Phasmophobia

Phasmophobia

98 ratings
Baph's In-Game Reference Guide
By Baphomet
This guide would not be possible without all the awesome people maintaining and updating the Phasmophobia Wiki[phasmophobia.fandom.com] and Phasmophobia Interactive Maps[phasmo.karotte.org].

The purpose of this guide is to be an 'all encompassing' reference while in game so that you don't need to constantly be minimizing the game and switching between 20 tabs to find what you're looking for. Since Steam Guides can be opened inside the Steam Overlay, I have found using my guide to be the fastest way to reference information I've forgotten without needing to 'alt-tab' out of the game.

I appreciate everyone using my guide and especially the likes, favoriting, and awarding as well!
Happy hunting!
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Glossary
  • AS = Average Sanity. The sanity of all Players in a Contract combined, can be seen on the Sanity Monitor inside van if enabled via difficulty settings.

  • Contract = A single match or session on a given map.

  • Cursed Hunt = A Ghost Hunt initiated by using a Cursed Possession/Item

  • Exit/Entry Door = The door(s) that you must unlock before entering the Investigation Zone.

  • Ghost Event = A more substantial Ghost Interaction that doesn't produce any real evidence but can provide clues to the Ghost type depending on the particular event.

  • Ghost Interaction = Anything that gives an EMF 2/3 reading. Spirit Box evidence, Freezing Breath, and Fingerprints aren't technically interactions but can be generally referred to as such.

  • Hunt Sanity Threshold/HST = The lowest your group's Average Sanity % must be before the Ghost starts initiating hunts.

  • Investigation Zone = The Ghost-hunting area. You will always need to unlock the door into the Investigation Zone using the key from the Van.

  • LoS = Line-of-Sight, common gaming term that means 'Subject A' can see 'Subject B' and vice versa.

  • Manifestation/Manifesting = A Ghost Event but more specifically refers to the Ghost appearing vs other events like an Airball.

  • Paramic = Parabolic Microphone

  • Roam = A Ghost behavior where the Ghost will walk to a randomly determined point near it. Roaming is not considered an Ghost Interaction and can be either a 'short (distance) roam' or a 'long (distance) roam' but I was unable to find any detailed info on the difference except that the Goryo will only perform 'short roams'.

  • Setup Phase = The start of a Contract, where players have time to explore, setup equipment, and locate the Ghost before it can initiate a hunt. Setup lasts 5 minutes on Amateur and 2 minutes on Intermediate, but Professional difficulty and higher does NOT have a Setup Phase. Remaining Setup Phase time can be seen on the timer above the monitor in the Van.
Tips
    General Tips
  • During a hunt, you will NOT be able to toggle light switches. This can be an excellent way of confirming whether a hunt is over without needing to ask in-game or simply guess.

  • If a Ghost is moving at it's standard pace of 1.7m/s, you will hear a footstep roughly every 0.5s or 2 every second. This means if the Ghost was moving at 0.85m/s, you'd hear a footstep every second.

  • The Player will walk at a rate of 1.6m/s & sprint at a rate of 3m/s for 3 seconds with a 5-second cooldown. Using your sprint perfectly (holding shift) every time it's available would allow you to move 2.125m/s. This counter-intuitively makes it possible to outrun quite a few Ghosts so long as you don't reach a dead-end.

  • Player Sanity drains over time depending on whether the room you're standing in has the main lights of the room (wall switches for rooms & lanterns for tents) turned on. Some rooms will drain sanity by 80% even if the lights are on like Sunny Meadows' Corridors/Wings.

  • Ghost Interactions are random. If you have a Ghost that has DOTS as evidence and you suspect Ghost Writing as well, remove the DOTS and any other random items it may interact with to increase the chance the random interaction is on the book vs. DOTS again or throwing something.

  • Bone placement is totally random, it'll always spawn on the ground somewhere.

  • When Fuse Box is tripped with too many lights being on, all the lights will remain off when the Fuse Box is powered back on. If the Ghost turns it off, all the lights that were previously on will turn on when power is restored to the Fuse Box.

  • If the Ghost activates the Car Alarm, you will need the Car's Key to shut it off. The Car Key will ALWAYS be in a bowl in the first room you enter in a house. After grabbing the key, get close to the Car and left-click. You can preemptively grab the key before the alarm goes off and any player on the Contract can turn it off once a Player grabs the key.
    Car Key Example


  • You can assume a standard doorframe & Motion Sensor's effective range is roughly 1m.


    Ghost Tips

  • By default Ghosts increase their hunting movement speed with continuous/active Line-of-Sight to a Player by 0.08m/s over 13s capped at 2.8m/s.

  • Ghost Events are random, however your Average Sanity % will be factored in to the chance of one occurring.

  • When the Ghost decides to do a Ghost Event it will select a random Player within a ~10m range to do it on. If the Ghost manifests, it will TELEPORT to the player.

  • Ghost INTERACTIONS only occur within ~3m of the Ghost's location unless specified otherwise.

  • During a hunt, Ghosts can detect if a player is behind a door holding it closed. If you're in a good hiding spot just close the door and try to hide behind any furniture.

  • Ghost EVENTS and Ghost INTERACTIONS are NOT THE SAME! In-general INTERACTIONS are anything that can be classified as an EMF 2/3 reading. Ghost EVENTS are considered Manifestations and can be easily confused as the start of a Hunt. Refer to the Ghost Hunts & Ghost Events section below for a table that describes the difference between a Ghost Hunt and Ghost Event.

  • Halls/corridors can also be a Ghost's Favorite Room as well as the outdoor area on Camp Woodwind, A/B Cell Blocks on the Prison and the courtyard on Sunny Meadows. Rooms connected to stairways (like basements) will also include the stairway as part of the Favorite Room. The medium and large maps will NOT have the Ghost's Favorite Room in the corridors, halls or stairways.

  • Ghosts can only detect electronics or sound on the same floor it's on. If possible, running to a different floor can be an effective way of eluding a hunting Ghost.

  • During a Ghost EVENT a Ghost will NOT leave Ultraviolet Evidence! During a HUNT it will.

  • If you can hear your heartbeat during a hunt, that means the Ghost is within 10m and has no walls, floors, or doors between you and it.

  • Airball appearance - Will specifically track on a random Player and colliding with the Player makes a Ghostly sighing sound e.g. "haaaaaaaahhh"
    Airball Example (Great Example @ 0:17)


    Item Tips

  • If the Ghost throws the Ghost Writing Book that means it does not have Ghost Writing as it's evidence (unless it's written in there already). On 1-2 evidence contracts, the Ghost can still throw the book even if it would otherwise have it as evidence active.
    e.g. The Revenant throws the book on a 1-evidence run, but is already producing Freezing Temps.

  • The Spirit Box has a 66.67% chance of success if it's the Ghost's evidence. Every time you see the red light near the ghost icon on a Tier 1, 'X' on a Tier 2 or red line under 'RESPONSE' on a Tier 3, that means the statement/question was recognized but not successful.
    Note: It's uncertain what the exact chances are, though my assumption is T1:50%/T2:66.67%/T3:80% but I'm not sure.

  • Using a purchased Firelight (not found on map) slows passive sanity drain while lit and held. (Igniter needs to be tested)

  • Crucifixes are not impeded by walls.

  • The Spirit Box must be used within 3m of the Ghost and the Interior Lights off to get a response. Ghosts who respond to "people who are alone" will only respond if there is 1 Player in the room when the question is asked, otherwise the amount of Players in the room does not matter.

  • The Thermometer can be an excellent way to initially find and/or confirm the location of the Ghost's Favorite Room.

  • The Incense can be used to increase Ghost Activity outside of a Hunt. It still prevents a hunt for 90 seconds if successfully used near Ghost (60s for Demon, 180s for Spirit). During a Hunt it will 'daze' the Ghost preventing killing & following for 5-7 seconds depending on Tier used.

  • If a room is at 5 degrees Celsius or below, your character will emit freezing breath. This is almost a sure sign it's the Ghost's favorite room since the Ghost will passively lower the temperature of a room it's in over time.

    Freezing Breath Example
Misconceptions
    General Misconceptions
  • Interacting with the map/furniture does not affect the Ghost's activity in any way. Rapidly switching the lights, throwing items, interacting with guitar, etc. have absolutely ZERO effect on the Ghost & Player Sanity.

  • Players outside the Investigation Zone using the Radio/Global Chat during a hunt are NOT detectable by the Ghost whatsoever. If a Player is outside the Investigation Zone when a hunt starts, I recommended they try to get as much info relayed to the hunted Players as possible.

  • Hearing another Player talking over the Radio/Global Chat is NOT detectable by the Ghost!

  • Firelights (matches, lighters, candles, etc.) do NOT affect room temperature ONLY campfires campfires no longer affect temperature.

  • Tent doors/flaps do NOT obscure the Player if held closed, they must be 'let-go' allowing the sound and change of appearance to happen in order to actually hide the Player's model from the Ghost.

  • Hiding behind open doors used to be a viable method during hunts but it was patched out. It's infinitely better to close the doors in hiding spots now.
    Note: While I'd have to imagine this is still the case, I haven't tested this in a very long time and it's possible this has changed.

    Ghost Misconceptions

  • Ghost Hunts can NOT be triggered by any form of vocalization. Using the Ghost's name or recognized questions can increase the chance of an interaction, but NOT the probability of a hunt.

