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My understanding is that disabling it shuts it down for now, but it'll reset again after a while, usually a day. Only by fulfilling the "story resolution" destruction conditions does it disappear for good.
I don't think the is very well explained though, and it's possible that various writers have just been filling the gap that way for lack of official guidance.
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It's best if you're designing a haunt encounter to include in the encounter or the adventure itself methods by which the PCs can permanently cleanse the haunt from the area. If a haunt doesn't have a reset clause, it goes away forever once defeated, though.
There's a lot of haunt stuff going on in "Malevolence," the adventure I wrote and will be published in the upcoming Spring, so when that comes out you'll be able to see a 72-page example of how I prefer to do haunts. :-)
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I have to say, Haunts were probably my single favorite mechanic in PF2. From their first introduction in AP 2, THAT was what convinced me that you all were going to do nothing but prosper post WotC, because of the interesting things you were doing with the 3.5 engine.
I was a little bummed that they work differently in SF and PF2, though I definitely see the value in more consistent handling of different hazard effects.
I can't wait to see how you push them in Malevolence.