Phasmophobia

Phasmophobia

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Additional Ghost Information
By Toughluck8012
Some ghosts in the game have identifiers and abilities that are not well detailed in the journal. This guide is meant to explain some quick things to look out for to help narrow down which ghost you are dealing with.
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Overview
This information pertains to Phasmophobia update v0.8 and is subject to change in future updates. Most of the tips are geared towards professional difficulty or lower. Additionally, due to the nature of the game, some inconsistencies in these methods may occur. The following information was gathered from this video (all credit goes to him): https://www.youtube.com/watch?v=STmP7_sO96I&ab_channel=Insym
The purpose of this guide is to have a quick reference based on the information in his video, on hand during a game. The maker of this video, Insym, has over 2,200 in-game hours, and is quite knowledgeable on the game. Any inconsistency or inaccuracy is likely on my part due to misinterpretation, or certain paraphrasing language. While it is my intention to avoid instances like this, I do apologize if it becomes an issue or misleads. Feel free to post corrections/updates in the comments.

If a specific sanity percentage or speed is not listed, assume the standard 50% sanity, and normal 1.7 m/s speed with slight increase on line of sight.

I also created a guide covering all the equipment types, uses and tiers added in the Ascension Update overhaul, so if you're curious about the new systems or want to learn the basics, check it out.
https://steamproxy.net/sharedfiles/filedetails/?id=3020898653
Additionally, if you want to learn about cursed possessions and their spawn locations, check out this other guide I made on the topic.
https://steamproxy.net/sharedfiles/filedetails/?id=2950838956
Spirit
  • "Common" is misleading, every ghost has even chances of spawning (description is lore).
  • Burning smudge sticks will prevent this ghost from hunting for 3 minutes, as compared to 90 seconds with most other ghost types
  • During a hunt, burning smudge sticks will protect you for 6 seconds, and the ghost cannot start a hunt for 90 seconds (in general)
  • Hunts at 50% sanity
  • Normal speed, slight increase during hunt with line of sight


Traditional Evidence:
EMF Level 5
Spirit Box
Ghost Writing
Wraith
  • Can instantly teleport to any of the players on site. Upon teleport, an EMF level will be detectable on the player's location. Typically, this will be outside the ghost room, and the reading will be EMF 2.
  • Baiting a teleport with an active EMF reading can be a viable strategy. Upon teleport, it can summon activity or events, and then will return to the ghost room. Placing a motion sensor between you and the room, can help determine the ghost's pathing and movement behavior.
  • Activity and presence outside of the ghost room is not uncommon
  • CANNOT step in salt to leave footprints
  • By setting up a motion sensor above a line of salt, and the sensor is triggered without leaving any footprints behind, strong indication of wraith presence
  • During a hunt, a wraith CANNOT teleport, go through walls or hiding spots, or see through doors
  • Hunts at 50% sanity
  • Normal speed, slight increase during hunt with line of sight



Traditional Evidence:
EMF Level 5
Spirit Box
DOTS Projector
Phantom
  • Phantoms have long blinking behavior, between 1 and 2 seconds of invisibility between its reveals. Short blinks can rule out this ghost type. Typical blinks are between 0.3 and 1 second duration.
  • Will set a destination on a player, and walk to that point, rather than teleporting
  • Phantoms display similar characteristics to wraiths, such as the roaming behavior outside of the ghost room
  • By setting up a motion sensor between the ghost room and yourself while elsewhere on site, if the sensor is triggered while the ghost is coming towards you, you can favor suspicion on the Phantom as opposed to the wraith, due to a lack of instantaneous teleport.
  • Unlike Wraith evidence, Phantoms will leave their EMF evidence on the point where they started their roam, likely EMF 2
  • EMF 2 without accompanying activity such as thrown objects or door interactions, can be evidence of a special ability, not necessarily tied to the phantom
  • Looking at phantoms and/or being in a phantom ghost event DOES NOT typically drain sanity in a distinctly unique way, or provide specific identifiable information. Effects almost negligible
  • Taking a photo of the phantom WILL cause it to disappear. Be observant if it disappeared coincidentally at the same time, or if it was because of the photo. If the photo credits "ghost", but there isn't one visible in the picture, nor any glitching effects, strong evidence of phantom presence
  • Phantoms DO NOT have a unique association with Ouija Boards (description is just lore)
  • Hunts at 50% sanity
  • Normal Speed, slight increase during hunt with line of sight