  • Ghost Interactions are NOT affected by Average Sanity %. Ghost EVENTS (Manifesting, Airball, Electronic Malfunctioning & Light Flickering, hunt behavior imitation, etc.) ARE affected by Average Sanity %.

    Item Misconceptions

  • EMF levels have ZERO correlation with the proximity of the Ghost and is NOT influenced by hunts, refer to the what EMF Levels mean section below for explanations on EMF readings.

  • The Thermometer reads the temperature of the ROOM and inherently fluctuates. The temperature does NOT change based on Ghost proximity but whether the Ghost is in the room.
Ghost Hunts & Ghost Events/Manifestations
All Ghosts will speed up when they have direct, continuous Line-of-Sight to a Player capped at 1.65x their normal speed unless specified otherwise. This speed gain is spread out over 13 seconds, meaning a Ghost will gain 0.085m/s each second to a maximum of 2.8m/s. If the Ghost loses Line-of-Sight of the Player, it's speed will slowly decrease back to the standard 1.7m/s.


Ghost Perception Infographic


Ghost Hunt Grace Period
Difficulty
Grace Period Length
Amateur
5 Seconds
Intermediate
4 Seconds
Professional
3 Seconds
Nightmare
2 Seconds
Insanity
2 Seconds
Cursed Hunt (Cursed item used to start hunt)
1 Second
Custom Difficulty
Between 0 and 5 seconds

Ghost Hunt Duration
Difficulty
Small Map
Medium Map
Large Map
Amateur
15 Seconds
30 Seconds
40 Seconds
Intermediate
20 Seconds
40 Seconds
50 Seconds
Professional
30 Seconds
50 Seconds
60 Seconds
Nightmare
30 Seconds
50 Seconds
60 Seconds
Insanity
30 Seconds
50 Seconds
60 Seconds
Cursed Hunt (Cursed item used to start hunt)
Standard Hunt Time + 20 Seconds
Standard Hunt Time + 20 Seconds
Standard Hunt Time + 20 Seconds

Ghost Hunt vs Ghost Event/Manifestation
Doors and Interior Lights are arguably the easiest signs to differentiate

Interacted Object
Ghost Hunt
Ghost Event/Manifestation
Investigation Entry/Exit Doors
Will audibly lock and/or close, depending on whether the door was open
Might close (not lock) for singing/chasing event that occurs in the same room as exit door
Interior Doors
No Interaction with doors
During Singing/chasing event all doors in the room where the event occurs will close. Otherwise, no interaction
Interior Lighting
  • Will keep current state and cannot be toggled until hunt ends
  • Will dim or flicker on Ghost approach
  • Will immediately turn off as the hunt ends
  • Will either turn off at the start of the event, or have a small chance to turn red, or shatter as the event ends
  • Cannot be toggled in the room where the event occurs
  • CAN be toggled in all rooms for all other events
Ghost Model Appearance
Full model (unless it's a Shade)
Can appear as full model, shadow, or translucent (Shade has 67% chance to appear as shadow or translucent)
Ghost Model Flickering/Flashing
Invisible during Grace Period (see Grace Periods above), then flickers until hunt ends
Can appear as full model, shadow, or translucent (Shade has 67% chance to appear as shadow or translucent)
Ghost Model Appearance
Full model (unless it's a Shade)
Can appear as full model, shadow, or translucent (Shade has 67% chance to appear as shadow or translucent)
Ghost Speed
Depends on Ghost Type, unless specified otherwise you can assume it's 1.7m/s
Will remain stationary/still OR chase a random Player at 1.7m/s for a random short duration
Ghost Footstep Sounds
Always audible once it begins to move
Only audible during 'chase' event and will not play otherwise.
Ghost Vocalizations
Every Map has a specific vocalization associated with a hunt starting which will play regardless of Ghost type
Only audible during 'chase' event and will not play otherwise.
Electronic Gear Interference/Glitching + Walkie Talkie Static
Within 10m of all Ghosts except Raiju which is 15m on the same floor
Within 10m of all Ghosts except Raiju which is 15m on the same floor
Player Heartbeat Sound
Within 10m of all Ghosts requiring Line-of-Sight (some furniture will allow LoS to pass through)
Within 10m of all Ghosts requiring Line-of-Sight (some furniture will allow LoS to pass through)
EMF Levels & Their Meaning

  • EMF 2
    • Door Closing or Opening
    • Fuse Box Turning On or Off
    • Ghost Writing Evidence
    • Light Switch Turning On or Off
    • Electronics: Phone Ringing/Vibrating, Non-Player Radio Turning On, TV Turning On, PC Monitor Turning On, etc.
    • Instrument Playing: Guitar, Piano, etc.
    • Teddy Bear: Twisting it's Head or Giggling
    • Grandfather Clock Chimes
    • Sink or Shower turning on
    • Rocking Chair rocking on it's own
    • Painting falling off Wall
    • Window or Mirror audibly knocked on
    • Ouija Board response
    • Car Alarm turns on
    • Crucifix charge used
    • Mannequin rotating or teleporting
  • EMF 3
    • Object recently thrown
    • Painting knocked off wall
  • EMF 4
    • Ghost Manifested/Event
    • Hunt has begun (Note: This can be difficult to detect due to hunts interfering with equipment)
  • EMF 5
    • Anything within the 2nd or 3rd levels has a 25% chance to show as EMF 5 instead if it's direct evidence of the Ghost.
Maps & Cursed Possession Locations
Map Name
Map Size
10 Ridgeview Court
Small
13 Willow Street
Small
42 Edgefield Road
Small
6 Tanglewood Drive
Small
Bleasdale Farmhouse
Small
Camp Woodwind
Small
Grafton Farmhouse
Small
Point Hope
Small
Maple Lodge Campsite
Medium
Prison
Medium
Sunny Meadows (RESTRICTED)
Medium
Brownstone High School
Large
Sunny Meadows Mental Institution
Large

These maps were taken from the Karotte Phasmo Team[phasmo.karotte.org]. The maps on their website are far more detailed and I recommend visiting it if you want to see maps with more than just the Cursed Possessions.

The maps are sorted alphanumerically

Icon
Item
Haunted Mirror
Monkey Paw
Music Box
Ouija Board
Summoning Circle
Tarot Cards
Voodoo Doll
Possible Fuse Box Location


10 Ridgeview Court



13 Willow Street



42 Edgefield Road



6 Tanglewood Drive



Bleasdale Farmhouse



Brownstone High School



Camp Woodwind



Grafton Farmhouse



Point Hope



Maple Lodge Campsite



Prison



Sunny Meadows Mental Institution



Sanity Drain Reference
Passive Sanity Drain
Note: These are the base rates and are multiplied by 1.5x on Intermediate, and 2x for Professional and above.
Map Size
Drain per second in Setup Phase
Normal Drain per second
Small
0.09%
0.12%
Medium
0.05%
0.08%
Large
0.03%
0.05%

Time Taken to Drain 10% Sanity
Map Size
1x
1.5x
2x
Small
~83 seconds
~56 seconds
~42 seconds
Medium
~125 seconds
~83 seconds
~62 seconds
Large
~200 seconds
~133 seconds
~100 seconds
Equipment Unlock Reference
Item Unlocked
Level
Photo Camera Tier I
3
Motion Sensor Tier I
5
Paramic Tier I
7
Crucifix Tier I
8
Salt Tier I
9
Tripod Tier I
10
Sound Sensor Tier I
11
Igniter Tier I
12
Head Gear Tier I
13
Incense Tier I
14
Sanity Medication Tier I
16
Flashlight Tier II
19
EMF Tier II
20
UV Light Tier II
21
Ghost Book Tier II
23
Photo Camera Tier II
25
Spirit Box Tier II
27
DOTS Projector Tier II
29
Paramic Tier II
31
Sound Sensor Tier II
32
Video Camera Tier II
33
Tripod Tier II
34
Flashlight Tier III
35
Thermometer Tier II
36
Crucifix Tier II
37
Sanity Medication Tier II
39
Igniter Tier II
41
Incense Tier II
42
Salt Tier II
43
Motion Sensor Tier II
45
Firelight Tier II
47
Head Gear Tier II
49
EMF Tier III
52
Spirit Box Tier III
54
UV Light Tier III
56
Igniter Tier III
57
Sound Sensor Tier III
58
DOTS Projector Tier III
60
Video Camera Tier III
61
Tripod Tier III
62
Ghost Book Tier III
63
Thermometer Tier III
64
Salt Tier III
68
Photo Camera Tier III
70
Paramic Tier III
72
Motion Sensor Tier III
74
Sanity Medication Tier III
77
Candle Tier III
79
Head Gear Tier III
82
Incense Tier III
85
Crucifix Tier III
90
Ghost Cheat Sheet
This section is intended to be a quick and brief reference of unique Ghost attributes that differentiate it from all the other Ghosts.

