Phasmophobia

Phasmophobia

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Guide about Ghosts, items and maps in Phasmophobia
By Ninjax
In this guide, you will discover all the ghosts and necessary information about them, as well as all the items and how they work in Phasmophobia. (And maybe some pro tips)


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Welcome to my Guide!!!
I hope you will enjoy my guide and that it helps you. If so, feel free to give something back, like drop a like, adding it to your favorites or, if you wish, you can reward me, and you're welcome to share it with your friends.

Enjoy your reading! :)
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Ghosts:
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Spirit
The Spirit is a fundamental type of Ghost, distinguished primarily by its smudge duration. Smudging a Spirit prevents it from initiating hunts or events for 180 seconds.

Strengths:
- No strength.

Weaknesses:
- Incensing the ghost will prevent a hunt for 180s instead of the normal 90s.

Behaviors:
- No behaviors.

Evidence:
📻EMF 5, 👻Spirit Box, 📒Writing.

At 50% sanity, you have a higher chance of the ghost initiating an attack, while hunting, it walks at a speed of 1.7 m/s.
Wraith
The Wraith will avoid stepping on salt at all costs. Additionally, it's one of three ghosts capable of actively pursuing players. If a ghost doesn't leave salt traces during a hunt or event, it's highly probable that it's a Wraith.

Strengths:
- Ghost cannot be tracked by footsteps,
- Ghost Will not be slowed down by tier 3 salt durning a hunt.

Weaknesses:
- Will not step in salt.

Behaviors:
- Can teleport to random players, leaving EMF 2 or EMF 5.

Evidence:
📻EMF 5, 👻Spirit Box, ✳️DOTs.

At 50% sanity, you have a higher chance of the ghost initiating an attack, while hunting, it walks at a speed of 1.7 m/s.
Phantom
Identifying a Phantom can pose a challenge. If you snap a photo during an event and the Phantom doesn't appear on the camera but still registers as a ghost picture, you're likely dealing with a Phantom. Additionally, during hunts, if you observe the ghost remaining invisible for extended periods (judging by its blinking frequency) or if it's barely visible, it's likely a Phantom.

Strengths:
- Looking at a Phantom will lower the player's sanity considerably (0.5% per second),
- Will occasionally walk to a random player.

Weaknesses:
- Taking a photo of the Phantom will cause it to briefly disappear,
- Less visible during hunts.

Behaviors:
- Can roam to a random player, leaving EMF 2.

Evidence:
👻Spirit Box, 🟪🔦Ultraviolet, ✳️DOTs.

At 50% sanity, you have a higher chance of the ghost initiating an attack, while hunting, it walks at a speed of 1.7 m/s.
Poltergeist
The Poltergeist is an entertaining ghost. It delights in hurling items around extensively and over significant distances. Nevertheless, exercise caution, as ordinary ghosts can also toss items a fair distance. The key is to observe the consistency of the ghost's item throwing behavior. Additionally, pay attention to whether the items are launched upwards. To test for a Poltergeist, create a pile of objects, a "Polty pile," on a table in an area where you anticipate the ghost will manifest during a hunt. It's worth noting that a Poltergeist's passive ability includes launching items when it's not actively hunting.

Strengths:
- Capable of throwing multiple objects at once (Decreasing player sanity 2% per item thrown),
- Can throw objects at high velocities.

Weaknesses:
- Becomes powerless with no throwables nearby.

Behaviors:
- Higher chance to throw & interact with objects,
- Can throw objects faster and further.

Evidence:
👻Spirit Box, 🟪🔦Ultraviolet, 📒Writing.

At 50% sanity, you have a higher chance of the ghost initiating an attack, while hunting, it walks at a speed of 1.7 m/s.
Banshee
Banshee can be difficult to detect in Singleplayer because it only targets one player. The Banshee will focus on that player and move towards them. During a hunt, it will solely concentrate on that player and won't harm anyone else. If you're playing solo, you can identify the Banshee through its distinctive Banshee scream on the Parabolic Microphone. It's highly unique.

Strengths:
- Will target only one player at a time,
- Increased chance of performing a singing ghost event.

Weaknesses:
- Has a distinctive wail on the Parabolic Microphone.

Behaviors:
- Will only go after it's target durning a hunt (unless target is outside),
- Will roam toward it's target, without leaving EMF 2,
- Will attempt to roam toward their target while in DOTs state,
- Prefers singing ghost events.

Evidence:
🟪🔦Ultraviolet, ✨Ghost Orbs, ✳️DOTs.

At 50% sanity, you have a higher chance of the ghost initiating an attack, while hunting, it walks at a speed of 1.7 m/s.
Jinn
The Jinn has two distinct characteristics. Firstly, it will never turn off the Power Breaker due to its ability to utilize it. When the Power Breaker is on, the Jinn will increase in speed upon spotting you (while most ghosts become faster upon seeing you, the Jinn's speed boost is particularly noticeable). However, the Jinn will slow down once it is close to you. If you wish to prevent the Jinn from speeding up towards you, you should either turn off the Power Breaker or ensure you are hiding. A common mistake players make against the Jinn is allowing the Power Breaker to overload. You'll know if it overloads when you turn the breaker on again and all the lights are off. If a ghost turns the Breaker off, the lights will remain on when you power the breaker back on.

Strengths:
- Travels at a faster speed if a distant player is in line of sight while the fuse box is on.

Weaknesses:
- Cannot use it's ability if the fuse box is off,
- Will never turn the fuse box off directly.

Behaviors:
- Can't turn off fuse box directly.

Evidence:
📻EMF 5, 🟪🔦Ultraviolet, Freezing❄️.

At 50% sanity, you have a higher chance of the ghost initiating an attack, while hunting, it walks 2.5 m/s when fuse box is on, has LOS, and is further than 3m from seen player, 1.7 m/s otherwise.

(I couldn't put ❄️ before freezing because it would look like this: ♥♥♥♥♥♥♥♥♥♥zing, idk why?)
Mare
The Mare is a straightforward ghost, characterized by its strong aversion to light. Its primary distinguishing feature is its intense dislike for illuminated environments. If a light is left on for an extended period, the Mare may either relocate to another room or turn the light off. Unlike some other ghosts (excluding camp stoves), the Mare will never activate lights or electronic devices. Additionally, the Mare possesses a passive ability: every 30 seconds, if you toggle a light switch in its vicinity, it can promptly switch it off.

Strengths:
- Has an increased chance to attack in the dark.

Weaknesses:
- Turning the lights on will reduce the chance of an attack,
- Will occasionally turn lights off right away,
- Will never turn a light on.

Behaviors:
- More likely to turn off and bust lights,
- More likely to wander to a room where lights are off.

Evidence:
👻Spirit Box, ✨Ghost Orbs, 📒Writing.

At 60% sanity when lights are off in the ghost's current room, 40% when lights are on, you have a higher chance of the ghost initiating an attack, while hunting, it walks at a speed of 1.7 m/s.
Revenant
The Revenant is both an intriguing and intimidating ghost. During a hunt, it initially moves slowly when it's unaware of your whereabouts. However, if you make any noise, activate equipment, or if it catches sight of you, it will rapidly sprint towards your last known location.

Strengths:
- Moves significantly faster if the player location is known during a hunt.

Weaknesses:
- Moves very slowly when not chasing a player.

Behaviors:
- No behaviors.

Evidence:
✨Ghost Orbs, 📒Writing, Freezing❄️.

At 50% sanity, you have a higher chance of the ghost initiating an attack, while hunting, it walks at a speed of 3.0 m/s once the player has been sensed (equipment, voice, or line of sight) and until ghost has reached the players last known location where it will gradually slow down to 1 m/s.
Shade
Shade's are perhaps the most lifelike ghosts featured in the game. They are characterized as shy spirits that prefer to avoid interaction with people. As a result, they typically refrain from any activity while players are present in their designated ghost room. However, once players vacate the room, Shades may begin to interact with objects. They predominantly manifest in shadow form during events.

Strengths:
- Less likely to perform interactions.

Weaknesses:
- Cannot hunt if people are nearby.

Behaviors:
- More ghost events at lower average sanity (cannot do ghost events at 100% sanity),
- More likely to appear as shadow ghost model durning events,
- Only ghost that can have shadow/translucent model durning summoning circle event.

Evidence:
📻EMF 5, 📒Writing, Freezing❄️.

At 35% sanity, you have a higher chance of the ghost initiating an attack, while hunting, it walks at a speed of 1.7 m/s.
Demon
The Demon is a formidable adversary, known for its ability to initiate hunts instantly upon the opening of the front door. Moreover, it possesses a larger radius of effectiveness when it comes to Crucifixes. Notably, the Demon's smudge timer is the shortest among all ghosts, lasting only 60 seconds. Even if you manage to smudge it, your safety is only temporary.

Strengths:
- Can initiate hunts more often,
- Can hunt at max sanity.

Weaknesses:
- Crucifix.

Behaviors:
- Crucifix range increased by 50% per tier (4.5m, 6m, 7.5m respectively).

Evidence:
🟪🔦Ultraviolet, 📒Writing, Freezing❄️.

At 70% sanity, you have a higher chance of the ghost initiating an attack, while hunting, it walks at a speed of 1.7 m/s.
Yurei
Yurei are classified as straightforward ghosts with a unique trait: they have the ability to swiftly slam open doors shut. If you hear this phenomenon and notice a significant decrease in your sanity levels upon checking the sanity monitor, it's likely a Yurei haunting. Notably, Yureis are the sole ghosts capable of interacting with the front door.

Strengths:
- Has a stronger effect on sanity.

Weaknesses:
- Can shut a door and drop sanity of nearby players by 15% if a door is in the room,
- Only ghost that can close or interact with exit door outside of a hunt or ghost event.