Traditional Evidence:
Spirit Box
Fingerprints
DOTS Projector
Poltergeist
  • This ghost type can throw multiple objects around at the same time
  • An event can be triggered by stacking multiple loose items near the suspected activity area, and waiting for them to get thrown
  • EMF reading can be used to determine this type of activity. With an active EMF reading, move the loose item outside of active area. If reading persists in the original area as well as the relocated loose item, strong evidence of poltergeist presence.
  • After hearing a poltergeist throw, check the truck activity screen. If it spiked instantly from 0 to 10 during the throw, strong evidence of poltergeist presence.
  • Each item thrown by the poltergeist results in 2% sanity drop for nearby players
  • Other Ghost types CAN still throw items, but will throw short distances, typically arcing upwards.
  • Poltergeist thrown items cover long spaces, and will have strong velocity
  • During a hunt, poltergeists have a 100% chance to throw an item if one is nearby, as opposed to normal ghosts, which have a 50% chance to throw an item if one is nearby during a hunt
  • Poltergeists can throw the same object twice before it can even contact another surface. Single items bouncing off surfaces can give the auditory illusion of multiple objects being thrown at once.
  • Poltergeists CAN still attack with no loose items to throw nearby, but can't use special ability.
  • Hunts at 50% Sanity
  • Normal Speed, Noticeable increase during hunt with line of sight, WILL outrun you


Traditional Evidence:
Spirit Box
Fingerprints
Ghost Writing
Banshee
  • Banshees will select a target at the start of the game, and will provide special interactions exclusively to that target. Non-targeted players are virtually immune to attacks until the target is no longer present or alive (Use Smudge Sticks to help your target survive!). It will typically remain on the same player until they die. The Banshee will still be able to kill other players during the hunt immediately afterwards.
  • If the targeted player is not on site, it will behave as a normal ghost, and can attack any player at that point.
  • Banshees can roam towards the target (similar to a phantom), leaving an EMF reading at the starting point of the roam.
  • Banshees are relatively active and will regularly roam. Use Motion Sensors to observe this roaming behavior.
  • Parabolic Microphones must be pointed towards the ghost to evoke an audible paranormal sound. The Banshee has a 30% chance of these whispers/sounds being replaced with a unique audio cue, that sounds like a loud ethereal scream. Be patient, as the banshee often only does a normal paranormal sound. This screech is the strongest and most definitive evidence for this ghost.
  • Increased singing ghost events. Other ghosts can still sing, don't get confused. Banshee singing events drop your sanity by 15%, as compared to the typical 10% of other ghost type singing events. Note: Sanity drops in an event by making contact with either the ghost or the air burst, which almost always results in a gasp-like sound. Static ghost events must be interacted with to use this method of identification.
  • Singing during a hunt is UNRELATED. No singing during a hunt doesn't mean you can rule it out either.
  • Banshees starts hunting based on the target's sanity level, of 50%


