | Lv 15 | 380 | 100 | Knife damage x2 - a real glass cannon. |
| Nightcrawler | Lv 12 | 310 | 150 | HOLD E at a wall to climb it (costs energy); jump to leap off. Move where you look. |
| Eclipse | Lv 9 | 315 | 150 | Say /eclipse near Investigators: every one within 600 units has the screen fade to black for about 4 seconds (30 energy, 18 s cooldown). |
Abilities and Energy Powers
Abilities are your 7 core tricks (open with /ab). Energy powers are 15 more tools in four groups (open with /powers). Bind your favourites - see Key Binds.
Abilities
| Ability | Energy | Cooldown | Effect |
|---|---|---|---|
| Blackout | 50 | 30 s | Every Investigator's flashlight dies and the whole map goes dark for 5 seconds. |
| Scare | 25 | 15 s | The nearest Investigator in range is flashed, shaken and loses 20 sanity. (Banshees hit everyone within 700 units for 15 each.) |
| Fear Aura | 40 | 35 s | For 8 s everyone within 400 units loses 6 sanity every second. |
| Whisper Decoy | 20 | 12 s | A creepy sound plays where you aim - lure them away. |
| Phantom Steps | 25 | 20 s | A trail of fake footsteps walks away in front of you. |
| Mimic | 35 | 25 s | For 6 s Investigators see you as one of them. Attacking or being hit breaks it - and a laser on you still turns RED. |
| Blink | 30 | 10 s | A short teleport forward (400 units). |
Self
| Power | Energy | Cooldown | Effect |
|---|---|---|---|
| Feed | 40 | 15 s | Heal yourself +50 HP. |
| Overdrive | 50 | 60 s | 8 s: +12% speed, double energy regeneration and 40% shorter cooldowns. |
| Shadow Veil | 45 | 40 s | 6 s (+1.5 s per Shadow Mastery rank): detectors can't find you, you don't shimmer and leave no mist. |
| Hunt Mode | 30 | 20 s | 12 s: your HUD tracks the most frightened Investigator. |
| Rift | 30 | 25 s | Teleport beside the nearest Ghost ally. |
Traps and zones
| Power | Energy | Cooldown | Effect |
|---|---|---|---|
| Spirit Snare | 25 | 25 s | A hidden trap (only Ghosts see it). Slows an Investigator for 4 s and costs 10 sanity. |
| Chill Zone | 40 | 30 s | A 6 s patch of floor: Investigators standing in it are slowed. |
| Fog Bomb | 35 | 30 s | 6 s: Investigators near where you aim are lost in thick fog and lose 5 sanity. |
| Haunt Door | 25 | 15 s | Seal the door you look at for 20 s. Investigators can't open it - Ghosts walk through. |
Mind games
| Power | Energy | Cooldown | Effect |
|---|---|---|---|
| Soul Siphon | 35 | 20 s | Drain stamina from nearby Investigators and turn part of it into energy for you. |
| Light Drain | 30 | 25 s | Kill one Investigator's flashlight (the one in front of you) for 10 s. |
| Nightmare Decoy | 30 | 25 s | 8 s: a fake ghost that Investigators can see and detectors read. |
| Echo | 20 | 10 s | A fake gunshot where you aim. |
Team
| Power | Energy | Cooldown | Effect |
|---|---|---|---|
| Grave Call | 90 | 60 s | Instantly revive a fallen Ghost ally. |
| Ghost Link | 45 | 20 s | Give 40 energy to the nearest Ghost ally. |
Evolution and Special States
Evolution
Every kill makes you stronger, up to three levels. It resets when you die.
| Kills | Bonus |
|---|---|
| 1st kill - Evolution 1 | +8% speed and 10% of your health back. |
| 2nd kill - Evolution 2 | Cooldowns 25% shorter and energy regenerates 50% faster. |
| 3rd kill - Evolution 3 | Knife damage +20% and Soul Drain doubled. Unlocks the <i>Apex Ghost</i> achievement. |
Special states
| State | How it happens | What it does |
|---|---|---|
| Last Ghost Rage | You are the final Ghost standing (and the round began with 2+ Ghosts) | +15% speed and double energy regeneration. |
| Overdrive | Energy power | +12% speed, double energy regen, cooldowns race. |
| Veiled | Shadow Veil | Detectors can't read you, no shimmer, no mist. |
| Warded | You crossed an Investigator's ward | You can't Blink or Rift for 6 s and you are exposed for 2 s. |
| Marked | An Investigator marked you | Exposed to the whole team for 10 s and you take 25% more damage. |
Playing an Investigator
You are armed, you have a light - and it is very dark. Stay together, stay calm, watch the laser.
Weapons and money
Press B (or M, then Buy Weapons) to open the Weapons Shop. It lists every gun with its level next to the name, works anywhere on the map for 30 seconds after you spawn, and every gun comes with at least 100 spare rounds (200 for the M249). The old buy menu, auto-buy and the buy-ammo keys are replaced by it. Ammo costs stamina: refill the weapon in your hands (40) or all your weapons (90) at any time, up to 200 spare rounds.
The shop remembers you. Your last primary gun, pistol, armor and grenades are equipped again a moment after you spawn - every round, and the next time you play. Buy something else and that becomes your new default. /autoload turns it off, /forgetload clears it.
| Shop category | Weapons (level needed in brackets) |
|---|---|
| Pistols | Glock 18 (1), USP .45 (1), P228 (1), Five-seveN (2), Dual Elites (4), Desert Eagle (8) |
| Shotguns | M3 Super 90 (6), XM1014 (10) |
| Submachine guns | TMP (1), MAC-10 (1), MP5 Navy (3), UMP 45 (6), P90 (10) |
| Assault rifles | Galil (14), FAMAS (14), AK-47 (17), M4A1 (17), SG 552 (20), AUG (20) |
| Sniper rifles | Scout (20), AWP (24), G3SG1 (26), SG 550 (26) |
| Machine gun | M249 (30) |
| Equipment | Kevlar (1), Kevlar + Helmet (3), HE grenade (1), Flashbang (12), Smoke grenade (12), Tactical shield (18) |
Your tools
- Flashlight (F) with a battery: it drains 4% per second while on, recharges 2.5% per second while off, and flickers when low. You can pick its colour.
- Laser sight on every gun: green = clear, red = a Ghost is in your sights. Ghosts can see an Investigator's laser, but they never have one.
- EMF detector: the bar on your HUD shows how close the nearest Ghost is (up to 900 units). Soft beeps fade in only when one is within 500.
/soundsets the volume. - Health: every Investigator has 500 HP (Thick Skin adds 25) and healing never goes above 500. The normal CS HUD stops at 255 - the mod's HUD shows your real HP.
- Holy Grenade: your HE grenade also reveals Ghosts caught in the blast and drains their energy.
Sanity
Sanity keeps falling while no teammate is within about 500 units of you, and while your flashlight is off. It recovers when you stay close to teammates with your light on (Priests recover 50% faster), near your buddy, and in Salt Sanctuaries. Below 40% you start to hallucinate - fake footsteps, brief noise, false EMF alarms - and the screen edges get darker. Below 30% your mind starts to cost you health: you lose HP every second, faster the lower your sanity gets (up to 8 HP per second at zero) - by default it stops at 1 HP and never kills you. Ghost abilities like Scare and Fear Aura attack your sanity directly, so stay together and keep your light on.