Guaranteed Evidence
  • Goryo: D.O.T.S Projector
  • Obake: Fingerprints
  • Hantu: Freezing Temperatures
  • The Mimic: Ghost Orbs
  • Deogen: Spirit Box
  • Moroi: Spirit Box

Atypical Hunt Speed
  • Deogen: >6m distance to Player: 3m/s | Slows to 0.4m/s when <2.5m from Player
  • Hantu: See table in Hantu section below, does NOT speed up in LoS of Player
  • Moroi: See table in Moroi section below, speeds up in LoS of Player
  • Revenant: 1m/s || LoS = 3m/s
  • Thaye: See table in Thaye section below, does NOT speed up in LoS of Player
  • The Mimic: Can replicate hunt speed characteristics
  • The Twins: Moves at either 1.5m/s or 1.9m/s never 1.7m/s (normal speed)

Atypical Hunt Sanity Threshold
  • Banshee: Randomly selected Player Sanity <=50% (NOT Average Sanity!)
  • Demon: Due to ability AS <= 100%
  • Deogen: AS <= 40%
  • Mare: Based on lights of room the Mare is standing in - 60% OFF / 40% ON
  • Onryo: AS <= 60%
  • Raiju: AS <= 65% Near Active/Powered Electronic Equipment
  • Shade: AS <= 35%
  • Thaye: AS <= 15%~75% (depending on Age Level)
  • The Mimic: Copies Hunt Sanity Thresholds of Ghost being mimicked
  • Yokai: AS <= 80% if talking near Ghost


Banshee :: HST% - Random Player AS% <= 50%
  • Unique Paramic Sound.
  • Significantly more 'singing' Ghost Events.

Demon :: HST% = 100%
  • Hunt starts at Average Sanity 80%+ while not talking.

Deogen :: HST% = 40%
  • Unique Spirit Box Response.
  • Guaranteed to have Spirit Box as Evidence on contracts with 1 or 2 Evidences.

Goryo
  • NEVER changes Favorite Room (unless Monkey Paw wishes it).
  • Only interacts with DOTS if no other Players in the Room.
  • DOTS interaction can ONLY be seen through Video Camera
  • Guaranteed to have DOTS as Evidence on contracts with 1 or 2 Evidences.

Hantu
  • Can NOT turn Fuse Box ON & 2x more likely to turn Fuse Box OFF.
  • Guaranteed to have Freezing Temps as Evidence on contracts with 1 or 2 Evidences.

Jim
  • Can NOT turn Fuse Box OFF (Can still be overloaded w/ too many lights turned on).
  • EMF Reading at Fuse Box despite nothing happening, this does NOT include the Fuse Box door moving. Literally NOTHING happening.

Mare :: HST% <= 40% Lights ON / 60% Lights OFF
  • NEVER turns Lights, PCs, or TVs ON.

Moroi
  • A Player who gets a Spirt Box or Paramic response continues losing Sanity in the light.
  • Guaranteed to have Spirit Box as Evidence on contracts with 1 or 2 Evidences.

Myling
  • Footsteps and vocalizations only audible within 12m (electronics flicker at 10m) during a hunt vs typical 20m. This is the closest thing to an 'undeniable hint' a Myling will give.
  • Significantly more Paramic vocalizations.

Obake
  • Leaves Fingerprints one time, but not another.
    (See Obake below for images of unique Fingerprints)
  • Guaranteed to have Fingerprints as Evidence on contracts with 1 or 2 Evidences.

Oni
  • Can NOT perform Airball Ghost Event
  • More frequent Ghost Events where it appears in it's 'solid' form

Onryo :: HST% = 60%
  • The Ghost attempts to hunt every 3 Candles/Lighters it extinguishes

Phantom
  • A successful Ghost Photo is taken but the Ghost is not visible in the photo and there is no distortion/blurriness on the photo. (this can very rarely happen with other Ghosts if you take the picture the EXACT moment the Ghost disappears but is incredibly rare).

Poltergeist
  • Multiple items being thrown at once (Multi-Throw) verifies it's a Poltergeist.

Raiju :: HST% <= 65% Near Active Electronic Equipment (6m~10m)
  • The closest hint a Raiju gives is interfering with Electronic Equipment at 15m vs the typical 10m.

Revenant
  • Moves at 1m/s during hunt unless a Player is spotted resulting in the Revenant speeding up to 3m/s.

Shade :: HST% <= 35%
  • If a Player is in the same room, will NEVER perform Ghost Interactions (except Ghost Writing) or Hunt

Spirit
  • Smudge Stick prevents hunts for 180 seconds vs 90 seconds.

Thaye :: HST% <= 15%~75% (depending on Age Level)
  • The Ghost's age (determined using the Ouija Board) will change throughout the contract at increments of 1-4 per Thaye's age level increase (0-10).

The Mimic
  • Discrepancies between Ghost abilities and Evidences (e.g. Observing Obake's six-fingered print or Poltergeist's 'Multi-Throw' ability but getting Freezing Temps)
  • Ghost unique attributes changing (e.g. observing Obake's unique fingerprints, but then observing Poltergeist's Multi-Throw)
  • Only Ghost with technically 4 Evidences (Spirit Box, Fingerprints, Freezing Temps, and Ghost Orbs)
  • Guaranteed to have Ghost Orbs as 'fake' Evidence even if a contract has 0 Evidence.

The Twins
  • A Ghost Interaction occurs close to the Ghost (3m) and far away (16m) rapidly. This effect passes through walls and is NOT walking distance.

Wraith
  • NEVER steps in Salt and is the ONLY Ghost that won't.
  • Will teleport to a player giving an EMF2 reading. Watch for EMF2 readings near Players far away from the Ghost's Favorite Room.

Yokai :: HST% <= 80% if talking near Ghost
  • Electronics and speaking is practically undetectable by the Yokai during a hunt.

Yurei
  • A single door closes fully and all Players within 7.5m of the Ghost have their Sanity drained 15%
Evidence Icon Reference
Icon
Evidence
D.O.T.S Projector
EMF Level 5
Ultraviolet
Freezing Temperatures
Ghost Orbs
Ghost Writing
Spirit Box

-


Unless otherwise specified, you can assume:
  • Non-targeted Ghost Events drain nearby Player Sanity by 10%.
  • Targeted Ghost Events drain collided/targeted Player Sanity by 10%.
  • Hunt Sanity Threshold is 50%.
  • Ghost hunting movement speed increases by 0.08m/s per second, over 13 seconds capping at 2.8m/s if Ghost has LoS to a Player.
  • Ghost hunting movement speed is 1.7m/ s without LoS to a Player.
Banshee | Demon
-
Banshee
Hunt Sanity Threshold
Targeted Player's Sanity <= 50%
  • Randomly targets a specific Player (AKA the Hunt Target) at the beginning of a Contract.
  • If the Banshee decides to Roam, there is a 66% chance it will roam to the Hunt Target regardless of distance but never between floors (seems Banshees can roam between floors but I'd prefer to confirm on my own if possible).
  • If the Hunt Target is outside the Investigation Zone and a hunt begins, it'll hunt like any other ghost.
  • Has 33% chance of replacing a normal Paramic whisper with a unique, somewhat melodic, howling sound.
  • If playing a lower evidence contract it's highly recommended to test if it's a Banshee by seeing if it roams to you far away from it's favorite room rather than trying to get a paramic response. The Banshee roams a lot more frequently than it responds on the paramic.
  • Higher chance of performing singing Ghost events over other types, but you should never assume it's a Banshee based only on this characteristic.
  • I feel like this following tip is useless but it's a unique characteristic of the Banshee so I'm including it. If a singing Ghost Event occurs to the Hunt Target and the Hunt Target ends the event early by colliding with the Banshee, the Hunt Target's Sanity will drop by 15% instead of 10%. Female Ghosts have 2 'singing vocalizations' that aren't considered actual singing events that will only remove 10% Sanity as well.

Demon
Hunt Sanity Threshold
100%~70%
  • Hunts at 70% Average Sanity giving it the third highest Hunt Sanity Threshold and hunts more often, however it can rarely initiate a hunt at any given time meaning it technically has the highest Hunt Sanity Threshold.
  • The Crucifix affects the Demon at a 50% higher range.
  • Ghost Interaction radius is 5m vs the standard 3m.
  • Has ability to start a hunt regardless of Average Sanity. The hunt can still be blocked by typical means, but if a crucifix is burned at 80%+ Average Sanity, it's either a Demon or Mimic.
  • The Demon has a Hunt cooldown of 20 seconds vs 25, which if observed accurately can 100% confirm a demon (or mimic), though this is obviously hard to properly time.
  • Smudging a Demon will last only 60s vs 90s which can also aid in identifying the Demon but, similarly to the Hunt cooldown, is hard to properly observe.
Deogen | Goryo
-
Deogen
Hunt Sanity Threshold
40%
  • Guaranteed to have Spirit Box as Evidence on contracts with 1 or 2 Evidences.
  • Always knows where every Player is during a hunt, targeting the closest player it can during a hunt.
  • Has unique Spirit Box response that sounds like 'stereotypical creeper phone call breathing'.
  • Due to it always knowing where Players are, if it's suspected it's a Deogen, care should be taken to not accidentally corner yourself into an inescapable situation when it hunts.
  • Moves extremely quick when > 6m away from target (3m/s) vs being < 2.5m away (0.4m/s)