Traditional Evidence:
Fingerprints
Ghost Orb
DOTS Projector
Jinn
  • "Terrirorial" is a misleading description, as it references its hidden ability, rather than ambient behavior. It DOES NOT have any special association with bringing electrical devices in or out of the ghost room.
  • Being close to the Jinn can possibly drop your sanity by 25% during its hidden ability use. This will leave an EMF 2 reading on the breaker. This CANNOT happen if the breaker is left off
  • At distance, Jinn will move at 2.5 m/s (slower than a revenant) instead of the standard 1.7 m/s. The sound and pace of their footsteps can be a strong clue. The instantaneous speed increase on line of sight is also a strong piece of evidence. It will slow down once it gets close to you again, but this is almost negligible.
  • The Jinn will behave much the same as other ghosts until it sees a player while the breaker is on
  • Jinn CANNOT forcibly turn off the breaker,UNLESS it turns on a light switch that puts the "total lights on" count over an acceptable amount (8 on small maps?).
  • Note: If you turn the breaker back on, and the lights you had on previous are now all off, it probably means it was too many lights. If you turn it back on and all the lights are on again, it was probably a ghost. Don't get this confused with hunt activity, as post hunt, the lights should be off.*



Traditional Evidence:
EMF Level 5
Fingerprints
Freezing Temperatures
Mare
  • Mare will NEVER turn on a light switch, computer monitor, or a TV. However, it CAN turn off these things. The car alarm CAN be turned on by a Mare.
  • Mare DO NOT turn off the breaker any more often than other types of ghosts (can also turn it on)
  • If in a well lit room below 50% sanity and no hunt has been triggered yet, indication of possible Mare presence.
  • Mare have a habit of instantly turning off a light switch in the ghost room. This does not happen every time with a mare, and other ghosts can turn off lights, too, so note the timing and frequency
  • Breaks lights more often during ghost events than other ghosts
  • Higher chance to Roam the map if the ghost room has active lights. Note: most ghosts can roam, so note timing and frequency.
  • If turning on lights in the ghost room causes activity to decrease, and more activity happens elsewhere on site instead or the room moves because of this, that is strong evidence of Mare presence.
  • Note: Mare can hunt from adjacent dark rooms at 60% sanity if flushed out from the ghost room by lights
  • Hunt at 60% Sanity if in a dark area, 40% Sanity in a lit area


Traditional Evidence:
Spirit Box
Ghost Orb
Ghost Writing
Revenant
  • If a hunt is active, but the ghost does not know where any of the players are, the speed will be notably decreased (1 m/s, compared to the standard 1.7 m/s). Footstep audio is a strong indicator for this evidence
  • If it has line of sight on the player, it will travel notably faster (3 m/s), and stay at that speed until it reaches the location where it last saw you when you broke line of sight, then take 2.7 seconds to return to 1 m/s
  • Talking and/or having equipment on/ in use will alert the ghost to your position, and instantly speed up to where it detected these instances. Flashlights off!


Traditional Evidence:
Ghost Orb
Ghost Writing
Freezing Temperatures
Shade
  • Higher chance of showing up as a shadow during a ghost event (~66%)*
  • Shade CANNOT do any ghost events if all players are at 100% sanity. It will start to behave like a normal ghost in regards to ghost event frequency once sanity reaches 50%
  • The Shade SHOULD NOT be able to throw items or trigger a hunt while you're in the ghost room.* NOTE: The community suspects this feature is bugged and will get fixed eventually, so the reliability of this is sketchy at best.
  • Generally less active than other ghost types
  • Hunt at 35% Average Team Sanity
  • Normal Speed, slight increase when hunting with line of sight


Traditional Evidence:
EMF Level 5
Ghost Writing
Freezing Temperatures
Demon
  • Dangerous
  • Frequency of hunts notably increased. Cool down between hunts decreased (20 seconds, compared to standard 25 second grace period)
  • Crucifixes have increased utility against this ghost type
    • Tier 1: 4.5m instead of 3m
    • Tier 2: 6m instead of 4m
    • Tier 3: 7.5m instead of 5m
  • Smudge Sticks are less effective, only preventing a hunt for 60 seconds, compared to the standard 90 seconds. Incense duration is not affected and will still provide safety for the listed time elapsed per Tier.
  • Distance/proximity from ghost is irrelevant when initiating a hunt.
  • Capable of hunting from first front door entry
  • Capable of hunting at any sanity, typically starts around 70% sanity
  • Will increase speed in pursuit during a hunt*


