Phasmophobia

Phasmophobia

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Chapter 1: Evidence
Pieces of evidence are the fundamentals of finding ghosts. Each ghost has 3 types of evidence. There are 7 pieces of evidence: EMF Level 5, Freezing Temperatures, Fingerprints, DOTS Projector, Spirit Box, Ghost Orbs, and Ghost Writing.
A good way to get EMF Level 5 is to go in the house, wait for a door touch and check the EMF. ( Make sure to turn it on with M2 ( Right Mouse Button ) )! Most of the time, door touches give an EMF Level of 2. But, door touches have a 25% chance to give an EMF Level of 5 if the ghost has an EMF of 5.


There are two ways to get Freezing Temperatures:
1. A negative number on the thermometer (below 32 Fahrenheit) while in the ghost room.

2. seeing your breath while you're in the ghost room. The thermometer will always show freezing if in the ghost room, but if you aim to see your cold breath, you must wait for a while. (To turn the thermometer on, you press M2 ( Right Mouse Button ) )!


Fingerprints are fairly easy to get, as long as the ghost is active and moves lots of doors. There are 3 ways to check for Fingerprints:


1. This is the most commonly used method (at least for me). For this method, grab a U.V. Flashlight and check the most recently touched doors and knocked windows. To check knocked windows and touched doors, press M2 ( Right Mouse Button ). You will see a purple light ( A.K.A. the U.V. Light ). Move your camera to move the light coming from the U.V. Flashlight, and then check the front and back of a touched door, and check windows. A good way to know if a ghost opened a door is to close all the doors in the house and wait for a sound coming from an opening door. Then, check the door that the ghost has opened.


2. I use this method less but not as little as the third one. For this one, you have to equip a glow stick. Press M2 ( Right Mouse Button ) Unlike the U.V. Flashlight, you can't turn this one off. Using the glow stick is almost completely used like the U.V. Flashlight, except the only difference is that instead of looking at doors and windows you instead have to go close to them.


3. I never use this method. For this method, you need a photo camera. You have to take a picture of the door and make sure to take a picture of the center. Take the picture 2 times and look in "Photos" in your journal. One should say "Interaction" and if you have Fingerprints, the other picture will say "Fingerprints". This doesn't always work, if you take the 2nd picture on the side of the door with no fingerprints, then you'll believe you have no fingerprints which is also why I never use this method. I also never use this method because I want to get a perfect investigation. ( To take a picture, press M2 ( Right Mouse Button ) )


DOTS Ghost


DOTS Projector is a piece of medium evidence to get for me. A DOTS Projector is a projector that shines a light with each light making a dot. To put down a DOTS. Projector, you need to look directly down at the floor and press F. ( Fun Fact: In some contracts, there are areas where you can put it on the roof! ) I highly recommend putting the projector in the ghost room because it rises the chances of getting the DOTS Projector. When you get DOTS Projector, you will see a white silhouette of the ghost close to the DOTS Projector. They will seem to be walking or walking in place. You use different tiers of this item differently.



Spirit Box is a medium piece of evidence (for me). For Spirit Box, if you don't have a microphone, you can use the "Text" Voice Recognition in "Options". Spirit Box is the only type of evidence where you have to talk. You ask personal questions about the ghost and wait for the ghost to answer. When the ghost answers you, it will pick 1/3 voices. It will stay this voice for the entire game. It will say one word or two depending on what question you ask. You have to be in the same room as the ghost and turn the light off. ( Press M2 ( Right Mouse Button ) to turn the Spirit Box on. ) !
List of Questions:
  • Anybody here?
  • Anybody in the room?
  • Anybody with us?
  • Are you angry?
  • Are you a boy?
  • Are you a child?
  • Are you a girl?
  • Are you a woman?
  • Are you close?
  • Are you female?
  • Are you friendly?
  • Are you here?
  • Are you male?
  • Are you male or female?
  • Are you old?
  • Are you with us?
  • Are you young?
  • Can we help?
  • Can you give me your name?
  • Can you show yourself?
  • Can you talk?
  • Do you want to hurt us?
  • Do you want us here?
  • Do you want us to leave?
  • Give us a sign!
  • Hello?
  • How old are you?
  • How young are you?
  • Is anyone here?
  • Is there a ghost here?
  • Is there a spirit here?
  • Let us know you are here.
  • Shall we leave?
  • Should we leave?
  • Show yourself!
  • Speak to us!
  • What are you?
  • What is your age?
  • What is your gender?
  • What is your location?
  • What is your name?
  • What do you want?
  • What should we do?
  • When were you born?
  • Where are you?
  • Who am I talking to?
  • Who are we talking to?
  • Who are you?
  • Who is this?
  • Why are you here?

Ghost Orbs are an easy piece of evidence, most of the time. Ghost Orbs are only found in the ghost room. To check for Ghost Orbs you have to get a Nightvision Camera and turn off the lights. To Look in the rooms close to where all the interactions are most common.



