Note that this breath is somewhat difficult to see as the breath may be partially obscured by the ghost model. Note that one type of ghost event involves a wisp of smoke going towards a player and causing a loud hiss; this smoke is unrelated to Freezing Temperatures. If all else fails, simply hiding in a room is the last resort. Throw any electronic equipment on the ground next to the player and listen; if footsteps can only be heard within the range that electronics begin to flicker (about 10 meters), then the ghost may be a Myling. The Onryo has a 60% hunt sanity threshold if there are no flames near it. The Phantom also has an ability very similar to the. Phasmophobia's Ghosts will still pick up your mic, even if you aren't using push-to-talk, so try to be quiet during hunts! However, certain ghosts are more likely to exhibit certain behaviours than others, or have unique abilities. Provided that closing an open door takes time and effort from players, it gives the ghost a chance to establish line-of-sight and kill the player before they close the door. Ghosts have a chance of opening these doors slightly or fully when they pass by (this also applies to all other door types). Entering the location makes it active, defensive and agile. On Nightmare difficulty, after having obtained two pieces of evidence, it is generally best practice to compare the "tests" that can be performed, and first conduct those that are more objective, or easier to conduct. Note that interactions for all ghosts happen in a, The Twins have a chance of interacting with the environment almost simultaneously; noticing two interactions occuring in very quick succession at two separate locations, and this happening relatively frequently, is a very strong sign of The Twins. Shades will not throw items if at least one player is in the same room. A Raiju will gain speed almost equal to that of a Revenant if nearby electronic equipment is active, even when thrown on the floor, so swapping electronics into the inventory, or turning them off before throwing them, is important to prevent it from gaining strength. The following is a non-exhaustive list of "states" that the ghost can enter (these are not official terms): It is important to note that certain phenomena often are generally not limited to one single type of ghost. Generally, most looping is done around kitchen islands, and players usually crouch to slow the rate at which the ghost gains speed. For players with significant background noise, setting voice chat to push-to-talk is recommended so that background noise will not cause the ghost to find you. The ghost is immediately visible (without delay) and/or the ghost immediately starts moving as soon as electronics start flickering, Footsteps are immediately heard (note that cursed hunts have a grace period of 1 second and this may be mistaken as immediate), The ghost is constantly visible, i.e. Note that the fuse box can still trip by being overloaded with lights. Smudging the Yurei's ghost room will reduce how often it wanders. Capable of throwing multiple objects at once. On Nightmare difficulty, the Hantu always provides Freezing Temperatures as one of its two evidences. Players must investigate some of these aspects to correctly identify the ghost. Demons can begin hunting below an average sanity of 70%, compared to most other ghosts at 50%. The same is true whether the player is running forwards or backwards, left or right, or even running backwards while crouched. Poltergeists tend to interact with objects much more frequently than other ghosts. The Moroi have the ability to curse a target when players hear them through the. Note that the Mimic cannot switch traits during a hunt. A flame extinguishing can cause an Onryo to attack. If the ghost is indicated to respond only to "people who are alone", the ghost will only respond to the Spirit Box if there is only one player in the room when the question is asked. Ghosts are the main focus of Phasmophobia. Holding closet or lockers doors shut is useful if the ghost is unaware that any player is inside; two players who happen to hide in the same closet may keep both doors closed this way. The table above can be sorted by any column. If the ghost refuses to give certain evidence, and on Nightmare difficulty where one piece of evidence is always hidden, observing the ghost's abilities and traits may be advantageous in finding out the ghost type. Some clues include all the exit doors locking, the activity level displayed in the van reaching 10, and any video feeds suddenly going haywire. The ghost can interact with its environment or cause ghost events, and even attempt to kill the player by initiating hunts.