Stamina
Stamina is the fuel for your skills. You have 800 plus 10 per level (+100 with the Stamina Reserve perk). It regenerates 10 every 5 seconds - 1.5x faster near a teammate (within 600 units), 1.25x in light, 0.6x alone in the dark, and 15% faster under a Full Moon. You also get +50 for banishing a Ghost and +20 for helping light a candle.
Stamina Skills
Open /skills (or the Stamina Skills menu). Skills are grouped as Support, Hunting, and Defense and utility.
Support
| Skill | Stamina | Cooldown | Effect |
|---|---|---|---|
| Heal | 120 (60 as Medic) | - | +200 HP, up to 500 maximum. A medkit sound, a green flash and a floating +HP confirm it. |
| Holy Blessing | 200 | 45 s | +50 HP and +30 sanity to every ally within 450 units. |
| Courage | 60 | 20 s | Sanity back to 100 and +25 flashlight battery. |
| Rally Cry | 140 | 45 s | Allies within 450 units: +20% speed for 5 s and +20 sanity. |
| Salt Sanctuary | 110 | 45 s | A 15 s circle (radius 180): allies gain sanity, Ghosts inside are slowed and exposed. |
Hunting
| Skill | Stamina | Cooldown | Effect |
|---|---|---|---|
| Spirit Scan | 100 | 25 s | Every Ghost within 600 units shows as an outline for a moment. |
| Mark Ghost | 70 | 25 s | Your next hit on a Ghost exposes it to the whole team for 10 s and it takes 25% more damage. |
| Exorcism Round | 90 | 30 s | 12 s: your shots do 40% more damage to Ghosts. |
| Sixth Sense | 60 | 25 s | 8 s: the HUD shows the direction of the nearest Ghost (and whether it is near or far). |
Defense and utility
| Skill | Stamina | Cooldown | Effect |
|---|---|---|---|
| Guardian Angel | 150 | 90 s | Survive the next fatal hit on 1 HP. |
| Ward | 80 | 20 s | A hidden alarm rune on the floor. A Ghost that crosses it is exposed, can't teleport for a short time, and your team is alerted. |
| Break Door | 60 | 8 s | Unseal a door the Ghosts locked. |
| Light the Sky | 150 | 60 s | The whole map lights up for 6 s with a huge pillar of light, a ring of suns and growing shock rings, and everyone is told who did it. Ghosts flicker into view, Investigators regain 15 sanity. (25 s team-wide wait.) |
| Adrenaline | 100 | 30 s | +30% speed for 6 s. |
| Flashlight Surge | 80 | 40 s | 15 s of a brighter, longer-reaching flashlight that never drains. |
| Candle Focus | 90 | 40 s | 20 s: you light candles twice as fast. |
| Low Gravity | 100 | 25 s | 6 s of low gravity (0.35): jump high and cross gaps. |
Use a second skill within 8 seconds of the first and 10% of its cost is refunded. /give sends stamina to your buddy or a close teammate (10% is lost on the way).
Tools, Roles and Perks
Tools
- Salt Trap (
/trap): hidden salt on the floor. A Ghost that steps on it is revealed for 6 s. 2 per round. - Flare (
/flare): lights up the dark where you aim for 25 s. 2 per round. - Holy Grenade: see above.
Ghost Vision goggles
The old buyable night vision is gone. At level 20 you earn Ghost Vision: night-vision goggles that show every Ghost in range as a green glow. Switch them on with /nv, the N key or the menu.
- Expensive: every activation costs 300 stamina.
- They overheat: heat builds while they are on (about 12 seconds from cold). At 100% they shut down and are locked for 45 seconds. A warning appears at 75%.
- Switching off early keeps the heat - the goggles cool down slowly, and you cannot switch them on again while they are still hot.
- A Ghost under Shadow Veil stays hidden from the goggles. Range is about 1200 units, and they tint your screen green.
- The HUD shows GHOST VISION ON, the heat, or the overheat countdown.
Roles
Choose one in the menu (Role & Perks).
| Role | Unlock | Effect |
|---|---|---|
| Medic | Lv 1 | Heal costs half (less at higher tiers), Holy Blessing costs 30% less, Last Rites are 40% faster. |
| Tech | Lv 6 | Flashlight battery drains 40% slower, EMF reaches 25% farther, +1 salt trap each round. |
| Priest | Lv 12 | Spirit Scan costs 40% less and reaches 30% farther, Courage costs half, Light the Sky is 30% cheaper, sanity recovers 50% faster, rites 40% faster. |
| Hunter | Lv 18 | +15% damage to Ghosts. |
| Grappler | Lv 24 | Press E to fire a grappling hook at what you aim at and be pulled to it for up to 5 s. Costs 60 stamina + 20 per second; 15 s cooldown. |
| Trapper | Lv 30 | +3 salt traps and +2 flares each round. Ghosts that hit his salt stay revealed 60% longer and are slowed for 2.5 s. |
| Medium | Lv 38 | Second Sight: every 18 s the ghosts glow green for 2.5 s - for her only. |
| Demolisher | Lv 46 | Holy grenades that explode near him have a 50% bigger radius, expose ghosts for 8 s and drain 45 energy. |
| Scout | Lv 15 | +8% run speed and +40% faster stamina regeneration (stronger with each tier). |
Perks
| Perk | Unlock | Effect |
|---|---|---|
| Stamina Reserve | Lv 8 | +100 maximum stamina and faster stamina regeneration. |
| Thick Skin | Lv 16 | +25 HP on top of your 500 every life. |
| Deep Pockets | Lv 26 | +2 salt traps and +1 flare each round. |
| Night Eyes | Lv 34 | EMF reaches 40% farther and the flashlight battery drains 30% slower. |
Teamwork
Buddy system
Every Investigator gets a partner at the start of the round (and a new one if theirs dies). Stay within 600 units of your buddy and you gain sanity, stamina and XP. Your HUD shows where your buddy is when they wander off. Two minutes together earns the Inseparable achievement.
Quick Comms
Open /comm and pick a call. Your team sees a coloured beam and a HUD line with the direction and distance; the other team never sees it. Ghosts have their own set.
| Investigator calls | Ghost calls |
|---|---|
| Ghost spotted here! | Prey spotted here! |
| I need help! | Regroup on me! |
| Follow me! | Ambush here! |
| All clear. | Fall back! |
| Danger here! | Danger here! |
When you are dead
- Spirit Whispers (open the menu while dead): warn the teammate you are watching - "Ghost behind you!", "Ghost on your left!" and more.
- /ping: sense a ghost near the teammate you are spectating (Investigators).
- Spirit sight: dead Investigators see Ghosts as faint outlines.
- Vote: fallen players vote on the next night's modifier.
- Revenge: if a Ghost killed you, the spirit menu offers one revenge per death - your killer is exposed to the whole team for 6 seconds (
/revenge). - Respawn wave: the HUD counts down to the next one.
Survival Systems
Infection
An Investigator killed by a Ghost rises as a Ghost after about 8 seconds.
Last Rites
Stand next to the body for about 3 seconds (HUD shows progress) and the infection is cancelled: the victim is revived at half health on the spot. Medics and Priests do it 40% faster.
Soul orbs
Fallen Investigators leave a glowing orb for 60 s. Touch it for a random boon: +100 stamina, +40 sanity, a full battery or an extra salt trap.
Respawn waves
Every 60 s (max 3 per round) fallen players return. Investigators come back with 40% of their health.
Last Ghost Rage
When only one Ghost is left, it enrages: faster, and its energy refills twice as quickly.