Behaviors:
- Incense traps ghost in it's room and prevents wandering for 60 seconds.

Evidence:
✨Ghost Orbs, Freezing❄️, ✳️DOTs.

At 50% sanity, you have a higher chance of the ghost initiating an attack, while hunting, it walks at a speed of 1.7 m/s.
Oni
Oni share similarities with Phantoms but exhibit opposite behavior. They are aggressive entities that prefer to avoid human presence. Onis seldom blink, maintaining their physical form consistently. Consequently, you'll often observe their corporeal manifestation. Typically, Onis choose to manifest physically during events.

Strengths:
- Increased activity when players are nearby,
- Drains 20% sanity on ghost events, instead of 10%.

Weaknesses:
- More visible during hunts,
- Will not do 'ghost mist' event.

Behaviors:
- More active around multiple people,
- More likely to appear as full ghost model.

Evidence:
📻EMF 5, Freezing❄️, ✳️DOTs.

At 50% sanity, you have a higher chance of the ghost initiating an attack, while hunting, it walks at a speed of 1.7 m/s.
Yokai
Yokai bring an interesting dynamic to the game. They have a knack for disrupting the mood, particularly when teammates are enjoying themselves in voice chat. Yokais become more active when players engage in in-game communication. Additionally, they possess a heightened acoustic sensitivity, making them less likely to notice equipment from the usual range. Interestingly, if you speak during a hunt, Yokais may take a bit longer to pinpoint your location compared to other ghosts.

Strengths:
- Talking near the Yokai will anger it, increasing the chance to attack.

Weaknesses:
- Can only hear voices close to it during a hunt.

Behaviors:
- More active when talked to,
- Will start event at 2.5m from music box instead of standard 5m.

Evidence:
👻Spirit Box, ✨Ghost Orbs, ✳️DOTs.

Can hunt up to 80% sanity when talking near it, hunts normally at 50%, it walks at a speed of 1.7 m/s.
Hantu
Hantu is truly fascinating entities. Their speed is directly influenced by the ambient temperature of the rooms they inhabit. For instance, if the Garage measures 20°C while the Dungeon is a chilly 2°C, the Hantu will move faster in the Dungeon due to the colder environment. This variance in speed becomes evident as the Hantu traverses different rooms. Additionally, Hantus always leave behind evidence of freezing temperatures, making it a guaranteed clue. Furthermore, they possess a unique passive ability: when the power breaker is off, you'll visually witness their cold breath emanating from their model during a hunt, a feature that is quite noticeable.

Strengths:
- Faster in colder temperatures,


Weaknesses:
- Cannot turn breaker on,
- Warmer areas slow the Hantu movement,
- Visible freezing breath of ghost.

Behaviors:
- High chance to turn breaker off,
- Ghost can have visible freezing breath in any room durning hunts with the breaker off/broken,
- Does not speed up in line-of-sight.

Evidence:
🟪🔦Ultraviolet, ✨Ghost Orbs, Freezing❄️.

At 50% sanity, you have a higher chance of the ghost initiating an attack, while hunting, it walks at a speed of 1.7 m/s but if it's cold, it moves at a speed of 2.7m/s.
Goryo
Goryo can be quite vexing spirits to deal with. Their distinguishing characteristic is that their dots, a crucial piece of evidence, are only visible on cameras. That's right, you'll exclusively spot their dots evidence through camera footage. It's advisable to assign a player to monitor the van and search for Goryo dots, as this can significantly aid in identifying them. Additionally, here's a helpful tip: Goryos will never relocate to a different ghost room. If you notice a ghost changing rooms, then it's not a Goryo. Moreover, Goryos always leave behind dots as forced evidence.

Strengths:
- Can only enter a D.O.T.S. state when nobody is nearby,
- It's D.O.T.S. silhouette can only be seen through a Video Camera.

Weaknesses:
- Cannot wander far from its room, or change favorite rooms.

Behaviors:
- Can not change favorite rooms,
- Does not leave room as often.

Evidence:
📻EMF 5, 🟪🔦Ultraviolet, ✳️DOTs.

At 50% sanity, you have a higher chance of the ghost initiating an attack, while hunting, it walks at a speed of 1.7 m/s.
Myling
Myling have proven to be the most lethal ghosts for me, surpassing all others. Their ability to produce nearly silent footsteps often leads me to misjudge their proximity, believing them to be farther away than they actually are. However, a crucial tactic when dealing with Mylings is to strategically place your flashlight on the ground in a hiding spot. If the flashlight begins blinking before you hear the ghost's footsteps, it's likely a Myling. It's important to note that this method may not be effective if the ghost is on a different floor. Alternatively, if you possess high-quality headphones, you can rely on listening for the ghost's footsteps to determine its location.

Strengths:
- Footsteps and vocals cannot be heard more than 12m away during hunts (normal is 20m).

Weaknesses:
- Produces paranormal sounds more frequently on the Parabolic Microphone.

Behaviors:
- Lots of paranormal sounds through paramic.

Evidence:
📻EMF 5, 🟪🔦Ultraviolet, 📒Writing.

At 50% sanity, you have a higher chance of the ghost initiating an attack, while hunting, it walks at a speed of 1.7 m/s.
Onryo
The Onryo stands out with its distinctive ability among the basic ghosts. When three candles are extinguished swiftly in succession, it triggers a forced hunt. This propensity for blowing out candles more often than other ghosts marks the Onryo's presence. To mitigate this, placing a crucifix near the candles is a wise strategy. By doing so, you can observe the ghost's tendency to snuff out the flames collectively while maintaining a level of safety. Waiting for the ghost to act upon the candles in this manner can be a crucial tactic in confirming its identity.

Strengths:
- Will attemp to hunt at any sanity after extinguishing every 3rd flame,
- A flame extinguishing can cause an Onryo to attack.

Weaknesses:
- The presence of flames reduces the Onryo's ability to attack.

Behaviors:
- Flames act like crucifixes, will blow out flame if it tries to hunt (within 4m),
- More likely to extinguish a flame, the more players that are dead.

Evidence:
👻Spirit Box,✨Ghost Orbs, Freezing❄️.

At 60% sanity, you have a higher chance of the ghost initiating an attack, while hunting, it walks at a speed of 1.7 m/s.
The Twins
The Twins add a unique and challenging dynamic to the game, capable of executing multiple interactions simultaneously. Imagine a scenario where one twin is stationed in the designated ghost room, triggering an EMF reading, while at the same moment, your teammate reports a disturbance in the Garage. This simultaneous activity can lead to some confusion: whether to trust your teammate's report or to verify through the Activity Monitor in the van, where you would notice an irregular pattern indicative of the Twins' actions (it's advisable to look up "Twins Activity Board" for a clearer understanding).

During hunts, the twins introduce an intriguing variable with their speed differences. One twin moves more slowly, while the other is markedly faster. This variance means you'll never encounter a twin moving at an average speed during a hunt. Which twin you'll face in a given hunt is random, adding an element of unpredictability to encounters with them. This duality necessitates a strategic approach, as players must consider the possibility of facing either the faster or the slower twin at any time.

Strengths:
- Either twin may start a hunt, though not at the same time,
- One twin is slow, the other is fast.

Weaknesses:
- The Twins will often interact with the environment at the same time.

Behaviors:
- Triggering motion sensors, stepping in salt, and spirit box responses only occur at it's physical location.
- Will often interact with the environment at the same time but usually in different places.
- Can do 2 interactions at the same time, one within it's standard range (3m) and the other within it's extended range (16m)

Evidence:
📻EMF 5, 👻Spirit Box, Freezing❄️.

At 50% sanity, you have a higher chance of the ghost initiating an attack, while hunting, it walks at a speed of 1.53 m/s when hunting from it's standard range, 1.87 m/s when hunting from it's extended range.
Raiju
Raiju have an appealing simplicity in their behavior pattern, with a unique affinity for electrical devices. Their speed is typically average under normal circumstances. However, they exhibit a significant increase in velocity when in proximity to electrical equipment or devices that are turned on, including evidence-related electrical items. This means that if a motion sensor (or any electrical device, for that matter) is activated and a Raiju is nearby, it will move faster towards or around the activated device. This characteristic makes encounters with Raijus particularly interesting, as it requires strategic thinking regarding the placement and use of electrical equipment during investigations.

Strengths:
- Moves faster near active electronic equipment.

Weaknesses:
- Disrupts electronic equipment from further away when it hunts.

Behaviors:
- When a Raiju manifests during a ghost event or a hunt, it will interfere with electronics that are up to 15 metres away on the same floor, instead of the usual 10 metres. This also applies to global chat.

Evidence:
📻EMF 5, ✨Ghost Orbs, ✳️DOTs.

Can hunt at 65% sanity near active player equipment, while hunting, it walks at a speed of 2.5 m/s near active player equipment, 1.7 m/s otherwise.
Obake
Obake is distinguished by their guaranteed evidence through Ultraviolet (UV) interactions, making them one of the ghosts with a unique identifier. To ascertain their presence, laying down salt or paying attention to door interactions becomes crucial. If these attempts yield no UV evidence, such as fingerprints, then it's probable you're not dealing with an Obake. A hallmark of Obake encounters is their rare propensity to leave a six-finger handprint or a distinctive two-finger light switch print, unlike any other ghost.

Furthermore, an Obake behavior during a hunt is notably unique due to its ability to shape-shift. This means you might witness it physically altering its ghost model at least once during a hunt, with a possibility of this occurring multiple times. This shape-shifting ability not only serves as a critical clue to identifying an Obake but also adds a layer of unpredictability and intrigue to encounters with it.

