Phasmophobia – Complete guide covering todor what the community knows

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Phasmophobia

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For the players of the Phasmophobia, this is a long and complete guide to try to cover todor what the community knows about the Phasmophobia. Although it spoils the game's 'discovery' a lot, it can save you a lot of funny scares and generally saves you a few kills, while making you much more useful on a team.

Introduction

Welcome to this great guide that will try to cover todor what is known about this game, and about todo give as much verifiable information about the game and its mechanics as possible to give todGive us a level playing field to start with and make hobby missions a breeze and prepare you for the Intermission.

Obviously, as a horror game, there is a tradition of discovering things as you go and not reading beforehand to keep the suspense. This guide will not provide that and will ruthlessly dissect as many mechanisms as possible. If you really want to keep it a secret, you are free to jump in.

Much of this information comes from other sources, both other guides, YouTube guides and most importantly, decompiled information hosted on Github that gives many exact values. I am not going to copy and paste them into the guide, so I invite you to follow this guide if you want todat the information: https://github.com/azsry/phasmophobia_mechanics

This guide todavia is bastShort ante when it comes to real images of events within the places. I'm not good at taking them, especially wandering around alone just taking photos of extremely dangerous situations, and I'm not going to steal them. I'll try to split it todor as much as possible to make sure it's readable, but the Julity of this stuff should be obvious after a few rounds (plus it maintains some mystique!). When in doubt, ask your teammates how things are!

The Tutorial

When you start the game, you will be forced to enter the Tutorial. You can't play or do anything else until you've at least tried, and it can honestly be really unnerving when you start out. Although the ghost is intentionally castrated, it is not disabled, so you will have a somewhat genuine mission, albeit of very low difficulty (both the Solo modifier and the Tutorial settings).

First, let's get the obvious out of the way. If you don't want to do the Tutorial, just turn the truck back on (the same button you used to open the door) and you'll walk away and "complete" it. The solo missions are by far the scariest in the game, you have no one else to talk to and no one to cover your back if something goes wrong, and you have to stick your neck out. todas parts to collect clues. No one will blame you for not participating and joining your team in a 4-man amateur mission.

The Tutorial always takes place on the same starting map (Tanglewood Street). It's the simplest map in the game, with a floor (plus basement), very good light coverage, and good location indications (the car with the alarm in the garage, in particular). It's obviously a good place to learn the game if the ghost is pacified enough, which is provided to you during the Tutorial for free.

The TV will give you a quick tutorial, which you can watch with the remote control. But the most important thing is that it will tell you directly which room is the ghost room. Obviously the rooms are not labeled on the map so you may have to look around a bit to find the room you are looking for.

In short, the Tutorial is frankly uninteresting, especially todor because it doesn't teach you really important information in a controlled environment like how to find the ghost room or what to do during a Hunt. Don't be ashamed to skip it, although it's good practice to quickly throw out the test items to see if you can figure out the type of ghost yourself.

Vestibule Preparation

Before any investigation on ghosts, it is important to prepare well for your next mission. Generally speaking, you want to have a full team of four players on each mission with working microphones. Each extra person means more covered ground, more items contributed to the pile, and more opportunities to capture specific events or take critical photos… and of course, one more target for the ghost if things go wrong. Also, the ghost does not scale with the number of players who spend playing alone.

Choosing the map is an important way to adjust the difficulty. The bigger the map, the more dangerous but more rewarding (identifying the ghost on a larger map gives more money). The more difficult, the more money, but the ghost will be more active. Below is a sample beginner map with three starter maps.

Phasmophobia A Comprehensive Guide That Covers Everything the Community Knows

You will have three types of maps, each unlocked at different player levels in rough order of "actual size":

  • Small maps. Tanglewood Street, Edgefield Street House, Ridgeview Road House, Grafton Farmhouse, Bleasdale Farmhouse. If they open immediately, they are decently small and can be swept away before the safety timer expires with ease, especially if they are separated. You should play them until you feel more confident with the game, starting with the normal houses and moving up to the Farm as an "in-between" step once you have the equipment and a few successes.
  • Medium maps. Brownstone High School. This map has two full floors and about 40 rooms, giving you a quick idea of ​​how big the "middle" can be. Although it does have some good clues from the Room of Ghosts, it is highly recommended that you do not play there until you have enough equipment, including a full set of healing pills. Unlocked at Level 3.
  • Large maps. Asylum. As of this version of Early Access, the only one. It is a gigantic map with long, winding and dark corridors. Even in Amateur, this map is sure to be painful for any team without a full team and lots of experience under their belt. Unlocked at level 5.

You'll also find three types of difficulties as you level up, with a random selection of difficulties in todtheir contracts.

  • Amateur. This difficulty is the starting difficulty and a very good way to make it easier for you to enter the game until your team has the full equipment and double digit levels (remember that you can play on larger maps to increase the difficulty naturally without doing that the ghost is super dangerous). On this difficulty, you will have five minutes of setup time once the truck is opened, allowing you to quickly attack the house without risking an attack. The ghost will be relatively peaceful even if it is active and you are likely to finish the level without hunting if you work quickly and efficiently.
  • Intermediate. This difficulty is more of a standard for the game and a good way to remove the training wheels once your team feels ready for some strength. Prep time is reduced to two minutes, giving you a short safety window to locate the ghost room and get your gear in place before things start to get dangerous. The ghost will be more hostile and will most likely start hunting a little earlier to put your team to the limit. Unlocked at level 10.
  • Professional. This difficulty will test you even with todor equipment and a solid understanding of the game, especially on the larger maps. You will have no preparation time, which means the ghost can begin to act against you the moment you walk through the front door, including a blitz hunt. Expect relentless pressure and catastrophe, unless you quickly target the ghost's room and set up security, and don't stay too long! Unlocked at level 15.

You will also have access to the item shop. By default, you will have no money and a small set of "starter items" that are provided for free, allowing you to do very basic research but still find todAce the clues if you operate efficiently. Of course, this will be inadequate extremely quickly and leave you in danger, and as a result you will want to purchase items with your hard-earned quest money to bolster your inventory.

Below is the default free gear list. The first number denotes the amount, the second number denotes the maximum allowed per level. Keep in mind that there is a lot of extra gear you can add to the list!

Phasmophobia A Comprehensive Guide That Covers Everything the Community Knows

Make sure that todThey add their equipment (don't be shy, more equipment means faster work, and you can recover bad missions in Amateur more easily), prepare and you can start your match! We'll walk you through a theoretical first playthrough, and then revisit how items work, how ghosts act, what maps look like, and other oddities.

The truck

Once you spawn in the level, you'll be safely hidden inside your ghost hunting truck, parked just outside the location where you're about to scavenge and loot for clues. Until the main door opens, the level is frozen in time, so don't hesitate to keep todup until todbe ready and prepared. Every second counts!

Phasmophobia A Comprehensive Guide That Covers Everything the Community Knows

Once you todhave spawned you, the actual quest will load completely, giving you some things to study. First, your mysterious handler will radio a brief report at the start of the level. The Julior part is fluff, however, there is a variable part that will say that the ghost is either calm and relatively docile, aggressive and dangerous, or that there is no more information. Although it is not known if it actually affects the ghost's aggressiveness, you would do well to make head of this.

Second, they will notice a blackboard covered in various information. Although it's full of filler, there are some nuggets of critical information to collect!

Phasmophobia A Comprehensive Guide That Covers Everything the Community Knows

  • Objectives. You will always have four objectives in each mission, the first of which will always be "Find out what kind of ghost we are dealing with", which you will have to fill in on the last page of your journal. The other three goals are often referred to as the "optional" goals but they pay off big, so try to do them if you can! The gray objectives are completed, but the phantom objective is only completed when you leave.
  • The name of the ghost. In this case, our creepy old man answers to the name of "Paul Martin." This is not nonsense, as the ghost will react with bastbefore force to his own name. The tactical name can make the ghost act for you, or even make it aggressive if necessary for the objectives. Of course, you may not want to say it any other way.
  • The ghost's preferences over groups. The ghost may wish to respond and act against entire groups ("Todos") or respond to and act against a single person ("Only"). Keep in mind that this means only in one room, don't send just one person to the house!

Phasmophobia A Comprehensive Guide That Covers Everything the Community Knows

On the other wall, you'll see a computer with a screen showing a camera view of the location (starting in night vision mode). This computer is the camera's monitor, allowing you to review todas the cameras on the map (both natural surveillance cameras and cameras you place there, including video cameras or head-mounted cameras). You can use the keyboard to change night vision, and the mouse to change to additional cameras if there are any (the counter is in the upper right corner of the screen)

The clock above shows your safety timer (here five minutes as we start the map on Amateur difficulty). It will start ticking as soon as the front door is open, so make sure you plan before you go out! Also take note of the key in the lower left of the image. This is the entry key, which you will have to collect to enter the map.