Using a Video Camera or Motion Sensor is a good way to keep track of where the ghost is, especially if the area is insufficiently lit. Watch for the ghost's flickering rate; if it is invisible for longer periods of time, it is likely a Phantom. This guide will teach you how to identify ghosts in Phasmophobia. The Mare has a hunt sanity threshold of 60% if the lights in its room are off, and 40% if they are turned on. The only indicators of where the ghost will be are electronic interference and its hunting noise, so a pair of headphones is recommended. Travels at faster speeds if its victim is far away. Will become more active if it steps in salt. In some specific cases, the Shade can still throw items while a player is in the same room; it is unknown what causes this. You will only be able to see the Goryo produce a. Crucifixes have an effective range of 5 meters instead of the standard 3 meters. The Banshee has a target which it will attempt to chase during hunts, while ignoring all other players. The ghost will follow your last seen location instead of wandering away when breaking line of sight. If the player plans on looping, keep the lights in the room turned on to aid visibility. Trying to light them again won't work and keeping them in your hand after they've burnt out is pointless. As of 0.6, there are at least eight male and five female sounds produced by the ghosts during manifestations. If it does manifest, it will prefer (though not always have) the shadow-type ghost form. It can either be used whenever a hunt starts to gain a head start on the ghost to quickly reach a hiding location or to quickly break line of sight if the ghost happens to spot the player. Disrupts electronic equipment from further away when it hunts. There are currently 24 types of ghosts in the game. Players can listen to its footstep sounds when hiding from the ghost; if it is comparatively slow, then it may be a Revenant. Using a smudge stick near the Yurei will prevent the ghost from wandering out of its ghost room for 90 seconds. As the name implies, The Twins effectively functions as two separate entities, though code-wise it is only one. On Nightmare difficulty, the Goryo always provides D.O.T.S Projector as one of its two evidences. The Demon has a minimum hunt cooldown of 20 seconds, instead of the standard 25 seconds with other ghosts, excluding hunts caused by. In every following hunt it will use the very same sound again. Also, no singular ghost model is tied to any type of ghost, meaning that their appearance should not be used to judge the type of ghost. Attracting the ghost is instantaneous; electronic equipment that is turned on then very quickly turned off can still be detected if the ghost is within range. These lists of names may be incomplete. The Mimic will occasionally change the ghost it decides to impersonate during the mission. Becomes slower and less active over time. It is ideal to get a good sense of the layout of all maps, including good hiding places, potential dead-ends, and routes for you to escape. Turning off, throwing, and/or swapping electronic equipment, All exit doors become locked; this will produce a locking sound and an additional door slam sound if it was open at the start of the hunt, The ghost will phase in and out while moving. The Hantu is twice as likely to turn off the fuse box relative to other ghosts. Obtaining EMF Level 5 and Fingerprints rules the Goryo out. If it cannot be toggled, then the ghost is hunting and you should hide. In a straight-line chase, most ghosts will eventually catch up to the player; in most cases, hiding is the only way to survive. On the contrary, if you managed to obtain only one or two (depending on difficulty) of The Mimic's primary evidences.
Otherwise, if the ghost is still some distance away, and another hiding spot is within reach, quickly run away before the ghost arrives. The Goryo is less likely to enter a roaming state; if ghost activity seems relatively confined to its room and the immediate vicinity (excluding, The Hantu's speed during a hunt depends on the temperature of the room it is in.
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A ghost can be fully visible, appear as a shadow, or have a jelly/water-like appearance. This guide will teach you how to survive a ghost's hunting phase in Phasmophobia. This can be tested for by placing a crucifix down, and multiple lit candles in close proximity; if the candles repeatedly go out without the ghost ever hunting nor the crucifix ever burning, even at low average sanity, the ghost may be an Onryo. Ghosts will appear in only its full form during hunts. The fuse box remaining turned on throughout the investigation may indicate a Jinn, though this cannot be used as definite proof. If hiding away from the ghost, try toggling a light source to see if it turns on, audibly clicks, or physically changes (e.g., light switches flicking up and down). To survive a hunt, players need to identify that a hunt has actually started. The following section is for ways to identify ghosts via specific traits and behaviours. Be aware that each fingerprint will only last 2 minutes before disappearing, and some could last for much shorter if the ghost is an Obake. Discovering which one is haunting your current location is you main objective, and there are many tools to help you gather Evidence and determine which one it is. Doing this only after the ghost has been located is usually less tedious.