Strengths:
- Has a chance to not leave fingerprints when interacting with something,
- May leave fingerprints that disappear quicker.

Weaknesses:
- Has a small chance of leaving special fingerprints,
- Can quickly shapeshift into another model during a hunt.

Behaviors:
- Special 6 fingered fingerprints,
- Has a 6.66% chance to change ghost models when flickering durning hunts (guaranteed once per hunt, returns to original model),
- Has a 25% chance to not leave ultraviolet evidence,

Evidence:
📻EMF 5, 🟪🔦Ultraviolet, ✨Ghost Orbs.
(Guaranteed ultraviolet on Nightmare/Insanity mode)

At 50% sanity, you have a higher chance of the ghost initiating an attack, while hunting, it walks at a speed of 1.7 m/s.
The Mimic
The Mimic is a captivating entity due to its ability to replicate the behaviors of other ghosts, making it a challenging ghost to identify based on activity alone. However, a definitive trait that sets the Mimic apart is its consistent evidence of Ghost Orbs. No matter what other actions or evidence it might replicate from other ghosts, the presence of Ghost Orbs is a reliable indicator that you're dealing with a Mimic. This unique characteristic ensures that, despite its chameleon-like nature, there's a steady way to confirm its identity amidst the uncertainty it creates.

Strengths:
- Can mimic the abilities and traits of other ghosts.

Weaknesses:
- No Weaknesses. (I guess)

Behaviors:
- Will present fake Ghost Orbs as secondary evidence,
- Mimic abilities and traits of other ghosts,
- Changes ghost behavior every 30 seconds to 2 minutes.
- Copies speed of currently mimicked ghost.

Evidence:
👻Spirit Box, 🟪🔦Ultraviolet, Freezing❄️.

Normally at 50% sanity, you have a higher chance of the ghost initiating an attack, while hunting, it walks normally at a speed of 1.7 m/s.
Moroi
Morois are particularly intriguing due to their compelled evidence through the Spirit Box. This means that interactions with a Moroi will always yield responses on the Spirit Box, making it an essential tool for their identification. Additionally, a Moroi's speed is directly influenced by the average sanity level of the players; the lower the group's average sanity, the faster the Moroi becomes. This characteristic adds a layer of urgency to managing your team's sanity levels when suspecting a Moroi is present, as their increased speed with decreasing sanity can significantly raise the stakes of an encounter.

Strengths:
- Moves noticeably faster at low player sanity,
- Can curse players, making them lose sanity quicker than usual while in the investigation zone.

Weaknesses:
- Incense blinds the ghost for 50% longer during hunts (7.5s instead of 5s).

Behaviors:
- Speed will decrease durning a hunt if sanity medication is used,
- Places curse on player when heard throught paramic or spirit box, curse drops sanity 2x as fast.

Evidence:
👻Spirit Box, 📒Writing, Freezing❄️.

At 50% sanity, you have a higher chance of the ghost initiating an attack, while hunting, it walks normally at a speed of 1.5 m/s but when sanity is lower he can reach speed to 2.25 m/s and if it's even lower he can reach speed up to 3.71 m/s (when in line of sight).
Deogen
Deogens are notable for their erratic speed patterns, initially moving very quickly before slowing down significantly. Moreover, they possess a forced interaction with the Spirit Box, meaning they will always respond to queries when prompted. This trait makes them particularly challenging to evade or hide from, as their speed and persistent interaction with the Spirit Box make them relentless pursuers. Encounters with Deogens require quick thinking and effective teamwork to manage their unpredictable movements and ensure survival.

Strengths:
- Always knows where the player is during a hunt and moves very fast when going to their location.
- Cannot hide from Deogen

Weaknesses:
- Moves very slowly when near its victim.

Behaviors:
- Heavy breathing through spirit box when within 1m of the ghost,
- More visible durning hunts,

Evidence:
👻Spirit Box, 📒Writing, ✳️DOTs.

At 40% sanity, you have a higher chance of the ghost initiating an attack, while hunting, it walks at a speed of 0.4 m/s when close to the player, 3.0 m/s when player is far away.
Thaye
Thayes exhibit a unique behavior where they start off as exceptionally fast ghosts but gradually slow down as time passes or as they age. The aging process occurs when you approach them, causing them to gradually lose their initial speed. Initially, Thayes are known to be the fastest ghosts, but as they age or with prolonged proximity, their speed decreases significantly. This distinctive characteristic adds an element of time sensitivity to encounters with Thayes, as players must balance the urgency of completing objectives with the awareness of the ghost's aging process and its subsequent reduction in speed.

Strengths:
- Much more active, aggressive and faster during hunts as soon as a player enters the location.

Weaknesses:
- Becomes slower and less active over time.

Behaviors:
- Ghost ages over time (every 1-2 minutes) while player is nearby,
- More active when younger,
- Age response on Oujia board increases as Thaye ages.

Evidence:
✨Ghost Orbs, 📒Writing, ✳️DOTs.

At 75% sanity (when young), 15% (when old), you have a higher chance of the ghost initiating an attack, while hunting, it walks at a speed of 2.75 m/s (when young), 1.0 m/s (when old).
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Equipment/Items:
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D.O.T.S. Projector
D.O.T.S. Projector - Creates a field of green lights when placed. Used to detect D.O.T.S Projector evidence.

Cost: 65$.

Default item: Yes.

Max per investigation: 2.

Max per investigation: 65$.

Requirements for tier I: (Default item).

Requirements for tier II: 29 lvl, upgrade cost 3,000$.

Requirements for tier III: 60 lvl, upgrade cost 3,000$.
EMF Reader
EMF Reader - The Electro Magnetic Field Reader is a handheld device used to detect fluctuations in electromagnetic fields left behind by paranormal activity. It will beep with increasing volume depending on the amount of activity nearby, can detect EMF presence in the area. Used to obtain EMF Level 5 evidence.

Cost: 45$.

Default item: Yes.

Max per investigation: 2.

Max per investigation: 45$.

Requirements for tier I: (Default item).

Requirements for tier II: 20 lvl, upgrade cost 3,000$.

Requirements for tier III: 52 lvl, upgrade cost 4,500$.
Flashlight
Flashlight - The Flashlight is a tool that should always be with you, as the locations you explore will always be dark at one point or another. Sure, some of the lights may be on, but once a Ghost becomes active, it can get dark very quickly. (Provides a basic source of light.)

Cost: 30$.

Default item: Yes.

Max per investigation: 4.

Max per investigation: 90$.

Requirements for tier I: (Default item).

Requirements for tier II: 19 lvl, upgrade cost 3,000$.

Requirements for tier III: 35 lvl, upgrade cost 3,000$.
Photo Camera
Photo Camera - Used to take photos of various ghost interactions for additional profit. This will also help in situations where more evidence is needed. The Photo Camera is on of the best tools to help you earn money in Phasmophobia. By taking pictures of paranormal activities and unfortunate events on a job, you will be able to earn money that will let you buy more equipment.

Cost: 40$.

Default item: No.

Max per investigation: 3.

Max per investigation: 120$.

Requirements for tier I: 3 lvl.

Requirements for tier II: 25 lvl, upgrade cost 3,000$.

Requirements for tier III: 70 lvl, upgrade cost 5,000$.
Igniter
Igniter - Used to light firelight and incense. Can also be used on campfires in Maple Lodge Campsite.

Cost: 10$.

Default item: No.

Max per investigation: 4.

Max per investigation: 40$.

Requirements for tier I: 12 lvl.

Requirements for tier II: 41 lvl, upgrade cost 500$.

Requirements for tier III: 57 lvl, upgrade cost 750$.
Firelight
Firelight - Used for optional objectives, and to provide light.

Cost: 15$.

Default item: No.

Max per investigation: 4.

Max per investigation: 60$.

Requirements for tier I: 12 lvl.

Requirements for tier II: 47 lvl, upgrade cost 3,000$.

Requirements for tier III: 79 lvl, upgrade cost 10,000$.
UV Light
UV Light - This UV Light can spot even the most subtle paranormal prints and is one of the most vital pieces of equipment for tracking Ghosts. (Used to reveal fingerprints and footprints created by ghosts.)

Cost: 35$.

Default item: Yes.

Max per investigation: 2.

Max per investigation: 35$.

Requirements for tier I: (Default item).

Requirements for tier II: 21 lvl, upgrade cost 3,000$.

Requirements for tier III: 56 lvl, upgrade cost 2,000$.
Crucifix
Crucifix - A Crucifix is used to stop Ghosts from entering their physical form to attack you. It's advised to place them near the Ghost. A Crucifix should be placed in the room a Ghost is haunting to prevent it from going into its hunting phase. One of the most important things to note is that it must be near the Ghost to be effective, so if the Ghost is haunting a larger room, you may need to bring multiple with you. Crucifix are also more effective against a Banshee.

Cost: 30$.

Default item: No.

Max per investigation: 2.

Max per investigation: 60$.

Requirements for tier I: 8 lvl.

Requirements for tier II: 37 lvl, upgrade cost 4,000$.

Requirements for tier III: 90 lvl, upgrade cost 20,000$.
Video Camera
Video Camera - This DSLR Camera has been fine tuned to take videos of the paranormal. The camera has a live feed to your base of operations. When you place Video Cameras in a room or are using a Head Mounted Camera with the lights off, players who are viewing the video feeds in the truck with night vision on may see Ghost Orbs floating about. You can place a Video Camera on the ground while its on, so you don't need to hold it at all times.

Cost: 50$.

Default item: Yes.

Max per investigation: 4.

Max per investigation: 150$.

Requirements for tier I: (Default item).

Requirements for tier II: 33 lvl, upgrade cost 3,000$.