As you move along the other wall, you will see four large digital monitors with large, imposing readouts on them. TodThey are really important (except the top right one that starts, since you need Sound Sensors to use it)

The location on the minimapPhasmophobia A Comprehensive Guide That Covers Everything the Community Knows

  • The Minimap location. Located in the upper left, this minimap will show you a complete floor plan of the house. It will only show you a floor, which you can change with the switch to the left of the screens. It will also give you a lot of additional information, including the teammates inside the house (green orbs), the location switch (green rectangle with a light pin), the exits (green lines), the windows (red lines), sound sensor coverage (yellow boxes) and motion sensor coverage (red boxes). This map is critical to making sense of the mission if you are in the truck monitoring things!
  • The sanity of the team.  Located at the bottom left, this lists todThe companions of the mission with their full name and a head with a percentage inside. This is your sanity, which goes from 100% to 0% with a small constant variation of 1-3%. Sanity is a critical value that must always be monitored, as it affects ghost hostility and therefore mission security. If the meter is replaced with a question mark, the listed individual is dead or offline.
  • Sound sensors. Located in the upper right. At first this screen will be totally useless, but once your gear list is extended this can be a boon for finding a ghost on a large map. Each sensor you place will be named based on the room it is in and will monitor the sound based on the yellow area shown on the map. If it catches any sound (player or ghost), it will add to its sound intensity for a few seconds. Any amount of noise in an area that no one is in means ghost activity!
  • Total activity. Located bottom right. Bastfamous and with the variable effect of being information noise or a total brown note, this delimits the EMF activity of the phantom through todor the map for the last minute on a scale of 0 to 10. This is the same activity that is picked up by the EMF scanner (minus EMF 5, which is just a hint) and added up. You will not collect additional activity above 10, although the meter will be locked at 10 during a Hunt. It is also worth noting that EMF events last for 20 seconds.

Phasmophobia A Comprehensive Guide That Covers Everything the Community Knows

Finally, the humble rack of equipment, here presented only with the starter equipment. This will fill up quickly as you spend your money on more gear and bring it in, and it will empty as quickly as people pick up things and throw them around the house. You don't need to bring things back here at the end of the mission, you will always have your equipment back unless you die, then you will lose it todor even if you bring it back!. Be sure to take inventory and equip todbefore leaving. Also note that the head-mounted cameras are in their own position near the door release button.

Phasmophobia A Comprehensive Guide That Covers Everything the Community Knows

And so it begins! Grab your gear, get out of the truck and get nervous. The mission is about to truly begin, and our destination is the humble front door.

Gap and clearance

A few steps from the truck is a foreboding door. The entrance door. From the moment you enter the house key, todor start. The ghost will enter and start to freak out, and the safety timer will go off. As a result, it is critical that the first entry into the haunted location be quick and complete. No one should be in the truck as there is nothing useful to check at the first entrance, so pile up at the door and go for it.

Your first entry is by far the safest and you will not be attacked. However, that is no excuse to relax or goof around. If handled correctly, a proper house sweep will secure important parts, pinpoint the ghost room, and allow you to start the second entry with security and test items before the security timer expires, allowing you to pass through and finish safely. (at least in Amateur).

So what does a good sweep look like? Simple, there are three critical things to do as soon as you walk through the front door.

  • Create safe transit zones. Although detailed later, there is a "light budget" on the map, and the illuminated areas calm the nerves both behind the screen and in-game, keeping your sanity from sagging! It is important to illuminate large rooms or good lights, and other common traffic areas such as the main staircase or the main hallway. Act like a five-year-old by making sure the monster isn't here after being woken up from a nightmare, but be careful not to blow the fuse ...
  • Sweep the rooms one by one with the research items. Getting nice and cozy around the house is a bonus, but you won't get anywhere if you can't find the ghost. Once again, although it will be detailed later, you should go carefully to each room and check for any ghosts or other signs such as temperature drops, sounds, EMF readings or responses from the spirit box. The most effective is the true and proven thermometer sweep, although it is not part of the starter kit. Don't overlook anything, the ghost may appear in a bathroom, closet, or hallway / staircase!
  • Prepare equipment and areas. Make sure you turn off the lights you don't need and close the rooms that are completely out of the question so as not to waste your electricity budget and your nerves on rooms that don't work for you, and if you have your hands free, start bringing security items or things like cameras or books to the house. Efficient teams can avoid bringing the equipment until the ghost room is out of todNo doubt, although there is no great harm in having one person come and go to fetch items, especially if the other three are already piled up.

There's always a debate about staying together out of nerves versus breaking up to cover ground faster. Note that splitting into four is a bad idea since you won't have enough good equipment to todos, and being alone is likely to psyche most people out and cause problems, especially if they stumble upon the ghost room by accident and are aggressive. There's no harm in staying in a large, cohesive group, especially in Amateur! The noise and company will keep your nerves down and your lighting budget reasonable by opening and closing the lights on the fly. Although the ghost only responds to people being alone, it cannot hide the cold temperatures.

Keep in mind that there are a few extra things to watch out for when traveling for great value. Sometimes you can find paranormal items, These will give you a huge cash bonus if you obtain evidence of them with a camera. Make sure to always check the journal to see if the photo worked, as it can be very whimsical, you also have to be relatively close:

  • Ouija board. This object is very dangerous, but a photo of it can give you a nice bonus. Turn it on by clicking on it, say nothing, and take a photo of it. It spawns irregularly, and does not have to be in the ghost room.
  • Bone (DNA). A small white bone, easy to miss but worth its weight in gold. A photo of him will give you a nice chunk of change, and then you can pick it up for an extra bonus!
  • Voodoo doll. These little dolls count as evidence of interaction but can be obtained immediately. There are reports that they may need to be moved around a bit to turn them into evidence, although these could have actual effects attached to them.

If possible, do your best to physically locate the map switch so you can head there in an emergency (the switch can explode if someone turns on too many lights, including the ghost, or the ghost can just turn it off if it's active). Since you will be stumbling in total darkness until it is restored, you really want to know your way to it! Use the truck map to get the general location of the truck before leaving.

Eventually, this phase ends when you find the ghost room. Most ghosts tend to stay in a specific room (interchangeably called "ghost room" or "favorite room"), rarely wandering into nearby hallways or connecting rooms to scare things up a bit. Once you can narrow down the location where the paranormal activity occurs (even roughly), you need to take out todor building equipment to preserve sanity and get new equipment, beginning the second phase.

CSI: Ghost Team

Finding the ghost room is a defining event of each round, as it allows you to finally try the six different tests that allow you to narrow down the ghost you're looking at. Additionally, the ghost will usually be gravitating around his favorite room outside of hunts, giving you a clear target to practically todthe objectives.

The main way to find a ghost room is to find a room that has any of the following:

  • An ambient temperature below 10 ° C / 50 ° F or obviously freezing. This means that the ghost is close by, as it will always lower the temperature of the room it is in. Make sure to point your thermostat towards the room, it will shock you in a straight line!
  • Obvious paranormal events in the area. Doors suddenly thrown ajar, full or closed. Sinks filling up with dirty water, objects being thrown, any amount of noise that's obviously not coming from teammates, or if you're unlucky a whole spawn. Since ghosts tend to stay in their favorite room, this is a clue. bastsolid suede
  • Collect evidence. Things like ghost orbs, EMF level 5 readings, ghost writing books that fill up, or an answer in the spirit box can give you a clue if you're running out of ideas. This can only happen in the presence of the ghost, and therefore near the ghost room.