Ghost Writing is a hard piece of evidence. For Ghost Writing, you have to get a Journal from the truck and place the Ghost Journal down on the floor or a nearby table/counter. ( To place a Ghost Journal down, press F. )! There are different types of stuff the ghost is capable of writing. Many include scribbles, small sentences with BIG words, loops, and more. When the ghost writes in the book, the pen floats and seems to hover over the book. It also makes a writing sound.
Chapter 2: Cursed Possessions pg. 1/2
There are 7 Cursed Possessions in the game. Each one can get you a consequence or a benefit.
5/8 game modes will always have Cursed Possessions. Taking a photo of any cursed possession will give 1-5$ and 1-5 XP.

1. Music Box
The Music Box is a cursed possession that helps you find the ghost room. To play the Music Box, you press M2 ( Right Mouse Button ). When you play the Music Box, the ghost will start singing. It drains 2.5% of sanity if a player is nearby. If you drop the Music Box while it's playing, the ghost will start a Cursed Hunt. If the ghost is within the range of the Music Box, it will follow you and also show itself. After it follows you, if you don't run out of the house, it will catch up and touch the Music Box. If it touches the Music Box, it will also start a Cursed Hunt. To prevent the ghost from hunting, play the Music Box in a corner and place it down by pressing F. After that, take an educated guess on where the ghost is singing loudest. Wherever it's singing the loudest, that's most likely the ghost room or close to the ghost room. You can only play the Music Box one time ever. If you play the song for too long, the music box also breaks and starts a cursed hunt.
Music Box Spawns:
6 Tanglewood Drive:
In the nursery, on a shelf.

42 Edgefield Road:
In the Living Room, on a drawer.

10 Ridgeview Court:
In the Girl's Bedroom, on a drawer.

13 Willow Street:
In the Living Room, on a drawer to the left of the door.

Brownstone High School:
In the Lobby, on a seat to the right.

Bleasdale Farmhouse:
In the Living Room, to the front of the room.

Sunny Meadows / Sunny Meadow Restricted:
In the chapel, in one of the red circles.

Prison:
Next to the front door.

Maple Lodge Campsite:
In the picnic area, on a table next to the cabin door.

Camp Woodwind:
In the Yellow Tent, on a table.

2. Tarot Cards
The Tarot Cards are a type of Cursed Possession depending on your luck. Each card has a different result and some are good, some are bad, and a few are neither! You can only pull 10 cards. To pull a card press M2 ( Right Mouse Button )!

All Cards:
The Wheel Of Fortune: 20% chance
If the Wheel Of Fortune burns green, then you gain +25 sanity.
If the Wheel Of Fortune burns red, then you lose -25 sanity.

The Tower: 20% chance
Causes an Interaction and doubles ghost activity for the next 20 seconds
Burns Blue

The Fool: 17%, 100% during hunts
It shows as another card (same percentages as normal) before turning into The Fool.\
Burns Light Purple

The Devil: 10%
Starts a ghost event near the closest player to the ghost.
Burns Pink

Death: 10%
Starts a Cursed Hunt.
Burns Purple

The Hermit: 10%
Teleports the ghost to its ghost room and temporarily locks it in the ghost room for 1 minute. (60 seconds).
Burns Cyan

The Sun: 5%
Increases the tarot card drawer's sanity to 100% instantly.
Burns Yellow

The Moon: 5%
Decreases the tarot card drawer's sanity to 0% instantly.
Burns White

The High Priestess: 2%
Revives a random dead player. If no player is currently dead, then the next person to die will be revived. If "Kill(s) Extend Hunts" is on, a player revived because of the death of a hunt, cannot die in that same hunt. If no player is dead and you get two of these cards, only one person will get revived.
Burns Light Yellow

The Hanged Man: 1%
Kills the tarot card dealer. If "Friendly Ghost" is turned on, you will never get this tarot card.
Burns N/A

Tarot Cards Spawns:
6 Tanglewood Drive:
In the Living Room, on a table next to the couch in the right corner.

42 Edgefield Road:
On a drawer to the right of the front door.

10 Ridgeview Court:
On a drawer to the right of the front door.

Grafton Farmhouse:
In the Dining Room, on the dining table.

13 Willow Street:
In the Living Room, on a small circular table next to the sofa.

Brownstone High School:
In the Lobby, on a seat to the left.

Bleasdale Farmhouse:
In the Office, on a desk.

Sunny Meadows and Sunny Meadows Restricted:
In the chapel, in one of the red circles.

Prison:
In the front of the front door.

Maple Lodge Campsite:
Right of the white tent.

Camp Woodwind:
On a table to the left of the front door.