Traditional Evidence:
Fingerprints
Ghost Writing
Freezing Temperatures
Yurei
  • Yurei DO NOT have an increased passive sanity draining ability
  • Can essentially randomly drop your sanity by ~15% (similar to Jinn). This ability to linked to door activity.
  • When the ability triggers, the nearest door should quickly close.* The community believes this to be currently bugged and will be eventually fixed.
  • Two rapid door interactions can also be linked to this ability, and can be strong evidence of Yurei presence. These interactions can be quite rare.
  • Using Smudge Sticks on the ghost will prevent it from leaving the ghost room for 90 seconds. However, most ghosts will stay in the ghost room afterwards anyways.*
  • If a motion sensor is triggered outside of the ghost room after the ghost was smudged, you can rule this ghost out.
  • Hunt at 50% sanity*
  • Normal Speed, slight increase when hunting with line of sight*

Traditional Evidence:
Ghost Orb
Freezing Temperatures
DOTS Projector
Oni
  • Increased frequency of ghost events
  • Oni CANNOT do an air-ball ghost event
  • Physical interactions with ghost events will drop sanity by 20%, as compared to the standard 10%
  • Opposite of the phantom, during a hunt, the blinking is very rapid (0.1-0.5 seconds?), and will be mostly visible
  • Hunting behavior distinctive


Traditional Evidence:
EMF Level 5
Freezing Temperatures
DOTS Projector
Yokai
  • Reacts to talking and equipment use within 2m
  • Easy to lose line of sight/detection range (2m)
  • If a music box is used, Yokai start ghost events closer to the player prior to the hunt, compared to other ghsots
  • Hunts at 80% sanity only if players are talking near the ghost (2m). Same with detecting equipment at short ranges
  • Normal speed, slight increase while hunting with line of sight

Traditional Evidence:
Spirit Box
Ghost Orb
DOTS Projector
Hantu
  • "Rare" is misleading, every ghost has even chances of spawning (description is lore).
  • ALWAYS gives freezing temperatures (Helpful in Nightmare Mode with limited evidence)
  • Bringing the Hantu into other rooms will lower the current ambient temperature in that room. NOTE: This can effect its speed if it is hunting slightly.
  • Snowing outside, breaker is off, and/or in freezing ghost room all will result in the ghost moving quickly
  • Have the breaker on to help counter this ghost
  • Hantu can NEVER turn on the breaker
  • Will turn off the breaker more often than other ghost types
  • If the speed of the ghost is changing a lot during a hunt without it chasing anyone, strong indication of Hantu presence
  • Stronger on Camp Woodwind and Maple Lodge, but slower near the campfires
  • During a hunt, if the breaker is off and the ghost is visible, it has a chance to show you freezing breaths (unrealistic scenario for regular gameplay)*
  • Hunts at 50% sanity
  • Normal Speed, WILL NOT speed up the longer it sees the player (only ghost with this behavior), Faster in cold rooms, slower in warm rooms.
  • Slowest: @15 Degrees F + < 1.4 m/s
  • Fastest: 2.7 m/s

Traditional Evidence:
Fingerprints
Ghost Orb
Freezing Temperatures
Goryo
  • MUST be looking through a video camera to see DOTS Projector evidence, if it's a Goryo. This MUST be witnessed while standing outside of the DOTS Projector room. This doesn't work well from the truck. If you see the DOTS Projector evidence without using a video camera, it is NOT a Goryo.
  • Will ALWAYS have DOTS evidence in Nightmare
  • Can NEVER change their ghost room
  • Doesn't typically roam. Rare to see it outside of ghost room, but can still happen.*
  • Hunts at 50% Sanity
  • Normal Speed, slight increase while hunting with line of sight