As soon as he's located, get out on the truck and get your investigation kit ready. You'll need a good variety of items to get into the house and near the room to search for clues, along with some security items so you don't die if the ghost starts to get angry at your intrusion. The clues we are looking for are in the order given by the game:

  • EMF Level 5. The ghost can give a special pulse of EMF energy when it produces various types of insignificant paranormal activities (anything but throwing objects or appearing) with a probability of one in four. This can be triggered quickly or take a while depending on your luck and how active the ghost is. A good idea is to place an EMF reader within sight of a surveillance camera in the ghost's room to remotely pick up an EMF 5 event. Make sure it's not EMF level 4, which denotes an apparition!
    Six types of ghosts are capable of doing this: Phantom, Banshee, Jinn, Revenant, Shade and Oni.
  • Spirit box. The ghost can answer any question transmitted through a Spirit Box as long as the lights in the room are off, the ghost is close enough, and the "alone/" rule is respected.todyou". “Nothing detected” means he heard your question but the ghost didn't respond, any male robotic voice response means the ghost responded!
    Seven types of ghosts are capable of doing this: Spirit, Wraith, Poltergeist, Jinn, Mare, Demon and Oni.
  • Fingerprints. The ghost can leave fingerprints when interacting with specific objects, especially light switches, windows, and doors. Only fingerprints count, footprints are just photographic evidence! Make sure to check both sides of the door, and give the ghost some time to mess with things. You also need a UV light or a light stick to view the fingerprint.
    Five types of ghosts are capable of doing this: Spirit, Wraith, Poltergeist, Banshee and Revenant.
  • Phantom Orb. The presence of the ghost can cause ghostly orbs to appear that can only be captured by night vision (and therefore video cameras of any kind). As night vision is ultra sensitive to light, you will need a camera pointing to a completely dark room to see them (UV light sources do not disturb it). Be patient as they appear every docIt takes seconds and can be subtle. They look like small white dots that briefly fly across part of the screen, like large dust particles.
    Six types of ghosts are capable of doing this: Phantom, Poltergeist, Jinn, Mare, Shade and Yurei.
  • Ghost Writing: The ghost can choose to write in any open book as a form of paranormal activity, leaving random scribbles in it. Any book written in, regardless of its content, counts as ghostwriting! Usually you will have to leave the book on the ground and in ghost land, except for VR users who can write in your book freely.
    Six types of ghosts are capable of doing this: Spirit, Revenant, Shade, Demon, Yurei and Oni.
  • Freezing temperatures. Each ghost causes a drop in temperature around it, but certain ghosts can lower the temperature below freezing water. While a thermometer easily shows this by showing a temperature of minus 0 ° C or minus 32 F, you can also tell if you see your breath foggy from the cold. Just make sure you don't mistake it for a smudge stick effect.
    Six types of ghosts are capable of doing this: Wraith, Phantom, Banshee, Mare, Demon and Yurei.

Most of them require specialized equipment to be brought (except for freezing temperatures, which can commonly be discarded the moment you see your own breathing upon entering the ghost room, making thermometers often an item). open-only that is quickly discarded). TodThey also need long monitoring as they require the ghost to act to cause the events, so unless you're lucky, they can take a while to collect.

Be careful to discard the clues unless you are sure you are doing them correctly.

Ghosts have been known to stray far enough to make your ghost room too hot to freeze, or make a few attempts to respond to the Spirit Box, or take a long time to give a CEM level 5 hint, fingerprint or ghost writing. If your nerves are failing, try setting up a camera to monitor your equipment from a safe distance! Also remember that you have infinite time as long as you stay in a lit room (although the ghost will probably slap the switch box eventually, or it may start a spontaneous hunt)

This step only really ends when the ghost has been fully identified, although it crosses over to the next step when it comes to safety and optional targets (which sometimes even overlap!). And of course, you have to start thinking about your safety quickly, as your sanity will start to drop completely after the prep time.

The hunt and the power of Christ

Investigating the ghost is todoy well, but the ghost often doesn't like to be investigated. Beyond giving him a few quick scares to try to get him to go away, you could try moving on to more…persuasive arguments. The kind of arguments that will leave one of your friends with a terminal heart attack.

The Ghost Hunt is literally the most dangerous event in the game, as it denotes the only time the ghost will fully materialize and actively search for people. If the ghost reaches someone during a Ghost Hunt, they will die after a short period of suffering. This is the only way someone can die and seriously damage your income and lose your items forever.

The start of the Ghost Hunt should be obvious assuming you are taking precautions. The Phantom will immediately appear in top form (rather than a shadow form or a brief full flash during spawn events), with a constant heartbeat for anyone in his line of sight and / or his target. TodThe level's lights, including static lights, lamps, flashlights, and UV lights, will also flash constantly until the Hunt ends, becoming a critical cue.

As a bonus, todThe exit doors will be closed and locked, meaning you will not be able to leave the venue until the event is over, and the radios will melt into static, making radio communication impossible. As soon as the Hunt starts, you only have a few seconds before the Ghost starts moving, often quickly if he's one of the more dangerous guys, so hide fast!

What you should do during a Ghost Hunt is simple:

  • Get rid of the Ghost and his room. If you are unlucky enough to be in the physical presence of the ghost while it manifests (especially todor if you hear a heartbeat), you have to go, and quickly. Do not stay in the room with the ghost, you will die, even if you enter a closet.
  • Don't try to leave the place. TodThe exit doors are completely closed and you will make an absurd amount of noise moving around that opens you up to being tracked. Find the nearest room to hide in instead.
  • Hide in another room. Find a room other than the ghost's and the room the ghost is currently appearing in. Close the door to break the line of sight. If you can, find another object in the room to hide, especially a closet, locker, or whatever object you can duck behind, as the Ghost works mostly out of line of sight.
  • Be silent. The Ghost hears the sound and can sometimes react to its light as well. Shut up, if you speak the ghost will head towards you. Do not make any noise, do not play with your door, your objects or wander around your hiding place. If you can, turn off your flashlight, the light in the room should be on fine.
  • Checking the radio after the Hunt is over. In fact, if someone was outside the house, they should radio as soon as the Hunt is over to stop people from hiding. Yeah todIf they are inside, whoever can clearly see that the lights are no longer flashing, let them know first. If no one can, press the radio key without saying anything and check for obvious static, then speak if it seems okay.

Of course, as you can imagine, Ghost Hunting is extremely dangerous and therefore best avoided, but luckily there are a few ways to predict and prevent it:

  • Crucifixes can immediately abort a hunt if the Ghost tries to materialize within a 3m radius (5m for Banshees). This is by far your Julior safety ticket, and while it's not perfect, it can save you if you find the Ghost Room quickly and drop a crucifix. Retained crucifixes are unreliable, and crucifixes are useless once the Hunt begins. Always leave a crucifix in the Ghost Room, and another nearby, as soon as it is located.
  • Low sanity opens up hunting risk and raises it quickly. The average sanity of todThe crew members within the location determine the hunting risk. Below 50% Sanity, each ghost is likely to start hunting. Below 25% Sanity, hunts become even more frequent. Demons can begin hunts with 15% higher Sanity to todos these thresholds, the same with the Mare in the dark with 10% more.!
  • Ghost activity factors for hunting risk. Although less intense than the other factors, a restless ghost is more likely to go completely insane and enter a hunting stage. This is often the reason why a sudden chain of activity can enter a full Hunt. Avoid angering the ghost by calling him by name, calling him names, or asking him for activity until you are ready for a Hunt.
  • Stain sticks can appease the ghost for a while. Although it will severely reduce activity and therefore testing, a burnt stain stick in the ghost's room or near the ghost (up to 6 feet away) will massively shed its activity and therefore be less likely to initiate a Hunt for a weather. In general this translates into a medium security window. Also, if you are surprised by a Hunt, burning a smudge stick will delay the ghost from fully entering Hunt mode for a few more seconds.
  • Demons and to a lesser degree the Seas are prone to hunting. Demons are always more likely to start a hunt and will go from freakish hunts abnormally early to spamming you if the going gets tough. The Seas also have an innate extra chance to start a hunt if the room they are in is not lit, and conversely if it is lit.

Ghost hunting is the nightmare of any good ghost hunter team. Losing team members means losing a lot of money and one more person to solve a mystery. Do your best not to be caught off guard, but if it happens (and it will happen as the difficulty increases) you will have to stay calm and hide properly to live another day!

With luck, with todor this, you should have todAce your tests and leave. This is your first round, but this is just the beginning of a long ghost hunting career. We will now move on to a fascinating concept that can also limit hunts, light, before returning to equipment, ghosts and maps!

The budget of light and the breakdown of it

Lighting comes at a high price in this game. As you've no doubt noticed by now, every unaltered map is very dark from end to end, and only you are able to illuminate it. Fortunately, todos them todThey still have a power grid – somewhat functional – that allows you to turn the lights in the rooms back on to prevent them from going completely crazy and inevitably being massacred by the ghost.

So why don't you turn on todTurn on the lights until you're basically in a nice, cozy American house? Well, anyone who has tried will get the answer very quickly when another light switch suddenly turns on todto the house in total darkness. The mains might work, but the fuse box is sensitive. The light limit in the game is often debated, but it generally sits around 6 to 10 lights before the switch breaks.

Also, just in case it needs to be said, Outside of witnessing the events of the Ghosts, being in the dark is the only common thing that will make you lose your sanity. Being in a bright room will stop the sanity drain.

Managing your map's poor lighting and constantly wandering through dark rooms and hallways will send your sanity plummeting and quickly open you up to attack.