Trick or Treat
Once a round, something random happens: every Investigator heals, every Ghost gains energy, every Ghost is revealed for 3 s - or the lights go out for 4 s.
Auto rotation
At the end of every round the server rotates the Ghost role: one Ghost per 4 players, chosen from whoever was a Ghost the longest time ago (new players first). You do not need to change team yourself - and please don't (see the rules).
Tasks, Events and Streaks
Small goals, big moments and a few scares, so no two rounds feel the same.
Round task
Every round you get one small task, shown top-left under your XP bar: banish ghosts, use skills, stay near your buddy, help light a candle, perform the Last Rites - or, as a Ghost, claim humans, scare them, or use powers. Finish it for +50 XP, ultimate charge and a small refill.
Last Stand
When only one Investigator is left (and the round started with at least three), they get a big moment: +40% health, full stamina, sanity and ultimate meter, endless light for 25 s and a speed burst - and every ghost is exposed for 3 seconds. Hold out until dawn!
Streaks
Banish 2 ghosts in a row = GHOSTBUSTER (+25 XP, stamina), 4 = SPIRIT HUNTER (+60 XP). A Ghost that claims 3 humans in a row is on a KILLING SPREE (+30 XP).
Most Wanted
At 5 claims in a row a Ghost becomes MOST WANTED: its energy is refilled, but it is exposed to every Investigator for 3 seconds every 20 seconds. Banishing it pays a +100 XP bounty.
Poltergeist
Every minute or two the house is haunted: the lights fail, a cold dread costs everyone sanity, whispers crawl out of the walls - or the ghosts surge with extra energy.
Tips and compass
Players under level 6 get a short hint every 40 seconds. Investigators see the direction and distance to the next unlit candle (or the anchor) on their HUD, and every round starts with a one-line GOAL.
Thunder at Dawn
When the sun rises or the round ends, lightning strikes 1 or 3 random Investigators: a bolt from the sky, a white flash, a shaking screen and a thunderclap for everyone. It is a show by default (ht_thunder_dmg 0).
Objectives and Haunted Doors
Candle Ritual
- 3 candles appear, far apart. Investigators see a blue beam over each unlit one.
- Stand next to an unlit candle for about 5 s to light it.
- Light all 3 at once and the Investigators win.
- Ghosts snuff a lit candle by standing on it for about 2.5 s.
Ghost Anchor
- In some rounds, a purple pillar marks the Anchor instead of candles.
- Investigators hold their ground beside it for about 18 s to shatter it.
- Ghosts nearby push the progress back, and Ghosts close to it recharge energy faster.
- Shatter it and the Investigators win.
Haunted doors
A Ghost can seal the door it is looking at (Haunt Door). A red beam marks it, Investigators can't open it, Ghosts walk right through. It unseals by itself after about 20 seconds - or an Investigator can break it open at once with the Break Door skill. This works on the map's normal doors.
Light, Dark and Weather
The night is part of the game, and it is pitch dark: the map is always light style a, with a neutral, almost black fog. Your flashlight, flares, candles and the odd lightning flash are the only light. (Server owners can switch this off with ht_pitch 0 to get dimmed-but-visible nights, where the moon changes the darkness.)
Moon phases
| Moon | Chance | Effect |
|---|---|---|
| New Moon | 25% | Darkness +15%. Ghosts recharge energy 15% faster. |
| Half Moon | 35% | Normal. |
| Full Moon | 30% | Darkness -20% (brighter). Investigators regain stamina 15% faster. |
| Blood Moon | 10% | Rare. Darkness +10%, red fog for Investigators, Ghost knives hit 10% harder. |
Round modifiers
About 6 rounds in 10 get a modifier (and Storm Night is picked more often than the others). Fallen players can vote on the next one.
| Modifier | Effect |
|---|---|
| Normal Night | No special conditions. |
| TOTAL DARKNESS | The map is much darker (+30% darkness), flashlights reach 40% less and the EMF range shrinks 40%. |
| FAST GHOSTS | Every Ghost runs 20% faster. |
| NO LASERS | Laser sights are dead tonight. |
| RESTLESS SPIRITS | Ghost energy regenerates twice as fast and cooldowns are halved. |
| STORM NIGHT | Frequent thunder (every 6-14 s). Each lightning flash exposes the Ghosts for a moment. |
The weather and the lights
- Pitch dark: there is no first light - dawn simply ends the round. With
ht_pitch 0the sky brightens in the last 90 seconds. - Thunderstorms: Storm Night has lightning every 6 to 14 seconds; every flash exposes the Ghosts. Normal nights get distant flashes too.
- Power flickers: the lights flicker now and then - and always when a Ghost is within about 250 units of an Investigator.
- Fog: Investigators see a dark fog that Ghosts don't (red on a Blood Moon). Fog Bomb and Night Falls thicken it.
- Changing the light yourself: Investigators have Flares, Flashlight Surge and Light the Sky. Ghosts have Blackout, Light Drain, Fog Bomb and Night Falls.
Halloween preset
An admin switch (ht_halloween 1): double XP, a modifier every round, and pumpkins that appear around the map - touch one for XP and a small boon.
Ultimates
Everyone has an ultimate meter. It fills slowly by itself, and fast from kills (+30), Last Rites (+35), lighting candles (+25), salt traps and wards (+12) and scares (+10). When it hits 100%, say /ult (or bind it).
Dawn Break Investigators
The sky blazes for 18 seconds. Every ghost within about 1100 units of the caster explodes (100 damage and a shove), every ghost is exposed for 6 s, everyone's screen shakes for 10 s, lightning rains around the caster, and every Investigator hits 40% harder for 12 s.
Night Falls Ghosts
For 12 seconds the map is fully dark and the lights stutter with short bright blinks. Flashlights die, every Investigator loses 80 HP (never to death), loses 20 sanity, hallucinates and shakes, and their Ghost Vision goggles overheat and lock. Half of them are disarmed (they cannot shoot for 8 s), the rest have their spare ammo stolen (buy more with stamina). Dark lightning strikes a random Investigator about every second (40 damage each), and the whole server gets heavy: gravity 1000 instead of 800. Every Ghost gets Overdrive, is hidden from detectors, refills its energy, resets every cooldown, heals a third of its health and hits 40% harder.
XP, Levels and Titles
Your level, XP, class, colours, talents and settings are saved automatically between sessions (by your Steam ID, or your name on LAN). There are 60 levels.
Earning XP
| Action | XP |
|---|---|
| Kill an enemy | 40 |
| Win a round | 50 (+10 if you are alive) |
| Last Rites | 35 |
| Help light a candle | 15 |
| Shatter the anchor | 40 (+50 for every Investigator when it wins) |
| Win by candles | 50 for every Investigator |
| Spirit ping | 5 |
| Pumpkin | 15 |
| Soul orb / salt trap / ward trigger | 8 |
| Light the Sky | 12 |
| Ultimate | 25 |
| Staying with your buddy | 3 each time |
| Each achievement | 100 |
(Server owners can change these. The Halloween preset doubles all XP.)
Levels
Reaching level N takes 25 x (N-1)² XP in total - for example level 5 needs 400 XP, level 10 needs 2,025, level 20 needs 9,025 and level 60 needs 87,025.
