Fuse Box

A fuse box in the garage of 42 Edgefield Road.

The **fuse box**, **breaker**, or **generator** is found on maps, and may be turned on or off to power the lights. Ghosts can also interact with the fuse box.

## Mechanics

Each map will always have one fuse box that will spawn in one of multiple rooms. The location of the fuse box is indicated on the Site Map, except on Nightmare difficulty where it is not indicated. The fuse box model differs depending on the type of map.

At the beginning of the game, the fuse box is turned on by default in Amateur difficulty and turned off by default in all other difficulties. This can be additionally be changed to Broken by using the 'Fuse box at start of contract' setting for Custom difficulties, where sparks will fly out of the fuse box, and it cannot be toggled on. Using the Monkey Paw's 'activity' wish will also break the fuse box.

The player can turn on and off the fuse box by:

* Opening the flap, then clicking on the on/off toggle (Surburban houses/farmhouses)
* Clicking on the red box (Prison and Brownstone High School)
* Clicking on the generator (campsites)
* Clicking on the lever (Sunny Meadows Mental Institution)

The fuse box affects the following electrical equipment:

* On-site electrical lights
* Campsites lanterns
* Televisions
* Computers

Interacting with the fuse box directly does not change the physical state of any electrical equipment (e.g. light switches will remain in their on/off state).

The fuse box can support a maximum number of lights, depending on map size:

* Small maps: 9
* Medium maps: 8
* Large maps: 7

This refers to the number of light switches or lamps that can be turned on, and not the physical number of light bulbs or tubes that are turned on. If the number of lights turned on is greater than the limit, the fuse box will instantly trip (turn off), as well as all light switches and lamps.

Temperature is affected by the fuse box's state. When it is on, the temperature within indoor areas will slowly rise to 20°C (68°F). When it is off, the temperature will slowly drop to the ambient temperature, which depends on the weather. Outdoor temperatures are not affected.

### Ghost interactions

When a ghost performs an interaction, it has a chance of interacting with the fuse box remotely. Most ghosts can turn on *and* off the fuse box. This will generate an EMF Level 2 reading at the fuse box, with a 25% chance for this to be EMF Level 5 for ghosts with this evidence.

Where applicable, ghosts can also interact with the fuse box's door. The ghost must be nearby for this to happen.

Some ghosts have special interactions or abilities concerning the fuse box:

* The Jinn will never turn off the fuse box directly (but it can still trip). If the fuse box is on, the Jinn can:
	+ Chase players in line-of-sight further than 3 metres at a fixed speed of 2.5 m/s
	+ Occasionally use a special ability to drain the sanity of nearby players by 25%
* The Hantu cannot turn on the fuse box, and has a doubled chance of turning it off.
	+ If it is hunting while the fuse box is off or broken, it will emit freezing breath near its ghost model's head.

### Related custom difficulty options

* **Fuse box at start of contract:** Broken/Off/On
* **Fuse box visible on map:** Off/On (option only shows if 'Fuse box at start of contract' is not set to Broken)

## Gallery

The generator for Maple Lodge Campsite.A fuse box in Brownstone High School.The fuse box for Sunny Meadows.
## Trivia

* The limit on the number of lights was added mainly to prevent low framerates, rather than hindering the player's investigation.

## History

 12 March 2020
 20 March 2020
 27 May 2020
 27 June 2020
 30 June 2020
 0.8.0 | The fuse box no longer affects radios.