So you will have to choose the lights that you want to turn on, keeping in mind that the ghost may randomly decide to turn on a light switch for fun, which can overload the network if you are at the limit. Generally speaking, I would classify the lights this way:

The entrance light. Every map has an entrance, and each entrance tends to have lights on or near it. Generally speaking, this light should always be on for multiple reasons. Entering a well-lit room has a great psychological effect and keeps people focused, it is often a great transit point and can avoid panic in bad situations, and allows you to see very quickly if a hunt is in progress, or the switch he was hit, both from the inside and from the outside.

  • The main room. Multiple maps have large rooms that can often keep level in the dark if not lit, particularly the living room or kitchen on the house maps. Although it is not a transit room (and sometimes totally ignored if the ghost is upstairs), having those lights on will also help your nerves tremendously. Just try to budget smartly!
  • Hallways / transit stairs. A long, dark hallway is a big scare factor, and you'll spend some time in hallways and staircases in most maps, especially the big ones. Wandering through dark hallways could be synonymous with death. Don't hesitate to have todUse illuminated stairwells above and below (especially on maps where the stairwell connects to the entrance or main room) if you need to navigate through them.
  • Ghost Room Light. Once the Ghost Room has been found, deciding where it should be lit or not is a big deal. On the one hand lighting it up makes it more attractive for testing purposes, on the other hand you will definitely have to turn off the light to test for orbs or a spirit box. Also, some ghosts like Mare are significantly weakened if their Ghost Room is lit up.
  • The lights in the room. Without trying to be too verbose, any lights in a room that you are not planning to visit again (outside of the hiding place) should be turned off. Don't waste lights in rooms you don't use and the ghost doesn't visit, you'll already be close to budget with hallway lights and large rooms, especially on larger maps.

So is there a way to light the house outside of the light switches? Actually, there are many available to you!

  • TVs. Yes really. If you click on the remote control, you will turn them on. While they emit an annoying amount of static, they also emit an enormous amount of light, almost todenough security to even be able to turn off the light in some rooms. On two house maps, they can act as a free light to cover otherwise scary blind spots.
  • Independent lamps. You can often see them, especially on house maps. Although it is not clear if they consume a light slot or not, they are often in convenient places to give more light in points not covered by lights in hallways or rooms. Try them!
  • Candles. People often forget about those little beauties. If you have a lighter with you, you can just light it. They will stay on for a few minutes and can be replenished, and obviously still work even in a blackout, as you would expect. It is useful for both emergency lighting and to keep your nerves during a hunt or incident with a switch. The candles on the map are free lighting!
  • Flashlights Yes, we know, a massive "duh" statement. But aside from taking them with you (remember to press the T or flashlight button to use them by hand!), You can simply leave them lit up on the ground to shed light. Although it is not the strongest light in the world, it will give you a nice cone of light, it is free (as long as you have extras), and it can give you a warning during hunts or visual aid in blackouts.
  • Flashlights and UV light bars. Although UV light is not the brightest, it will still make dark rooms disappear. Obviously, you should try to throw them into the ghost rooms for both free lighting and to reveal the tracks and fingerprints. As a bonus, it doesn't drown out night vision.
  • Infrared light sensor. It will give a blue light ping when triggered. It is free light, especially if it is in the middle of the ghost room.

However, you will inevitably have to use the switch. Even if you're careful with the lights, the ghost may simply decide that he doesn't like the map lighting up and hit it, causing it to todor the map goes dark immediately. Being on a dark map is dangerous and will get you killed, so you have to quickly get someone to the switch room to reset it. Any lights that were on will come back on immediately, unless you turned off the power, in which case some lights will randomly turn off.

Equipment and Using It (Part 1)

Equipment is your main tool for hunting ghosts and surviving said hunt, and as such is a critical topic to cover. Proper use of your equipment can allow you to conclude an investigation quickly or save the life of todos, and improper use can waste items or cause you to miss big clues. So without further ado, let's get started!

EMF reader

Phasmophobia A Comprehensive Guide That Covers Everything the Community Knows

Price: $15
Level: Starting
Quantity: 1/2
Used for: Exploring, researching, objectives
To bring: Always (One). Leave in the ghost room in camera view

The EMF Reader is an item that can give you a surprising amount of intelligence…… or nothing at all if the ghost feels like doing nothing. Every time the Ghost does something within a radius around the EMF Reader, it will pick it up and immediately let out a loud bang, along with lighting depending on the (maximum) event:

  • EMF 1. Indicates that the EMF reader is ready. If the light is not on, it is not on.
  • EMF 2. A paranormal event occurred on the radio, it generally means any interaction that is not an object being thrown or an apparition. This satisfies the purpose of the EMF Reader.
  • EMF 3. An object has been thrown by the ghost.
  • EMF 4. The ghost has physically appeared nearby, this also includes the ghost closing a door.
  • EMF 5. A paranormal event pulsed a specific energy. Counts as an investigation track.

The CEM "dots", as they are called, last 20 seconds, this counts for the CEM reader, the images of the "Interaction" events (yes, even on the doors or light switches) and the CEM graph in the truck. The truck CEM graph and the CEM reader detect the same events, but the CEM graph tracks globally and ignores the CEM 5.

Lantern

Phasmophobia A Comprehensive Guide That Covers Everything the Community Knows

Price: $30
Level: Starting
Quantity: 1/4
Used for: Luz
To bring: Always if there is no strong flashlight. Somewhere else.

The humble Lantern, how much more of an introduction do you need? When held (or released, pressing the Flashlight button) it will throw a cone of light in front of you, allowing you to see at least something in the dark.

Remains bastsuede effective if dropped, so if you have extras for whatever reason, consider dropping them in hallways or doorways to get some free light.

If your flashlight is flashing, a Ghost Hunt is beginning. Hide and turn it off.

Camera

Phasmophobia A Comprehensive Guide That Covers Everything the Community Knows

Price: $40
Level: Starting
Quantity: 1/3
Used for: Goals, Bonus
To bring: Always (One).

The camera is a humble little item with five charges, but used correctly it can literally double or even triple your mission pay. Every time you take a photo of a unique phenomenon or paranormal object (within a 5 meter radius, without obstruction), you will earn money. This adds up quickly compared to normal lenses, and some lenses require photos. The list of items you can photograph is:

  • Interaction (EMF Reader 2 Event). Anything the ghost has clearly messed with can be photographed if you arrive before the event ends. Photographing the EMF reader does not count. Includes doors, thrown objects, light switches, fuse boxes, sinks, cameras, etc.
  • Dirty sink. While an EMF Reader 2 event, this one is permanent. It is also a potential secondary objective. However, it is difficult to come by as the Ghost needs to wander near the sink and decide to do an interaction event.
  • Ouija board. These are extremely whimsical, but a photo of a Ouija board, if the game decides it counts (it often works best when it is moved around a bit and turned on), it will be good money.
  • Voodoo doll. They can only be found in Farmhouse, they count as interaction clues for some unknown reason.
  • Bone (DNA). Take a photo before you pick them up for extra money.
  • Fingerprint. As long as it's UV lit (sometimes barely) it will count.
  • Footprint and saline footprint. Same as above. Saline printing does not need UV to count.
  • The corpses. If your teammate dies, you can get pocket change by taking a photo of his body as evidence, wow!
  • The Ghost himself. As dangerous as it is, getting a real picture of the Ghost is cash. Spawns, Shadow Spawns, and the Hunt phase count. Obviously, a Chase is not a good time for a photo unless you are brave or about to die.

If you can, always check the journal to make sure your photo counts. The system is very fickle and can often shoot perfectly good photos for no apparent reason.

Lighter

Phasmophobia A Comprehensive Guide That Covers Everything the Community Knows

Price: $10
Level: Starting
Quantity: 0/2
Used for: Light, Security
To bring: Early (Low Prio). Later (With stain sticks)

The Lighter has a unique use, to illuminate things. As silly as it sounds, two other things must be used: The extremely useful Stain Stick, and the Situation Candle.

Always have one with those, although having an extra one is rarely a bad idea. Additionally, if the level has candles (as is often the case), it is free light for todthe.

Vela

Phasmophobia A Comprehensive Guide That Covers Everything the Community Knows

Price: $15
Level: Starting
Quantity: 0/4
Used for: Luz
To bring: Later (Add lights)

Free portable light that the Ghost can only kill if he specifically ejects them. If dropped / placed on the ground, it will stay on for a few minutes, but will remain in your hands forever.

Use it as a beacon and security lighting, even if you don't trust it too much as it will turn off.