Rank titles
| Title | Level |
|---|---|
| Rookie | 1 |
| Seeker | 3 |
| Medium | 5 |
| Adept | 7 |
| Veteran | 9 |
| Exorcist | 12 |
| Wraith | 15 |
| Nightmare | 18 |
| Legend | 20 |
| Mythic | 30 |
| Eternal | 40 |
| Ascendant | 50 |
| Immortal | 60 |
Your level and title appear in chat next to your name: [LV 12 Veteran] NAME : message.
What each level unlocks
Roles and perks also have tiers: Tier 1 at the unlock level, Tier 2 ten levels later and Tier 3 after twenty. Each tier makes the bonus 25% stronger (for example a Hunter's +15% becomes +18.75%, then +22.5%). The Role and Perk menus show your tier.
| Level | Unlock |
|---|---|
| 3 | Blinker class; Cyan and Blue flashlight colours |
| 5 | Phantom class |
| 6 | Tech role; shotguns; Purple colour |
| 7 | Stalker class |
| 8 | Stamina Reserve perk |
| 9 | Orange colour |
| 10 | Reaper class |
| 12 | Priest role; Banshee and Nightcrawler classes |
| 14 | Rifles |
| 15 | Berserker class |
| 16 | Thick Skin perk |
| 18 | Hunter role; flash, smoke and shield |
| 20 | Ghost Vision night-vision goggles |
| 24 | Grappler role; snipers |
| 26 | Deep Pockets perk |
| 30 | M249 machine gun; Trapper role |
| 38 | Medium role |
| 46 | Demolisher role |
| 34 | Night Eyes perk |
| Every level | 1 talent point |
Talents
Every level gives you 1 talent point. Open /talents and spend it on a permanent upgrade. Each talent has 3 ranks.
| Side | Talent | Effect |
|---|---|---|
| Investigator | Keen Senses | Spirit Scan radius +10% per rank |
| Investigator | Thrift | Stamina skills cost 4% less per rank |
| Investigator | Vitality | Heals are 20% bigger per rank |
| Investigator | Endurance | Flashlight battery drains 10% slower per rank |
| Ghost | Deep Reserves | +8 maximum energy per rank |
| Ghost | Fleet | +2% speed per rank |
| Ghost | Shadow Mastery | Shadow Veil lasts 1.5 s longer per rank |
| Ghost | Quick Recovery | Ability cooldowns 5% shorter per rank |
Spend 10 points in total for the Talented achievement.
Achievements
There are 18 achievements, each worth 100 XP. Check yours with /ach.
First Light
Banish your first ghost
Ghostbuster
Banish 10 ghosts
Exorcist
Banish 50 ghosts
Soul Reaper
Kill 25 humans as a ghost
Daybreak
Survive until dawn
Last Rites
Save a teammate with the Last Rites
Pinch of Salt
Reveal a ghost with a salt trap
Third Eye
Scan 3 ghosts at once
Soul Collector
Collect a soul orb
Boo!
Scare an investigator
Night Walker
Reach level 10
Legend
Reach level 20
Candlelight
Light a candle
Inseparable
Stay with your buddy for 2 minutes
Apex Ghost
Reach Ghost evolution 3
Ultimate Power
Unleash an ultimate
Talented
Spend 10 talent points
Anchor Breaker
Shatter a ghost anchor
HUD Guide
The HUD is deliberately light. By default you see two small blocks plus the dawn timer - nothing else unless it matters.
Illustration of a Ghost's clean HUD. The numbers are only an example.
What each part means
| Where | What | Details |
|---|---|---|
| Top centre | Dawn timer | Counts down to dawn. Turns red in the last minute. |
| Top left | Who you are | Your side, class or role, level and rank title, an XP bar, your round <b>TASK</b> and the <b>ULTIMATE bar</b> (it blinks when you can use it - a sound and a message also tell you). |
| Centre (Ghost) | HP, Energy, Ready | READY shows how many of your 22 abilities and powers are available; anything recharging is listed with its seconds. PREY points at the nearest human. ULT is your ultimate meter. |
| Centre (Investigator) | HP, Stamina, Sanity, Light | Plus an EMF bar when a ghost is near, and your buddy's position when they are far away. |
| Centre (extras) | Only what matters | The objective with an arrow to the next candle or the anchor, LAST STAND or MOST WANTED when they apply, Sixth Sense or Hunt Mode, your buddy, your ultimate when it is ready. |
The colour of the centre block is a warning light: it turns red when your health is low and violet when an Investigator's sanity is breaking.
HUD styles
Cycle them with /hud (or Client Settings): Clean (the default), Full (a bar for every stat and more lines) or Off.
Other things on screen
- Online players: once a minute, for 5 seconds, the top of the screen lists who is online, how long each player has been playing, and who joined and left last. Hide it with
/online. - Round recap: after every round the MVP and the highlights appear on screen.
/recapshows it again. - Chat tags: your level and title show next to your name -
[LV 12 Veteran] NAME : message. - Real health: the original CS HUD stops at 255 - the mod always shows your true HP.
Key Binds
Open the console (the ~ key) and type a line to bind a key. Because roles rotate every round, the best binds are the universal ones - the same keys work whether you are a Ghost or an Investigator.
Universal binds (recommended)
Don't want to type? Say /autobind in game and these keys are set for you. (They are free keys in a normal CS setup.)
Keys with a job already: M (Choose Team) opens the menu, B opens the weapons shop, F is your flashlight, N toggles Ghost Vision goggles (level 20), and E (use) is the Nightcrawler's wall climb and the Grappler's hook.
| Quick slot | As an Investigator | As a Ghost |
|---|---|---|
| ht_q1 | Spirit Scan | Blink |
| ht_q2 | Mark Ghost | Scare |
| ht_q3 | Ward | Shadow Veil |
| ht_q4 | Heal | Feed |
Examples for one side
Everything you can bind
Every chat command also works in the console as ht_ plus its name - for example /scan is ht_scan.
Investigator
ht_scan ht_hp ht_mark ht_exorcism ht_sense ht_ward ht_angel ht_rally ht_blessing ht_courage ht_adrenaline ht_surge ht_focus ht_sanctuary ht_breakdoor ht_skyflare ht_nv ht_trap ht_flare ht_give ht_pray ht_ping ht_skills
Ghost
Abilities: ht_blackout ht_scare ht_whisper ht_blink ht_fear ht_decoy ht_mimic
Powers: ht_feed ht_overdrive ht_veil ht_rift ht_hunt ht_snare ht_chill ht_fogbomb ht_hauntdoor ht_siphon ht_lightdrain ht_nightmare ht_echo ht_grave ht_link
Other: ht_laugh ht_ab ht_powers
Everyone: menu ht_ult ht_fav ht_q1-ht_q4 ht_comm ht_status ht_sound ht_hud ht_talents ht_spec ht_retry
All Commands
Type these in chat (with the slash) or in the console with ht_ in front. Search or filter by side.