Goryo
  • Guaranteed to have DOTS as Evidence on contracts with 1 or 2 Evidences.
  • NEVER changes favorite room unless you specifically wish it using the Monkey Paw.
  • Never 'long' roams, only 'short' roams (I'm planning on doing some tests to determine the distance threshold of a 'short' roam)
  • DOTS interaction viewable ONLY through Video Camera AND if no Players are in the same room as the Ghost.
Hantu | Jim
-
Hantu
  • Guaranteed to have Freezing Temps as Evidence on contracts with 1 or 2 Evidences.
  • Will NEVER turn Fuse Box ON & is 2x more likely to turn it OFF
  • Hunt movement speed is based on temperature, the hotter, the slower (>15C = 1.4m/s ~ <0C = 2.7m/s).
  • Will NOT speed up during a hunt for any reason outside of the temperature of the room it's in.
  • If visible during a hunt, it's head will emit freezing breath as long as the fuse box is turned off. Dead Players can NOT see this effect and it's not recommended to use this characteristic to determine if it's a Hantu unless you have no other options.
Room Temperature
Hantu Speed (m/s)
> 15°C (59°F)
1.4
12°C to 15°C (53.6°F to 59°F)
1.75
9°C to 12°C (48.2°F to 53.6°F)
2.1
6°C to 9°C (42.8°F to 48.2°F)
2.3
3°C to 6°C (37.4°F to 42.8°F)
2.4
0°C to 3°C (32°F to 37.4°F)
2.5
< 0°C (32°F)
2.7


Jim
  • Ability to occasionally decrease sanity of all Players in the same room (or within 3m through walls) by 25% giving an EMF 2/5 reading at the Fuse Box.
  • Placing the EMF Reader on the Fuse Box and getting a reading without anything else happening can signify a Jim
  • Will NEVER turn OFF the Fuse Box, though the Fuse Box can still be overloaded by too many lights being on.
  • Turning OFF the Fuse Box will prevent the Jim from using it's ability, switching the lights off in the Ghost room doesn't affect it's ability though.
  • There is a misconception that the Jim will interact with electronics more often than other interactions, this is FALSE.
  • If the Fuse Box is on, the Jim sees a Player, AND is further than 3m away, it will move at 2.5m/s when hunting, otherwise it'll move at the standard 1.7m/s. This makes it one of the few ghosts that can slow down when getting closer to a player. (Deogen, Hantu, Mimic, etc)
Mare | Moroi
-
Mare
Hunt Sanity Threshold
40% Light Switch ON / 60% Light Switch OFF

  • Will NEVER turn lights ON. This used to include TVs and PCs but with the Ascension Update, the Mare can now turn them on. (Thanks for the correction Jn_schwantz)
  • Far more likely to turn lights off than other Ghosts.
  • Will tend to roam away from lit rooms to unlit rooms. This can give the impression that the Ghost is highly mobile.
  • The Mare's ability is turning the light switch off immediately after the Player turns it on (within 4m). Each time the Player turns a light switch ON OR OFF, there is a 10 second cooldown until a Mare will attempt to use their ability on that specific switch again.
  • Far higher chance of performing 'light-shattering' Ghost events over other types.
  • Far less activity in a room with lights on and is less likely to enter rooms with lights on.

Moroi
  • One of the most dangerous Ghosts in the game.
  • Guaranteed to have Spirit Box as Evidence on contracts with 1 or 2 Evidences.
  • Ability to curse a Player if Spirit Box gets a positive hit or a Paramic whisper is received, preventing light sources suspending Sanity Drain & doubling the rate of Sanity Drain.
  • Moroi's curse will pause when outside the Investigation Area and can be REMOVED with Sanity Pills.
  • 50% longer penalty/stun when hit by a smudge stick
  • Hunt speed is affected by Average Sanity ranging from 1.5m/s (>45% AS) to 2.25m/s (<5% AS).
  • The Moroi will gain speed with continuous Line-of-Sight (LoS) to a Player accelerating to a maximum of 3.71m/s while hunting. This speed will reset based on AS% once line-of-sight is broken.

Average Sanity %
Moroi Speed (m/s)
≥ 45%
1.5
40% - 45%
1.583
35% - 40%
1.66
30% - 35%
1.749
25% - 30%
1.832
20% - 25%
1.915
15% - 20%
1.998
10% - 15%
2.081
5% - 15%
2.164
0% - 5%
2.25
Myling | Obake
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Myling
(pronounced mew - ling)

  • Uniquely quiet when hunting.
  • Will only be audible during a hunt at roughly the same range your flashlight flickers. If you only hear it right when your flashlight or other electronics malfunction it is almost assuredly a Myling.
  • Footsteps and vocalizations can only be heard emitting from the Ghost within 12m vs 20m
  • Increased chance of paranormal sounds when using Paramic though this shouldn't be used as the sole method for determining if it's a Myling.


Obake
  • Guaranteed to have Fingerprints as Evidence on contracts with 1 or 2 Evidences.
  • 17% chance to leave 6-fingered prints instead of 5, 2 fingerprints on light switches instead of 1, & 5 fingerprints on keyboards and Prison cell block gates instead of 4
  • 25% chance to NOT leave fingerprints when interacting with a valid surface. If it leaves fingerprints once but not another time, it is either an Obake or Mimic. This is only true if you haven't adjusted the Fingerprint chance in the difficulty settings.
  • Occasional ability to halve the remaining duration of existing fingerprints on the map. This ability stacks meaning fingerprints that would last 60 seconds after the ability would be 30 seconds, then 15, etc.
  • Small chance (6%) to change Ghost model while flashing/flickering in a hunt, guaranteed to happen once per hunt, but will never appear as a Player model. This used to be a feature very early in the game but was removed.
Note: Steam seems to have removed my images depicting the different Obake fingerprint examples, it'll take some time before I'm able to relocate or create the images to be added again. Fortunately the 6-finger image is still up which is arguably the most common way to notice the Obake's unique UV evidence.
Oni | Onryo
-
Oni
  • On average the Oni is far more active especially when there are other people in the Ghost room (Events & Interactions).
  • On Willow Street, Prison and rarely Maple Lodge a 'Mistball' will rapidly fly across the map in one direction and through walls. This is not considered a Ghost event and is different from the 'Airball' event. I've never seen this happen and have become doubtful it's true but I'll leave this tip just in-case.
  • Will NEVER cause 'Airball' Ghost event (Airball chases a Player, before disappearing with a hiss); a Ghost doing so eliminates Oni
  • Far more visible with less 'flickering' during a hunt and events. If you consistently see the full model instead of a shadow/translucent form, it can signify Oni.
  • Far more likely to use 'physical form' during Ghost events vs a shadowy/translucent form. (This makes it significantly easier to take pictures of the Ghost)
  • Doubled Sanity Drain (20% vs 10%) if Ghost collides with Player during an event.

Onryo
Hunt Sanity Threshold
60%
  • Contrary to the in-game journal, flames do NOT make the Onryo more likely to leave a room or move/roam in-general.
  • If a Player has died, the Onryo will blow out flames with higher frequency. The more dead Players, the higher the frequency. I've heard that for each dead Player, the Onryo takes one less flame extinguished to hunt, I haven't had the chance to verify if this is true but is something to keep in mind.
  • Lit fires (candle, lighter, campfire) act like Crucifixes within 4 meters, blowing out the flame instead of hunting.
  • Under 60% Average Sanity, flames will be blown out more frequently due to Onryo attempting to hunt.
  • Blowing out a flame will take priority over using a crucifix, if it uses a crucifix before a nearby candle is extinguished it is NOT an Onryo.
  • Every THIRD flame blown out causes a guaranteed hunt, this can be prevented by another lit flame, crucifix, or smudge stick.
  • Does not NEED to extinguish a fire to hunt.
Phantom | Poltergeist
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Phantom
  • Taking a photo of a Phantom will make it disappear instantly but will not end events or hunts.
  • If you take a photo of the Phantom, it will be labelled 'Ghost' but the Ghost will NOT be visible in the picture along with NO visual distortion/interference (this can also happen if you take the photo right at the end of a Ghost event/hunt as well as the photo being taken from one floor to another, take care in not misidentifying)
  • Vocalizations during a Ghost Event continue after taking a picture even if it's disappeared and electronic equipment has stopped malfunctioning
  • During a hunt, visible flickers are every 1-2 seconds vs 0.3-1 second. If the Ghost is invisible during a hunt for longer than normal, it can indicate a Phantom.
  • The Phantom will infrequently choose a Player at random to travel/traverse to. The Wiki says the player needs to be dead or have disconnected, but I've heard otherwise. It's also uncertain as to if the roam works between floors but I'd assume it doesn't due to the Banshee's inability to do so as well.
  • Being within 10m and Line-of-Sight of the Phantom during a Ghost Event will lower your sanity by 0.5% per second. (Hearing your heartbeat is a telltale sign you're within range and LoS)

Poltergeist
  • Has the ability to throw ALL nearby items at the same time. Creating a pile of items near the Favorite Room and seeing if it throws them all at once can almost guarantee that it's a Poltergeist. The only exception would be 'The Mimic' copying this ability or thrown items potentially knocking over others giving the illusion that multiple were thrown.
  • While the Multi-Throw ability is basically guaranteed to be a Poltergeist, take care as it will drop Player's Sanity with Line-of-Sight to the Ghost by 2 multiplied by every item thrown (5 items x 2 = 10% sanity lost).
  • During a hunt, the Poltergeist has a 100% chance to throw an item in it's path vs 50%, there is a 0.5s cooldown before it can throw an item again, but more items being thrown during a hunt can indicate it's a Poltergeist
  • Tends to throw more items in general as well as much farther (~2x as far)
  • The frequent throwing behavior of the Poltergeist can be confused with the Oni, Thaye, and Twins tendency to be more active. While the Multi-Throw is specific to the Poltergeist, these Ghosts can exhibit similar throwing behaviors.
Raiju | Revenant
-
Raiju
Hunt Sanity Threshold
65% when near at least one active electronic equipment (6m~10m)
  • Fixed speed of 2.5m/s if there is at least ONE active electronic equipment nearby (within 6m on a Small Map, 8m on a Medium Map, and 10m on a Large map) otherwise the Raiju will move at standard Ghost speed (1.7m/s). This applies to equipment outside the investigation area, but not from one floor to another.
  • Electronic interference range during events or hunts is 15m vs standard 10m
  • EMF 5 & Ghost Orbs on Nightmare difficult confirms Raiju as the only other Ghost with both evidences is an Obake which has guaranteed fingerprints instead.
  • The following will NOT affect the Raiju:
    • Head-Mounted Cameras (Worn or Not)
    • Dropped (NOT PLACED):
      • Video Cameras
      • Photo Cameras
      • Motion Sensors
      • Sound Sensors
      • DOTS Projectors
    • Objects inside inventory but not actively held (except normal flashlight if turned on)
    • Any other electronics NOT taken from van (building lights, Fuse Box, CCTV, fans, etc.)