UV flashlight

Phasmophobia A Comprehensive Guide That Covers Everything the Community Knows

Price: $35
Level: Starting
Quantity: 1/2
Used for: Research, Objectives, Light, Bonus
To bring: Later (Ghost Room). Place if investigation is done

The UV flashlight acts as a strange light source with strange tints that does not affect night vision. However, this is not its only use. The main use of the UV Flashlight is to scan for fingerprints and footprints, and if they are found, to take good photos. Always take one to the Ghost Room and check both sides of the doors!

Crucifix

Phasmophobia A Comprehensive Guide That Covers Everything the Community Knows

Price: $30
Level: Starting
Quantity: 0/2
Used for: Safety, Objectives
To bring: Later (High Prio once found the Ghost Room)

As noted above, crucifixes are essential to keep your team safe and out of harm's way. If a Ghost tries to materialize to attack you within 3 meters of it (5 meters for a Banshee), the attack will be immediately canceled. The Crucifix can do this twice before disappearing without a trace.

While holding the Crucifix in hand seems badass, it is unclear if it acts in the same way as on the ground, nor will it do anything if a Hunt is happening! Throw them in the Ghost Room and nearby hallway to keep them safe, get out if they break as the Ghost is starting to get very aggressive.

To satisfy the Crucifix's objective, you have to activate a Hunt that is immediately canceled by a Crucifix. Just aggravate the Phantom and lower the threshold of sanity, come out once it looks good.

The equipment and its use (Part 2)

Video camera

Phasmophobia A Comprehensive Guide That Covers Everything the Community Knows

Price: $50
Level: Starting
Quantity: 1/6
Used for: Investigate, support
To bring: Later (Ghost Room found)

The video camera is a huge piece of equipment and critical to mission success. When installed in a room and turned on (right click on it and check for the green light), it allows you to control it remotely from the Truck. In theory, you only need to check for ghost orbs by placing it in the ghost's view in the dark and letting it do its thing, but this is far from the only use it has.

It's no wonder remote monitoring really comes in handy. One of the best things you can do is put out lots of other items (Ghost Writing Book, UV Flashlight, and notably EMF Reader) to allow you to monitor them remotely and see if they are giving critical clues. This can allow you to check 4 of the 6 tracks from the comfort of the truck instead of risking your life waiting where the stupid EMF Reader goes off, which is invaluable!

Additional cameras can be placed in various locations in or near the Ghost Room to check for orbs or other objects, or to monitor the team. Please note that truck camera computer photos sadly do not count as evidence, so there is a trade-off!

Spirit Box

Phasmophobia A Comprehensive Guide That Covers Everything the Community Knows

Price: $50
Level: Starting
Quantity: 1/2
Used for: Exploring, investigating
To bring: Early (if there is free space). Later (Ghost Room found)

The Spirit Box has a unique use, but as the most common clue in the game, it is by no means a small one. If used and you receive a response, you will immediately complete a third of your investigation. However, it can be complex to use, for it to work you need the following:

  • You have to be in the Ghost Room or near the Ghost. You will not get an answer if you are too far from the ghost.
  • You need to be in the dark. You can't use the spirit box in a lighted room, so hold your nerves and turn off the light. If you have problems, just look in a corner and keep your seat back behind the door.
  • You have to respect the Phantom crowd rule. If it said “Alone,” you have to be alone in the room to get a response. If he said Todyou, todYou have to be in the room. Be sure to look at that information before bringing a spirit box so you don't waste your time and sanity.

The actual answer doesn't matter, as long as there is one. While the answers can also be used as an early warning when exploring, they should be discarded (and turned off to avoid disturbing players) as soon as the answer is obtained.

Sal Island

Phasmophobia A Comprehensive Guide That Covers Everything the Community Knows

Price: $15
Level: Starting
Quantity: 0/2
Used for: Exploration, bonus
To bring: Early (No Ghost Room Found), Later (Ghost Room Found)

Salt is undervalued (although at $ 15 a shaker, it is hilariously overvalued). Each shaker has three loads of salt, which can be placed anywhere in the house. If the Ghost walks on the pile of salt, it will create a step that can be photographed as evidence. This allows you to track the Phantom's movement and remarkably see which rooms it is entering or exiting, or simply put it in the Phantom's room for free money as evidence.

If you don't know where the Ghost Room is, with capricious ghosts, throw salt in the narrow doors and corridors, go out for a coffee in the truck, and check which ones have been trodden to find your room or hallway.

Incense sticks

Phasmophobia A Comprehensive Guide That Covers Everything the Community Knows

Price: $15
Level: Starting
Quantity: 0/4
Used for: Safety, Objective
To bring: Later (Low sanity or need for cleaning)

Incense sticks are a very important security item. Although not as flashy as the Crucifix, burning a smudge stick can easily save your team's life if done at the right time, and you can get up to four to flip.

To light one, you need a lighter that is lit in your inventory. Then simply hit the Use key when holding the smudge stick. It will last a few precious seconds.

When an incense stick is lit (usually near a ghost, but unclear), it will pacify him and prevent a hunt until the stick burns out. If the Hunt is already underway but the Ghost hasn't fully materialized yet, it will delay the Hunt until the incense stick burns out, which can save someone's life if the Ghost materializes on top of them.

To fulfill the goal of cleaning, you need to bring an incense stick to the Ghost's room and light it. Wander around a bit and check the side rooms to make sure you have it. This will also pacify the Ghost a bit, so it can be a nice readjustment if you're nearing the end of the mission and sanity is faltering.

Tripod

Phasmophobia A Comprehensive Guide That Covers Everything the Community Knows

Price: $25
Level: Starting
Quantity: 0/5
Used for: Support
To bring: With the video camera later

The tripod alone, even if it is a huge beast, is useless. However, combined with a video camera, it becomes the perfect way to place cameras for remote viewing. The height is perfect to get a good view of the room too!

To pick them up, you will need a free hand. It will fully occupy your hands until you drop it. Use your special action button to put a video camera in your hands on the tripod, and be sure to turn it on!

Strong flashlight

Phasmophobia A Comprehensive Guide That Covers Everything the Community Knows

Price: $50
Level: 3
Quantity: 0/4
Used for: Luz
To bring: Always display

Strong is a bit of an understatement for this little marvel of modern technology. Although it is bastface, it will emit a much more intense light, ensuring that there are no blind spots even on larger maps. A must have item for todos and something you should buy at least to take to any level.

If you have this and still have a set of flashlights, you should have a spare player who purposely comes with weak flashlights and places them in quick, useful spots to give you good backup lighting if the fuses blow. Prioritize furniture to get the full cone out of it.

Motion sensor

Phasmophobia A Comprehensive Guide That Covers Everything the Community Knows

Price: $100
Level: 6
Quantity: 0/4
Used for: Exploration, Objective
To bring: Early (Doubts about the Ghost Room), Later (Found Ghost Room)

The motion sensor is an element bastbefore disappointing. Although it allows you to perfectly track where the ghost is by giving a map ping every time a ghost crosses it (or a player, but you can clearly see the players on the map), you'll no doubt already have a good idea of ​​what the ghost is doing. is making from the interactions.

The main use of the motion sensor is to achieve the optional lens linked to it. Just put it in a good spot in the middle of the Ghost Room and keep your fingers crossed.

The equipment and its use (Part 3)

Sound sensor

Phasmophobia A Comprehensive Guide That Covers Everything the Community Knows

Price: $80
Level: 7
Quantity: 0/4
Used for: Exploration
To bring: Early (Place and check the truck monitor)

The sound sensor is a very underrated piece of technology. Although extremely useful at first, it allows you to monitor todor the sound that recently occurred in a certain area. Obviously, if that sound didn't come from you, then it must have come from the ghost.

The best way to use it is to place it at the entrance, making sure to create a large scan range, and then go back to the truck to see which ones are activated. If there is sound, then the Ghost Room has to be close, and from there it's a process of elimination. Extremely noisy sensors probably indicate that the ghost room is completely inside the sensor.

Sanity pills

Phasmophobia A Comprehensive Guide That Covers Everything the Community Knows

Price: $45
Level: 5
Quantity: 0/4
Used for: Safety
To bring: Later (use in the truck)

Sanity Pills are a simple item, but they can be insanely invaluable on larger maps or in higher difficulty. Ghost hunts are directly related to your sanity, so when your team's sanity is running low, you're putting yourself in mortal danger by continuing to enter the scene. Even if you stay in bright areas, a single breaking hit might be enough to get you below the hunting threshold.

The Sanity Pill solves that simply. Take one, and you immediately regain 40% Sanity. Although you will only have one bottle for each person, this can easily allow you to refresh your gear before you dive below the hunting threshold (or for Demon and Mare, a small percentage in it, be careful!).