Before the spirit box is used for the first time, they should maintain their sanity to be as high as possible, through room lights or holding a. Mylings have quieter footsteps than other ghosts during a hunt. Wraiths can teleport to a player outside hunts, generating an EMF Level 2 or 5 reading. Hiding behind specific open doors was once a viable (and heavily preferred) strategy, but this is now discouraged as the ghost can now use a series of checks to detect nearby players hiding behind open doors. The Jinn has an ability to instantly decrease the sanity of all players within 3 metres by 25%. Ghost Writing works similar to the D.O.T.S. On Nightmare difficulty, the Obake will always provide Fingerprints as one of its two evidences. Rajius can hunt from an average sanity of 65% if there are active electronics near it. This almost always results in death, except in very specific cases. If it only hunts after the 180 seconds are up, then it is likely be a Spirit. Turning the lights on will reduce the chance of an attack. updated patch notes from February 10. An Oni's increased activity makes them easier to find. However, this may easily go unnoticed if players are strictly focused on investigating in or around the ghost room, as the decoy Twin could possibly be far away from the "main" Twin. We've gathered some of the best tips and tricks for Phasmophobia that will help you and your friends become Ghost hunting experts in no time. During hunts, a Yokai can only sense voices and electronics within a 2-meter range. When The Twins attempt to initate a hunt, there is a 50% chance of it to occur at the main Twin, and a 50% chance for it to occur from the Twin that last interacted with the environment. How to Get More Maps and Change Difficulty in Phasmophobia, Taking photos of items around the location, like. Players looking for more intense gameplay may loop the ghost until the end of the hunt, but partial looping can also be used to run to a safer place or bide time. For example, when given a choice between Mare and Revenant, it is usually easier to check the ghost's speed as the Revenant's speed during hunts can set it apart immediately, instead of looking for abilities from the Mare like instant light-switching or light-shattering ghost events, as these are more prone to error due to the game's random nature. If nobody is in LoS, it will move at approximately two-thirds the standard ghost speed. In the smallest maps such as. Poltergeists can also move multiple objects at once, which will decrease nearby players'. Note that this is not correlated with the ghost model. Tends to wander away less from its ghost room. There may be more that are not listed here: Every contract, the ghost gets a random but specific hunting sound. When a ghost manifests during a ghost event or in a hunt, it will produce footsteps and a "vocalization", that for most ghosts can be heard by players within a 20 meter radius. ; Two variants of growling-croaking: one very low and tubular, another echoing. Note that electronic interference during hunts or ghost events will never result in a reading of level 5, though it can be obtained if the ghost leaves EMF 5 on an object and moves far enough. Note that the Hantu can speed up if the, A way to identify the ghost on Nightmare difficulty is to always assign one player to use the spirit box. While searching for the ghost or afterwards, players should identify accessible closets, lockers and other hiding spots around the map.
In Maple Lodge Campsite, the ghost can leave fingerprints on many more objects, including string light poles, cooler boxes, tent windows, and more. The main Twin will be 10% slower than the standard ghost speed while the secondary Twin will be 10% faster. Then, smudge the ghost and count for 180 seconds.
This means that Twins can hunt while they are far from one another. This will prevent harming others in case one player accidentally attracts the ghost, and in Nightmare difficulty, reduce the chance of multiple kills in the same hunt. Players can try placing a, Commentary from CJ (lead artists for Phasmophobia) comments in Insym's video. This strategy is marginally more useful on larger maps, such as Asylum, where there is a significant number of rooms the ghost can go to instead of the one that players are hiding in, and in general, players have a higher chance to be further away from the ghost when it hunts.
This means turning one corner may not be enough to be safe. Each Twin has a different moving speed during hunts. Less likely to hunt if multiple people are nearby. Refrain from sprinting around or into the ghost room, especially large, vast rooms, to prevent being caught off-guard if a hunt suddenly starts, especially on Nightmare difficulty where the grace period at the start of a hunt is almost negligible. The "main" Twin can provide all three pieces of evidence, while the "decoy" Twin can only give. The Mare will have decreased interaction activity if its current room is lit. We've created a handy guide to help you learn the strength and weaknesses of each Ghost Type, as well as how to find out what type it is. For the Yokai, this hearing range is just 2 meters. On the other hand, if the crucifix burns without any nearby candle being extinguished, the ghost is not an Onryo. Seperately, Obake may also use an ability that halves the remaining duration of existing fingerprints on the map, potentially causing them to disappear within seconds of appearing. If a ghost detects a player inside a closet, it will always open both doors at the same time.