Traditional Evidence:
EMF Level 5
Fingerprints
DOTS Projector
Myling
  • Makes more sounds on Parabolic Microphone
  • Often misleading
  • During a hunt, footsteps will be silent until your electronic equipment starts to glitch (best on small maps)
  • Footsteps audible at: 12 m
  • Electronic Distortion at: 10 m
  • NOTE: If the ghost is on another floor from you, footsteps can be audible, but electronics won't glitch out. Don't confuse this with Myling activity

Traditional Evidence:
EMF Level 5
Fingerprints
Ghost Writing
Onryo
  • 1 of 2 ghosts that can hunt above 80% sanity (demon)
  • A Candle near an Onryo will act like a crucifix
  • CANNOT hunt within 4 meters of a fire
  • If it blows out a candle, it can instantly start a hunt at any sanity. This can be a strong indicator of Onryo presence. It will not happen every time, however. It will initiate the hunt upon blowing out the third candle, and then is a coin flip each time after that.
  • This Third Candle reveal can provide definitive evidence.
  • Combining a crucifix and a candle on the same spot will reveal a distinct behavior trait. Onryo will ALWAYS prefer to blow out the candle first before it would use the crucifix. If it uses the crucifix first, it is NOT an Onryo.
  • If an Onryo kills a teammate, the chance of it initiating a hunt from blowing out a candle increases. If it kills another, its likely to spawn every time a candle is blown out.
  • Note: The Mimic shares the same basic/traditional evidence with the Onyro (professional/nightmare tip)
  • Hunts at 60% Sanity in absence of candles, 50% Sanity with Candles present or whenever if it blows out 3 candles

Traditional Evidence:
Spirit Box
Ghost Orb
Freezing Temperature
The Twins
  • There is only one ghost with two ranges. The standard ghost has a normal radius of influence (~3 meters), but the decoy range, can cover massive areas (~16 meters), sometimes covering an entire small map. The center points of these two ranges will always be fixed together, never wandering away from each other.
  • "Twinteraction": Ghost 1 will interact with something (throw, door, etc), and within 0.5 seconds, Ghost 2 will also have an interaction farther away.
  • These instances have a strong tell on the activity screen in the truck. Activity will go up, then half way, it will change slope without plateauing. Helpful evidence in identifying Twins presence
  • When a hunt is initiated, 50% chance to be from main ghost in ghost room, or from the last decoy interaction location.
  • The Twins is the only ghost that can hunt within range of a crucifix because the decoy hunts from its last interaction, and the crucifix only checks for where the main ghost is.
  • Hunts at 50% Sanity
  • Main Ghost: 90% of normal speed, Decoy Ghost: 110% of normal speed. Differing footstep paces in different hunts can give this ghost away


Traditional Evidence:
EMF Level 5
Spirit Box
Freezing Temperatures
Raiju
  • Strength of Raiju only related to electrical items (flashlight, video can, EMF, etc). NO special interaction with static map lights, or breaker interactions
  • Note: All basic/traditional evidence requires the presence of electronic items, which will anger the ghost into action more quickly.
  • Raiju can disrupt/glitch equipment from 50 meters, as compared to the standard 10 meters.
  • During a hunt, turn off your electronics!
  • Holding a camera in your hands will anger the ghost, but dropping on the ground won't. Same with DOTS Projectors, and motion sensors (undeployed state, of course)
  • Hunts at 65% Sanity near electronic items, 50% in absence of electronic items
  • Speed increases when near electronic items (2.5 m/s), will slow down in absence of them. 1 of 2 ghosts that can speed up/slow down without seeing a player (hantu)