Thermometer

Phasmophobia A Comprehensive Guide That Covers Everything the Community Knows

Price: $30
Level: Starting
Quantity: 0/3
Used for: Exploring, Investigating, Objective
To bring: Early (Fall once the Ghost Room is found)

The Thermometer is probably the most powerful scout item you can bring into the game, even though it is ironically bastbefore useless in the only investigation for which it is useful. The place will always be at the same ambient temperature, except the Ghost Room which will be at an unnatural temperature:

  • 4 - 10 ° C (40 - 50 ° F). This is the temperature of a ghost room with no freezing temperatures. Go into the room to make sure it's cold, alert the team, and drop the thermometer.
  • -10 - 4 ° C (15 - 40 ° F). This is the temperature of a ghost room with freezing temperatures. You will normally see your breath condense and mist as you enter it. Alert the team to both and drop the thermometer.

The temperature always varies between 3 and 4 ° C and will be measured 6 meters in front of the thermometer. If you point near a door and see a drop in temperature, it is almost certainly the ghost's room, so check inside, but always go into the rooms to see how the ghost can be in a small sub-room!

To satisfy the objective, simply bring a thermometer to the Ghost Room, you must complete this in todos the games unless you can't bring one.

Ghost writing book

Phasmophobia A Comprehensive Guide That Covers Everything the Community Knows

Price: $40
Level: Starting
Quantity: 1/2
Used for: Doing research
To bring: Later (Ghost Room found)

The Ghost Writing Book is a blank book that can be filled with automatic writing by any Ghost that has this trait. Although it can rarely be explored with it, its main use is to place it in a ghost room and wait to see if it is written.

If you can, put it in front of a camera to avoid wasting valuable time rechecking the writing, it's bastbuff obvious from a high angle.

Infrared light sensor

Phasmophobia A Comprehensive Guide That Covers Everything the Community Knows

Price: $65
Level: 6
Quantity: 0/4
Used for: Light, exploration
To bring: Later (Ghost Room found)

The infrared light sensor is a joke item. It acts the same as the Motion Sensor without hitting its target, but will shine a weak light when fired. Bring if you have A LOT of money to just waste.

Parabolic microphone

Phasmophobia A Comprehensive Guide That Covers Everything the Community Knows

Price: $50
Level: 7
Quantity: 0/2
Used for: Exploration
To bring: Early (Fall once the Ghost Room is found)

The Parabolic Microphone is deceptively powerful and can allow you to zero in on the Ghost Room frighteningly quickly if the ghost decides to go a little crazy. Its use is simple, point it in a direction and it will give you a sum of todThe recent sounds it detects similar to that of the sound sensor. Assuming the Ghost is loud enough and isn't accidentally picking up his teammates, he will allow you to quickly narrow down your search in the same way he would by hearing the sounds for himself.

If you are bringing one, bring it immediately. Release it once you can determine what the Ghost Room is.

Light stick

Phasmophobia A Comprehensive Guide That Covers Everything the Community Knows

Price: $20
Level: Starting
Quantity: 0/2
Used for: Light, Investigating
To bring: Later. (Licorice in the room of ghosts)

The Light Stick is a humble UV emitter that can be used with the UV Flashlight to reveal foot and finger prints. However, it can also be used as a literal light bar, to mark places of interest with a weak but permanent light.

One of the best things you can do is either drop them in the Phantom Room so you can be in the dark without being blind, or drop one to point the way to the breaker or truck on large maps.

Head-mounted camera

Phasmophobia A Comprehensive Guide That Covers Everything the Community Knows

Price: $60
Level: Starting
Quantity: 0/4
Used for: Support, investigate
To bring: Always (Free slot)

The head-mounted camera is a simple but effective item. Once attached, it will go over your head and allow you to wear your own video camera on your head, which can be observed by todor what a camera can be like ghost orbs and other events.

It is an interesting object, more suitable for teams that want to leave someone in the truck. Although it can be unreliable for ghost orbs, a quick eye and minimal use of lights can detect it quickly. Also, it allows you to monitor where people are if you really want to grab them.

Ghosts and Fighting Them (Part 1)

With gear out of the way, it's time to learn what they're used against. The dreaded Ghosts, of which there are currently doce types at stake. However, each of them share a long list of characteristics that we must go through first.

First, the Ghost will spawn once you open the front door, starting in a specific room that for the rest of the game will be known as your favorite room. While the Ghost may roam around, the Ghost Room is the room where it will spawn, respawn, reset after hunts or spawns, and will generally have 75-90% activity as it has a tendency to return there to loitering often. Finding her and establishing security and investigation elements near her is absolutely critical to her success!

The Ghost will alternate between wandering around the house and standing still for a few seconds, along with randomly rolling to mess up nearby objects, or more rarely things across the map. This can include things like randomly opening doors or pushing objects off the shelves, or much more surprising events like closing the switch or even popping up a bit to scare players.

The Ghost reacts to people speaking. In general, you will react to the following information:

  • Clear questions or orders. From famous people like "Give us a sign" to any question like "Where are you?"
  • Saying his name. The Ghost's name will not be used in vain and it will quickly stir it up. Don't say the ghost's name casually inside the house.
  • Abuse. Like any good Christian, the ghost will turn you around if you are an absolute bigmouth. Try not to curse like a sailor when stressed, as that will quickly anger the ghost.
  • Be afraid of keywords. "Creepy," "run," "hide," and so on will increase the chances that the ghost will act.

Most of the time, the Ghost will spend his time pushing open doors (this makes it a great sign of a ghost room if you're having trouble with other clues, especially! todor on maps with tons of rooms!), pushing random objects or messing with objects inside your room, including hint objects if you left them inside. Generally the best way to drown it is to stay in a group and move quickly, a sudden appearance of a ghost is not so scary when you are faced with a whole group of people chatting and lighting things up on the fly and make a lot of money in effective with cameras.

Keep in mind that, as far as we know, each ghost has totally random behavior outside of its specific strength and weakness. A demon can only hunt once or can barely hunt, a spirit can go mad when a group approaches it, or a genie can close the switch. The only special behavior they have is innate to your in-game coder ability, so don't be too quick to identify a ghost based on vague behavioral clues.

Without further ado, let's start reviewing the list of ghosts you'll find in the game, and some quick notes on what makes them special. Each ghost has the opportunity to activate an "ability" that allows him to use a special move if he has one, often to the detriment of ghost hunters.

Spirit

Unique strengths: Nothing.
Weaknesses: Using the incense stick will double the safety window before you can hunt again (180 seconds / 3 minutes instead of 90 seconds / 1 minute 30).
Evidence: Spirit box, fingerprints and ghost writing.

The Spirit is by far the most basic ghost you'll find without strength or special ability, and its weakness is genuinely extremely crippling and basically allows you to summon a partial security clock at will if you have sticks to spare.

There isn't much to say about this one, although don't underestimate it. If we do not stain it, it can be very active and even attack very quickly.

Espectro

Unique strengths: Little or no visible steps in UV, no UV steps in salt. Wraiths can randomly teleport to your side (hidden, and it can happen in a Hunt apparently, which may explain their “wallhack kills.” This causes an EMF Reader 2 event)
Weaknesses: If a Wraith steps on the salt, it will have an effect equivalent to that of a smudge stick, making it highly unlikely that it will start a hunt for a while.
Evidence: Fingerprints, freezing temperatures, and spirit box.

The Wraith is a particularly dangerous ghost that can easily surprise a team and be especially deadly if pushed to hunt. Although it does not 'travel through walls' as is often claimed (at least as far as dice the code), it will happily teleport players to wreak havoc, causing it to send the activity to random parts of the place.

The inability to reliably track him down is a smaller downside, though the heaps of salt can be used to totally neutralize him if you're lucky, rendering him unable to hunt if he gets into the salt at the wrong time.

Phantom

Unique Strengths: Looking at a Ghost (ghost or hunting) causes your sanity to drop twice as fast. Ghosts can choose to navigate directly to their position as a forced ability (hidden, unknown if it can occur in a Hunt). Ghosts also blink more during hunts.
Weaknesses: Taking a photo of the Ghost will make it disappear immediately. However, this does not seem to stop the hunt.
Evidence: EMF Level 5, Ghost Orb and low temperatures.

This ghost can have a move set somewhat in-between between a Jinn and Yurei (in terms of sanity) and Wraith or Banshee for mobility, making its tracking a bit confusing. However, encountering an apparition or slamming door from this ghost will collapse the sanity of whoever witnessed it.

A tough tip for this ghost if you're reckless enough to pull it off is taking a photo of an apparition. It will disappear immediately, although make sure you don't take the photo too late and that it fades naturally!