3. Ouija Board
This Cursed Possession is by far my favorite cursed possession. For this cursed possession, you can ask the ghost questions similarly to Spirit Box. With Ouija Board, you can use the "Text" Recognition Mode in "Options". To activate it press M1 or M2 ( Left Mouse Button or Right Mouse Button ) and then ask the questions. After asking questions, make sure to say "Goodbye" so it doesn't start a cursed hunt. If you don't say goodbye, the ghost will start a cursed hunt if you lengthen the distance between the Ouija Board and the player who asked the last question.
Ouija Board Questions:
Anybody here?
Anybody in the room?
Anybody with us?
Are you angry?
Are you a boy?
Are you a child?
Are you a girl?
Are you a woman?
Are you close?
Are you female?
Are you friendly?
Are you here?
Are you male?
Are you male or female?
Are you old?
Are you with us?
Are you young?
Can we help?
Can you give me your name?
Can you show yourself?
Can you talk?
Do you want to hurt us?
Do you want us here?
Do you want us to leave?
Give us a sign!
Hello?
Hide and Seek!
How old are you?
How young are you?
Is anyone here?
Is there a ghost here?
Is there a spirit here?
Let us know you are here.
Shall we leave?
Should we leave?
Show yourself!
Speak to us!
What are you?
What is your age?
What is your gender?
What is your location?
What is your name?
What do you want?
What should we do?
When were you born?
Where are you?
Where is the bone?
Who am I talking to?
Who are we talking to?
Who are you?
Who is this?
Why are you here?

As you notice, these are the same questions except for some being added on for Spirit Box.
Asking "Where are you?" drains your sanity -50%.

Ouija Board Spawns:
6 Tanglewood Drive:
In the basement, on a small table.

42 Edgefield Road:
In the Utility Room.

10 Ridgeview Court:
In the Utility Room.

Grafton Farmhouse:
In the smallest room in the Master Bedroom

13 Willow Street:
In the garage, on a washing machine.

Brownstone Highschool:
In the lobby, leaning on a pillar.

Bleasdale Farmhouse:
In the Workshop, next to a Fusebox Spawn.

Sunny Meadows / Sunny Meadows Restricted:
In the Chapel, in one of the red circles.

Prison:
In the Entrance Room.

Maple Lodge Campsite:
In the Cleaning Closet, on the floor.

Camp Woodwind:
In the Storage Tent, on a table.

4. Haunted Mirror
The Haunted Mirror is one of the cursed possessions. It shows you the ghost room and drains your sanity like the other cursed possessions. Press M2 ( Right Mouse Button ) to activate the Haunted Mirror and look at the room. Looking at the mirror longer makes your sanity drain more. I advise looking at the Haunted Mirror for one second and then deactivating the Haunted Mirror.

Haunted Mirror Spawns:
6 Tanglewood Drive:
In front of the Master Bedroom Door, hanging on a wall.

42 Edgefield Road:
Downstairs, next to the stairs.

10 Ridgeview Court:
In the Kitchen, next to the Basement door.

Grafton Farmhouse:
On a wall, between the Living Room and Foyer

13 Willow Street:
In the garage, next to the washing machine leaning on the wall.

Brownstone Highschool:
In the Lobby, hanging on a pillar.

Bleasdale Farmhouse:
In the Office.

Sunny Meadows / Sunny Meadows Restricted:
In the chapel, in one of the red circles.

Prison:
In the Entrance Room, under a chair.

Maple Lodge Campsite:
In the Blue Tent.

Camp Woodwind:
Leaning on a tree near the Campfire

5. Voodoo Doll
The Voodoo Doll is another cursed possession that tells you the ghost room. It is a Voodoo Doll with 10 pins. 9/10 of those pins cause an interaction, while the pin in the heart starts a cursed hunt. When pressing M2 ( Right Mouse Button ), a randomly selected pin will be pushed in the Voodoo Doll and-














































Chapter 2: Cursed Possessions pg. 2/2
-will never be selected again. Each pin except the pin located at the heart will cause an interaction. Pushing a pin into the heart will start a cursed hunt. Pushing an interaction pin drains -5% sanity. Pushing a heart pin in will drain -10% of sanity. If the user's sanity is below the sanity the pushed pin will take, ( such as the user's sanity being at 4% and the Interaction Pin gets pushed, an interaction pin getting pushed is -5% sanity, ) all the pins will get pushed in and a cursed hunt will also start.

Voodoo Doll Spawns:
6 Tanglewood Drive:
In the garage, on the garbage can.

42 Edgefield Road:
In the Large Blue Bedroom.

10 Ridgeview Court:
Out of the garage door, next to the piano.

Grafton Farmhouse:
In the Nursery.

13 Willow Street:
In the Boy's Bedroom.

Brownstone High School:
Leaning on a wall next to the two basketball court doors.

Bleasdale Farmhouse:
Upstairs, leaning against a wall close to the

Sunny Meadows / Sunny Meadows Restricted:
In the chapel, in one of the red circles.