| Command | For | What it does |
|---|---|---|
/menu | Everyone | Open the menu (also: bind a key to <b>menu</b>). |
/howto | Everyone | The in-game guide, 20 pages. |
/rules /modrules | Everyone | Server rules and mod rules. |
/binds /autobind | Everyone | Show every bindable command / set the recommended keys for you. |
/options | Everyone | Open Settings & Help. |
/server | Everyone | Server Settings: reconnect, spectate, rejoin. |
/retry /reconnect | Everyone | Rejoin the server (runs the console command retry / reconnect). |
/spec | Everyone | Go spectate (AFK). Say it again to rejoin a random team. |
/status | Everyone | Tonight's moon and darkness, and how the round stands. |
/rank /stats /ach /top /recap | Everyone | Your level, your numbers, achievements, top players online, last round recap. |
/talents | Everyone | Spend your talent points. |
/ult | Everyone | Unleash your ultimate when the meter is full. |
/fav /setfav | Everyone | Fire your favourite skill / power, and choose which one it is. |
/q1 /q2 /q3 /q4 | Everyone | Four quick slots that adapt to your team (see Key Binds). |
/comm | Everyone | Quick Comms: send a call to your team. |
/candles | Everyone | How many candles are lit. |
/hud /sound /uisound /online | Everyone | Cycle the HUD style / sound volume / menu sounds / online list. |
/skills | Investigator | Open the stamina skills menu. |
/hp | Investigator | Heal (+200 HP) for stamina. |
/scan /mark /exorcism /sense | Investigator | Spirit Scan, Mark Ghost, Exorcism Round, Sixth Sense. |
/ward /angel /breakdoor | Investigator | Ward, Guardian Angel, Break Door. |
/blessing /rally /courage /sanctuary | Investigator | Holy Blessing, Rally Cry, Courage, Salt Sanctuary. |
/skyflare (/lightmap) | Investigator | Light the Sky. |
/adrenaline /surge /focus | Investigator | Adrenaline, Flashlight Surge, Candle Focus. |
/trap /flare | Investigator | Place a salt trap / light a flare. |
/give [amount] | Investigator | Send some of your stamina to your buddy or a close teammate. |
/pray | Investigator | Free: +10 sanity for you and +5 for allies within 400 units (30 s cooldown). |
/buddy /perks /role /color | Investigator | Who your buddy is; choose perk, role and flashlight colour. |
/nv (the N key) | Investigator | Ghost Vision goggles (level 20): switch on or off. Costs stamina, shows ghosts, overheats. |
/ping | Fallen | While dead and spectating a teammate: sense a ghost near them. |
/spirit /vote | Fallen | Spirit Whispers menu / vote on the next night's modifier. |
/ab | Ghost | Open the abilities menu. |
/blackout /scare /fear | Ghost | Blackout, Scare, Fear Aura. |
/whisper /decoy /mimic /blink | Ghost | Whisper Decoy, Phantom Steps, Mimic, Blink. |
/powers | Ghost | Open the energy powers menu. |
/feed /overdrive /veil /hunt /rift | Ghost | Feed, Overdrive, Shadow Veil, Hunt Mode, Rift. |
/snare /chill /fogbomb /hauntdoor | Ghost | Spirit Snare, Chill Zone, Fog Bomb, Haunt Door. |
/siphon /lightdrain /nightmare /echo | Ghost | Soul Siphon, Light Drain, Nightmare Decoy, Echo. |
/grave /link | Ghost | Grave Call, Ghost Link. |
/laugh | Ghost | A creepy laugh: every Investigator within 1500 units hears it and loses 3 sanity (25 s cooldown). |
/eclipse | Ghost | Eclipse class only: blind every Investigator within 600 units for a few seconds (30 energy, 18 s cooldown). |
/gnv | Ghost | Switch your green Ghost night-vision glow off or on (saved with your profile). |
/autoload /forgetload | Investigator | Turn the automatic equipping of your last shop choices off or on / forget them. |
/revenge | Fallen | If a Ghost killed you: expose it to your team for 6 seconds (once per death). |
Rules
Play fair and everyone has a better night. In game: /rules and /modrules.
Server rules
- Respect everyone. No insults, racism, hate speech, harassment or threats.
- No cheating. No aimbot, wallhack/ESP, speedhack, no-recoil, bhop scripts, macros or any tool that gives an advantage.
- No exploits. Do not abuse map or mod bugs - report them to an admin.
- No spam. No chat flooding, repeated commands, mic spam or loud music.
- No advertising other servers, communities or links.
- Names: nothing offensive, and never pretend to be an admin.
- Listen to the admins. Their decision is final - appeal calmly.
- No griefing: no team-killing, team-blocking or sabotaging teammates on purpose.
- No AFK farming. Idle players may be kicked - use
/spec. - Be a good sport - win or lose, keep it fun.
Hidden Haunted Seek rules
- Dead means silent. Fallen players never tell the living where anyone is, in voice or chat. Use Spirit Whispers only.
- No unreachable hiding (inside walls, props or places Ghosts cannot enter) to run out the clock.
- Ghosts: no standing inside walls or props, no map exploits, no camping the Investigators' spawn.
- Do not switch teams or leave to avoid being a Ghost - roles rotate automatically.
- Do not leave right after being infected or killed to dodge the round.
- Key binds are welcome. Scripts or aliases that bypass costs or cooldowns, or spam abilities, are cheating.
- Use /laugh, calls and comms sensibly - do not spam them.
- Do not block doors, candles or the anchor with props or bodies to stop the objective.
- Help newcomers: point them to
/howtoand/binds. - Admins may change modifiers, darkness or the Halloween preset at any time.
FAQ
Do I have to download anything?
No. Everything runs on the server - there are no custom models, sounds or maps to install.
Do I have to buy my weapons every round?
No. The shop remembers your last primary gun, pistol, armor and grenades and equips them a moment after you spawn - every round and the next time you play. Say /autoload to turn that off and /forgetload to clear it.
The green light as a Ghost bothers me.
Say /gnv (or use Client Settings) to switch the night-vision glow off and on. F is your coloured Ghost flashlight.
How does the Eclipse class work?
Unlock it at level 9 and pick it as your Ghost class. Walk up to the Investigators and say /eclipse (or bind ht_eclipse): everyone within 600 units has the screen fade to black for about 4 seconds. It costs 30 energy and has an 18 second cooldown.
Why can't I buy a rifle or an AWP?
Every weapon has a level in the shop (B): rifles from 14, snipers from 20, the M249 at 30. Pistols, cheap SMGs and the HE grenade are open from level 1.
How do I buy ammo?
Open the shop (B) and use the Ammo lines: the weapon in your hands costs 40 stamina, all weapons 90. Guns also come with 100+ spare rounds.
Where did the radio go?
The server removes radio commands, voices ("Fire in the hole!") and radio texts. Use Quick Comms (/comm) instead.
Why did I turn into a Ghost?
Either the round's automatic rotation picked you, or a Ghost killed you and you were not saved by the Last Rites in time (about 8 seconds).
How do I save someone from becoming a Ghost?
Walk up to their body and stay next to it for about 3 seconds. The HUD shows the progress. They come back with half health.
How do I open the menu?
Press M (Choose Team) or say /menu. You can also bind a key with bind x menu (or say /autobind).
The menu blocks my weapon keys!
Press 0 to close it. It also closes by itself after 20 seconds.
How do I climb walls as the Nightcrawler?
Pick the Nightcrawler class (level 12). Stand at a wall and HOLD E: you stick to it and crawl where you look. Press jump to leap off. Climbing drains energy.
How does the Grappler hook work?
Unlock the Grappler role (level 24). Aim at something far away and press E: a rope pulls you to that point for up to 5 seconds. It costs 60 stamina plus 20 per second and has a 15 second cooldown. Release E to let go.
What does the red laser mean?
A Ghost is exactly in your line of fire - shoot. A green laser means nothing is there. (A Ghost using Mimic still turns the laser red.)
What is the TASK line under my XP bar?
A small goal for this round (for example banish a ghost or use three skills). Finish it for +50 XP, ultimate charge and a small refill. You get a new one every round.
