Phasmophobia

Phasmophobia

76 ratings
Pro's Guide to Phasmaphobia(2020)
By AlphaGodith
--both basic and advanced gameplay mechanics and tips, all tried and tested, no rumors.--
--better evidence tracking tool; https://phasmophobia.schiavo.dev/ (i did not make it please tell me who did if you know)--
--potentially fun-ruining info is hidden by spoilers--
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Evidence (ghost type indicators)
you need 2-3 of these to identify the ghost type. note; you do not NEED to fill out all the evidence types in your journal in order to get credit for identifying the ghost, you only have to select the ghost type. the three evidences simply narrow down your options. i prefer this tool; https://phasmophobia.schiavo.dev/ to the in-game journal, personally. (evidences listed below in order of easiest to most difficult to get)

  • ghost writing; just drop the ghost writing book near the ghost/ghost room and if it's gettable, you'll get it without provoking the ghost at all. any drawing/writing counts, it doesn't need to be words. you can also take a picture of this for an 'interaction' photo. (for some reason this is hard to get in the upstairs grafton farmhouse hallway)

  • freezing temperatures; once it's under 3*C, you've got it(freezing is technically below zero, but i've never seen it go under 3 and NOT be freezing later). can be gotten without a thermometer by seeing your breath, but ghost clouds can be confused for breath so don't rely on this unless you're a pro. make sure to check the room temp both at the start of the game and the end, as it lowers over time.

  • ghost orbs; what appear to be little motes of dust drifting across the monitor of the computer in the truck, only visible with nightvision on- the darker the area you are looking at with the video camera or head mounted camera, the better. it's a good idea to look at the center of the ghost room from 3 different angles before crossing this off.

  • fingerprints; appear as bright yellow handprints on doors and windows, or fingerprints on lightswitches, and are obtained with the uv flashlight (or glowstick in a pinch). easy to see if they are there, but you may need the ghost to interact with an object before they'll appear. you can take a picture of these (used to need to be lit with uv, may not anymore, not sure) for bonus cash. footprints DO NOT COUNT as fingerprints. (can be a bit tricky if the ghost room is large or has no doors)

  • spirit box; the ghost can communicate with the players through the spirit box. it only works in the dark, and if you have voice recognition, you have to ask it proper questions for it to respond. only distinct individual words count; if multiple people are in the area and only one person thinks they heard something, you probably didn't get it. the ghost only has a chance of responding every 10 seconds, so be patient.