Prison:
In a container to the left of the front door.

Maple Lodge Campsite:
By the Campfire, leaning on a log.

Camp Woodwind:
Leaning on the Small Cyan Tent:

6. Summoning Circle:
This one is a Cursed Possession used to see what a ghost does during a hunt.
you have to have high sanity to light all the candles, as lighting each candle drains sanity.
Lighting all 5 candles starts a ghost event on the summoning circle, and after the grace period the ghost event ends and it starts hunting from the summoning circle. If you have the "Take a photo of the Ghost" objective, then this is a good way to fulfill it! Make sure to have a hiding spot in mind so you don't sacrifice your dead body for one objective.

Summoning Circle Spawns:
6 Tanglewood Drive:
In the Basement.

42 Edgefield Road:
In the Basement.

10 Ridgeview Court:
In the Basement.

Grafton Farmhouse:
In the Storage Room.

13 Willow Street:
In the Basement.

Brownstone High School:
In the Margin between the First Floor Main Corridor and Lobby.

Bleasdale Farmhouse:
In the attic.

Sunny Meadows / Sunny Meadows Restricted:
In the chapel, inside the 5 circles.

Prison:
In front of the Main Hallway Door.

Maple Lodge Campsite:
In the Cabin Living Room, next to the stairs.

Camp Woodwind:
In the Left Storage Tent.

7. Monkey Paw
This is the newest Cursed Possession so far. This one is a Paw of a Monkey, as you can tell by the name. You ask wishes with each one giving a benefit, and each one also giving a consequence. There are 19 wishes you can ask, and I am going to tell you everything about them.
Originally posted by Monkey Paw Fandom Wiki:
The Monkey Paw grants up to a certain number of wishes depending on the difficulty reward multiplier:

0x – 1.99x: 5 wishes
2x – 2.99x: 4 wishes
3x or higher: 3 wishes

1. Ghost Category Wishes
  • "I wish to see the ghost."
    Starts a ghost event with a duration of 5 seconds before starting a cursed hunt from that position. The vision of the person asking this wish will also be partially blinded until the hunt ends. For some reason, if you die when asking the wish you will be blinded until the match is over.

  • "I wish for activity."
    Doubles all ghost activity for the next two minutes but permanently turns the breaker off and locks the exit(s) of the investigation area for 2 minutes.

  • "I wish the ghost would do something."
    Read "I wish for activity."

  • "I wish to trap the ghost."
    Transports the Ghost to its Favorite Room (Ghost Room) and locks it in there for one minute. It will also lock the person who asked the wish(es) in his/her room until the one-minute timer is up. Additionally, once the one-minute timer is up, the ghost will start a cursed hunt.

  • "I wish the ghost was trapped."
    Read "I wish to trap the ghost.

2. Player Category Wishes:
  • "I wish to be sane."
    Sets each player currently alive's Sanity decreased/increased to 50%. The Sanity Drain will be increased by x150%, and the Ghost's Favorite Room / Ghost Room will change to a random room.

  • "I wish for sanity."
    Read "I wish to be sane."

  • "I wish to be safe."
    Unblocks closest blocked hiding spot. Additionally, the lights in the current room as the player will shatter. For the rest of the match, the ghost will sense the player's equipment and voice during hunts no matter how far until the match ends, or the player dies.

  • "I wish to leave."
    Opens all exit doors (including during hunts)but minimizes your speed and vision for 5 seconds.

3. Other Category Wishes:
  • "I wish to revive my friend."
    Revives a dead player but the person who wishes that wish will have a 50% chance of living alongside the revived.

  • "I wish for life."
    Read "I wish to revive my friend."

  • "I wish for knowledge."
    Crosses out any type of evidence the wisher didn't have and crosses out the ghosts that have those evidence. The ghost will start a hunt near the wisher and the wisher will also be given poor audio and vision. It will be poor until death or the end of the match.

  • "I wish for sun."
    Causes the weather to have sunlight and causes a temporary blindness effect when transforming the weather. It takes -25% sanity when asked.

  • "I wish for rain."
    Causes the weather to either be heavy or light rain (50/50) and causes a temporary blindness effect when transforming the weather. It takes -25% sanity when asked.

  • "I wish for clear sky."
    Causes the weather to be clear and causes a temporary blindness effect when transforming the weather. It takes -25% sanity when asked.

  • "I wish for fog."
    Causes the weather to be foggy and causes a temporary blindness effect when transforming the weather. It takes -25% sanity when asked.

  • "I wish for snow."
    Causes the weather to be snowy and causes a temporary blindness effect when transforming the weather. It takes -25 sanity when asked.

  • "I wish for wind."
    Causes the weather to be windy and causes a temporary blindness effect when transforming the weather. It takes -25 sanity when asked.