Poltergeist

Unique Strengths: The Poltergeist can cast each accessory he has access to at once as an ability. The Poltergeist will drop your sanity when throwing items on the spot (hidden).
Weaknesses: If you don't have accessories to throw away, you'll be more idle and generally a basic ghost.
Evidence: Spirit Box, Fingerprints and Ghost Orb.

The Poltergeist is that ghost that todor the world can probably distinguish by custom. While todor ghost can throw objects and simply throwing a few will not certify it, a large number of objects that move quickly (and especially instantly) will very quickly betray the presence of a Poltergeist.

However, this ghost can be insidious. If you decide to drop just a few items, it can slowly but steadily undermine the team's sanity, and failure to properly identify a full poltergeist event can seriously damage sanity. Make sure you have a good camera in the ghost room to see that rare mass release.

Obviously, if the Poltergeist is in an empty room, it will be a sad, sad ghost that will require more normal investigative techniques.

Ghosts and Fighting Them (Part 2)

Banshee

Unique Strengths: The Banshee will choose a target and stay on it until it leaves the house or dies. The Banshee can initiate a spontaneous hunt for its target if it teleports to it and the target is still available but out of sight after 20 seconds (hidden)
Weaknesses: The Banshee is more sensitive to the Crucifix. It is prevented from hunting 5 meters away, instead of 3 meters.
Evidence: EMF Level 5, Fingerprints and Low Temperatures

The Banshee is an absurdly dangerous ghost due to its unique and very intense ability to teleport to its target and begin a hunt without any warning and often strays out of range of crucifixes (unless they were lurking around one, particularly in the Ghost Room). This is compounded by the fact that this hyper-focus on a target will probably not be noticed until it is too late, making him the "true Demon" of the current ghost roster.

If you witness a hunt that occurs absurdly early (say when the team is at 90% average sanity), it's a near-perfect account of a Banshee who got a really unfortunate twist on his special ability and managed to shoot. a hunt with him. Assuming you could already get a clue or two, you might want to go out and fit it.

Jinn

Unique Strengths: Jinns are most extremely fast when the switch box is on and their target is 4 meters or more away ("twice the unit's default movement speed"). They can randomly create a pulse that will increase the madness of anyone within 3 meters by 25% if the switch box is on (hidden).
Weaknesses: No light, no skill.
Evidence: Spirit Box, Ghost Orb and EMF Level 5.

A Jinn's skill set is bastbefore clear. As long as the breaker box is on and the place is powered it will be much more powerful. However, the part that is hidden and can definitely catch people off guard is that the Jinn can randomly teleport to you and destroy your sanity. This is both a curse and surprisingly a blessing.

If you find that someone's sanity has been abandoned by a crazy amount, and they haven't been wandering alone in the dark, seen the ghost, or messed with a Ouija board, then you have a clue. bastI strongly believe that you might be dealing with one of the sanity-draining ghosts.

Of course, the Jinn's ability can be a sword of Damocles. Although it is powerless when the switch is off, this also means that you will be in permanent darkness, which will slowly drain your sanity, so be careful!

Seaside

Unique Strengths: The health threshold for the Hunt is 10% higher if the Mare is in total darkness (60% for the minor, 35% for the Julior).
Weaknesses: The health threshold for the Hunt is 10% lower if the Mare is in a lighted room (40% for the minor, 15% for the Julior).
Evidence: Spirit Box, Ghost Orb, and Low Temperatures.

La Mare is a ghost bastthe direct and functional opposite of Jinn and a bit of a Demon. When a Mare is in the dark she is likely to attack earlier and generally more intensely, however if she is constantly wandering into lighted areas she will be emasculated for a bit.

This is bastUnreliable sueding as the Mare can naturally wander into some dark room, or she can just hit the switch and force darkness over the place for a good minute or so, giving her a massive opening for an attack. Tread carefully!

Revenant

Unique Strengths: Moves twice as fast when chasing a player.
Weaknesses: Moves 1,5 times slower when not chasing a player.
Evidence: EMF Level 5, Finger Hulleas and Book of Ghosts.

The Revenant is a nasty job. While otherwise unremarkable, its true strength comes when the level goes on long enough (and todto his evidence requires that you wait for him to give you clues).

Once it does, except that the Revenant really outstrips you if it's chasing you, leading to a quick death if you get caught (though not as fast as a powerful Jinn). Now, of course, if you manage to hide, it will be a little worse and it will move rather slowly, which means it tends to wander less.

Shade

Unique Strengths: Shadow is likely to be less active around groups (no code test)
Weaknesses:  If there is more than one player in the same room as the Shadow when he decides to hunt, the hunt will be immediately canceled.
Evidence: EMF Level 5, Ghost Orb and Ghost Notebook

The Shadow is one of the most peculiar ghosts, with a massive decrease in activity when he is near groups, and even being unable to hunt if you manage to enter his room as a group. It's a blessing and a curse once again, being safe in groups will definitely do a lot to help with your nerves, but it also means that the Shadow won't give you many clues until they part ways.

If you suspect a Shadow, you will have to intentionally anger it to generate clues, or if someone is brave enough send it ahead to be bait (note that a Shadow never responds to the Spirit Box, so it doesn't matter if you get a single track/todvia). Be careful not to misidentify yourself! Being cocky in a group can mean death with other types of ghosts.

Demon

Unique Strengths The health threshold for Hunting is 15% higher in todor moment (65% for minors, 40% for Juniors).
Weaknesses: Using a Ouija board successfully won't drop sanity (minus 1/3 40% chance to drop sanity?)
Evidence: Spirit Box, Ghost Book and Low Temperatures

The only one, probably needing a little introduction. The Demon is well known for its propensity to hunt very often and intensely, which makes it well feared within the community as a harbinger of pain.

The sanity threshold at which he begins hunting is basthigh ante, allowing him to open up on a team that is sweeping a big dark map, making him bastbefore dangerous in todThe difficulties and an absolute nightmare in the Intermediate+. If you see your breath freezing in the Hall of Ghosts, it may be worth frowning a little, as it may mean Demon or Banshee, both of which can attack in time.

In general, you can test for a Demon with a Ouija Board, but it is unreliable and very risky due to the side effects of the board. Try it if you want, but be careful!

Yuri

Castles and Fortresses unique: Sanitary drains todor the map are stronger (not code proof)
Weaknesses: Spotting a Yurei will totally paralyze it, knocking it out of prowl mode for 90 seconds along with disabling the hunt.
Evidence: Ghost Orb, Ghost Notebook and Low Temperatures

The Yurei is another ghost bastinfamous ante due to its very simple but very effective effect of making his sanity drain much faster, causing him to reach the sanity threshold for hunts much sooner than intended and putting a lot of pressure on his team.

In general, if the sanity of todor your team has dwindled drastically, and especially if you haven't stuck together to witness the events, you can make a good guess at a Yurei! Remember that you must spot a Yurei to disable it (or generally spot for sub-zero temperatures, since they hide three extremely dangerous ghosts).

Oni

Unique Strengths: Being in the same room as an Oni will make him that much more active.
Weaknesses: The peak of activity when entering an Oni room makes it very obvious, especially if it gets stained.
Evidence: EMF Level 5, Spirit Box and Ghost Book

The Oni is a bit weird and the true "territorial" ghost of the game. When it gets close to a player, it freaks out intensely and basically becomes spam of interactions and other activity clues, making it an interesting way to get an early guess if the clues are going in the right direction.

Onis are not very likely to attack on themselves, but they can definitely be distressing due to how hostile they become. Make sure that a group in the game does not leave a player alone facing such a wild spirit ... except if they need questions from the Spirit Box

Location and Survival (Part 1)

Each ghost hunt occurs in a particular, fixed and closed place where the ghost is lurking. While you will no doubt have to discover each location for yourself and become familiar, knowing what each map brings can get you up to speed quickly and make the toughest contracts that much safer to execute. Even a humble home can be learned inside and out to make your experience more enjoyable, not to mention the institute or nursing home.

This list is ordered from the effective size of the place (at least in my humble opinion), starting with trusty old Tanglewood Street to the dreaded Asylum. So without further ado, the last big list in this guide! Spawn locations on featured maps are one of the random mechanics and may be different on your map!

tanglewood street

Low level:

Phasmophobia A Comprehensive Guide That Covers Everything the Community Knows

Soterrani:

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Entrada:

Phasmophobia A Comprehensive Guide That Covers Everything the Community Knows

Spawn location: Garage, Basement.

Tanglewood is a simple, single-story home with a humble one-room basement that connects the living room to the kitchen hallway. It is by far the easiest location in the game, due to having at most 10-11 rooms and some very short hallways, todor in a very compact place.