When testing for a Spirit, ensure that your average sanity is below 50% by reading it off the sanity monitor, or checking that it has hunted (or attempted to hunt) at least once. Noticing a door sharply close from being fully open is a very strong sign of a Yurei. There are four main types of hiding places that players can use: Ghosts will not attempt to kill players inside closets or lockers if there is no previous or current indication of any being inside. Being shy makes it more difficult to locate and obtain evidence. Conclusively identifying two of The Mimic's main evidences plus Ghost Orbs in Nightmare difficulty confirms that the ghost is The Mimic. A hunt can be conclusively identified in the following ways: There are certain indicators that are shared between hunts and ghost events: Other indicators pertain to ghost events alone and never indicate a hunt: Newer and less experienced players, upon signs of a hunt, should try toggling the nearest otherwise functional light switch; if it can be toggled and produces a sound effect, then the ghost is not hunting. If you are not the host of the current lobby or have a slow connection, try to light the smudge stick slightly earlier than you comfortably would, as significant lag on the player's end may cause the ghost to be registered as killing them before the smudge stick is actually lit. This column presents traits that may not be definite, especially in the absence of evidence or on Nightmare difficulty. Using this time to communicate to other players that a hunt has started can help them to get a head start on the ghost and be more likely to survive. The Thaye has an "age" parameter that decreases its general activity and willingness to hunt as long as at least one player is inside the investigation area and is either near the ghost or in the same room as the ghost. Noticing a hunt starting unusually far away from the ghost room or multiple hunts each occuring in vastly different locations might be a sign of The Twins. Shades have a very low hunting sanity threshold, which is at only 35%. If not on Nightmare difficulty, hearing a player die also means that the hunt has ended due to the ghost killing them. However, Ghost Writing can take a much longer time to appear than the D.O.T.S. Leave an EMF reader by the fuse box; if it rings but the fuse box did not turn on/off, then it is likely the Jinn using its ability. Looping will generally involve the ghost reversing direction; players should keep a lookout for when it does so. The Thaye is more likely to interact with the. Particularly, it is safer to loop a Deogen than it is to hide from it. The Hantu will never turn on the fuse box; a ghost doing so eliminates the possibility of it being a Hantu.
not phasing in and out. Some ghosts such as the Yurei or Jinn can drop the sanity of nearby players; try to eliminate this as a possibility. This is estimated to happen every 15 to 30 seconds if the ghost is near enough to the projector. Unless the ghost room changes on higher difficulties, they will remain in the same room, but will move around the room from time to time. Be aware though that the ghost might also simply walk into the room by pure chance when roaming; multiple attempts might be needed to conclusively confirm or rule out the type of ghost. This test only applies when the ghost is on the same floor as the player. The Oni can still hiss as part of a manifestation ghost event.
The Deogen always knows the location of all players, and its speed is based on the pathfinding distance to its current "target". This gives the player time to escape and move to a different location to hide if needed. Since hunts always use the same vocalisation per contract while each ghost event uses a random vocalisation (though it is possible for it to randomly select the same sound that is used during a hunt), remembering the vocalisation from a former hunt can help players to tell hunts apart from ghost events. If the ghost has EMF Level 5 as one of its evidences, there is a 25% chance for that interaction to show level 5 instead of level 2 or 3. Looping takes advantage of the shape of the furniture or structure continually breaking line-of-sight, reducing the ghost's acceleration. Standing outside of the ghost room will suffice for allowing the ghost to appear through the projector. On Nightmare difficulty, this can be tested by standing into a room with a smudge stick handy (ideally far away from the door) and talking into the microphone or holding an active electronic equipment. Light switches and lamps cannot be toggled; no sound effect will occur, and where applicable, the switch will physically be unable to be flicked. Noticing a subtle change in speed from one hunt to another might narrow down the ghost type. Remembering this sound from a former hunt can help the player tell a hunt apart from a ghost event. There are many strategies for surviving a hunt. Oni are more active and will cause frequent ghost events and interactions to happen. If the ghost speeds up over several hunts, then it could be a Moroi. When running to a hiding spot, avoid turning your flashlight on as far as possible until you are certain that you are out of detection range. For example, a Poltergeist will be more likely to throw objects and can throw several at once. the age it would have today if it were still alive) is a randomly generated number between 50 (overlapping with their death age between 50 and 90) and 1000 years. The ghost's physical image will not be visible in the picture found in the. Moves very slowly when not chasing a player. This is a rare