  • "I wish for anything.
    Selects a random wish for you to use. (It has to be an unused wish.)
Monkey Paw Spawns:
6 Tanglewood Drive:
In the Dining Room, in a glass cabinet.

42 Edgefield Road:
In the Nursery.

10 Ridgeview Court:
In the Male Teen's Bedroom.

Grafton Farmhouse:
In the twin bedroom, gripping the axe.

13 Willow Street:
In the Hallway, in a cupboard.

Brownstone Highschool:
In the lobby, on a box in front of the pillar.

Bleasdale Farmhouse:
In the nursery, adjacent to the crib.

Sunny Meadows / Sunny Meadows Restricted:
In the chapel, leaning on the cross.

Prison:
Next to the front door.

Maple Lodge Campsite:
On a seat, on the dock.

Camp Woodwind:
On a normal tent-sized wooden sculpture next to a little purple tent.



























Chapter 3: The Truck
The Truck is the location where you spawn once you start a match. The Truck supplies the items that you bought and shows multiple monitors about sanity, sound sensors, activity, and the map. A camera will be shown on the front desk monitor. Clicking the mouse changes the camera, and clicking the keyboard toggles Nightvision mode.
Chapter 4: Gamemodes
In Phasmophobia, there are 7 game modes excluding Training. I recommend playing the Weekly Challenge mode to gain lots of money, XP, and levels. When making a custom with a particular game mode, pick Custom game mode and Presets at the top right. It'll let you pick what game mode settings you want including Apocalypse I, Apocalypse II, and Apocalypse III.
  • Amateur
    I recommend playing Amateur if you are new to the game. The custom settings for Amateur are:
  • Starting sanity = 100
  • Sanity Pill restoration (%) = 40
  • Sanity drain speed (%) = 100
  • Sprinting = On
  • Player speed (%) = 100
  • Flashlights = On
  • Lose items on death = On
  • Ghost Speed (%) = 100
  • Roaming Frequency = Medium
  • Changing favorite room = None
  • Interaction amount = High
  • Event frequency = Low
  • Friendly ghost = Off
  • Grace period (s) = 5
  • Hunt duration (s) = Low
  • Kills extend hunts (s) = Off
  • Evidence given = 3
  • Fingerprint chance (%) = 100
  • Fingerprint duration (s) = 120
  • Setup time (s) = 300
  • Weather = Random
  • Doors starting open = None
  • Number of hiding places = Very High
  • Sanity monitor = On
  • Activity monitor = On
  • Fuse box at start of contract = On
  • Fuse box visible on map = On
  • Cursed Possessions quantity = 1
  • Cursed Possession #1 = Random

  • Intermediate
    I recommend playing Intermediate once you are used to Amateur.
  • Starting sanity = 100
  • Sanity Pill restoration (%) = 35
  • Sanity drain speed (%) = 150
  • Sprinting = On
  • Player speed (%) = 100
  • Flashlights = On
  • Lose items on death = On
  • Ghost speed (%) = 100
  • Roaming frequency = Medium
  • Changing favorite room = None
  • Interaction amount = Medium
  • Event frequency = Medium
  • Friendly ghost = Off
  • Grace period (s) = 4
  • Hunt duration (s) = Medium
  • Kills extend hunts = Off
  • Evidence given = 3
  • Fingerprint chance (%) = 100
  • Fingerprint duration (s) = 120
  • Setup time (s) = 120
  • Weather = Random
  • Doors starting open = Low
  • Number of hiding places = High
  • Sanity monitor = On
  • Activity monitor = On
  • Fuse box at start of contract = Off
  • Fuse box visible on map = On
  • Cursed Possessions quantity = 1
  • Cursed Possession #1 = Random

  • Professional
    I recommend playing Professional once you are used to Intermediate.
  • Starting sanity = 100
  • Sanity Pill restoration (%) = 30
  • Sanity drain speed (%) = 200
  • Sprinting = On
  • Player speed (%) = 100
  • Flashlights = On
  • Lose items on death = On
  • Ghost speed (%) = 100
  • Roaming frequency = High
  • Changing favorite room = Low
  • Interaction amount = Low
  • Event frequency = Medium
  • Friendly ghost = Off
  • Grace period (s) = 3
  • Hunt duration (s) = High
  • Kills extend hunts (s) = Off
  • Evidence given = 3
  • Fingerprint chance (%) = 100
  • Fingerprint duration (s) = 120
  • Setup time (s) = 0
  • Weather = Random
  • Doors starting open = Medium
  • Number of hiding places = Medium
  • Sanity monitor = On
  • Activity monitor = On
  • Fuse box at start of contract = Off
  • Fuse box visible on map = On
  • Cursed Possessions quantity = 1
  • Cursed Possession #1 = Random