  • emf level 5; only certain interactions from the ghost (which usually give level 2; light switches, doors, phones, etc) have a chance of giving level 5, and that's still just a chance. if you aren't paying attention it's also easy to mistake level 4 for level 5. if you are missing a third piece of evidence, it's probably this one, as it relies on you being in the right place with the right tool at the right time.
Equipment
starter gear (you will always have one of each, even if you die)
    players can turn other players' equipped items on/off. DEAD players cannot pickup or turn equipment on/off, even if it's on the ground.
  • spirit box; used to converse with the ghost. turn the box on and carry it into the ghost's room. turn the lights out, and talk. if you having working voice recognition, you'll need to ask specific questions, like 'how old are you' 'what do you want' and 'where are you', but if you don't have voice recognition, random talking/noise will work. the ghost can only respond every 10 seconds or so, and only with a single word at a time.
  • ghost writing book; toss it in the ghost room and the ghost will draw and/or write in it if it can. (also, once written in it can be photographed for bonus cash, as an 'interaction')
  • photo camera; allows you to get extra money by photographing particular objects. each camera has only 5 uses, and only your first 10 photos count, so don't go crazy snapping pictures of every random thing.
  • emf reader; level 1 means it's on, 2 means an item was interacted with, 3 means an item was thrown, 4 means a manifestation, and 5 is the same as 2 but only occurs for certain ghost types, and only with a 25% chance of replacing the usual 2 reading. point AT things the ghost is messing with, or the ghost, don't just hold it and wander randomly.
  • video camera; used to watch an area from the truck, primarily with nightvision to detect ghost orbs, but can also just be used to keep an eye on things from safety.
  • uv flashlight; used to make fingerprints visible. can also be used in a pinch as a regular flashlight, but won't stay on if you switch to another item, so it's less than ideal.
  • flashlight; you need this to see! and to know when you are being hunted...
    other tools for gathering evidence
  • Thermometer; VITAL. you may be able to get freezing temperatures by breath, but that's not as reliable and this is also the best way to find the ghost room(below 13*C), as well as used for an optional objective. remember, it's a thermo GUN, it reads the temp of what you point at within a certain distance, it does NOT give you an ambient temp. object/furniture temps are the most reliable, walls and floors may give mixed readings.
  • Tripod; combines with video camera, enabling it to be placed more easily. however, if you try to switch to another item while holding this, it will fall from your hands. so, pick it up last.
  • Head Mounted Camera; just a video camera strapped to a player's head, freeing their hands. only useful if someone stays in the truck to watch it. (and personally i find the bobbing rather unpleasant)
    tools required for optional objectives
  • Crucifix; used to prevent hunts within 3 meters of itself(or 5 if ghost is a banshee). can be held(equipped; i'm not sure it'll work if it's just in your inventory) or dropped.
  • Lighter; required to light smudge sticks and candles. to light items you hold, it need only be in your inventory. to light candles that already existed in a location, you must hold it, turn it on, and use it on the candles.
  • Motion Sensor; can be attached to a wall. light changes color and it makes a beep in the truck when it detects motion in front of it. if it's not a player, it's a ghost. can help locate the ghost, but is primarily used to fulfill an optional objective. (be sure to attach it low on the wall, so short/crawling ghosts will still be able to trigger it) dead players can trigger this, and as such it can be used to communicate with them! ask questions in global chat (radio/walkie talkie) and have the motion sensor nearby so they can make it beep once for yes, twice for no or something.
  • Salt; can create three salt piles each, which can help track the ghost's movement or deter a wraith. ghosts other than wraiths will briefly leave uv-detectable footprints after interacting with salt, which can be photographed for extra money. (tho it's finicky so make sure to take the photo from a fair distance and try to get the entire path in the shot)
  • Smudge Sticks; when held with a lighter, can be lit near the ghost to briefly prevent it from hunting or pause it's pursuit during a hunt(it works like a smoke bomb, confusing the ghost for a moment). also increases regular ghost activity (object interactions) for a few seconds, so can help if you need more evidence/photos.

    everything else you can buy
  • Candle; small light source that can be used (in conjunction with a lighter)to prevent sanity loss in the dark. can be held or placed(but my tests indicate the sanity protection only works when the candle is placed). should be placed on elevated surfaces like tables, not the floor, for the sanity protection to stay intact outside of your hands. will occasionally go out, but can be repeatedly re-lit with a lighter or another lit candle.
  • Glow Stick; small infinite light source that also acts as a uv light. can be used to assist in navigation of large maps, and/or in conjunction with salt to get bonus footprint photos.
  • Parabolic Microphone; unfortunately i haven't had much luck with this one. supposedly it helps on larger maps to locate the ghost room by telling you if there's sound where you're pointing, long-range. most effective when a player with voice recognition asks 'give us a sign', which prompts the ghost to make a noise the para-mic can then pick up.
  • Infrared Light Sensor; basically the motion sensor, except it doesn't connect to the truck, and it creates a small bit of light when active. i suppose it can be used to keep frequently accessed areas somewhat lit without power, but i haven't had use for it, myself.
  • Sanity Pills; restores 40% sanity, so the ghost is less aggressive. once used, it disappears for the rest of the current mission, but you don't have to rebuy it for the next mission unless you die.
  • Sound Sensor; detects sound in a certain area and shows that area in the truck. can perhaps be used to triangulate the ghost room... but i haven't had much luck with it.
  • Strong Flashlight; a much better version of the flashlight.

    ^regular vs strong flashlight^
    items that spawn on location
  • Ouija Board; sometimes found on all maps; to use, activate it and then ask a question(requires voice recognition). the only useful question is 'where are you' which will tell you which room is the ghost's room. use with caution however; if the ghost is not a demon, there's a good chance your sanity will drop, and a low chance you'll get the answer you requested. can also be photographed for bonus cash while in use- this be finicky so always have it placed on a raised surface like a table.
  • Voodoo Doll; found in farmhouses; a small straw doll with button eyes that when thrown moves towards the ghost. is rumored to increase ghost hostility(unproven), so be careful. can be photographed as an interaction for bonus cash.
  • Bone Evidence; sometimes found on any map; a bleached white chicken leg bone. can be photographed and then picked up for bonus cash.
  • Candle; found in houses; may not provide the sanity buff of the bought candles, but do provide some light.
Ghost Types
(listed from easiest to detect/least dangerous, to hardest to detect/most dangerous, however this is very much just a matter of personal opinion, and you can have difficult or easy instances of any type)