Traditional Evidence:
EMF Level 5
Ghost Orb
DOTS Projector
Obake
  • Obake, even though they have Finger Prints evidence, can sometimes touch light switches and doors without leaving finger prints
  • To properly check for finger prints, make sure NO other light source is touching the area while UV is active. The community believes this to be a bug, and will eventually be fixed.* (FIXED in v0.8.1)*
  • This ghost has a chance to leave a unique fingerprint mark that looks like a six-fingered hand print. This is definitive evidence of Obake presence.
  • Fingerprints will ALWAYS be present, even if the ghost is stubborn (Note for Nightmare+)*
  • Fingerprints will remain on the surface for 2 minutes, UNLESS the Obake uses its special ability, and cuts the remaining time on that timer in half. Thus, fingerprints can often disappear quicker with this ghost.
  • While blinking during a hunt, the Obake has roughly a 6.6% chance to blink into a different ghost model, which is definitive evidence.
  • Male ghosts will switch to another male skin, same with female ghosts. Note: With female ghosts, 2 models are short/crawling ghosts, which can be visually obscured by items during this blink. Don't get this confused with the phantom invisibility. Lisa, the crawling model, can be distorted into different positions, but this still counts as a shapeshift.
  • Obake have no relation to "humanoid shapes" (Description is just lore).
  • Make sure you have a Smudge Stick for this hunt!
  • Hunts at 50% sanity
  • Normal Speed, slight increase when hunting with line of sight to player

Traditional Evidence:
EMF Level 5
Fingerprints
Ghost Orb
The Mimic
  • Ghost Orbs still show up on Zero Evidence runs
  • Ghost Orbs act like a fourth static evidence*
  • This ghost can do EVERYTHING any other ghost can. It will mix and match any behavior, any ability, EXCEPT for Goryo DOTS Projector Test. This includes speed deceptions, Obake fingerprints, Poltergeist throw, etc).
  • When mimicing a Thaye, they will pick a random point in the activeness/age of the ghost and mimic that, rather than necessarily picking the starting most active state.
  • If it mimics itself:
  • Hunts at 50 % Sanity
  • Normal Speed,
  • Otherwise, it assumes the stats of the ghost it is mimicing.
  • WIth positive DOTS, EMF, or Ghost Writing evidence, it cannot be a mimic.

Traditional Evidence:
Spirit Box
Fingerprints
Freezing Temperatures
Moroi
  • Especially dangerous in solo due to sanity drain curse.
  • The lower your sanity, the faster the ghost
  • Getting a hunt with a cursed possession at a high sanity, the ghost should be slow
  • Using the spirit box or parabolic microphone (footsteps or scream/whisper), can cause the ghost to curse the player and continuously drain sanity with faster decay than normal degradation. This curse can bring the player below 50% quicker, and give the illusion of an early hunt, be aware.
  • Candles and lights won't help if cursed. Standing outside will pause the curse. Only way to break the curse is with Sanity Pills.
  • Spirit Box will ALWAYS occur as forced evidence (nightmare+ tip)
  • Smudge Sticks are super effective against this ghost type, as during a hunt, they will provide an increased protection time, blinding the ghost for longer, depending on which Tier you bring in.This is pretty noticeable and can be used as strong evidence of Moroi presence.
    • Tier 1: 7.5 seconds instead of 5 seconds
    • Tier 2: 9 seconds instead of 6 seconds
    • Tier 3: 10.5 seconds instead of 7 seconds
  • Can randomly roam
  • Taking sanity pills during a hunt will decrease the speed of the ghost, and the footstep audio will reflect this. Can be strong evidence of Moroi presence.
  • Hunts at 50% sanity
  • At 45%+ sanity, speed is 1.5 m/s
  • Below 35% sanity, faster than other ghosts
  • At 0% sanity, 2.25 m/s (slightly slower than Jinn), but can still speed up to 3.71 m/s (faster than revenant)