  • Nightmare
    I recommend playing Nightmare once you're used to Professional.
  • Starting sanity = 100
  • Sanity Pill restoration (%) = 25
  • Sanity drain speed (%) = 200
  • Sprinting = On
  • Player speed (%) = 100
  • Flashlights = On
  • Lose items on death = On
  • Ghost speed (%) = 100
  • Roaming frequency = High
  • Changing favorite room = Medium
  • Interaction amount = Low
  • Event frequency = High
  • Friendly ghost = Off
  • Grace period (s) = 2
  • Hunt duration (s) = High
  • Kills extend hunts (s) = Low
  • Evidence given = 2
  • Fingerprint chance (%) = 100
  • Fingerprint duration (s) = 120
  • Setup time (s) = 0
  • Weather = Random
  • Doors starting open = High
  • Number of hiding places = Low
  • Sanity monitor = Off
  • Activity Monitor = Off
  • Fuse box at start of contract = Off
  • Fuse box visible on map = Off
  • Cursed Possessions quantity = 1
  • Cursed Possession #1 = Random

  • Insanity
    I recommend playing Insanity once you're used to Nightmare.
  • Starting sanity = 75
  • Sanity Pill restoration (%) = 20
  • Sanity drain speed (%) = 200
  • Sprinting = On
  • Player speed (%) = 100
  • Flashlights = On
  • Lose items on death = On
  • Ghost speed (%) = 100
  • Roaming frequency = High
  • Changing favorite room = High
  • Interaction amount = Low
  • Event frequency = High
  • Friendly ghost = Off
  • Grace period (s) = 2
  • Hunt duration (s) = High
  • Kills extend hunts (s) = Low
  • Evidence given = 1
  • Fingerprint chance (%) = 100
  • Fingerprint duration (s) = 60
  • Setup time (s) = 0
  • Weather = Random
  • Doors starting open = High
  • Number of hiding places = Low
  • Sanity monitor = Off
  • Activity Monitor = Off
  • Fuse box at start of contract = Off
  • Fuse box visible on map = Off
  • Cursed Possessions quantity = 0






Chapter 5: Each Ghost
There are 24 ghosts so far. Each one has different abilities, different pieces of evidence, and some hunt at different sanities. I'll be talking about each one. Each Ghost will have a chapter.





1. Spirit
Pieces of Evidence:
EMF Level 5, Spirit Box, and Ghost Writing.

Journal:
Spirits are very common ghosts. They are very powerful, but passive, only attacking when they need to. They defend their place of death to the utmost degree, killing anyone caught overstaying their welcome.

Strength: N/A

Weakness: A Spirit can be temporarily stopped by burning Smudge Sticks near them.
    Additional Notes:
  • Spirits are the only ghost in the game to not have a strength in the journal.

  • No hidden abilities.

  • All ghosts can be temporarily stopped by Smudge Sticks, not just the Spirit.

  • When cleansing the ghost's room with Smudge Sticks, it won't be able to hunt for 3 minutes, (180 seconds).

  • Hunts at 0-50% team average sanity.

  • Normal Speed. ( 1.7 meters per second )

  • Speeds up in Line Of Sight.

  • Spirits are not common and as with each ghost, have a chance to be randomly chosen to be a ghost out of all 24 of them.
2. Wraith
Evidence:
EMF Level 5, Spirit Box, DOTS Projector,

Journal:
Wraiths are one of the most dangerous ghosts you will find. It is the only known ghost that has the ability of flight and has sometimes been known to travel through walls.

Strength:
Wraiths almost never touch the ground, meaning it can't be tracked by footsteps.

Weakness:
Wraiths are afraid of salt, and will actively avoid it.
    Additional Notes:
  • Wraiths cannot go through walls.

  • Wraiths are not afraid of salt.



  • There is a way to test for a Wraith. It's called a "Wraith Test". You place salt in a line where you think the ghost is gonna go and place a motion sensor on a wall tracking the atmospheric movement above the salt piles. If the motion sensor triggers one or two times and the salt piles aren't stepped in, you might be dealing with a Wraith.

  • Wraiths do not have any capabilities of flight.

  • The hidden ability of a Wraith is that a Wraith can teleport to any player on the map at any time. They will leave an EMF Level of 2 when activating its ability and the EMF will be located at the player's location while the Wraith activates its ability.

  • If you are walking around, far from the ghost room, and you get a random EMF of 2, then you may have witnessed the Wraith's hidden ability.

  • Cannot teleport during a hunt.

  • Wraiths are one of the most famous teleporting ghosts.

  • Hunts at 0-50% team average sanity.

  • Normal Speed ( 1.7 meters per second )

  • Speeds up in Line Of Sight.




3. Phantom
Evidence:
Spirit Box, Fingerprints, DOTS Projector,

Journal:
A Phantom is a ghost that can possess the living, inducing fear into those around it. They are most commonly summoned from Ouija Boards.

Strength:
Looking at a Phantom will drop your sanity considerably faster.