    Revenant
    • Generally considered to be the one of the most dangerous Ghosts in the game due to it's consistent high rate of speed when it obtains LoS to a Player, yay!
    • The only other Ghost that can move at 1m/s during a hunt is an age level 10 Thaye or Mimic.
    • During a hunt, if no Players are in Line-of-Sight (LoS) the Revenant will actually move slower than the typical Ghost speed (1m/s vs 1.7m/s). If you notice it's speed pick up immediately when spotting a Player, it can be an indication of a Revenant.
    • During a hunt moves at 1m/s if no Player detected, if a Player is detected it's speed immediately increases to 3m/s. Losing a Player will slow it down progressively over ~2.7 seconds back to 1m/s.
Shade | Spirit
-
Shade
Hunt Sanity Threshold
35%
  • Generally the least interactive Ghost in the game
  • Can NOT interact with items (even Ghost Writing) if another Player is in the room and will NOT hunt if even a single Player is in the same room as Shade. Popular Phasmo Streamer 'Insym' has stated this is currently bugged and I've experienced this as well. While the Shade will still be minimally interactive, experiencing a Ghost interaction or Hunt while in the same room doesn't automatically rule out a Shade 100% of the time like it should.
  • Summoned by a Cursed Item has a chance to have it appear as a shadow instead of a full form.
  • The higher the Sanity, the lower the chance a Shade will have Ghost Events. An event at very high sanity can be an indication that it's NOT a shade.
  • Before performing a Ghost Event, the Shade checks Average Sanity %. 0% chance of continuing to perform a Ghost Event at 100% Average Sanity but every 1% Average Sanity lost increases Ghost Event successful chance by 2% maxing out at 100% when Average Sanity is 50%.
  • 67% chance of performing the Airball Ghost Event vs a standard Ghost Event.
  • 67% Chance to manifest as a 'shadow' vs full forms in-general.



Spirit
  • Generally the most confusing Ghost to hunt as it's lack of defining characteristics can cause frustration or misidentification.
  • Using a Smudge Stick near a Spirit will make it unable to initiate a hunt for 180 seconds vs the typical 90 seconds of other Ghosts (does not prevent a Cursed Hunt). If you use a Smudge Stick near the Ghost and it doesn't hunt for a full 3 min, it can be a sign it's a Spirit.
  • The in-game journal says the Spirit is the 'most common Ghost' however in the context of gameplay it has the same chance of being the investigated Ghost as any of the others.
Thaye | The Mimic
-
Thaye
Hunt Sanity Threshold
75% Youngest - 15% Oldest
  • When young/at the beginning of an investigation, the Thaye has the second highest Hunt Sanity Threshold in the game, making it very dangerous due to it also being faster when young.
  • Can be confused with an Oni or Shade depending on what age it is and whether Players are near it or not.
  • Special 'Age ability' where it will attempt to "grow older" every 1-2 minutes, starting at Age Level 0 and ending at Age Level 10. It will only succeed if there is at least one Player in the same room. I've heard that a Player only needs to be in the Investigation Area vs the same room for it to age up but I haven't confirmed this myself.
  • Speed is based on Age Level and it's fastest when it's young (2.7m/s) while slowest when old (1m/s)
  • Twice as active compared to typical Ghosts when young (Ghost Events & Interactions), contrasted with being half as active of typical Ghosts when it's oldest. (200% ~ 50%)
  • Significantly more likely to interact with Ghost Writing and DOTS than other Ghosts regardless of age.
  • Getting Ghost Writing and DOTS on Nightmare confirms Thaye as the only other Ghost with these evidences is Deogen which has Spirit Box as guaranteed evidence.
  • Age does NOT reset.
  • The only factor in the Thaye's hunting movement speed is it's Age Level. It will NOT speed up if it detects Player equipment or has LoS to a player.

Age-Affecting Characteristics
Age 0
Per Age Level
Age 10
Hunt Sanity Threshold %
75%
-6%
15%
Hunting Movement Speed
2.75m/s
-0.175m/s
1m/s
Event/Interaction Rate
200%
-15%
50%


The Mimic
Hunt Sanity Threshold
Inherits 'Mimicked' Ghost's HST%
  • Copies Interaction/Ghost Event rates & preferences, Hunt Sanity Threshold %, Hunting Movement Speed, and their various abilities including the Obake's unique fingerprints or Deogen's unique Spirit Box response
  • Only Ghost with technically 4 evidences as it's guaranteed to always have Ghost Orbs even when 0 Evidences are selected in custom difficulty.
  • EMF5, Ghost Writing or DOTS eliminates the possibility of a Mimic as it can't mimic evidence.
  • Changes the Ghost it mimics every 30 seconds to 2 minutes.
  • On reduced evidence runs, The Mimic will never copy other Ghost's guaranteed evidence, even if it has it itself.
  • If mimicking a Thaye, a random Age will be selected (0-10).
  • Mimics the attributes and traits of other Ghosts but NOT the evidences. (e.g. observing the Poltergeist's 'Multi-Throw' ability but getting a positive Spirit Box hit)
  • Pay attention to telltale signs of other Ghosts going away or changing as this can signify a mimic.
The Twins | Wraith
-
The Twins
  • Technically one Ghost with 2 different interaction ranges, 0-3m & 0-16m. Can occasionally interact with the environment at both ranges simultaneously.
  • If a Ghost seemingly interacts with two objects at a high distance it can indicate The Twins.
  • Ghost interaction radius can penetrate walls so walking distance between two rooms should NOT be accounted when determining distance.
  • 50% chance to hunt from where the Ghost is actually located or it's last ranged/16m interaction. Before any hunt starts, a check for a nearby Crucifix will always occur near the Ghost's actual location (3m).
  • Failing to observe Freezing Temps or Spirit Box at the location of a Ghost Interaction can be a sign it's The Twins as these evidences will only appear within the 3m interaction range/close to the Ghost's actual location.
  • The Twins hunting from it's actual location will result in 1.5m/s movement speed. If it hunts from it's extended interaction range, it'll move at 1.9m/s.


Wraith
  • Will NEVER step in salt and is the ONLY Ghost that doesn't. Seeing UV footsteps or imprints eliminates Wraith and inversely placing salt where you know the Ghost is and not seeing imprints/UV footsteps is a very strong indication of the Wraith.
  • Can teleport (not roam) to a random Player when not hunting/performing Ghost events, giving an EMF 2 or 5 reading.
  • Due to teleporting, experiencing Ghost activity from a far distance away from favorite room can indicate Wraith.
  • Banshees and Phantoms also roam to other Player locations but do not TELEPORT like the Wraith does.
  • If you're feeling brave, you can use a Cursed Possession/Item to initiate a Cursed Hunt, placing salt where you know the Ghost will appear (such as the middle of a Summoning Circle). If the salt isn't stepped in, it's guaranteed to be a Wraith (assuming the salt was placed correctly). This is pretty risky and is generally not advised as using a Motion Sensor and Salt is a much safer and easier way to determine a Wraith.
  • Wraiths do NOT AVOID SALT, they will still walk over salt piles - they simply don't leave imprints/UV footprints.
Yokai | Yurei
-
Yokai
Hunt Sanity Threshold
80% If talking near Ghost / 50% Otherwise
  • During a hunt, the Yokai can only sense Player voices/held electronics within 2.5m
  • Increased Ghost activity (interactions/events) if Players are talking near the Ghost.
  • While the 80% Threshold is the highest in the game, it's rather rare to be hunted early.


Yurei
  • Ability to lower ALL Players' sanity within 7.5m by 15%. If you are outside the Investigation Zone, you will NOT be affected.
  • When smudged outside of a hunt, will return to favorite room and stay there for 60s. If an Event teleports the Yurei out of the room, it will roam back after the event so long as it's within the 60s window.
  • The Yurei's ability is tied to CLOSING an open door or tent flap. If there are no open doors or tent flaps near the Yurei, it's ability will not trigger.
  • All Ghosts have the ability to close doors similarly to the Yurei, but the Yurei will do it more often since it's tied to it's ability.
  • It may be worthwhile to check Sanity after a door closing to see if it's dropped substantially (15%) as this can be an indication of the Yurei and a warning to be careful around open doors.
  • The Yurei's ability works on Exit Doors (the threshold between the van and Investigation Zone) making it the ONLY Ghost that can close the Exit Door outside a Ghost Event or a hunt.
  • Closets and Lockers are not affected by the Yurei's ability, however Tent Doors/Flaps are.
Photo Rewards
Photo Reward Tips
  • You will NOT receive rewards for photos taken through windows.