    Poltergeist
  • ghost orb
  • fingerprints
  • spirit box (the above two are all you need tho)
  • frequently tosses objects around
    Oni
  • emf level 5
  • spirit box
  • ghost writing
  • is more active when players are near it than when everyone is in the truck
    Spirit (the classic)
  • spirit box
  • fingerprints
  • ghost writing
    Shade
  • emf level 5
  • ghost orbs
  • ghost writing
  • shy(difficult to get evidence for), and prefers to hunt loners. staying together will keep you safer but may also make it harder to get evidence.
    Phantom
  • emf level 5
  • ghost orbs
  • freezing temperatures
  • photographing it will cause it to end its physical manifestation early, can walk through walls
    Jinn
  • spirit box
  • ghost orbs
  • emf level 5
  • if the breaker is ON, will travel at super speed to locate a player when hunting. prefers to interact with electronic objects.
    Mare (as in nightmare)
  • spirit box
  • ghost orbs
  • freezing temperatures
  • more likely to mess with lights and the fuse box, and to attack in the dark. keep lights on, know where the fuse box is, and bring candles and a lighter with you to stay safer.
    Yurei
  • ghost orbs
  • ghost writing
  • freezing temperatures
  • drains sanity more than other ghosts, and is stalled longer by smudge sticks
    Demon
  • spirit box
  • ghost writing
  • freezing temperatures
  • especially violent(often hunts before sanity drops below 65%), and unlike other ghosts, does NOT drain sanity when players use the ouija board.
    Banshee
  • emf level 5
  • freezing temperatures
  • fingerprints
  • targets one particular player at a time and will always start its hunts near them. crucifixes have a slightly larger area of effect.will completely ignore all players but its current target, and will not hunt at all when the target is in the truck.
    Revenant
  • emf level 5
  • fingerprints
  • ghost writing
  • hunts frequently and moves extra quickly to reach players within its sight.
    Wraith
  • fingerprints
  • freezing temperatures
  • spirit box
  • can move through walls, doesn't see doors during hunts, and can be deterred during a hunt by salt. unlike all other ghosts, does NOT leave uv-detectable footprints after touching salt.
Daily Challenges
on the right hand side of the main menu board. random, and reset every day. (in order from easiest to hardest to do)
  • Play Contracts ($35) (play the game!)
  • Discover the Ghost type. ($25) (get all three evidences or guess correctly)
  • Play with another human. ($15) (play multiplayer)
  • Play a Medium Map ($20) (highschool)
  • Survive with only the starter items ($15) (don't add any items)
  • Find a Bone ($10) (photograph and pick up)
  • Survive a Hunting Phase. ($15) (hide or run, just don't die)
  • Reach 0 Sanity ($10) (hang out in the dark without candles, use a ouija board, look at the ghost)
  • Get a Ouija Board Response ($20) (windows 10 only, voice recognition on)
Optional Objectives
(technically even identifying the ghost is listed as 'optional', you can end a mission without even leaving the truck. however for the purpose of this guide, only objectives OTHER than identifying the ghost will be considered optional. listed from easiest to accomplish to most difficult. these are randomly generated in every mission, and are always possible regardless of ghost type)

optional objectives give a base reward of 10$ each. (which can then be multiplied depending on difficulty)
    Easy
  • detect a room below 10*C with a thermometer (temps below 13*C usually only occur in the ghost room, which will go below 10 eventually.)
  • find evidence of the paranormal activity with an emf reader (anything over level 1 will count.)
  • detect a ghost's presence with a motion sensor (motion sensors are attached to walls, at crotch height so child ghosts will still register. place wherever the ghost is most active- in large rooms you may need to move it around a bit)
  • get a ghost to walk through salt. remember, one salt container makes three piles, and you should spread them out to cover as much ground as possible. i'd say the same distance as a crucifix, so about 3 meters apart minimum.
    Normal
  • cleanse the area near the ghost using smudge sticks (with a lighter in your inventory, while standing near the ghost, activate the smudge sticks and walk around or drop them)
  • prevent the ghost from hunting with a crucifix (place or wield crucifix where the ghost appears most often, with lowish sanity. if the crucifix disappears, you prevented 2 hunts. does NOT end hunts that have already started.)
    Hard
  • have a member of your team witness a ghost event (refers ONLY to the ghost breathing in someone's ear- not to interactions or manifestations)
  • capture a photo of the ghost (lower sanity makes the ghost more likely to manifest, but also more likely to hunt. be careful.)
  • capture a photo of dirty water in a sink (do not turn on sinks, you'll only get clean water that way. simply listen for the ghost to turn on the sink itself.) easily the hardest objective to get, so if you have done everything else and spent more than 15 minutes trying for this with no luck, just give up.