occurrence that is exclusive to manifestations. These consist of having six-fingered handprints instead of five, two fingerprints on light switches instead of one, and five fingerprints on keyboards and. The Thaye does not speed up with line-of-sight of a player. During ghost events and hunts, the Raiju will interfere with electronics at 15 metres, compared to 10 metres for every other ghost. When a hunt ends, the ghost will disappear and be teleported back to its room, hunting sounds will cease, and all lights on-site will turn off and be toggleable again. Depending on the difficulty as well as the number of players, some hiding spots will be inaccessible, forcing players to take potentially riskier routes to escape the ghost during a hunt. Phasmophobia is a 4 player online co-op psychological horror where you and your team members of paranormal investigators will enter haunted locations filled with paranormal activity and gather as much evidence of the paranormal as you can. The Hantu will emit freezing breath in rooms below 3C(37.4F) when its ghost model is visible during a hunt. Always knows where the player is during a hunt and moves very fast when going to their location. Looping is generally more dangerous if the ghost is a Phantom, has a speed advantage, or is a crawling ghost, and players may need to listen for the ghost's precise location or abandon looping altogether. Removing any other props in the room (excluding player equipment) will help to increase the chance of the ghost choosing the book to interact with. Normally, the ghost is an invisible entity, only appearing for ghost events and hunts. Smudging a Demon will prevent it from hunting for only 60 seconds, as opposed to 90 seconds with most other ghosts. Footsteps will also be heard when the ghost has manifested and is walking. You can also use a Ouija Board to check for EMF level 5. Projector in that it is placed near the ghost and the player simply waits for it appear. If the ghost is slow to appear on the D.O.T.S Projector or give Ghost Writing, a Deogen is less likely. The Deogen, Hantu and Thaye become slower than even the player's walking speed under certain conditions, and do not speed up with line-of-sight; looping is generally much safer. Similarly, active EMF readers, spirit boxes, or video cameras may give players a general idea of the ghost's whereabouts during a hunt. Bathroom stalls found on certain maps (such as. In addition, certain behaviours that the ghost exhibits any time in the contract may allow for instant identification or elimination, be it the Obake's six-fingered handprints or the Oni's inability to produce a smoke ball ghost event. Phasmophobia is a very spooky game, but it becomes less so with the more knowledge you have. Will often interact with the environment at the same time. On Nightmare difficulty, the Deogen always has Spirit Box as one of its types of evidence. As a general rule of thumb, if the furniture covers the player to at least the horizontal eye level, it should be a viable hiding spot. The Jinn will never turn off the fuse box; a ghost doing so eliminates the possibility of it being a Jinn. The ghost will also have a delay before being visible at the start of the hunt, though during ghost events, players may initially miss the ghost because they do not know where it is. A silhouette will appear when the ghost interacts with the D.O.T.S Projector. A ghost not hunting with players in the same room may be a Shade, though it is possible for the Shade to wander out of its room, before hunting. If you have lights on in various rooms and the ghost roams away frequently, then it could be a Mare. The Banshee is more likely to perform singing ghost events. If the player is chased, repeat with another player. Note that the silhouette will be visually different from that of the ghost during a hunt or a ghost event. The Deogen is more likely to interact with the D.O.T.S Projector and Ghost Writing Book. Saying the ghost's name near it will raise its activity level and cause it to get angry, possibly causing it to interact with its surroundings. The nearby lights turn red and/or the player hears lights shattering. If the ghost is nearby with no line-of-sight but does not enter the player's room despite the potential attraction, it is a good sign that it might be a Yokai. It is best to choose smaller and dead-end rooms as the pathable area is small, meaning that the ghost is less likely to choose that room to enter. Note that this does not correlate with actual line-of-sight. The following table provides a list of these ghosts along with a summary of their in-game descriptions. Beware that the ghost can still wander in the same direction as an escaping player, making it lock back onto them if they can see them. The ghost may stay still, roam or walk to another place, interact with objects and doors, use its abilities, and initiate ghost events or hunts. Female "death rattle" (raspy gurgling) which is a semitone higher than the original; Two variants of the ghost humming certain tunes; A choking and wheezing sound reminiscent of someone's heavy cough; The initial list of names in the game were included based on American name popularity in the past 100 years, making the same name frequency more realistic. Moves very slowly when it sees its victim. is based on the type of ghost, except for its willingness to respond to the spirit box in the presence of multiple people in the room, which is randomly determined. Moves noticeably faster at low player sanity and can make players lose sanity quicker than usual while investigating.