Weakness:
Taking a photo of the Phantom will make it temporarily disappear.
    Additional Notes:
  • Phantoms have nothing to do with Ouija Boards.

  • According to @Insym, no evidence or proof looking at a Phantom will drop a player's sanity faster in any way above average.



    At the top is a Phantom picture by Me.
  • Taking a photo of a Phantom will make it temporarily disappear. But, the photo you or another player took, will be labeled as "Ghost" and a ghost will not be shown in the taken photo.
    If in a dark room, it will be harder to notice that the Phantom wasn't in the photo unless the brightness is at a high value.

  • The Phantom has a similar ability to that of a Wraith. Unlike the Wraith, the Phantom won't teleport to the player immediately. Instead, the Phantom will slowly roam toward the location where the player was once the Phantom used this ability. It will leave an EMF of 2 at the location the ghost was when it started to use its ability.

  • Phantoms will have longer blinks during a hunt, making them harder to see when hunting. Each blink is from 1 second to 2 seconds. ( Normally blinks are 0.3 seconds to 1 second long )

  • Normal Speed ( 1.7 meters per second )

  • Hunts at 0-50% team average Sanity

  • Speeds up in Line Of Sight





4. Poltergeist
Evidence:
Spirit Box, Fingerprints, Ghost Writing,

Journal:
One of the most famous ghosts, the Poltergeist. Known to manipulate objects around it to spread fear into its victims.

Strength:
Poltergeists can throw multiple objects at once, and with great force.

Weakness:
With nothing to throw, Poltergeists become powerless.
    Additional Notes:
  • The Poltergeist can throw a lot of objects at one time.

  • When a Poltergeist throws one item, it will drain nearby players' sanity by 2%.

  • There are many ways to test if a Poltergeist threw a lot of items at the same time.
    1. Make a "Polter-Pile" A "Polter-Pile" is a type of method to see if it's a Poltergeist. For a Polter-Pile, you need to gather around 15+ items and bring them to an area close to the ghost room area stacking them on top of each other. If the ghost throws the entire Polter-Pile at once, there is a 0.173611111% chance it isn't a Poltergeist ( out of 100% ).

    2. If you hear the ghost throw a lot of stuff, you can't assume it's a Poltergeist right away. The Items thrown may just be one item that bounced off a wall making it sound like 2 or 3 items being thrown.
    If you go to the area where multiple items were "apparently" thrown, and you see a lot of items on the ground, grab an EMF and check the items. Check the items to get an EMF. If you get an EMF of 3, they have been thrown recently. Remove one item from the area and see if it still gives an EMF, and if the other items give an EMF, if they both give EMF, it might be a Poltergeist. This isn't an accurate method, so I don't recommend using it.

    3. If you hear multiple items being thrown, go to the truck and check the activity chart. If a Poltergeist throws multiple items at once, it'll be at 10 no matter the case.

  • During hunts, Poltergeists will throw one object every 0.5 seconds with a 100% chance. ( Normal Ghosts will throw one object every 0.5 seconds with a 50% chance for every 0.5 seconds. )

  • Average speed during hunts. ( 1.7 meters per second )

  • Speeds up in Line Of Sight.

  • Hunts at 0 - 50% team average sanity.
5. Banshee
Evidence:
Fingerprints, Ghost Orbs, DOTS Projector,

Journal:
The singing siren, known for attracting its victims through song. It has been known to single out its prey before making a killing blow.

Strength:
Banshee will weaken their target before striking.

Weakness:
Banshees can be sometimes heard screaming with a parabolic microphone.
    Additional Notes:
  • Banshees will only hunt depending on the target's sanity.

  • At the start of the game, a Banshee will pick a random player to be its target.

  • If the target dies during a hunt, it'll kill anyone during that hunt. If a target dies because of something other than a hunt, the Banshee will randomly pick a new player to be its target.

  • The Banshee will do more ghost events and interactions near the target.

  • The Banshee can roam to its target and will leave an EMF of 2 at where it started its roam. It can only roam to that target if the target is on the same floor as the ghost.

  • The Banshee has a 30% chance of screaming on a parabolic microphone.

  • The Banshee is more likely to have singing ghost events. ( Including hunts ).

  • Banshees drop your sanity from ghost events by 15% instead of 10%. ( Keep in mind that standing ghost events don't drop sanity unless a player walks into the ghost. ).

  • You can test a Banshee by making the target go in a lit room far away from the ghost room, and place salt down around them. If the ghost steps in the salt, it might be a Banshee or Phantom.

  • Hunt at 0-50% target's sanity.

  • Normal Speed. ( 1.7 meters per second 0

  • Speeds up in Line Of Sight.


6. Jinn
Evidence:
EMF Level 5, Fingerprints, Freezing Temperatures,

Journal:
A Jinn is a territorial ghost that will attack when threatened. It has also been known to be able to travel at significant speed.

Strength: A Jinn will travel at a faster speed if its victim is far away.