(tldr; you want a thermometer, emf reader, lighter, smudge sticks(i usually bring two in case i don't get it the first time), crucifix, motion sensor, salt, and photo camera in order to be able to get any optional objective you may wind up with)
Maps
(keep in mind that the maps in the truck may be upside-down; the front door will be marked in green. the breaker/fuse box is also shown in green. the square gray button to the left of the map switches between floors. make sure to get your bearings before leaving the truck.)
in-depth maps; https://steamcommunity.com/sharedfiles/filedetails/?id=2251267947
"small" maps give a base of 10$ for determining the ghost type. "medium" maps give 30$, and "large" maps give 45$. (playing on higher difficulties yields even more)

Houses (small teams recommended, 1-2 players)(be sure to look for car keys so you can shut off the annoying alarm if the ghost interacts in the garage)
  • tanglewood street; tiny, single story + basement (tutorial house)
    - (officially small and recommended 1 player)
  • edgefield street; small, two stories + basement
    - (officially small and recommended 2 players)
  • ridgeview road; small, two stories + basement
    - (officially small and recommended 2 players)
Farm Houses (medium teams recommended, 2-3 players)(have voodoo dolls)
  • grafton; medium, two stories
    - (officially small and recommended 2 players)
  • bleasdale; medium, two stories + attic
    - (officially small and recommended 2 players)
Unique (large teams recommended, 3-4 players)
  • Prison; large, two stories (ground and upper)
    - (officially medium and recommended 3 players)
    -(officially medium)
  • High School; large, two stories (ground and upper)
    - (officially medium and recommended 3 players)
  • Asylum; huge, two stories (ground and lower)
    - (officially large and recommended 4 players)
    - guide to lightswitches; https://steamcommunity.com/sharedfiles/filedetails/?id=2287108892
Difficulty Variations
(note that every ghost can be more or less shy/aggressive, regardless of level difficulty or ghost type)

    Amateur
  • level 1-10
  • 5 minutes from unlocking the building before ghost can hunt
  • 25 second long hunts
  • 50% item value insurance for dead players
    Intermediate
  • level 10-15
  • 2x money
  • 1.5x experience/xp
  • 1.5x sanity loss
  • 2 minutes from unlocking the building before ghost can hunt
  • 35 second long hunts
  • 25% item value insurance for dead players
    Professional
  • level 15+
  • 3x money
  • 2x experience/xp
  • 2x sanity loss
  • ghost can hunt immediately
  • 50 second long hunts
  • NO INSURANCE
    Solo
  • 0.5x sanity loss
  • 15%x general ghost activity
  • 10$ insurance for surviving alone

Photo Subjects (bonus cash)
(you only have as many available photos as you have journal slots(10), and only if you have enough photo cameras(5 pics each, the gray ones), so don't take pics wantonly. listed in order of easiest to most difficult to get)

if you are struggling to get photos to register, try taking the picture from farther away, and remove any items that might be registering instead. (so if you want fingerprints, remove any equipment that might be registering as interaction)

according to the wiki, each picture gives you 5$(which is then multiplied by difficulty), and you can only get one per category, but i'm having a hard time confirming that.
  • bone; not always present, but it's worth looking around for on the smaller maps (houses). take a picture of it and then pick it up for even more money(bone evidence). looks like a bleached white chicken bone, usually on the floor but sometimes on tables/beds.

  • interactions; you can snap a photo of anything the ghost interacts with, however some items only work WHILE(or very quickly after) they are being interacted with (such as emf reader, motion sensor, light switches, and doors), while others can be photographed any time(voodoo doll, ouija board, written-in ghost writing book).

  • ouija board; sometimes this will show up as interaction, sometimes as its own thing.