Requirements for tier III: 61 lvl, upgrade cost 3,000$.
Spirit Box
Spirit box - This electronic voice phenomenon recorder or Spirit Box can capture paranormal frequencies that can allow communication with spirits. (Used to communicate with a ghost through questions.)

Cost: 50$.

Default item: Yes.

Max per investigation: 2.

Max per investigation: 50$.

Requirements for tier I: (Default item).

Requirements for tier II: 27 lvl, upgrade cost 3,000$.

Requirements for tier III: 54 lvl, upgrade cost 3,000$.
Thermometer
Thermometer - A thermometer will help you discover the location of a Ghost quicker by getting the temperature of the room. While all Ghosts will make the temperature in a location drop, only certain Ghosts will cause it to drop to Freezing Temperatures of 0°C/32°F. These temperatures can be tracked by a Thermometer, and once it drops to freezing, you will have another piece of evidence to determine what type of Ghost is hunting you.

Cost: 30$.

Default item: Yes.

Max per investigation: 2.

Max per investigation: 30$.

Requirements for tier I: (Default item).

Requirements for tier II: 36 lvl, upgrade cost 3,000$.

Requirements for tier III: 64 lvl, upgrade cost 3,000$.
Salt
Salt - Salt is toxic to most kind of Ghosts and will reveal their footsteps under a UV light. Salt can cause a Ghost to leave behind footprints, which can then be seen by a UV Light or Glowstick. A Wraith will not leave footprints, but if it travels over placed Salt, it will stop attacking.

Cost: 15$.

Default item: No.

Max per investigation: 3.

Max per investigation: 45$.

Requirements for tier I: 9 lvl.

Requirements for tier II: 43 lvl, upgrade cost 2,500$.

Requirements for tier III: 68 lvl, upgrade cost 5,000$.
Incense
Incense - Used to prevent a ghost from hunting for a short period of time. Can also be used to escape a hunt.

Cost: 15$.

Default item: No.

Max per investigation: 4.

Max per investigation: 60$.

Requirements for tier I: 14 lvl.

Requirements for tier II: 42 lvl, upgrade cost 3,500$.

Requirements for tier III: 85 lvl, upgrade cost 15,000$.
Tripod
Tripod - A Tripod can be used to mount Video Cameras on. Sometimes, it's better to put a Video Camera on a Tripod than to put it on the ground. This will give you better height and a different angle to try and capture some Ghost Orbs. (Lowers the chance for ghost to throw a Video Camera.)

Cost: 25$.

Default item: No.

Max per investigation: 4.

Max per investigation: 100$.

Requirements for tier I: 10 lvl.

Requirements for tier II: 34 lvl, upgrade cost 5,000$.

Requirements for tier III: 62 lvl, upgrade cost 3,000$.
Motion Sensor
Motion Sensor - A motion sensor is a sensor that can detect the most subtle changes in the atmosphere around it. This is linked live to the map in your Truck. The motion sensor is great for helping identify which room a Ghost is hiding in. All you have to do is place it in a room, and if a Ghost passes by it, you will get an alert in the truck.

Cost: 100$.

Default item: No.

Max per investigation: 4.

Max per investigation: 400$.

Requirements for tier I: 5 lvl.

Requirements for tier II: 45 lvl, upgrade cost 2,500$.

Requirements for tier III: 74 lvl, upgrade cost 8,000$.
Sound Sensor
Sound Sensor - A sound sensor is a sensor that can listen to the most quiet sounds and vibrations in the air. This gets displayed as data at your base of operations. The Sound Sensor is a device that you can place around a location to help identify what room a Ghost may be haunting. Once placed, you will get notifications in the truck if something weird is going on.

Cost: 80$.

Default item: No.

Max per investigation: 4.

Max per investigation: 320$.

Requirements for tier I: 11 lvl.

Requirements for tier II: 32 lvl, upgrade cost 3,000$.

Requirements for tier III: 58 lvl, upgrade cost 1,500$.
Sanity Medication/Pills
Sanity Medication/Pills - Sanity Pills will increase your Sanity level therefore they are vital for larger locations as these will allow you to be safer on a contract for longer periods. As Ghosts get more active and enter hunting phase, you and your teammate's sanity will drop. These pills can help raise your Sanity level, which will make the Ghost less likely to attack you. This is especially valuable on higher difficulties.

Cost: 20$.

Default item: No.

Max per investigation: 4.

Max per investigation: 80$.

Requirements for tier I: 16 lvl.

Requirements for tier II: 39 lvl, upgrade cost 2,000$.

Requirements for tier III: 77 lvl, upgrade cost 5,000$.
Ghost Writing Book
Ghost Writing Book - Also known as automatic writing, if you place this book near a Ghost it will allow certain Ghosts to write on it. By holding or dropping a Ghost Writing Book, you can encourage a Ghost to write inside of it. Of course, only certain types of Ghosts will take you up on it. Additionally, when Ghost Activity is higher, there will be a higher chance for the Ghost to write in the book

Cost: 40$.

Default item: Yes.

Max per investigation: 2.

Max per investigation: 40$.

Requirements for tier I: (Default item).

Requirements for tier II: 23 lvl, upgrade cost 3,000$.

Requirements for tier III: 63 lvl, upgrade cost 3,000$.
Parabolic Microphone
Parabolic Microphone - A Parabolic Microphone can detect sound through walls and at a great distance. This is a portable version of the Sound Sensor. The portable Parabolic Microphone can help you identify Ghosts through walls and at a greater distance, and gives a bit more flexibility than the other sensors.

Cost: 50$.

Default item: No.

Max per investigation: 2.

Max per investigation: 100$.

Requirements for tier I: 7 lvl.

Requirements for tier II: 31 lvl, upgrade cost 3,000$.

Requirements for tier III: 72 lvl, upgrade cost 5,000$.
Head Gear/Head Mounted Camera
Head Gear/Head Mounted Camera - A Head Mounted Camera can be used to help teams track each other and to see Ghost Orbs. When you place Video Cameras in a room or are using a Head Mounted Camera with the lights off, players who are viewing the video feeds in the truck with night vision on may see Ghost Orbs floating about, which will give you evidence to determine what Ghost you're dealing with.

Cost: 60$.

Default item: No.

Max per investigation: 4.

Max per investigation: 240$.

Requirements for tier I: 13 lvl.

Requirements for tier II: 49 lvl, upgrade cost 10,000$.

Requirements for tier III: 82 lvl, upgrade cost 10,000$.
Cursed Items/Bonus Equipment:
Haunted Mirror
Haunted Mirror - The mirror can be toggled (default: right click on mouse) while inside the investigation area. It will be automatically deactivated when brought outside.

When activated, the haunted mirror will show a view of a part of the favourite room as a sweeping panorama, allowing players to locate the room by cross-reference. This view is a live feed of the room, so any lights turned on, items moved, and equipment or players present in the room will be visible. The only exception is the player's own model.

The mirror also gives a faint glow to see into the favourite room, which all players, including the user, can see, even outside of the mirror. This can help confirm rooms, as well as help other players know where the favourite room is.

Each usage of the haunted mirror drains sanity at a rate of 7.5%/s, or 20% per use, whichever is higher. This means that using the mirror for less than ~2.67 seconds will still drain at least 20% sanity. This includes the animation of raising, but not lowering, the mirror.

The mirror will crack visually and audibly, triggering a cursed hunt if:

The user's sanity reaches 0% while looking into the mirror
A player activates the mirror while below 20% sanity
Once broken, the mirror will lower and cannot be used again.

Locations:
  1. Bleasdale Farmhouse: In the office, the Haunted Mirror will be on the wall next to the floor lamp and window facing out towards the truck.









  2. Brownstone High School: Go to the right-hand side of the main lobby just before the room joins with a corridor, and you will find the Haunted Mirror propped up against a brick pillar.









  3. Camp Woodwind: Directly in the center of the campsite, there is a tree covered in fairy lights next to a cornhole board. The Haunted Mirror is on the ground next to the tree.









  4. 42 Edgefield Road: Next to the stairs as you enter the house, the Haunted Mirror will be hanging on the wall.









  5. Grafton Farmhouse: On the wall in the foyer just before the door to the kitchen (on the left), the Haunted Mirror is hanging up.









  6. Maple Lodge Campsite: To the left upon entering the campsite, there is a blue tent that can be opened up. Go inside, and the Haunted Mirror will be on the ground in one of the rooms inside the tent.









  7. Prison: Head straight when entering the prison, and you will find a row of white chairs. Underneath these chairs is the Haunted Mirror.









  8. 10 Ridgeview Court: Opposite the stairs to the basement is a white wall with a dresser and lamp. The Haunted Mirror is above the dresser hanging on the wall.









  9. Sunny Meadows: Walk to the raised area in the chapel, and look for a red circle on the ground in front of two wooden candle stands. The Haunted Mirror is on the ground in front of the stand in the bottom-right corner of the room.









  10. 6 Tanglewood Drive: Near the living room, there is a doorway on the left that leads you into a bedroom. Next to the door on the wall will be the Haunted Mirror.









  11. 13 Willow Street: Walk into the garage and go into the small side room on the right-hand side. To your left on the floor will be the Haunted Mirror.
Tarot Cards
Tarot Cards - Tarot cards can be picked up (default: E on keyboard) and one card can be drawn (default: right click on mouse) at a time. Tarot cards can only be drawn while inside the investigation area.

Each Tarot cards deck contains 10 randomly generated cards. There are 10 possible card types the player can draw, each having a unique effect on either the player or the ghost. After being used, each card will burn up and vanish in a uniquely-colored flame. Each card type has a different, independent chance of being drawn, so some card types can be drawn multiple times or not at all in a single deck.