  • Changing the state of an interacted object will prevent getting a photo reward.
    e.g. If a radio turns on and you turn it off, taking a photo of the radio won't give a photo reward. You must leave it on and ensure it is still giving off EMF 2 to get a reward.

  • Investigation Bonus: Identify the Ghost correctly and escape alive. This will double all rewards from Ghost identification and all completed objectives.

  • Perfect investigation bonus: In addition to the normal 'Investigation Bonus', fill your journal with 10 3-star photos of any category (first 10 photos only) collect the bone, and complete all objectives. Besides rewards from completing these items, an additional bonus of $10 and 10 XP will be rewarded, which is affected by the difficulty multiplier.

    Remember: 1 meter in-game is about the length of a standard door frame (like 13 Willow Street's doors).

Photo Star Ratings
Distance Required
Ghost Photo
All Other Subjects
★★★
< 4m
< 1.5m
★★☆
4m-8m
1.5m-4.5m
★☆☆
8m+
4.5m-8m

Photo Rewards
Photo Subject
★★★
★★☆
★☆☆
Photograph Reward Limit
Ghost
$20+20XP
$10+10XP
$5+5XP
Once per Ghost
Bone
$10+10XP
$5+5XP
$2+2XP
Once per bone
Burned Crucifix
$10+10XP
$5+5XP
$2+2XP
Once per Crucifix Charge (2x2)
Dirty Water
$10+10XP
$5+5XP
$2+2XP
Once per Sink (Needs EMF 2 to count)
Cursed Item
$5+5XP
$2+2XP
$1+1XP
Once per Cursed Item
Dead Player Body
$5+5XP
$2+2XP
$1+1XP
Once per Dead Player
DOTS Appearance/Silhouette
$5+5XP
$2+2XP
$1+1XP
Once per Player (every Player gets one photo per map)
Fingerprints
$5+5XP
$2+2XP
$1+1XP
Once per Fingerprint
Footprints
$5+5XP
$2+2XP
$1+1XP
Once per Player per Footprints
Ghost Writing
$5+5XP
$2+2XP
$1+1XP
Once per Journal written in
Ghost Interaction
$5+5XP
$2+2XP
$1+1XP
Once per Interaction (see table below)

Objective Guide
You don't need to travel back to the Van to verify if Objectives complete. Opening your in-game Journal and going to the 'Overview' tab at the top allows you to see if 'Optional Objectives' (bottom left) are completed as well.

Objective
How to Complete
Optimal Strategy
Tips
Find evidence of paranormal activity with an EMF Reader
The EMF Reader hits level 2+
Wait for the Ghost to interact with the environment then pull out the EMF Reader, turn it on, and go near where the Ghost interacted
  • Players don't need to be present for an interaction to occur
  • Electronic interference during a Ghost Event does not count towards completion
Capture a photo of the Ghost
Use a Photo Camera to take a photo of a Ghost during an event or when it hunts
Ghost Events/Manifestations are a much better time to try capturing a photo as when it's hunting you should ideally be hiding/running
  • During a hunt, the Ghost's model will flicker, making difficult to take a picture vs a manifestation.
  • Taking a photo of the Ghost on the monitor does not count.
  • This can be completed even if the journal has no more slots for photos.
  • There can be issues with Ghost photos not registering during hunts even if the Ghost is clearly in the picture, especially on stairs
Detect a Ghost's presence with a Motion Sensor
The Ghost must trigger a placed Motion Sensor.
Place motion sensors on doorways or hallways the Ghost might roam through and onto walls of the Ghost's Favorite Room
  • Locating the Ghost's Favorite Room first makes this objective significantly easier
  • A Motion Sensor needs to be below a certain height to function. Anywhere from eye level to the floor will suffice
  • Placing it on the wall is significantly better than placing on the floor
Prevent the Ghost from hunting with a Crucifix
A Crucifix charge must be used preventing a Hunt
Using a Paramic, Motion Sensors, and Salt to identify where the Ghost is roaming before placing Crucifixes helps placements be more accurate. Simply holding the Crucifix is not ideal as a Ghost Hunt starting is based on the Ghost's proximity to the Crucifix, not the Player.
  • The Demon's Crucifix area is nearly doubled (5 meters).
  • Cursed Hunts can NOT be blocked by crucifixes, but using them to lower sanity can help start a normal hunt if the Ghost is identified while sanity levels are high.
Have a member of your team witness a Ghost Event
Have a Player witness a Ghost Event (not interaction)
Ghost Events will almost always occur at least once on a given contract. Simply being in the Investigation Zone and being in proximity of the Ghost when one occurs will complete the objective.
  • Lowering Sanity increases the chance of Ghost events.
  • Drawing The Devil Tarot Card, using a Music Box for it's unique Ghost Event, using a Monkey Paw wish or summoning the Ghost with a Summoning Circle can force a Ghost Event to occur.
  • Use Smudge Sticks within 6 meters of the Ghost to prevent the Ghost from hunting, initiating Ghost Events instead.
Cleanse the area near the Ghost using Incense
Light Smudge Sticks near the Ghost (6m) with a lighter or a candle.
Locate the Ghost's favorite room and watch for Interactions or use Motion Sensors and Salt to ensure the Ghost is close before burning the stick.
  • Using Smudge Sticks against the Ghost during a hunt will also complete this objective
Repel the Ghost with Incense while it's chasing someone
The Ghost must be stunned with a smudge stick while having LoS with at least one Player.
'Chasing Someone' means the Ghost is hunting. Having a Lighter and Smudge Stick ready for when a hunt occurs is best for completing this Objective
  • The Ghost must actually see the Player for the objective to count. (LoS)
  • Using a Smudge Stick during a Ghost Event does not count towards completion.
Get the Ghost to blow out a Firelight
A Candle lit by a Player is blown out by a Ghost
Locate the Ghost's Favorite Room first then place as many lit Candles as you see fit
  • Candles that spawn as part of the map also count
  • This objective is more difficult to achieve when playing on Campsite maps with Heavy Rain weather.
Have a member of the team escape the Ghost during a Hunt
At least 1 Player has LoS with the Ghost and is chased, escaping and surviving the hunt.
Always be thinking about where you'd run/hide if a Ghost Hunt started. Once it does, run to this area and ideally have a Smudge Stick as a fail-safe if it still finds you.
  • The Ghost must actually see and chase the Player for the objective to count
  • All Players must survive for this to count (Unconfirmed, the wiki says this but I think it's confusing a hunt ending via Player death vs 'escaping' a hunt. Will update once I'm positive I know the answer.)
Get an average sanity below 25%
Get Average Sanity below 25% at least once (doesn't need to stay below 25%)
Using Cursed Possessions can very quickly drop Sanity, otherwise this will occur naturally over time.
N/A
Detect a paranormal sound with a Parabolic Microphone
Use the Paramic to detect whispers, footsteps or the Banshee's scream.
Locating the Ghost's Favorite Room and pointing it to the room can expedite completing this Objective. You can also point it towards where you've confirmed the Ghost is roaming if you're having difficulty with this.
N/A
Cursed Possessions/Items
List of Cursed Possessions/Items

NOTE
All Cursed Posessions will not work/break if you don't have enough Sanity to cover the cost of using the item!

  • Music Box

    When the Music Box is picked up, it'll open. You can then activate the Music Box by right-clicking which will cause the Ghost to start singing, broadcasting it's location. Once the Ghost is within 5m of the Music Box, a unique Ghost Event will occur in which the Ghost will appear/manifest and walk towards the box. If the Ghost gets too close to the Player holding the playing Music Box, walks more than 5 seconds during the unique Ghost Event or the Music Box is dropped/thrown while playing, a Cursed Hunt will start.

    Placing the Music Box on the ground is the only safe way to discard it once the music has started playing. Being within ~2.5 meters of a playing Music Box will drain Player Sanity at a rate of 2.5% per second. Since the Music Box plays for 30 seconds this means 75% of Player Sanity will be lost if the entire song is played within close proximity.

    When using the Music Box if/when your Sanity reaches 0%, it will immediately 'break' and automatically drop to the ground starting the Cursed Hunt. (Thanks Chocobo Sage)

    Music Box Unique Ghost Event


  • Ouija Board

    The Ouija Board can be activated by left-clicking it on the ground, or right-clicking it if you've picked it up. You can use your voice or the in-game text-based UI to ask it questions at the cost of Player Sanity. Once activated the Player must say 'Goodbye' (resulting in the planchette/triangle disappearing) or leave the Investigation Area while holding the board to SAFELY deactivate it.

    If you travel outside of 5 meters without saying 'Goodbye', ask a question that drains your Sanity % below 0, say 'Goodbye' with 0 Sanity, or ask to play hide and seek a Cursed Hunt will begin.

    Refer to Ouija Board Question Guide below for in-depth breakdown of questions.

  • Voodoo Doll

    The Voodoo Doll has 10 pins inserted into it, when the Player right-clicks on the doll, one of the pins will be pushed into the doll at random at a cost of 5% Sanity. By default, this will cause the Ghost to perform an interaction but if the pin inside the heart is pushed in, 10% of Player Sanity will be drained and a Cursed Hunt will start.