  • fingerprints; you can photograph the fingerprints you get as evidence for bonus cash. lightswitches and windows tend to be easier to get to register than doors, which sometimes count as interactions instead.

  • footsteps; unless your ghost is a wraith, it will briefly leave uv-detectable footprints after touching salt. put down a glowstick with your salt when you intend to be in the room for a bit. (at least it used to be this way, it may now be that only ghosts that leave fingerprints leave footprints) this one is very tricky to get to register, however.

  • dead body; profit off your friend's death! (insurance is independent of this)

  • ghost; if you happen to have your camera ready when a ghost physically manifests, you may be able to snap a pic of it. remember, there's no need to run and hide unless your flashlight is flashing. just don't TOUCH the ghost, as this will cause it to despawn(if it's not hunting. if it is hunting it will kill you.) there was a rumor that hunting ghosts did not count for this, but that has been proven false in my testing. if the ghost consistently vanishes when it is photographed, it's probably a phantom.

  • dirty water; DO NOT TURN ON SINKS. the ghost will do it itself, and you'll be able to hear it. this is sometimes an optional objective, but unless your ghost room has sinks in it, or is next to a room with sinks, it's EXTREMELY unlikely that you'll be able to get this, even baiting the ghost to the sink. it's not worth trying for more than 5 minutes after you've gotten everything else.
Hunts and Player Death (potential spoilers)
do not read this section if being scared is a major part of the game's appeal for you. understanding the threat mechanics will remove a lot of the fear factor. however, if you just want to be good at the game, and not die, read on!

a hunt is when a ghost physically manifests with the intent and ability to kill a player. a ghost CANNOT harm a player outside of a hunt. a hunt ends as soon as one player has been killed, or after a certain amount of time has passed (determined by difficulty)

hunt indicators(listed from most reliable to least);
  • flashlights flashing erratically. this includes regular, strong, AND uv flashlights, regardless of whether they are in your hand or on the floor. if they're on, they will flash for the duration of the hunt. (only flashlights; regular lights sometimes flash outside of a hunt, tho less consistently)
  • locked exterior doors. when a hunt starts, the house is locked so no-one can get in or out. you cannot escape, you can only hide, or run. if you are lucky enough to be outside when a hunt starts, go to and stay in the truck. if you are too close to the building, the ghost may be able to kill you through the doors/walls.
  • activity level 10. it is considered polite to use the walkie-talkie to let other players know as soon as a hunt ends if you are in the truck(since some may prefer to turn their flashlight off for extra security, tho it doesn't actually matter). may also occur during passive manifestations, but i'm not sure.
  • radio silence. walkie-talkies will not work during a hunt. if for some reason someone wants to enter the building without a flashlight, have someone in the truck talk non-stop to them through the radio so they will be able to tell a hunt has started by the sudden silence. currently, you will still be able to hear the radio being turned on even tho you won't hear voices, so hearing it turn on over and over really fast can also be used as a warning.
  • loud/frequent footsteps/heartbeat. can happen outside of hunts too, but generally less frequently and quieter. if you hear these and are waiting for a hunt to end, DON'T come out yet. if you hear it while running, RUN FASTER and turn corners as tightly and as frequently as you can to try and break line of sight.
how to prevent hunts
  • manage your team's sanity and don't piss off the ghost. lower AVERAGE sanity means more ghost activity in general, but below 50% is dangerous. below 30% is very dangerous, and below 10% is, well, insanity. stay in the light, don't mess with the ouija board too much, and don't say the ghost's name or swear too much. if the fuse box is tripped, lit candles on the way to it can be very handy to reduce sanity loss.
  • crucifix; when dropped on the ground or equipped, the crucifix prevents hunts from starting within 3 meters of itself (or 5, if ghost is a banshee). keep in mind it will not prevent hunts that start outside of this range, nor will it end a hunt that has already started. it will vanish after two uses, so keep an eye on it!