Once all ten cards have been used, no more will be given to the player for that contract. When the deck is used up, all future hunts will also be extended by 20 seconds, even if no Death card was drawn prior.

Card List:
Title
Effect
Burn Color
Draw Chance
The Tower
Causes an interaction and doubles all ghost activity for 20 seconds.
Blue
20%
The Wheel of Fortune
The individual player gains 25% sanity if the card burns green, or loses 25% sanity if the card burns red.
Green (sanity gain)
Red (sanity loss)
20%
The Fool
Randomly selects another card (with equal chance) to appear as, before turning into The Fool as it burns. No effect is applied when drawing this card.
Light Purple
17%, 100% - during hunts
The Devil
Triggers a Ghost Event towards the nearest player to the ghost.
Pink
10%
Death
Triggers a cursed hunt.
Purple
10%
The Hermit
Teleports the ghost back to its ghost room and traps it there for 1 minute. This does not affect hunts and ghost events.
Cyan
10%
The Sun
Fully restores the individual player's sanity to 100%.
Yellow
5%
The Moon
Instantly drops the individual player's sanity to 0%.
White
5%
The High Priestess
Revives a randomly chosen dead player at their corpse. If no one is currently dead, it will revive the next player who dies. Multiple cards do not stack. If a player dies and revives in the same hunt, they cannot be killed again for that hunt (i.e. the player cannot die twice in the same hunt).
Light Yellow
2%
The Hanged Man
Instantly kills the player.
It is impossible to draw the real version of this card if the 'Friendly Ghost' custom difficulty option is turned on. Only The Fool version can be drawn.
N/A
1%

Locations:
  1. Bleasdale Farmhouse: The Tarot Cards are on a desk in the office, which is the first room on the left when you enter the building.









  2. Brownstone High School: Upon entering the lobby, there will be a long wooden bench to your left. The Tarot Cards will be on this bench next to a green book.









  3. Camp Woodwind: Upon entering the campsite, go forward and left towards the two picnic benches. The Tarot Cards will be on the left-most bench next to two blue books.









  4. 42 Edgefield Road: Enter the house, and there is a white dresser directly on your right with a green dish and two photo frames on top. The Tarot Cards are next to the green bowl.









  5. Grafton Farmhouse: Directly to your left when you enter the farmhouse, you will see the main dining room. There is a table in the center of the room with a checkered tablecloth on, and the Tarot Cards are on this table.









  6. Maple Lodge Campsite: Head to the North path at the top of the campsite, and look for a white tent. Outside the tent there will be a small metal camping table with a red flask on top, and the Tarot Cards are next to this.









  7. Prison: Enter the security checkpoint as soon as you go inside the building, and the Tarot Cards will be inside a grey plastic box on the desk.









  8. 10 Ridgeview Court: Immediately as you enter the house, there is a white dresser on your right with a candle and green bowl on top of it. The Tarot Cards are to the right of the green bowl on the dresser.









  9. Sunny Meadows: Enter the chapel area at the end of the entrance corridor, and go to your right up some stairs. There will be a red circle on the ground closest to the railings, and the Tarot Cards are in the circle.









  10. 6 Tanglewood Drive: Head into the house and continue straight until you get to the TV in the living room. By the window, there is a small circle table, and the Tarot Cards are on there.









  11. 13 Willow Street: As soon as you enter the house, look right towards the sofa, and look for a small circle table with a TV remote on. The Tarot Cards will be next to the TV remote.
Ouija Board
Ouija Board - A Ouija Board can be picked up with an empty hand. Swapping to another item will cause the Ouija Board to drop from the inventory.

The Ouija Board can be activated by left clicking (default: left click on mouse) on it if the player is not holding it, or toggling (default: right click on mouse) it directly while holding the board. The planchette will drop down onto the board, signifying that the board has been activated. There is currently a bug where an ongoing setup phase will only be canceled if a valid phrase has been recognized and not upon activation of the board.

Players can choose to either use voice chat or a text-based UI to ask questions:

  • If using voice chat, once activated, the Ouija Board will respond to voice input within 5 metres of it.

  • If using the text-based UI, the UI will appear upon activation. Players can then click to select one of 3 categories, then select a category-specific question, or say goodbye. The player cannot exit the UI without saying goodbye or the board breaking, but the board can be thrown out while holding it.

The player asking the question must be within the investigation area to ask questions, but does not have to be in the ghost room (nor the ghost's current room).

If the question is recognised, the planchette will move to answer the question, and an EMF Level 2 reading will be generated around the Ouija Board. If the ghost has EMF Level 5 as evidence, there is a 25% chance for this to instead be the reading per question asked.

Whether the ghost is "shy" or not does not affect its ability to respond via the Ouija Board. If the Ouija Board is asked a question via voice but nothing happens, then either the board is not activated or the phrase was not recognised. There is a cooldown of ~2.5 seconds for clicking via text-based UI, while there is no cooldown time for voice chat other than any voice recognition limitations.

To deactivate the Ouija Board, any nearby player must say "Goodbye", which will make the planchette disappear. The Ouija Board can then be left alone safely. The Ouija Board will also deactivate automatically if the player holds the board and exits the investigation area.

The Ouija Board will break if any of the following occurs:

  • There is no player within 5 metres of a still-active board
  • The player currently asking questions has less sanity than required to "pay" for the question
  • The player saying goodbye has no sanity left
  • The phrase "hide and seek" (or similar) is said (see Questions)
  • The board will burn and break itself up, initiating a cursed hunt if any player is inside the building.

    Locations:
    1. Bleasdale Farmhouse: You will find the Ouija Board in the garage of the farmhouse, sat upon a wooden workbench. Sometimes there will be a hammer on top of the board.









    2. Brownstone High School: In the lobby area when you enter the high school, walk to where the room joins with a corridor, and the Ouija Board is on the floor next to a pillar on the left.









    3. Camp Woodwind: Directly to your right when entering the campsite, there are some white tents. Go inside the tent with some outdoor games in it, and the Ouija Board will be on the table.









    4. 42 Edgefield Road: On the First Floor, there is a utility room in the back-left corner of the house. You will find the Ouija Board on the ground in front of one of the stacks of shelves.









    5. Grafton Farmhouse: In the back-right of the farmhouse on the first floor, there is a small utility closet with some boxes and shoes inside. The Ouija Board will be on the ground in the center of this room.









    6. Maple Lodge Campsite: Go to the bathroom block directly to the right when entering the campsite. In the center of this block is a cleaning closet, and the Ouija Board is on the shelf in here.









    7. Prison: At the main entrance, go into the security checkpoint, and the Ouija Board will be on the floor behind the desks.









    8. 10 Ridgeview Court: Go through the dining room on the first floor until you get to two doors opposite each other in a hallway. Go into the utility closet on the left, and the Ouija Board is on the shelves in the room.









    9. Sunny Meadows: Go to the chapel and up onto the raised area of the room. The Ouija Board will be on the ground by the railings furthest away from the door.









    10. 6 Tanglewood Drive: Go down into the basement, and turn right to go into the back corner of the room. Walk past the shelves, and there will be a small wooden table with the Ouija Board in the corner.









    11. 13 Willow Street: In the garage, there is a small utility room off to the side. Go in there, and the Ouija Board will be on top of the washing machine.
Ouija Board Pt.2 (All Questions)
All Questions:
Category
Description
Questions
Answers
Sanity drain
Has text option
Location
Returns the room that the ghost is currently in. This does not answer the favourite room no matter how it is phrased, unless ghost is currently there
  • "Where are you?"
  • "What is your favorite room?"
  • "Where is your room?"
  • "What is your room?"
The room's name
50%
Yes
Location (non-specific)
Instead of providing the ghost's current room, this simply answers whether the ghost is in the same room as the person asking the question.
  • "Are you here?"
  • "Are you close?"
Yes/No
20%
No
Bone location
The name of the room where the bone is located will be given.
There is currently a known issue where this question may not work.
  • "Where is the bone?"
  • "Where did you die?"
  • "Where is your body?"
The room's name
50%
Yes
Hide and seek
The Ouija Board will initiate a countdown from 5 to 0, before breaking and starting a cursed hunt.
  • "(Do you want to play) hide and seek?"
Counts down from 5 to 0
No drain
Yes
Room count
It is unknown how the answer is determined, though the answer is believed to be at least partially influenced by the number of people in the room.
  • "How many are in this room?"
  • "How many people are in this room?"
  • "How many people are here?"
  • "How many ghosts are in this room?"
  • "How many ghosts are here?"
  • "Are you alone?"
  • "Are we alone?"
  • "Who is here?"
  • "Who is in this room?"
  • "How many ghosts are present?"
  • "How many people are present?"
?
20%
No
Shyness
This will reply whether the ghost responds to people who are alone or to everyone when using the Spirit Box.
  • "Do you respond to everyone?"
Yes/No
20%
Yes
Age
The age of the ghost is a randomly generated number between 2 and 90 years that is predetermined at level start.
If the ghost is a Thaye, its age will start within this range but can exceed it after ageing.
  • "How old are you?"
  • "What is your age?"
  • "Are you old?"
  • "Are you young?"
2 - 90
5%
Yes
Death
The length of death of a ghost is a randomly generated number between 50 and 1000 years that is predetermined at level start.
  • "How long have you been dead?"
  • "How many years ago did you die?"
  • "How long have you been here?"
  • "How long ago did you die?"
  • "When did you die?"
50 - 1000
5%
No
Sanity
These questions can give the player a rough estimate of their current sanity level. This is especially useful on large maps or on Nightmare difficulty where the Sanity Monitor will be unavailable. All answers are of the player's sanity after their sanity has been deducted.
  • "What is my sanity?"
  • "How crazy am I?"
  • "How insane am I?"
  • "Am I insane?"
  • > 80%: Healthy
  • 60% - 80% Good
  • 40% - 60%: Average
  • 20%-40%: Bad
  • < 20%: Awful
  • > 50%: Not Very
  • 25% - 50%: Very
  • < 25%: Insane
  • > 90% No
  • < 20%: Yes
5%
  • No
  • Yes
  • No
Method of death
The cause of death of the ghost is listed.
  • "How did you die?"
  • Accident
  • Drowned
  • Choked
  • Murder
  • Shot
  • Fell
Slipped
5%
Yes
Feeling
These questions tell the player how the ghost is feeling.
  • "How do you feel?"
  • "Are you okay?"
  • "How are you?"
  • Angry
  • Cold
  • Empty
  • Excited
  • Hurt
  • Lonely
  • Sad
  • Scared
  • Sick
  • Strong
Weak
5%
No
Purpose
These questions tell the player why the ghost is present.
  • "Why are you here?"
  • "What do you want?"
  • Hatred
  • Kill
  • Lonely
  • Lost
  • Love
  • Peace
  • Revenge
  • Scared
  • Trapped
  • Vengeance
  • You
5%
No
Joke
Some jokes can be used on the ghost, each resulting in the ghost giving a specific answer in relation to the joke.
  • "Knock knock"
  • "Marco"
  • Who's there?
  • Polo
5%
No
Music Box
Music Box - When picked up, the music box will open (this does not mean it has been activated). The music box can then be activated using the primary use (default: right click on mouse) key. Doing so will end the setup phase early if it is ongoing. The music box cannot be activated during a hunt, and can only be used once.