What is Most Wanted?
A Ghost that claims five humans in a row. It is exposed to every Investigator for 3 seconds every 20 seconds, and banishing it pays a 100 XP bounty.
How do I get night vision?
At level 20 you unlock Ghost Vision goggles. Say /nv or press N. They show Ghosts as a green glow, cost 300 stamina, and overheat after about 12 seconds (then lock for 45 seconds).
Why am I losing health?
Your sanity is below 30%. Low sanity drains health every second. Stand next to your teammates, switch your flashlight on, use Courage or /pray, or stand in a Salt Sanctuary.
The screen is too dark.
That's the point - but flares, your flashlight, Flashlight Surge and Light the Sky help. Moon phases change the darkness each round, and the sky brightens before dawn.
The HUD is too busy / the sounds are too loud.
Use /hud to switch between Clean, Full and Off, and /sound to set the sound volume (or turn the beeps off).
Is my progress saved?
Yes - level, XP, class, colours, talents and settings are saved automatically by your Steam ID (or your name on LAN).
What does that bar next to my HP mean?
The mod draws a bar for each stat. It is full when the stat is full. Your real HP is shown even above 255, which the normal CS HUD cannot do.
How do I go AFK or rejoin?
Say /spec to go spectate. Say /spec again to come back on a random team. /retry or /reconnect rejoins the server.
Can Ghosts see each other?
Yes - other Ghosts show up as a coloured aura, and Ghosts share a private flashlight colour that Investigators never see.
What happens at dawn?
When the countdown ends the ghosts are banished and the Investigators win the round.
Where do I find the full guide in game?
Say /howto for a 20-page guide, /binds for the key bind list and /rules for the rules.
Tips and Strategy
Investigators
- Stay in pairs. Sanity, stamina regeneration and the Last Rites all like company.
- Mark, then shoot. Ghosts only have 150 HP - Mark Ghost + Exorcism Round make one fall in a few hits. Call it with Quick Comms.
- Save the goggles for the right moment. Ghost Vision costs 300 stamina and overheats in about 12 seconds.
- Wards and salt at doors, Sanctuary in rooms, Flares in big halls.
- Light the Sky when the dark is winning - and remember it reveals Ghosts for a moment.
- Never leave a fallen teammate. A Last Rite saves a life (and an infection).
- Candles need two groups. Split sensibly and light them together.
- Watch the lights: flickering means a Ghost is very close.
Ghosts
- Follow PREY or Hunt Mode and hit the lonely, frightened ones.
- Seal doors, snare corridors, drain the light - then strike.
- Don't stand still. Cold mist gives you away (Stalkers last longest).
- Blackout then Blink is deadly; Fear Aura breaks up a group; Overdrive + Night Falls is brutal.
- Mimic works in the dark - but a red laser will still betray you.
- Shadow Veil lets you slip past the detector.
- Eclipse: get close, blind them with /eclipse, then strike while their screens are black.
- Protect the candles or the anchor - that is how rounds are lost.
Installation and Settings
This section is for people who run a server. Players can skip it.
Requirements
- A Counter-Strike 1.6 dedicated server with AMX Mod X 1.8.2 or newer.
- These AMX Mod X modules enabled in
modules.ini:fakemeta,hamsandwich,fun,cstrike,engine(the main loop runs on itsserver_frame) andnvault(only needed to read saves from older versions). - A dark horror map works best, with roughly 8 to 16 players.
Install
- Compile
horror_hunt.smawith the AMX Mod X compiler and copy the.amxxfile toaddons/amxmodx/plugins/. - Add a line
horror_hunt.amxxtoaddons/amxmodx/configs/plugins.ini. - Restart the map. Players do not need to download anything.
Candles, flares, orbs, pumpkins and the anchor are entities, and the laser is an entity beam that starts at the weapon (the look Natsheh's fix gave it), so the server sends far fewer messages. Flashlights use the normal coloured light, one light per tick (ht_flash_double 1 adds a second one). The main logic runs about 10 times a second even though the loop is server_frame; only the laser updates every frame. If the entity laser looks wrong, ht_laser_ent 0 brings back the message-based laser.
Two lines near the top of the file can be commented out: #define USE_NVAULT (no saving, no nvault module needed) and #define USE_ROUND_RESPAWN (used by the infection and Last Rites respawn - comment it out if your AMX Mod X says Ham_CS_RoundRespawn is undefined).
The two files: settings and player stats
Both live in addons/amxmodx/configs/.
- hhs_settings.ini - every setting (all 276
ht_cvars) in one commented file, grouped into 11 sections. It is read when the map starts, afteramxx.cfg, so it overrides it. Change a value and runamx_hhs_reload(admin flag CFG), or just change map. - hhs_stats.ini - every saved player on one line: SteamID (or name on LAN), XP, level, kills, class, role, perk, colours... It is rewritten every 5 minutes, at map change and on
amx_hhs_stats_save. To promote or demote a player changelevel=(the XP follows) orxp=; to add a player add a line; to reset one delete the line. Edit it while the server is stopped, or runamx_hhs_stats_save, edit, thenamx_hhs_stats_reload. - Players from older versions are read from the old vault once and move into
hhs_stats.inithe next time they are saved.
Round log
Every round adds one line to logs/hhs_rounds.log: map, night, moon, players, how many ghosts and investigators, the winner (DAWN, CT or GHOSTS), seconds and who was left. It is meant for balancing: after a week you can count which side wins. Switch it off with ht_roundlog 0.
Admin menu
Players with the CFG admin flag can open the admin menu with amx_htmenu or /htadmin: choose the next round's modifier, bring the dawn now, switch infection, automatic rotation and the Halloween preset, change the night darkness, or give yourself XP.
Server browser name
The game name in the server browser comes from ht_gamename (default Hidden Haunted Seek); set it empty to leave the normal name. It changes live, no restart needed.
Admin commands
For admins with the CFG flag, in the console (or rcon). A target is a name, #userid, or @all @t @ct @alive @me. hhs_admin prints this list in game.
| Command | What it does |
|---|---|
hhs_fullult <target> [percent] [all the time 0/1] | Fill an ultimate meter to a percentage (default 100). With 1 as the third value the meter is kept there all the time (set 0 percent or reconnect to end it). Example: hhs_fullult @all 100 1. |
hhs_ult <target> | Make them use their ultimate right now. |
hhs_refill <target> | Full health, stamina or energy, sanity and battery, and no cooldowns. |
hhs_resetcd <target> | Reset every cooldown. |
hhs_setlevel <target> <1-60> | Set a level (XP follows, unlocks update). |
hhs_givexp <target> <xp> | Give XP. |
hhs_setteam <target> <t|ct> | Make them a Ghost or an Investigator and respawn them. |
hhs_class <target> <0-10> | Set a Ghost class, ignoring the level (10 = Eclipse). |
hhs_event <name> | Start an event now: thunder poltergeist trick wave flicker blackout dawn. |
hhs_reveal <target> [seconds] | Expose Ghosts to everybody. |
hhs_god <target> <0/1> | God mode on or off. |
hhs_modifier <-1..5> | The modifier of the next round (-1 = random). |
hhs_set <ht_setting> <value> | Change any ht_ setting right now. hhs_get <ht_setting> shows one. |
hhs_status | Who is what: side, alive, level, health and ultimate percentage. |
amx_hhs_reload amx_hhs_stats_save amx_hhs_stats_reload amx_htmenu | Reload the settings file, write or read the stats file, open the admin menu. |
Settings (cvars)
Put these in amxx.cfg (or server.cfg). Defaults shown.