  • Haunted Mirror


    The Haunted Mirror can be picked up and activated by right-clicking, this will show the Ghost's current Favorite Room in a sweeping motion. Using the Mirror drains Player Sanity at a rate of 7.5% per second. If viewed for less than ~2.67 seconds, it'll drain 20% Player Sanity at minimum. If the Player's Sanity drops to 0% while using the Mirror, the Mirror will crack and a Cursed Hunt will begin.
    Haunted Mirror in Use


  • Summoning Circle

    The Summoning Circle can be activated by lighting all five red candles placed along the circle using a Lighter. Each candle lit will deduct 16% Player Sanity for a total of 80%. The candles don't permanently stay lit and can be extinguished like a normal candle. If a Player does not have at least 16% Sanity, the candle will not light.

    Once all five candles are lit, the Ghost will manifest in the center of the circle staying motionless for 5 seconds during which the Ghost can't kill Players and the Investigation Zone's Exit Door will close and lock. After 5 seconds, the Ghost will initiate a Cursed Hunt with no grace period.

  • Monkey Paw

    The Monkey Paw will give a certain number of wishes determined by the difficulty/reward multiplier:
    • Amateur: 5 Wishes
    • Intermediate: 4 Wishes
    • Professional and above: 3 Wishes
    Tags like the one seen in the picture are scattered around the Sunny Meadows map which will be recorded in your journal once you find and pick them up. Finding the tags are not required for asking any wishes.

    Refer to Monkey Paw Wish Guide below for in-depth breakdown of wishes

  • Tarot Cards

    Tarot Cards can be picked up using 'E' and one card can be drawn at a time using right-click. There are 10 possible cards though the amount and order is randomized per contract. Once all the cards are used all future hunts are extended by 20 seconds. While you can't draw cards outside an Investigation Zone, you can stand in the middle of an Exit Door, draw a card, and quickly leave. If you draw 'The Hanged Man' card, you will still instantly die however.

    Refer to Tarot Cards Guide below for in-depth breakdown of card effects.
Spirit Box and General Question/Statement Guide
Spirit Box Questions
  • Can you speak?
  • Can you speak to us?
  • Make a noise.
  • Open a door.
  • Open this door.
  • Turn on the light.
  • Turn off the light.
  • Are there any ghosts?
  • Give us a sign.
  • Show us [...].
  • Let us know you are here.
  • Do something.
  • Is there anyone with me?
  • Scream.
  • Can we speak?
  • Would like to speak to you.
  • Is there anyone here?
  • May I ask you [...]?
  • Would you like to talk?
  • Are you the only one here?
  • Are you waiting?
  • Is there anything I can do?
  • Do you know who we are?
  • Are you happy?
  • Are you here all the time?
  • Are you male or female?
  • Do you want us to leave?
  • Can I ask you [...]?
  • Can you make a sound?
  • Show us your presence.
  • Knock something.
  • Make a sound.
  • Open the door.
  • Throw something.
  • Talk to me.
  • Talk to us.
  • We mean you no harm.
  • We are friends.
  • Is this your home?
  • Can you speak to us?
  • Shall we leave?
  • Do you want to hurt us?

General Ghost Questions
NOTE: These questions/statements can potentially trigger a ghost interaction but will not trigger a ghost event or hunt. It's possible the interaction lowers your sanity causing an event or hunt but technically it's from the interaction NOT the questions/statements themselves.
  • What do you want?
  • Why are you here?
  • Do you want to hurt us?
  • Are you angry?
  • Do you want us here?
  • Shall we leave?
  • Should we leave?
  • Do you want us to leave?
  • What should we do?
  • Can we help?
  • Are you friendly?
  • What are you?
  • Are you close?
  • Can you show yourself?
  • Give us a sign.
  • Let us know you are here.
  • Show yourself.
  • Can you talk?
  • Speak to us.
  • Are you here?
  • Are you with us?
  • Anybody with us?
  • Is anyone here?
  • Anybody in the room?
  • Anybody here?
  • Is there a spirit here?
  • Is there a Ghost here?
  • Are you a girl?
  • Are you a boy?
  • Are you male?
  • Are you female?
  • Who are you?
  • What are you?
  • Who is this?
  • Who are we talking to?
  • Who am I talking to?
  • Hello?
  • What is your name?
  • Can you give me your name?
  • How old are you?
  • How young are you?
  • What is your age?
  • When were you born?
  • Are you a child?
  • Are you old?
  • Are you young?
  • What is your location?
  • What is your gender?
  • Are you male or female?
  • Are you a woman?

Things You Can Say to Also Trigger a Ghost
  • I'm scared
  • I am scared
  • Scared
  • Scary
  • Spooky
  • Horror
  • Scare
  • Frighten
  • Panic
  • Fright
  • Hide
  • Run
  • Show your presence
  • Show us [...]
  • Show me [...]
Tarot Cards Guide
Card Image
Title
Card Effect
Burn Color
Draw Chance
The Tower
Causes a Ghost Interaction and doubles all Ghost activity for 20 seconds
Blue
20%
The Wheel of Misfortune
The Player gains 25% Sanity if the card burns green, but loses 25% Sanity if the card burns red
Green or Red
20%
The Fool
Appears as one of the nine other cards at first, then changes into The Fool as it burns. Otherwise it has no effect.
Light Purple
17% Normally / 100% During Hunts
The Devil
Triggers a Ghost Event for the Player closest to the Ghost
Pink
10%
Death
Immediately starts a Cursed Hunt
Purple
10%
The Hermit
Teleports the Ghost back to it's Favorite Room keeping it there for one minute. Hunts can override this effect however.
Cyan
10%
The Sun
Restores Player's Sanity to 100%
Yellow
5%
The Moon
Drops Player's Sanity to 0%
White
5%
The High Priestess
Revives a randomly chosen dead Player at their corpse. If nobody has died yet, it will revive the next Player who does. If a Player dies during a hunt and is revived, they can NOT be killed again in the same hunt. You can not get stack this effect by drawing 2 High Priestesses while no Players are dead.
Light Yellow
2%
The Hanged Man
The Player instantly dies. If you have the 'Friendly Ghost' custom difficulty turned on, this card will instead turn into 'The Fool'.
Player Dies before the card is burned | N/A
1%
Ouija Board Question Guide
The Possible Responses with 'Unknown' are not fully understood but are generally agreed to involve the variable in the same line. Specifically the 'How many ...?' questions seem to produce relatively random answers though it seems to be somewhat correlated to the number of Players in the room.

Regardless, I'd advise against asking these questions as they don't seem to provide useful information and they drain your Sanity by 20%.

Thanks to Dead Rat for helping correct a Sanity% Drain inaccuracy
Question
Possible Responses
% Player Sanity Lost
Where is the bone?
Room containing the bone
50% Sanity Drain
Where is your body?
Room containing the bone
50% Sanity Drain
Where did you die?
Room containing the bone
50% Sanity Drain
How old are you?
2~90
5% Sanity Drain
What is your age?
2~90
5% Sanity Drain
Are you old?
2~90
5% Sanity Drain
Are you young?
2~90
5% Sanity Drain
How long have you been dead?
50~1000
5% Sanity Drain
How many years ago did you die?
50~1000
5% Sanity Drain
How long have you been here?
50~1000
5% Sanity Drain
How long ago did you die?
50~1000
5% Sanity Drain
When did you die?
50~1000
5% Sanity Drain
How many are in this room?
Player Count in room/Unknown
20% Sanity Drain
How many people are in this room?
Player Count in room/Unknown
20% Sanity Drain
How many people are in here?
Player Count in room/Unknown
20% Sanity Drain
How many Ghosts are in this room?
Player Count in room/Unknown
20% Sanity Drain
How many Ghosts are in here?
Player Count in room/Unknown
20% Sanity Drain
Are you alone?
Player Count/Unknown
20% Sanity Drain
Are we alone?
Player Count/Unknown
20% Sanity Drain
Who is here?
Player Count/Unknown
20% Sanity Drain
Who is in this room?
Player Count/Unknown
20% Sanity Drain
Where are you?
Returns room Ghost is CURRENTLY located
50% Sanity Drain
What is your favorite room?
Returns room Ghost is CURRENTLY located
50% Sanity Drain
Where is your room?
Returns room Ghost is CURRENTLY located
50% Sanity Drain
What is your room?
Returns room Ghost is CURRENTLY located
50% Sanity Drain
Are you here?
Yes/No
20% Sanity Drain
Are you close?
Yes/No
20% Sanity Drain
Are you near?
Yes/No
20% Sanity Drain
Are you around?
Yes/No
20% Sanity Drain
Are there any spirits?
Yes/No
20% Sanity Drain
Do you respond to everyone?
Responds to Players who are alone = No / Otherwise = Yes
20% Sanity Drain
How did you die?
Accident, Drowned, Choked, Murder, Shot, Fell, Slipped
5% Sanity Drain
How do you feel?
Cold, Empty, Strong, Weak, Angry, Sick, Hurt
5% Sanity Drain
Are you okay?
Cold, Empty, Strong, Weak, Angry, Sick, Hurt
5% Sanity Drain
How are you?
Cold, Empty, Strong, Weak, Angry, Sick, Hurt
5% Sanity Drain
Why are you here?
Love, Scared, Revenge, You, Hatred, Kill, Peace, Trapped, Lonely, Lost
5% Sanity Drain
What do you want?
Love, Scared, Revenge, You, Hatred, Kill, Peace, Trapped, Lonely, Lost
5% Sanity Drain
Knock knock
???
5% Sanity Drain
Marco
???
5% Sanity Drain
(Do you want to play) Hide and Seek?
Starts a countdown from 5 to 0, initiating a Cursed Hunt at 0
0% Sanity Drain
What is my sanity?
Healthy (80%+), Good (60%-79%), Average (40%-59%), Bad (20%-39%), Awful (0%-19%)
5% Sanity Drain
How crazy am I?
Not Very (50%+), Very (25%-49%), Insane (0%-24%)
5% Sanity Drain
Am I insane?
No (90%+), Maybe (20%-89%), Yes (0%-19%)
5% Sanity Drain
Monkey Paw Wish Guide
Each wish can only be used ONCE per Contract