Once activated, if the ghost is within 20 metres of the music box, it will sing along, broadcasting its current location while remaining invisible.

If the music box is within 5 metres of the ghost, it will trigger a ghost event where the ghost manifests and begins to walk towards the box. The music box can be handheld or placed on the floor, the latter being the only safe way to discard the box without triggering a cursed hunt before the ghost event. In all cases, the box will close once it stops playing.

While using the music box, a cursed hunt will be initiated if one of the following occurs:
  • The ghost is within a short distance of the player holding the box
  • The ghost walks during the box-triggered ghost event for more than 5 seconds
  • The box is thrown while the tune is playing
  • The player reaches or is already at 0% sanity (there is currently a bug where this initiates a cursed hunt without the 20 extra seconds, and doesn't extend the duration of subsequent hunts)
A standard hunt will occur instead if:
  • The ghost initiates a hunt on its own due to meeting normal hunt conditions rather than the box itself, causing the hunt
By avoiding all of the above, it is possible to use the music box without causing any hunt:
  • Ensuring that no one is inside the investigation area when the above occurs (future hunts will be extended if the breaking method would have caused a cursed hunt)
  • When the music ends without the ghost ever being near enough, the music box will automatically close
  • If the player brings the music box near the ghost only just before the music stops playing, the ghost will simply disappear when the music ends.
Being within ~2.5 metres of an actively functioning music box drains the player's sanity at a rate of 2.5%/s, totaling approximately 75% if the entire song is listened to. This applies to all players within the range, regardless of who activated the music box.

As long as the box-triggered ghost event has not occurred, an active music box will not prevent regular ghost activity, which means that the ghost can continue to roam, interact with objects, use its abilities, or even perform regular ghost events and hunts. While the ghost will not actively walk towards the music box if it is out of range, it can happen to roam close enough to trigger the ghost event.

If the music box is brought outside, the box will close. If the music is also playing, the sanity drain will pause, but the music will technically continue. It will reopen and function normally once the music box is brought inside again.

Ghosts:
  • The Shade has a chance of appearing as a black shadow rather than in its full form while walking towards the box.
  • Compared to other ghosts, the Yokai must be closer to the player holding the box (within 2.5 metres) to trigger the ghost event.
Locations:
  1. Bleasdale Farmhouse: The Music Box is on a small wooden table in the living room of the farmhouse. This is the room directly in front of you when you enter the building.









  2. Brownstone High School: The Music Box is on a long wooden bench on the right-hand side of the lobby when you enter the building. It is sat among some green books, with a cardboard box on the floor next to the bench.









  3. Camp Woodwind: Find the yellow tent on the left-hand side of the campsite, and the Music Box will be on a small white table inside the tent.









  4. 42 Edgefield Road: When you go into the house, turn left and walk into the living room area. There is a white dresser with a green bowl and a lamp on top, and the Music Box will be next to it.









  5. Grafton Farmhouse: Upon entering the farmhouse, there is a large wooden set of shelves to the right by the stairs. On one of the lower shelves is a potted plant, and the Music Box is next to this.









  6. Maple Lodge Campsite: Outside the main log cabin on the right-hand side of the campsite, there is a small metal camping table just outside of the door. The Music Box is on this table.









  7. Prison: Again, go and find the security area in the main entranceway, and look for the desk that has two gray plastic boxes on top of it. The Music Box will be inside the box on the left.









  8. 10 Ridgeview Court: Upstairs on the second floor, there are two bedrooms on the left as you walk through the corridor by the stairs. Enter the room furthest away from the stairs, and by the door, there is a chest of drawers with the Music Box on top.









  9. Sunny Meadows: On the right side of the chapel, there are some wooden candle stands, and the Music Box is on the ground in front of one of them in the back-left corner of the room.









  10. 6 Tanglewood Drive: When you enter the house, take a left and follow the corridor down to the nursery painted purple. By the door, there is a shelf with a teddy bear on it, and the Music Box will be next to it.









  11. 13 Willow Street: At the front door, immediately turn left in the living room to see a white dresser with a plant on top of it. You will find the Music Box on this dresser.
Monkey Paw
Monkey Paw - The Monkey Paw is a cursed possession that can be used to grant the player wishes.
The Monkey Paw grants up to a certain number of wishes depending on the difficulty reward multiplier:
  • 0x – 1.99x: 5 wishes
  • 2x – 2.99x: 4 wishes
  • 3x or higher: 3 wishes
The Monkey Paw can only be used within the investigation area, and players can choose to either use voice chat or a text-based UI to make wishes.
  • If using voice chat, the Monkey Paw will grant any recognized wish made by the player.
  • If using the text-based UI, the UI will appear upon activation (default: right click on mouse). Players can then click to select one of 3 categories, then select a category-specific wish, or exit the UI by deactivating (default: right click on mouse) it.
Be careful, you may get more than what you wished for!

If the Monkey Paw recognizes a valid phrase, either it be a wish or not, or when entering/exiting the investigation area, its fingers will twitch. When a wish is being granted, one of its fingers will bend. When all fingers are bent, the Monkey Paw cannot be used anymore.

Most wishes can be found on tags scattered in Sunny Meadows. Picking a tag up (except for weather and anything wishes) will record the wish in the journal. There is no need to find the wishes to use the Monkey Paw. Each wish can only be used once per contract.

Category
Wish
Effects
Ghost
  • I wish to see the ghost
Triggers a summoning ghost event at the ghost's current location while the user's vision is obscured with a dark fog. After 5 seconds, the ghost will disappear and begin a cursed hunt. The user's vision will return to normal once a hunt ends.
Ghost
  • I wish for activity
  • I wish the ghost would do something
Doubles all ghost activity for 2 minutes (including throws, doors, roaming, abilities, etc.). The fuse box will break permanently and the exit door will be locked for 2 minutes.
Ghost
  • I wish the ghost was trapped
  • I wish to trap the ghost
Teleports the ghost to its favourite room and locks all of its doors for 1 minute. During this period, the ghost cannot hunt, roam, or use abilities. This will also lock all doors of the user's current room for 1 minute. After this period, all doors will unlock and the ghost will start a cursed hunt. There is a 25% chance for doors to unlock only after the grace period.
Player
  • I wish for sanity
  • I wish to be sane
Sets every player to 50% sanity. Passive sanity drain will be multiplied by 1.5 for the remainder of the contract, and the ghost's favourite room will be set to a random room.
Player
  • I wish to be safe
Unblocks the nearest blocked hiding spot. The lights in the user's current room will shatter, and for the rest of the contract the ghost will be able to hear this player and sense their active electronics at any distance (including from different floors).
Player
  • I wish to leave
Unlocks all exit doors at any time, including during hunts. The user's speed will be reduced before slowly returning over 5 seconds. Their vision will also be reduced for this duration.
Other
  • I wish for life
  • I wish to revive my friend
Revives a deceased player, with a 50% chance of causing the wisher's death. This wish cannot be used if no player is dead.
Other
  • I wish for knowledge
Eliminates one incorrect piece of evidence and its associated ghost types from the user's journal. Subsequently, the ghost initiates a cursed hunt in proximity to the user. During this period, the user experiences diminished auditory perception and impaired vision, persisting either until their demise or the conclusion of the round.
Other
I wish for [weather]
  • Clear Sky
  • Fog
  • Rain
  • Snow
  • Sun
Changes the weather as desired. This will cause a temporary blindness effect while the weather changes and deduct 25% sanity from the user. Wishing for rain has a 50/50 chance of granting either light or heavy rain. This wish cannot be used if the user has less than 25% sanity.
Other
  • I wish for anything
Randomly grants one of the (unused) wishes above.
Monkey Paw Pt.2 (All locations)
Locations:
  1. Bleasdale Farmhouse: Moving upstairs to the second floor, you will find the Monkey Paw in the master bedroom on a leather chest next to the crib. This bedroom is next to the main bathroom opposite the stairs.









  2. Brownstone High School: You will find the Monkey Paw sitting on top of a cardboard box on the right-hand side of the main lobby area. The box is next to a brick pillar.