| Setting | Default | What it does | Area |
|---|---|---|---|
ht_dawn | 240 | Seconds until dawn (0 = no dawn timer) | Round |
ht_infect | 1 | Investigators killed by a Ghost rise as Ghosts | Round |
ht_infect_delay | 8.0 | Seconds before the infection (time for the Last Rites) | Round |
ht_rite_time | 3.0 | Seconds next to a body to perform the Last Rites | Round |
ht_autoteam | 1 | Rotate the Ghosts automatically every round | Round |
ht_players_per_ghost | 4 | One Ghost per this many players | Round |
ht_waves | 1 | Respawn waves for fallen players | Round |
ht_wave_time | 60.0 | Seconds between respawn waves | Round |
ht_wave_max | 3 | Waves per round | Round |
ht_trick | 1 | Trick or Treat once per round | Round |
ht_halloween | 0 | Halloween preset: double XP, pumpkins, a modifier every round | Round |
ht_pumpkin_time | 20.0 | Seconds between pumpkins (Halloween preset) | Round |
ht_modifiers | 1 | Round modifiers on/off | Night |
ht_modifier_chance | 60 | % chance of a modifier each round | Night |
ht_storm_weight | 35 | % of modifier rolls that become Storm Night | Night |
ht_darkness | 55 | % of the map's brightness removed every night | Night |
ht_dark_extra | 30 | Extra darkness in Total Darkness rounds | Night |
ht_light_base | m | Your map's normal brightness letter | Night |
ht_world_light | 1 | Lighting effects on/off (flicker, blackout, storm, sky) | Night |
ht_moon | 1 | Moon phases on/off | Night |
ht_dawn_fade | 90 | Seconds before dawn when the sky brightens (0 = off) | Night |
ht_flicker | 1 | Random power flickers | Night |
ht_lightning | 1 | Distant lightning in ordinary rounds | Night |
ht_storm_min / ht_storm_max | 6.0 / 14.0 | Seconds between lightning flashes on Storm Night | Night |
ht_fog | 1 | Fog for Investigators only | Night |
ht_fog_density | 0.0022 | How thick the fog is | Night |
ht_ghost_hp | 150 | Ghost health | Ghosts |
ht_ghost_dmg | 3.0 | Ghost knife damage multiplier (Investigators have 500 HP) | Ghosts |
ht_reaper_hp / ht_berserk_hp | 250 / 100 | Reaper and Berserker health | Ghosts |
ht_energy_regen | 4.0 | Energy per second | Ghosts |
ht_energy_per_level | 3 | Extra maximum energy per level | Ghosts |
ht_energy_kill | 35 | Energy for claiming a human | Ghosts |
ht_ct_money | 16000 | Investigators' money (always refilled) | Investigators |
ht_stamina_max | 800 | Base maximum stamina | Investigators |
ht_stamina_per_level | 10 | Extra maximum stamina per level | Investigators |
ht_stamina_regen / ht_stamina_interval | 10 / 5.0 | Stamina gained every interval (seconds) | Investigators |
ht_stamina_kill | 50 | Stamina for banishing a Ghost | Investigators |
ht_ct_hp | 500 | Investigator health (Thick Skin adds 25) | Investigators |
ht_hp_cost / ht_hp_amount / ht_hp_max | 120 / 200 / 500 | Heal cost, heal amount, health cap | Investigators |
ht_wave_hp | 40 | % of max health Investigators return with after a respawn wave | Investigators |
ht_sanity_bleed / ht_sanity_drain | 30 / 8 | Below this sanity % health drains; HP lost per second at zero sanity | Investigators |
ht_sanity_lethal | 0 | 1 = a broken mind can kill (0 = it stops at 1 HP) | Investigators |
ht_lv_nv / ht_cost_nv | 20 / 300 | Level that unlocks Ghost Vision / stamina per activation | Investigators |
ht_nv_heat / ht_nv_cool / ht_nv_cooldown | 8.0 / 4.0 / 45.0 | Goggle heat per second on / cooling per second off / lockout after overheating (s) | Investigators |
ht_nv_range | 1200.0 | How far the goggles show ghosts | Investigators |
ht_emf_range | 900.0 | Detector range shown on the HUD bar | Investigators |
ht_emf_sound_range | 500.0 | Distance at which the soft beeps start | Investigators |
ht_batt_drain / ht_batt_recharge | 4.0 / 2.5 | Flashlight battery % per second | Investigators |
ht_laser | 1 | Laser sights on/off | Investigators |
ht_lv_shotgun / rifle / sniper / mg / nades | 6 / 14 / 24 / 30 / 18 | Level that unlocks each weapon group | Investigators |
ht_candles | 1 | Candle ritual on/off | Objectives |
ht_candle_min | 6 | Minimum living players for candles | Objectives |
ht_candle_time / ht_candle_snuff | 5.0 / 2.5 | Seconds to light a candle / to snuff one | Objectives |
ht_anchor | 1 | Ghost Anchor objective on/off | Objectives |
ht_anchor_chance | 30 | % of rounds that use the anchor instead of candles | Objectives |
ht_anchor_min / ht_anchor_time | 6 / 18.0 | Minimum players / seconds to shatter it | Objectives |
ht_door_lock | 20.0 | Seconds a Haunt Door stays sealed | Objectives |
ht_xp_kill / ht_xp_win | 40 / 50 | XP for a kill / a round win | Progression |
ht_buytime | 30 | Seconds after spawning in which the weapons shop works | Investigators |
ht_cost_ammo / ht_cost_ammo_all | 40 / 90 | Stamina to refill the weapon in your hands / every weapon | Investigators |
ht_ammo_full | 200 | Spare rounds after an ammo refill | Investigators |
ht_ult_sky / ht_ult_radius / ht_ult_dmg / ht_ult_shake | 18 / 1100 / 100 / 10 | Dawn Break: daylight seconds, blast radius, damage to each ghost, shake seconds | Round |
ht_thunder / ht_thunder_dmg | 1 / 0 | Lightning on 1 or 3 Investigators when the round ends (and its damage) | Round |
ht_noradio | 1 | Removes radio commands, voices (Fire in the hole) and texts | Interface |
ht_pitch | 1 | 1 = the map is always light style a (pitch dark) with neutral fog | Night |
ht_laser_ent / ht_laser_width | 1 / 1.0 | 1 = the laser is an entity beam (0 = temp-entity message); its width | Interface |
ht_nc_speed / ht_nc_crawl / ht_nc_drain | 310 / 300 / 6.0 | Nightcrawler run speed, wall speed, energy per second on a wall | Ghosts |
ht_hook_time / ht_hook_cost / ht_hook_drain | 5.0 / 60 / 20 | Grappler: seconds per use, stamina to fire, stamina per second | Investigators |
ht_hook_cd / ht_hook_range / ht_hook_speed | 15.0 / 1800 / 650 | Grappler: cooldown, reach, pull speed | Investigators |
ht_grav_time / ht_grav_value | 6.0 / 0.35 | Low Gravity duration and gravity value | Investigators |
ht_cost_grav / ht_cd_grav | 100 / 25.0 | Low Gravity stamina cost and cooldown | Investigators |
ht_menu_time | 20 | Seconds before an open menu closes itself | Interface |
ht_tips / ht_tip_rounds | 1 / 3 | Chat tips, one every this many rounds | Interface |
ht_online_list / ht_online_interval / ht_online_time | 1 / 60.0 / 5.0 | The on-screen player list: on, every, for (seconds) | Interface |
ht_gfx_rate | 2 | Refresh rate of the message laser (ht_laser_ent 0) in ticks. Lights are always sent every pass, so they do not flicker | Interface |
ht_gamename | Hidden Haunted Seek | The game name shown in the server browser (empty = leave it as it is) | Interface |