Wish
Result
Sunny Meadows Tag Location
I wish to see the Ghost
The Ghost materializes in-front of the Player obscuring their vision with a dark fog. The Ghost will remain still for 5 seconds (like The Summoning Circle) and will start a Cursed Hunt after the 5 seconds. The Player's vision will remain obscured until the Cursed Hunt ends.
Manager's Office
I wish to trap the Ghost/ I wish the Ghost was trapped
Teleports the Ghost to it's Favorite Room and locks all doors leading to the Favorite Room for 1 minute. During this minute, the Ghost can NOT roam, hunt, or use abilities. The room where the wish was made will also have all it's doors close and lock for 1 minute. Once the 1 minute is up, a Cursed Hunt will begin and there's a 75% chance that the doors remain locked during the Grace Period of the hunt.
Female Dorm Room
I wish for activity / I wish the Ghost would do something
Doubles the rate of Ghost interactions for 2 minutes. The Fuse Box will break permanently and the Exit Door will be locked for 2 minutes.
Chapel
I wish to be sane / I wish for sanity
Every Player's Sanity will be set to 50%, Sanity drains 1.5x faster, and the Ghost's Favorite Room will change.
Kitchen
I wish to be safe
The closest hiding spot's door will open, the lights in the Wisher's room will shatter and the Ghost will be able to hear the Wisher and sense their active electronic equipment at any range for the rest of the contract.
Matron Office 1
I wish to leave
Unlocks Exit Doors at any time including during hunts. The Wisher's Movement Speed will be immediately reduced but progressively return to normal over 5 seconds. The Wisher's vision will also be hindered for 5 seconds.
Hospital Wing
I wish to revive my friend / I wish for life
Revives any dead Player on the map but has a 50% chance to kill the Wisher.
Classroom
I wish for knowledge
Removes 1 incorrect evidence and corresponding Ghost types from Wisher's journal. The Ghost will then initiate a Cursed Hunt near the Wisher during which the Wisher will have muffled/reduced audio and hindered vision until death or the contract ends
Restricted Wing
I wish for [Sun, Rain, Clear Sky, Fog, Snow, Wind]
Changes the map's weather to the weather wished for. This temporarily blinds the Wisher and drains 25% Sanity. Wishing for rain results in a 50/50 chance for light or heavy rain.
Morgue
I wish for anything
Randomly picks one of the above wishes that haven't already been wished.
Waiting Room
Weekly Challenge Reference
#
Challenge
Description
Map
1
Lights out!
Get your candles at the ready, all the lights are out!
6 Tanglewood Drive
2
Adrenaline Junkies
There must be something in the air, everyone's going crazy!
Maple Lodge Campsite
3
Detectives only
Put your detective skills to the test, this ghost is giving nothing away!
42 Edgefield Road
4
Hide and Seek: Seeker
There's a very quiet ghost hiding somewhere, can you find it?
Brownstone High School
5
Hide and Seek: Hide!
This ghost wants to play a game, you better hide quick!
13 Willow Street
6
Frostbitten
It's so cold that it's slowing everyone down, including the ghost!
Camp Woodwind
7
Do as I Command
You'll have to force this ghost to give you evidence, luckily, we've found some extra items to help you out.
Sunny Meadows
8
Tortoise and the Hare: Hare
Give it your all, this ghost is feeling especially frail.
Bleasdale Farmhouse
9
Tortoise and the Hare: Tortoise
After last week you're feeling a bit worn out, and to make matters worse, the ghost has recovered!
Grafton Farmhouse
10
Gotta Go Fast!
No hiding, no sanity, get going!
Prison
11
Sanity Survival
Sanity is a scarce resource with no pills or lights. Be careful finding this Nightmare ghost.
10 Ridgeview Court
12
Speedrun!
Maybe you could start a timer, how quickly can you find this ghost's identity?
6 Tanglewood Drive
13
Survival of the Fittest
You've got no pills, no sanity and no evidence to work with. It's gonna be a tough one!
42 Edgefield Road
14
Primitive
I'm afraid all of the electronic equipment has short-circuited, you'll have to make do without.
10 Ridgeview Court
15
Vulnerable
You'll be going into this one with no defenses, be careful out there.
13 Willow Street
16
Missed delivery
We didn't receive our full equipment delivery this week, so you won't have everything you might need!
Brownstone High School
17
Audio only
We've managed to get hold of some extra audio equipment. You'll have to use your ears on this one.
Sunny Meadows
18
Technophilia
We've thrown out all of those prehistoric items, this contract is all about technology!
Bleasdale Farmhouse
19
No Evidence
These ghosts really don't wanna help you out, but we're sure you're up to the task.
Grafton Farmhouse
20
The Apocalypse Draws Near
The hardest possible challenge, but with normal investigator speed. Good luck.
Sunny Meadows
21
Slow and Steady
This ghost may be slow, but its angry. Keep on your toes!
Camp Woodwind
22
Paranormal Paparazzi
You've got cameras, lights and sound. Find that ghost type!
Bleasdale Farmhouse
23
Hide and seek: Extreme
This ghost wants to play a game, you better hide.
Camp Woodwind
24
Glow in the Dark
Some of our equipment has stopped working, hopefully this'll be enough for you to see.
42 Edgefield Road
25
Deja Vu
This one feels pretty nostalgic, don't you think?
6 Tanglewood Drive
26
Tag! You're it!
This ghost will chase you immediately, better get running!
Brownstone High School
Afterword
I hope you find this guide useful! This started out as an enormous Discord message that I decided I'd turn into a guide here for me to reference during gameplay. It's great to see others get use out of it as well!

I spent a while correcting the guide for the Ascension Update. If something is missing or wrong, please let me know in the comments below. It's possible that there are still some inaccuracies as the patch notes the developers gave us were incredibly lacking in detail so keep in mind that there may be new/changed features that I haven't discovered nor have been reflected in the wiki.

Thanks a bunch for using my guide as well as liking, favoriting, and awarding! I'll try my best to keep this as accurate as possible as this is legitimately what I use in-game for reference myself. Have a great day and may your Ghost guesses be forever accurate.

As always, if you notice anything is inaccurate or you feel should be added, please do so in the comments below. Thank you!

Special Thanks
These users helped provide information that made this guide more accurate over it's existence.

  • Jn_schwantz: Confirmed Deogen's unique Spirit Box response still exists after the Ascension(0.9) update.
30 Comments
Baphomet  [author] Oct 9, 2023 @ 5:36pm 
Took a while, but I have added the Weekly Challenges in. There's not really a good way to format the actual difficulty settings to fit in a table and honestly I'm much busier now than I was when I made the guide so idk if I'd even have the time to look that up.

Barring any big changes made in the game, I think the guide is basically finished!
Baphomet  [author] Sep 27, 2023 @ 9:18am 
I just realized the wiki has a table of the challenges. Idk why I never tried looking it up before but that makes it significantly easier for me to implement. I'll see if I can't get it out this weekend.
Baphomet  [author] Sep 18, 2023 @ 7:10pm 
I never considered putting the different challenge modes especially since at the time of creating the guide we hadn't seen them all yet but I'll consider adding them. I'd have to manually scour the internet for every challenge though so it'd have to be a day where I have a lot of free time.
toxicsquid05 Sep 17, 2023 @ 1:37pm 
What about the different challenge modes?
Baphomet  [author] Sep 16, 2023 @ 3:05pm 
Thanks Chocobo Sage, basically all Cursed Possessions will break/not work if you don't have enough Sanity to use them. I'll update the guide to include that information!
Necromancer Sep 14, 2023 @ 6:57pm 
To add to the Music Box, it will close automatically if your sanity hits or is at 0 and a cursed hunt will begin
Jn_schwantz Sep 13, 2023 @ 7:43am 
Does the music box broadcast the ghost's location, or broadcast the music box's location to the ghost?
Baphomet  [author] Sep 10, 2023 @ 11:36am 
To anyone reading these comments, I was indeed incredibly unlucky. I finally got the Deo sBox response 2 times so I can without a doubt confirm it's still in the game.
Baphomet  [author] Aug 28, 2023 @ 9:24am 
Hmmm, that does sound relatively like the Deo spirit box response. I wonder if you can only get it from the T2 spirit box and it's bugged for the other ones.

There's a 33% chance it happens and I used the T3 sBox to get like 20 responses so I must have been incredibly unlucky to not get it if it does work with T3
Jn_schwantz Aug 27, 2023 @ 5:01pm 
The spirit box response I got sounded kind of like the hissing sound the ghost makes during ghost events also I was using the tier 2 spirit box if that means anything