  3. Camp Woodwind: Next to the purple tent on the north side of the campsite, there is a wooden platform. On top of the wooden platform, you can find the Monkey Paw next to some marshmallows on sticks.









  4. 42 Edgefield Road: Go upstairs to the second floor and walk into the orange bedroom to your right when you go up the stairs. On the blue and pink changing table is the Monkey Paw.









  5. Grafton Farmhouse: Enter the house, and walk round to find the first bedroom on the right-hand side. There is a table in this bedroom with an ax on it, and the Monkey Paw is on top of it.









  6. Maple Lodge Campsite: Walk to the end of the pier on the right-hand side of the campsite to find a blue camping chair. The Monkey Paw will be on this chair.









  7. Prison: On the desk in the security checkpoint next to the big scanner, there is a gray plastic box. To the right of this box will be the Monkey Paw









  8. 10 Ridgeview Court: Go to the second floor and walk around the right corner in the hallway towards the bathroom. Go into the room on the right-hand side, and there is a white desk with a laptop and a green book on it. The Monkey Paw is on this desk.









  9. Sunny Meadows: In the center of the upper deck in the chapel, there is a red metal post. On the base of this post you will find the Monkey Paw.









  10. 6 Tanglewood Drive: Walk to the dining room area, past the living room, and look for the big white cabinet. The Monkey Paw will be inside the cabinet.









  11. 13 Willow Street: Follow the first-floor hallway out of the kitchen and past the bathroom on the left. There will be a white cabinet before you get to the bedrooms, and the Monkey Paw is in there.
Summoning Circle
Summoning Circle - The summoning circle can be used by lighting (default: F on keyboard) all five red candles with an igniter. Each candle deducts 16% sanity for nearby players.

Summoning circle candles can be blown out by the ghost, in the same way as regular firelights. However, they cannot self-extinguish except when lit while the player has less than 16% sanity. Relighting an extinguished candle will drain 16% sanity again for nearby players.

Once all five candles are lit, the ghost is summoned and fully materialized, except a Shade, which has a chance of appearing as a transparent shadow. The summoned ghost stays motionless for 5 seconds, unable to kill players. This stationary period is considered a ghost event. However, the front door will lock immediately after lighting the last candle. After this event, the lights in the summoning circle's room will turn off and the ghost will immediately initiate a cursed hunt on the spot, without an additional 1-second grace period. Once the summoning circle is activated, it cannot be used again.

In certain cases, there will be no "ghost event" period; the cursed hunt[note 1] will immediately begin, potentially killing players on the spot:
  • If the player has 16% sanity or less when lighting the last candle
  • There will be a 1-second grace period before the hunt starts.
  • If the Friendly Ghost difficulty option is turned on, the candles will extinguish in succession instead of hunting.
  • If the last candle is lit while a hunt is ongoing (this will not restart the current hunt's timer)
Unlike other cursed possessions, there is a bug where using the summoning circle does not cancel the setup phase.

Locations:
  1. Bleasdale Farmhouse: The Summoning Circle can be found in the attic on the floor. It will be located next to two brown boxes stacked up with cans on top.









  2. Brownstone High School: Enter the high school, and walk forward in the lobby until you reach the point where the room joins with a corridor. The Summoning Circle is on the floor in the center of this corridor.









  3. Camp Woodwind: Go right when entering the campsite and past the campfire to the white tent with tables covered in food and drinks. The Summoning Circle will be on the ground in the center of this tent.









  4. 42 Edgefield Road: Go to the basement, and the Summoning Circle will be on the ground in between the stacks of shelves.









  5. Grafton Farmhouse: Upstairs on the second floor, there is a big storage room accessible through the bedroom on the right-hand side. At the back of this storage room is the Summoning Circle.









  6. Maple Lodge Campsite: Go inside the log cabin on the right-hand side of the map and find the living room. On the floor will be the Summoning Circle.









  7. Prison: Right at the end of the main entrance corridor, just before entering the hallway, the Summoning Circle can be found on the ground next to a row of white chairs.









  8. 10 Ridgeview Court: Go downstairs to the basement, and directly opposite the door is the Summoning Circle.









  9. Sunny Meadows: In the chapel, there is a large red circle in the center of the upper deck area. In the middle of this circle is the Summoning Circle.









  10. 6 Tanglewood Drive: Go to the basement, and turn right. The Summoning Circle will be in the center of the room on the ground.









  11. 13 Willow Street: Go down into the basement of the house, and turn left to follow the hallway. Next to a mannequin and in front of the first door will be the Summoning Circle.
Voodoo Doll
Voodoo Doll - The voodoo doll (or tortured voodoo doll) is a cursed possession used to force the ghost to perform interactions.

Interacting with the voodoo doll will cause one of the 10 pins stuck in the doll to be pushed into it at random. This will cause the ghost to perform an interaction, and will drop the user's sanity by 5%. These forced interactions can include EMF Level 5 and Ultraviolet sources, but not the Ghost Writing Book nor the D.O.T.S. Projector.

If the heart pin is pressed down the user's sanity will drain by 10%, and the ghost will initiate a cursed hunt. If the user's sanity is less than the amount that the pressed pin would drain, all remaining pins will be pushed in and a cursed hunt will occur.

Locations:
  1. Bleasdale Farmhouse: On the second floor, there is a brown leather seat opposite the two bedrooms next to the attic stairs. The Voodoo Doll will be sat on this chair next to a can.









  2. Brownstone High School: When you enter the building, walk forward until you get to a wall directly opposite the entrance. The Voodoo Doll will be sitting on a wooden bench here.









  3. Camp Woodwind: Walk directly across to the other side of the campsite when entering and find the big red tent. The Voodoo Doll will be on the ground next to a smaller blue tent to the left of the red one.









  4. 42 Edgefield Road: On the second floor, turn left at the top of the stairs and continue walking around the hallway until you get to a bedroom decorated blue. The Voodoo Doll will be on the bed.









  5. Grafton Farmhouse: Go upstairs and find the nursery on the left-hand side. You will see the Voodoo Doll on a small leather chest in the back of the room.









  6. Maple Lodge Campsite: Find the campfire on the left-hand side of the map, and the Voodoo Doll will be sat next to a log surrounding the fire.









  7. Prison: Go to the security checkpoint and find the desk next to the big red scanner. The Voodoo Doll will be on this desk to the left of a gray plastic box.









  8. 10 Ridgeview Court: In the office opposite the garage entrance on the first floor, there is a blue-padded bench next to a piano. The Voodoo Doll is on this bench.









  9. Sunny Meadows: In front of the red metal post in the chapel, the Voodoo Doll will be on the ground in some blood.









  10. 6 Tanglewood Drive: In the garage, turn left at the doorway and look for two plastic storage bins. The bin closest to the corner of the room will have the Voodoo Doll on the lid.









  11. 13 Willow Street: Head to the bedroom at the end of the hallway on the right, and walk to the white cabinet in front of the bed. The Voodoo Doll will be on the bottom shelf of the cabinet.
Bones Evidence
Bones Evidence - Every contract, one bone will spawn in a random location within the investigation area. The bone will spawn in a location that is accessible by the ghost, to reduce the risk of players being unable to retrieve it. One bone type of the human body will be randomly chosen for each contract.

The player can pick up the bone, causing it to disappear. The bone cannot be made to reappear for the rest of the contract once it has been picked up. Picking up the bone does not count against how many items one can carry.

Once a type of bone has been picked up for the first time, it will appear in the display case in the lobby.
Taking a picture of the bone will yield up to $10 and 10XP depending on the distance the photo was taken from.

Separately, picking up the bone will also yield the following base rewards, which will vary based on map size:

Map size
Money ($)
Experience (XP)
Small
25
25
Medium
35
35
Large
50
50

Types of bones:

Top Shelf (Left to Right):
  • Spine
  • Skull
  • Jaw
  • Right Scapula
  • Left Scapula
Middle Shelf (Left to Right):
  • Right Hand
  • Right Humerus
  • Right Ulna
  • Right Radius
  • Ribcage
  • Left Radius
  • Left Ulna
  • Left Humerus
  • Left Hand
Bottom Shelf (Left to Right):
  • Right Foot
  • Right Fibula
  • Right Femur
  • Pelvis
  • Left Femur
  • Left Fibula
  • Left Foot
Completed Bone Case:













Tips:
  • As the bone's spawn location is relatively random, the bone may be hard to find. As a general rule of thumb, if you cannot stand in a particular spot (on top of kitchen counters, cabinets etc.), the bone is unlikely to spawn there. Bones should not spawn in closets, lockers, and small tents, since the ghost technically cannot enter them. With that being said, it should be noted that these delimitations are not foolproof, certain factors such as physics glitches or areas erroneously marked as pathable by the ghost may cause the bone to spawn in unexpected locations such as on top of furniture or in bathtubs. In some cases, taking a 3-star photo may be impossible.
  • In some maps (most notably Sunny Meadows), there is an occasional issue where the bone is said to spawn in a specific room (using an Ouija Board) but they actually appear in a neighbouring room.[verification needed]
  • Having bones that are thin or camouflage into the background may increase the difficulty of finding them, though it is also possible to miss bones that are in plain sight.
  • If you have not found the bone a while after completing other objectives and identifying the ghost, it may be wise to move on to avoid wasting time (and potentially lives) looking for it.
  • Dead players are able to see the bone, so searching for the bone may give them something to do while waiting for the game to finish. They could potentially lead the remaining living players to the bone by throwing an object to guide the way.
  • To maximise monetary rewards, take a closeup picture of the bone before picking it up
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The appearance of all the maps:
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Bleasdale Farmhouse
Bleasdale Farmhouse - Bleasdale is a farmhouse that, despite its small size, offers ample space spread across three floors, providing numerous rooms for exploration during your ghost hunt. Interestingly, the cursed objects are distributed across all three floors of the house, adding to the challenge of locating them.
Brownstone High School
Brownstone High School - Although Brownstone High School ranks among the larger maps in Phasmophobia, all seven cursed objects will consistently spawn together in a single location. This simplifies the task of locating any of the objects during your investigation, regardless of which one appears in the round.
Camp Woodwind
Camp Woodwind - Camp Woodwind, a scaled-down version of the outdoor map Maple Lodge Campsite, presents cursed objects in distinctly varied locations. Given its outdoor setting, spotting objects can prove challenging due to the suboptimal lighting conditions in the area.
42 Edgefield Road
42 Edgefield Road - Spanning across three floors, Edgefield Road offers numerous rooms ripe for investigation, housing both evidence and cursed objects. The seven cursed objects are distributed across the various floors, with the majority spawning on the First Floor.
Grafton Farmhouse
Grafton Farmhouse - This marks the second farmhouse location, featuring fewer rooms distributed across two floors. The majority of cursed objects can be found on the First Floor, near the entrance to the farmhouse. However, there are a few scattered further away upstairs.
Maple Lodge Campsite
Maple Lodge Campsite - Maple Lodge stands as the largest outdoor map, essentially an expanded version of Camp Woodwind. Within this expansive terrain, abundant with additional tents and structures, cursed objects are significantly more dispersed across the campsite, requiring thorough exploration to locate them.
Prison
Prison - The Prison is an expansive map, characterized by numerous cells and enclosed areas where you can hunt the ghost. Thankfully, all cursed objects are concentrated in the main entranceway, ensuring they are easily located as soon as you spawn in.
10 Ridgeview Court
10 Ridgeview Court - Ridgeview Court, another house map spanning three floors, offers ample space for exploration, albeit with added complexity in pinpointing the ghost's location. Fortunately, many cursed objects are conveniently located within close proximity to each other, facilitating your search.
Sunny Meadows
Sunny Meadows - This mental facility stands as one of the largest maps available in Phasmophobia, boasting numerous corridors and turns that can easily lead to confusion during your investigation. Despite its vastness, all cursed objects are concentrated around the Chapel, intensifying the eerie atmosphere as you search for them within this ominous setting.
6 Tanglewood Drive
6 Tanglewood Drive - Tanglewood Drive is among the more compact residences you can explore in Phasmophobia, featuring a basement instead of an upper floor. Like other dwellings in the game, cursed objects are relatively easy to discern amidst the furnishings.
13 Willow Street
13 Willow Street - Willow Street is the smallest playable map, featuring numerous narrow spaces for concealment and exploration. This duplex abode spreads its cursed items across considerable distances, necessitating thorough scouring of multiple regions to uncover them.
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Essential Tips & Tricks While Ghost Hunting in Phasmophobia!
Equipment Tips

Knowing your equipment inside-out is an absolute must in Phasmophobia.

Before heading into a nail-biting battle, ensure you’ve got the essential items. You can buy these tools from the equipment store using the money you earn in-game.
  1. EMF Reader: This nifty device helps detect electromagnetic fields left behind by ghosts. When you spot ghost activity, note it down as evidence.
  2. Torch: A no-brainer, right? This tool stops you from stumbling around in the dark while exploring haunted houses.
  3. Photo Camera: You’ll need a camera to snap photos of ghost interactions and bones for extra money and vital evidence.
  4. Video Camera: This camera helps to catch Ghost Orbs – elusive specks of dust that could be critical evidence. The night vision setting and tripod will make your life easier later on.
  5. UV Light: Shine this on surfaces to reveal ghostly fingerprints and footprints.
  6. Spirit Box: Spirit boxes allow you to talk to the ghosts – but make sure you’re in the room with the lights off. Ask questions, and the answers will help you understand the spirit better.
  7. Ghost Writing Book: Place this book in a room, and if the ghost feels chatty, it might just leave you a spooky note – essential evidence!
Without these essential items, you might as well invite the ghost to a sleepover from hell.

Essential Tips & Tricks While Ghost Hunting in Phasmophobia

1. Finding the ghost room.
One of your top priorities early on is finding the ghost’s hangout spot. To do that, grab your EMF Reader and start scanning each room for signs of ghostly activity. Keep an eye out for EMF spikes – they’re your ghostly clues!

Once you’ve located the haunted room, set up your equipment and listen carefully for the ghost’s footsteps, which you’ll often hear almost immediately. Be sure to have your cameras ready for the action!

2. Know your ghost types.
Each ghost has unique mechanics, movements, and behaviours that can seal your fate if you’re unprepared.

Phasmophobia currently has an impressive 24 different ghost types. The journal entries about each ghost type intentionally keep things mysterious and chilling, increasing fear. You’ll have to rely on all the tools to identify ghosts accurately.

You can find a wealth of information about the ghost on the Whiteboard in the van. This is key for building your strategy and preparing for whom – or what – you might face. Think of the truck as your own Ghostbusters Car and a safe house.

3. Surviving the hunt.
No matter how skilled you are as a ghost hunter, there will come a time when you need to hide from these spine-chilling spectres. A “hunt” is when a ghost becomes actively hostile and tries to eliminate a player.

You’ll know when a hunt begins when your torch starts flickering, the radio goes silent with static, and the van’s activity meter spikes to ten.

When hunt mode is on, you must find a hiding spot ASAP! Look for a closet, locker, or tiny room with little to no ghost action. Once hidden, shut that door tight, keep quiet, and face the floor or the corner.

4. Keep an eye on your sanity.
Your entire team starts with 100% sanity at the beginning of each mission. It starts dropping if:
  • You hang around in dark spots,
  • Catch a glimpse of the ghost,
  • Witness paranormal activity,
  • Mess with the Ouija Board,
  • Or stare at a Phantom.
You can check the sanity meter in the van. If it drops too low, you’ll be at higher risk. Most ghosts are only able to enter hunt mode after it drops below 50 average.

Remember, the ghost checks the average sanity of the entire team, not just one person. So, if the crew’s sanity is going downhill, you’re all in for a wild ride.

To keep your marbles intact, use Sanity Pills. These become available at level five, and you can bring in a maximum of four.

5. Use the ghost’s name sparingly.
Ghosts can hear you speaking – as if hearing their eerie voices wasn’t horrifying enough.

One sure way to anger a ghost is to say its name. Don’t yell out their name in a haunted room; it may lead to a confrontation or, worse, a ghost going into full-on hunting mode.

6. Capture every piece of evidence – quickly!
Searching for the ghost’s location for evidence is the core gameplay of Phasmophobia. Players have a setup time on most difficulties before the ghost turns hostile.

The sooner you start, the better.

There are six types of evidence you can collect on the ghost:
  • EMF 5
  • Fingerprints
  • Freezing Temperatures
  • Ghost Orbs
  • Spirit Box
7. Save running for when the ghost is chasing you.
It’s easy to turn into Usain Bolt with the Shift key when the ghosts start coming for you, but you should use the Sprinting option wisely!

You have a sprint that lasts about three seconds before recharging.

During a hunt, ghosts move faster, making those precious three seconds even more valuable. You don’t want to waste your sprinting early only to find the ghost still hot on your heels.

8. Focus on earning money.
Pay attention to the side missions shown on the Whiteboard. These missions dish out extra cash, which is vital for upgrading your gear.

If you bite the dust during a hunt, you’ll lose some or all your precious equipment. Taking photos of evidence in the haunted house, such as bones and voodoo dolls, is the best way to earn money.

Summary

Phasmophobia transcends mere gaming; it stands as one of the premier ghost-hunting experiences. Immerse yourself in a journey delving into the mysteries of the paranormal, where courage is tested amidst the exploration of the unknown.

Since its inception in 2020, this cooperative horror game has captivated both thrill-seekers and aficionados of ghostly tales. It offers an enthralling blend of strategy, teamwork, and raw bravery.

Players are beckoned to assume the roles of paranormal investigators, delving into the darkness to unveil hidden secrets and embrace the adrenaline rush of the hunt. So, summon your courage, rally your comrades, and embark on a ghost-hunting escapade destined to etch itself into your memory.
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What the game is about?:
Phasmophobia is a cooperative multiplayer psychological horror game developed by Kinetic Games. In the game, players take on the role of paranormal investigators who are tasked with exploring haunted locations to gather evidence of supernatural activity. The main objective is to identify the type of ghost haunting the location by using various tools such as EMF meters, thermometers, spirit boxes, and motion sensors. Players must communicate and work together to collect evidence while avoiding being hunted by the ghost, which becomes increasingly aggressive as the investigation progresses. Phasmophobia is known for its immersive atmosphere, tension-filled gameplay, and emphasis on teamwork and communication.

Where do I get all this information from?
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Thank you for viewing the guide!
Please drop a like and add this guide to your favorites, thanks :)
(If there are any errors, please leave a comment under the guide, and if there are any new additions to the game, I'll try to add them.)
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4 Comments
Ninjax  [author] 14 Apr @ 9:37am 
?
vbqtify 14 Apr @ 9:33am 
botify
Ninjax  [author] 8 Apr @ 10:42am 
Got a cat here. Friends passing by can touch her and click like to pet her once. Award for lucky and food for cat. Take My Points for infinite pets :)

*I'm hungry*
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     /      | *MEOW*
    /  ヽ   ノ
    │  | | |
 / ̄|   | | |
 | ( ̄ヽ__ヽ_)__) \______/
 \二つ
MOLODOY 8 Apr @ 1:39am 
EN: write something from the list below, and I write to you what you want
RU: пишете что-то из списка ниже отвечу тем же

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