Traditional Evidence:
Spirit Box
Ghost Writing
Freezing Temperatures
Deogen
  • Always knows where you are, and will go to you even if you're hiding, even if you're on the opposite side of the map, not talking and your equipment is off. It will come for you if you don't run away.
  • If you are within 1 meter of the Deogen while using the spirit box, a unique loud breathing can be heard instead of a typical response (roughly 30% chance). Use motion sensors to pinpoint location to test this. Salt tracks can be used in a similar way, as well as static ghost events.
  • ALWAYS have spirit box as fixed evidence (nightmare + tip)
  • Increased likelihood to receive Ghost Writing and DOTS Projector evidence compared to other ghosts
  • Hunts at 40% sanity, Note: Early hunting fast ghost is Thaye instead
  • Extremely fast at range (3 m/s)
  • Once it gets close to you, it will severely slow down (0.4 m/s)

Traditional Evidence:
Spirit Box
Ghost Writing
DOTS Projector
Thaye
  • More active early game
  • Responds to spirit box
  • Will age over the course of the game, weakening the ghost abilities
  • Once a player has entered the map, the ghost sets a timer between 1 and 2 minutes to check if a player is near them. If one is, it will progress in age by 1 stage, out of 10 total stages, and timer resets to 1-2 min. If one is not, it sets a 30 second timer to check again. This will repeat until it has eventually reached the oldest stage.
  • The player does not need to be on site for the timer to count down. Age stages can be burned by continuously running in and out and waiting the timer out.
  • Oujia boards can reveal the active age progression. If the answer changes later in the game upon asking a second time, can determine if the ghost is a Thaye
  • Dangerous to be close to due to increased activity, but strategic to burn through those age progressoins to weaken it over time. Carry a candle for increased sanity, avoid ghost events when possible
  • Increased likelihood to receive Ghost Writing and DOTS Projector evidence compared to other ghosts

Fresh ghost can hunt at 75% sanity
Oldest ghost hunts at 15% sanity
Fresh ghost 2.7 m/s
Oldest ghost hunts at 1 m/s

Traditional Evidence:
Ghost Orb
Ghost Writing
DOTS Projector
18 Comments
Toughluck8012  [author] 29 Oct, 2023 @ 2:17pm 
If you still need to complete the Halloween event for 2023, I made a guide to help: https://steamproxy.net/sharedfiles/filedetails/?id=3063104284
Falcon*DS* 2 Aug, 2023 @ 4:35am 
@rembo app not compatible with my phone, don't know what the restrictions are?
adam10burra 21 Jul, 2023 @ 4:01am 
"Goryo's Can NEVER change their ghost room" they can 💀💀💀
Rembo 4 Jul, 2023 @ 7:49am 
Hi, my friends! I have created a companion app for Phasmophobia, and it might help you during the game. There are no intrusive advertisements or anything like that; I made it solely for educational purposes for my friends. So if you find it helpful, feel free to use it and enjoy the game!
https://play.google.com/store/apps/details?id=com.KvDevCompany.PhasmoWiki&hl=en
VaaaaaPanda 29 Jun, 2023 @ 10:30pm 
Thanks for this! I actually spent hours on Insym's video writing the information down in my Note app. 😭 If only I searched for a steam guide instead.:steamthumbsup:
triggernometry 13 Jun, 2023 @ 6:13pm 
THANK
Juventud Cronica 8 Jun, 2023 @ 10:33pm 
its nice
xrippleeffectsx 29 Apr, 2023 @ 10:35am 
Nice guide, thanks used it today after finding it
CallSign_W 29 Apr, 2023 @ 5:08am 
I shall henceforth locate and recognize the ghost with this magnificent information.
Gordon_Fan 22 Apr, 2023 @ 6:22pm 
To let people know some stuff I recently noticed not mentioned here if something turns on lights it is either a phantom(turned on lights and went through DOTS), Myling(turned on lights and wrote in book), a jinn(turned on lights and Freezing temps), or Mimic(Ghost orbs and turned on lights) mimicking a Phantom, Myling, or Jinn.(these are the only 3/4 I have ever seen turn on lights)