ht_remember | 1 | Investigators get their last shop choices (primary, pistol, armor, grenades) again every round | Investigators |
ht_batt_flicker | 1 | The flashlight flickers when its battery is nearly empty | Investigators |
ht_eclipse_cost / ht_eclipse_cd | 30 / 18.0 | Eclipse class: energy per use / cooldown in seconds | Ghosts |
ht_eclipse_range / ht_eclipse_time | 600.0 / 3.0 | Eclipse class: how near an Investigator must be / seconds the screen stays black (plus the fades) | Ghosts |
ht_eclipse_speed | 315 | Eclipse class: run speed | Ghosts |
ht_think_interval | 0.1 | Seconds between the main logic passes (the entity laser always updates every server frame; 0 = everything every frame, not recommended) | Interface |
ht_night_time | 12.0 | Night Falls: seconds of total darkness | Round |
ht_night_dmg | 80 | Night Falls: HP every Investigator loses at once (never lethal) | Round |
ht_night_bolt | 40 | Night Falls: damage of each dark lightning bolt (one about every 1.2 s) | Round |
ht_night_disarm / ht_night_disarm_time | 50 / 8.0 | Night Falls: percent of Investigators who are disarmed (the rest lose their spare ammo) / seconds they cannot shoot | Round |
ht_night_gravity | 1000 | Night Falls: sv_gravity for everyone while it lasts (800 is normal; restored afterwards) | Round |
ht_roundlog | 1 | One line per round in logs/hhs_rounds.log (winner, night, moon, players) for balancing | Round |
ht_challenge / ht_challenge_xp | 1 / 50 | One small round task per player, and its XP reward | Round |
ht_stand | 1 | Last Stand for the final Investigator | Round |
ht_streak | 1 | Kill streaks and the Most Wanted ghost | Round |
ht_poltergeist | 1 | Random haunting events | Round |
ht_polt_min / ht_polt_max | 70.0 / 110.0 | Seconds between haunting events | Round |
ht_coach / ht_coach_level | 1 / 5 | Short hints for new players, up to this level | Interface |
ht_hud_rate | 1.0 | Seconds between HUD refreshes (HUD text is only sent when it changes) | Interface |
ht_chat_tag | 1 | [LV x Title] NAME : text chat format | Interface |
ht_detector_volume | 1.0 | Master volume of detector and horror sounds | Interface |
ht_ambient / ht_ambient_min / ht_ambient_max | 1 / 90.0 / 180.0 | Creepy ambient sounds and the seconds between them | Interface |
Glossary
The whole mod in 26 letters.
- Anchor
- A purple pillar objective. Hold your ground next to it to shatter it and win.
- Aura
- The coloured glow other Ghosts see on you.
- Blackout
- Ghost ability: flashlights die and the map goes dark.
- Bounty
- 100 XP for banishing the Most Wanted ghost.
- Buddy
- Your partner as an Investigator. Stay close for bonuses.
- Candles
- Three candles - light them all at once to win.
- Climb
- Nightcrawler ability: hold E at a wall to crawl up it.
- Comms
- Quick calls to your team, with a beam and a HUD line.
- Dawn
- The countdown that ends the night. Reach it and the Investigators win.
- Decoy
- A fake: Whisper Decoy (sound) and Nightmare Decoy (a fake ghost).
- Demolisher
- Investigator role: bigger holy grenades.
- EMF
- The detector that tells Investigators how close a Ghost is.
- Eclipse
- Ghost class that blinds nearby Investigators with /eclipse.
- Energy
- A Ghost's fuel for abilities and powers.
- Evolution
- Ghosts get stronger with every kill, up to 3 levels.
- Flare
- An Investigator tool that lights the dark for 25 seconds.
- Fog Bomb
- Ghost power that thickens the fog around Investigators.
- Grappler
- Investigator role with a grappling hook on E.
- Grave Call
- Ghost power that revives a fallen Ghost.
- Guardian Angel
- Investigator skill: survive one fatal hit on 1 HP.
- HHS
- Hidden Haunted Seek - this mod.
- Haunt Door
- Ghost power that seals a door.
- Holy Grenade
- Your HE grenade that also exposes Ghosts.
- Hook
- The Grappler's rope: pulls you to what you aim at for up to 5 seconds.
- Infection
- A human killed by a Ghost rises as a Ghost after about 8 seconds.
- Investigator
- The armed, human side.
- Laser
- Green = clear, red = a Ghost is in your sights.
- Last Rites
- Stay next to a body for 3 seconds to revive it and stop the infection.
- Last Stand
- The big moment of the final Investigator: healed, charged and every ghost exposed.
- Loadout
- Your last shop choices: the shop equips them again every round.
- Medium
- Investigator role with Second Sight.
- Mimic
- Ghost ability: look like an Investigator for a few seconds.
- Moon
- Each night has a moon phase that changes the darkness and some stats.
- Most Wanted
- A ghost on a 5-human streak: exposed regularly, worth a bounty.
- Night Falls
- The Ghost ultimate: stuttering darkness, dark lightning, disarmed humans, heavy gravity.
- Nightcrawler
- Ghost class that climbs walls.
- Orb
- A glowing boon left by a fallen Investigator.
- Overdrive
- Ghost power: faster, with cooldowns racing.
- Perk
- A permanent Investigator bonus you unlock with levels.
- Pitch dark
- The map is always light style a: no light but your own.
- Poltergeist
- A random haunting event: failing lights, cold dread, whispers or a ghost surge.
- Prey
- The nearest human, shown on a Ghost's HUD.
- Quick slots
- ht_q1 to ht_q4 - four binds that adapt to your side.
- Revenge
- A fallen Investigator exposes their killer for 6 seconds, once per death.
- Rift
- Ghost power: teleport to a Ghost ally.
- Role
- An Investigator speciality: Medic, Tech, Priest or Hunter.
- Rotation
- Ghosts change every round automatically.
- Sanity
- An Investigator's nerves. They drop alone and in the dark.
- Scout
- Investigator role: fast, quick stamina.
- Second Sight
- The Medium's pulse that shows ghosts as a green glow.
- Shimmer
- A Ghost flickers into view for a moment when it attacks.
- Shop
- The weapons menu on B: every gun with its level.
- Spirit Whispers
- Messages fallen players send to the living.
- Stamina
- An Investigator's fuel for skills.
- Talent
- A permanent upgrade bought with a talent point.
- Task
- The small goal you get every round for bonus XP.
- Thunder
- Lightning that strikes 1 or 3 Investigators at dawn.
- Tier
- Roles and perks get 25% stronger every 10 levels after unlocking.
- Trapper
- Investigator role with extra salt.
- Trick or Treat
- A random event once per round.
- Ultimate
- Dawn Break (Investigators) or Night Falls (Ghosts) when the meter is full.
- Veil
- Ghost power (Shadow Veil): undetectable for a few seconds.
- Ward
- A rune that exposes a Ghost and blocks its teleport.
- Wave
- A respawn wave that brings fallen players back.
- XP
- Experience points - they give you levels.