Not surprisingly, this small size also makes it incredibly trivial to light and secure. A single crucifix ensures total ghost room security, and the second crucifix can easily put out a ghost that isn't wandering much. The TV at the end of the entry hall in the living room only makes it even more laughable, giving it an enormous amount of light coverage.

A sweep in this house is the most trivial thing to do. Enter, illuminate the "main hallway" (entrance hall, small side hall, TV and living room, kitchen). And then take out the thermometer and look for the spooper that is stalking this inexpensive place.

While the ghost can haunt any room, the most common are the garage (if the car alarm goes off, it's there), the basement (be sure to check todor the way down the stairwell and into the room!) and the multiple bedrooms in the side hallway. It will take a competent team 30 seconds at most to locate the room, even with difficult ghosts, and splitting up is obviously an option since you can easily illuminate it todo.

If for some reason you're on this map long enough to fire a Hunt, the hiding spots may be a bit lacking. With the ghost room as an attack location, try to go to one of the rooms. Avoid hallway closets if you can, as they appear to have microphones and the ghost will kill you if it moves nearby.

And yes, it always rains on this map, accept it.

Edgefield Street House

Low level:

Phasmophobia A Comprehensive Guide That Covers Everything the Community Knows

First floor:

Phasmophobia A Comprehensive Guide That Covers Everything the Community Knows

Soterrani:

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Entrada:

Phasmophobia A Comprehensive Guide That Covers Everything the Community Knows

Spawn locations: Garage, Basement.

Edgefield is a two story suburban house baststandard suede, and one of the two escalones of humble Tanglewood. While both it and Ridgeview are nearly equivalent in number of rooms, Edgeview is a bit more compact with a standard stacked floor plan and short hallways. The number of bedrooms isn't as dramatically higher than Tanglewood's, minus an extra helping of bathrooms.

This map todAvia can be covered very easily with lights. The entrance hall and upstairs are easy to light with three lamps in total, although the main rooms downstairs can quickly consume a lot of lights, forcing you to budget. However, the TV in the side living room can be a well-placed free light for safety.

This map benefits from a simple floor-by-floor sweep, discarding todCheck the rooms below and the basement along the way before turning off unnecessary lights and heading upstairs. While the stairwell increases the complexity of the map, it can easily be handled like a Tanglewood+

Hunts on this map can be bastoppressive, especially downstairs as there is a distinct lack of cupboards and rooms with doors to hide away. Flying above can be a good idea if you are being hunted by a ghost below. Upstairs, however, you have a wide selection of closets and bathrooms to hide away. Don't choose the ghost room.

Ridgeview Road House

Low level:

Phasmophobia A Comprehensive Guide That Covers Everything the Community Knows

First floor:

Phasmophobia A Comprehensive Guide That Covers Everything the Community Knows

Soterrani:

Phasmophobia A Comprehensive Guide That Covers Everything the Community Knows

Entrada:

Phasmophobia A Comprehensive Guide That Covers Everything the Community Knows

Spawn locations: Garage and Basement.

Ridgeview is the latest twist on the humble suburban home. This is probably the largest in terms of sweep time, although only a small step up from Edgeview and slightly below both farms. The main problem with it is that it is bastelongated front, increasing transit time around both floors, especially todor because you have to check several rooms in a row to clear a wing.

The lights on this map are annoying, forcing you to shine about 4-5 lights to get really good coverage, which will immediately tax your light budget. The hallway light upstairs is hilariously bad too, which can definitely make people walking upstairs nervous (use the spare lamp light if you can!).

Hiding from a Hunt on this map is not a big deal. Below you have a great selection of rooms and closets to hide in. Upstairs you may have some difficulties, but you can probably hide well. Whatever you do, keep a good distance from the Ghost Room and then hide.

Grafton Farmhouse

Low level:

Phasmophobia A Comprehensive Guide That Covers Everything the Community Knows

First floor:

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Entrada:

Phasmophobia A Comprehensive Guide That Covers Everything the Community Knows

Spawn location: Workshop, utility room (upstairs)

This two-story farmhouse can be bastimposing suede for a beginner, but handled properly nothing special. Though it's definitely bigger than two-story houses and with a switch that dice it is much weaker, it does not have many rooms and it has simple corridors, which makes it clear quickly.

One of the great features of this country house and the other (Bleasdale) is that they both have very poor lighting, even in 'light' rooms, leaving a lot of dark spots and therefore feeling larger and scarier than suburban houses.

This farm is much easier to clean than the other one. A recommended cleaning plan is to turn on the entry light, go up the stairs, and turn on the landing light along the path to create a large safe point, and clean the room above. Once done, assuming the ghost room isn't up here, sweep downstairs, keeping only the landing light on the stairs above on.

Hideout spots are very rare on this map, although you can change floors during a hunt to limit the damage. Move fast and secure the room to have a good experience on this map.

Location and Survival (Part 2)

Bleasdale farmhouse

Low level:

Phasmophobia A Comprehensive Guide That Covers Everything the Community Knows

First floor:

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Penthouse:

Phasmophobia A Comprehensive Guide That Covers Everything the Community Knows

Entrada:

Phasmophobia A Comprehensive Guide That Covers Everything the Community Knows

Spawn locations: Service room (ground floor), ???

Farm Bleasdale is the evil cousin of Farm Grafton, with a much more chaotic plant with a dreaded attic and even weaker light coverage. This map is definitely the hardest "little map" by far and can definitely be a good last training step to ensure you are ready for high school.

There's not much else to be fair about this that hasn't been said about Grafton, although the clearance plan has to be adjusted a bit. Clearing the first floor, and especially the attic, is probably the best thing you can do so that you can finish your prep time by clearing the ground floor. If you are lucky to have a ghost downstairs you can play this as a Grafton remixed. If you are not, prepare for the madness of the stairs.

Brownstone High School

Low level:

Phasmophobia A Comprehensive Guide That Covers Everything the Community Knows

First floor:

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Entrada:

Phasmophobia A Comprehensive Guide That Covers Everything the Community Knows

Spawn locations: Under the left stairwell (ground floor), under the right stairwell (ground floor), utility room (upstairs, left hallway)

The institute hardly needs an introduction for experienced players. With a total of 40 to 50 rooms and two floors full of doors with long, winding, dimly lit corridors, it's definitely a good sample of what "Medium" means, and a warning that the Asylum will really be something more.

The main danger in this map is that it is taking too long to find the ghost room. Although the sanity drain is a little slower than on smaller maps, todYou can still be surprised by some things like a Banshee hunt, Jinn's sanity drain, or Mare/Demon's early attack. So move quickly, and if possible split into two groups with thermometers (be careful not to burn the fuse by illuminating too many hallways).

Proper use of the parabolic microphone and sound sensor display can make this map a piece of cake. Or, of course, you may just hear a phone go off in a classroom, instantly pointing you in the right direction. Regardless, light up the hallways to preserve your sanity, and don't forget that the second floor exists for twice the fun.

Once you find the ghost room, remember to cut off the side entrances if it gives you faster trips, cut off unnecessary lights so you can get a fully lit path to the ghost room, and do your tests. If you are hunted, you won't be short of rooms to hide in, but be careful not to get caught in a hunting loop if you stay too long.

Asylum

Low level:

Phasmophobia A Comprehensive Guide That Covers Everything the Community Knows

First floor:

Phasmophobia A Comprehensive Guide That Covers Everything the Community Knows

Entrada:

Phasmophobia A Comprehensive Guide That Covers Everything the Community Knows

Spawn locations: ??

The asylum. What else is there to say about it? Sadly, I haven't had the nerves to play this map yet, but it goes without saying that it is the largest map in the game and therefore the most dangerous. A huge number of rooms to check out, an elongated setup that maximizes time spent walking up and down hallways, two floors that can give confusing sound feedback, and while the lighting isn't bad, there's no way you'll have Enough lights for the Julius of the ghost rooms.

This map is a nightmare and definitely the epitome of a good gamer to master. If you are able to complete it well, especially in Intermediate +, much less as a soloist, congratulations! Healing pills are almost a must, a complete kit can only help you fight your map hell.

Although I can't speak from experience, it goes without saying that good use of the parabolic microphone and sound sensors, with the scanning thermometer as a backup, is the only way to move quickly on this map. Once you have your room, place your test objects, if possible in front of a camera, and pray for the intelligence you need. On a hunt, find a room to hide and hope for the best.

That's todor what we are sharing today in PhasmophobiaIf there's anything you want to add, please feel free to leave a comment below and we'll see you soon.

Credit to dylanstrategie