how to survive hunts
  • don't panic. always have your flashlight on and know the difference between it flashing and general lights flashing. have an escape plan; take note of where the ghost is most active and how to get away from there without getting yourself trapped in a corner.
  • get as far away from the ghost as you can, as fast as you can. if it spawns in the doorway, you have 5-8 seconds from when the hunt starts before the ghost can actually kill you, so DO run straight through it. if you take too long and it kills you when you do this, well, chances of surviving when hiding in the ghost's room are next to zero anyway.
  • hide. enter a room(not the ghost's room), close the door FULLY behind you(so it clicks) and back away from it(ghosts can potentially kill you through doors/walls if you are too close), hide behind a large object(wraiths can see through doors), and crouch(smaller form means less likely to be hit with line of sight). hide as far away from the ghost as you can. they can walk through doors and if you hide near where the ghost is wandering, there's a chance it'll wind up in your hiding spot completely coincidentally. lights and sound have not been proven to have any effect on how likely the ghost is to find/kill you. this used to be the case, but the dev is currently working on changing things so ghosts are attracted to loud noises in hunt mode.
  • smudge sticks; activating smudge sticks near a hunting ghost will confuse it for a few seconds, causing it to wander aimlessly instead of coming after you(think of it like a smoke bomb), giving you more time to get away. (personally i've only ever used smudge sticks for the optional objective.)
  • run. if you can't find a hiding spot in time, you may be able to outrun the ghost. this is trivial in large maps like the asylum, but in the houses, you'll probably wind up in a deadly game of ring-around-the-table. requires a level head (or a LOT of luck) to pull off.
what it's like being dead
  • after the dead hands choke you, the hunt will end, and you will briefly see a weird room before you awaken as a ghost. everything will be ethereal looking; bright white/blue and foggy. it'll be easy to navigate but there won't be any detail to appreciate. you will be able to see other ghosts(both player and npc), but living players and the ghost will ignore you.
  • sounds will be dampened to the point of being practically inaudible. living players should switch to radio chat once someone dies so they can hear everything and know what's going on.
  • you will no longer see or feel doors, you can just walk right through them.
  • while you won't be able to communicate with the living or interact with doors/equipment, what you CAN do is trigger motion sensors, and pick up/throw non-equipment objects. living players cannot see an item you are holding(unless you're in vr)- they only see it when you throw it.
11 Comments
LightsShadow Feb 15, 2021 @ 7:43pm 
just a few notes on the photo section, may be worth noting that you get $5 per unique set of fingerprints photographed, and you get $5 for the ouija board photo itself and for every time you get an answer it counts as an interact if photographed (this is the reason why you experienced it sometimes being one or the other I'm guessing)
AlphaGodith  [author] Jan 12, 2021 @ 3:32pm 
the game is currently getting a lot of mechanic updates so this guide likely won't be accurate for much longer. i'm not actively playing anymore either, so i won't be updating it for EVERY update. i'll probably rewrite the whole thing come october 2021.
Narri L Jan 11, 2021 @ 3:41pm 
@Godith (Alpha) Shadowind Yeah, I can confirm that this is true, I've actually seen it with my own eyes.
AlphaGodith  [author] Nov 29, 2020 @ 11:50am 
@klades oh? i'll have to try that out sometime!
Klades Nov 29, 2020 @ 11:48am 
It's not terribly important, but if you're in VR, living players can see you carry objects around while you're dead
AlphaGodith  [author] Nov 28, 2020 @ 2:10pm 
@kleon i'll add that in- i think it's any equipment, really. anything the ghost can interact with in some way.

ATTENTION; i am NOT going to be adding info on the prison level soon; i'm waiting to play it with a friend who is very busy, and she wants to wait until it's in the stable branch anyway.
Kleon Nov 24, 2020 @ 11:59am 
you can take a photo of an infrared sensor if the ghost was the one who tripped it (shows up as interaction for extra $$$)
AlphaGodith  [author] Nov 24, 2020 @ 3:13am 
(for some reason i wasn't receiving notifications that my guide had been commented on, should be fixed now)

@Arkanis thankyou! i made this guide because of how rumor-filled the pre-existing ones were. (and the few that didn't have rumors were often missing information, i wanted an all-in-one guide)

@jaysnotjaycee you're welcome!

@Duck that doesn't seem reliable enough to be useful for identifying the ghost type, but i will do some tests later to see if it's worth adding to the guide. thanks for the tip!

@KaisarDragon tested and confirmed. never had a reason to not just go straight in, myself. guide has been updated, thanks for the tip!
KaisarDragon Nov 17, 2020 @ 7:34pm 
The timers start once you unlock a door into the building NOT when exiting the truck. You could potentially throw all your items at the front door and never start the timer.
jaysnotjaycee Nov 16, 2020 @ 7:15am 
THANK YOU FOR THIS!!!!!!!!!!!!!!!!!!!