Weakness: Turning off the location's power source will prevent the Jinn from using its ability.
    Additional Notes:
  • A Jinn can drop one person's sanity by 25% if they are close to the Jinn. When dropping the player's sanity, it will leave an EMF of 2 at the breaker. You can test for a Jinn, by throwing an EMF on top of the breaker and seeing if it'll get EMF 2 and your / another player's sanity will drop by 25%.
    It can't use this ability if the breaker is off.

  • A Jinn will travel at 2.5 meters per second if it sees a player from far away. But if a Jinn doesn't see any players, then it'll be at 1.7 meters per second ( Normal Speed ).

  • A Jinn cannot turn off the breaker unless it turns on too many lights.

  • Hunts at 0-50% sanity.



7. Mare
Evidence:
Spirit Box, Ghost Orb, Ghost Writing,

Journal:
A Mare is the source of all nightmares, making it most powerful in the dark.

Strength:
A Mare will have an increased chance to attack in the dark.

Weakness:
Turning the lights on around the Mare will lower its chance to attack.
    Additional Notes:
  • If the ghost is in the light, it can hunt at 0-60% average team sanity.

  • If the ghost is in the dark, it can hunt at 0-40% average team sanity.

  • If a Mare is nearby and you turn a light switch on, there is a chance that it'll turn off immediately.

  • The Mare has a high probability to change its ghost room because the lights are on in the current ghost room.

  • Normal Speed ( 1.7 meters per second ).

  • Speeds up in Line Of Sight.

  • The mare does not turn off the breaker more than average.

  • A Mare cannot turn a light switch on. Unlike before, Mares can now touch keyboards and TV remotes.

  • A Mare is more likely to do a light-shattering ghost event.
8. Revenant
Evidence:
Ghost Orbs, Ghost Writing, Freezing Temperatures,

Journal:
A Revenant is a violent ghost that will attack indiscriminately. Their speed can be deceiving, as they are slow while dormant: however, as soon as they hunt they can move incredibly fast.

Strength:
A Revenant will travel at a significantly faster speed when hunting their prey.

Weakness:
Hiding from the Revenant will cause it to move very slowly.
    Additional Notes:
  • If the Revenant senses a player, ( Audio, Electrical Equipment, Line Of Sight, ) it will speed up to a speed of 3 meters per second. Once it goes to the last known location of the player it sensed, it will look for any players. If it sees none, it'll slowly speed down to a speed of 1 meter per second in 2.7 seconds.

  • Hunts at 0-50% team average sanity.



9. Shade
Evidence:
EMF Level 5, Ghost Writing, Freezing Temperatures,

Journal:
A Shade is known to be very shy. There is evidence to suggest that a Shade will stop all paranormal activity if there are people nearby.

Strength:
Shades are much harder to find.

Weakness:
The ghost will not enter a hunt if there are people nearby.
    Additional Notes:
  • A Shade has a 0% chance to do a ghost event if the average team sanity is at 100%.

  • If a player is in the same room as a Shade, the Shade won't be able to hunt.

  • Shades are 1.7 meters per second during hunts.

  • Shades can hunt at 0-35% sanity.

  • Speeds up in Line Of Sight.

  • A Shade is more likely to do a Shadow type of ghost event.
10. Demon
Evidence:
Fingerprints, Ghost Writing, Freezing Temperatures,

Journal:
Demons are the most aggressive ghost we've ever encountered. Known to attack without reason, they seem to enjoy the thrill of the hunt.

Strength: Demons will initiate hunts more often than other ghosts

Weakness:
Demons fear the crucifix and will be less aggressive near one.
    Additional Notes:
  • A Demon can hunt at any sanity. 70%+ sanity has a less common chance for the Demon to hunt.

  • Crucifixes have a 50%+ range of area than for normal ghosts.

  • Speeds up in Line Of Sight

  • 1.7 meters per second. ( Normal Speed )

  • After a hunt, a Demon cannot hunt for another 20 seconds. ( Normal ghosts cannot hunt after a hunt for 25 seconds.

  • When cleansing a Demon's area, it'll only last for 60 seconds ( Normally it's 90 seconds. )



11. Yurei
Evidence:
Ghost Orbs, Freezing Temperatures, DOTS Projector,

Journal:
A Yurei is a ghost that has returned to the physical world, usually for the purpose of revenge or hatred.

Strength: Yureis have been known to have a stronger effect on people's sanity.

Weakness: Smudging the Yurei's place of death will trap it temporarily, reducing how much it wanders.
    Additional Notes:
  • Similar to a Jinn, if a player is close to a Yurei, it can drain that player's sanity by 15%. It does this by closing a door. This is bugged and a Yurei will touch it twice instead.

  • Smudging a Yurei traps it in the ghost room for 90 seconds.

  • Hunts at 50% average team sanity.

  • Speeds up in Line Of Sight.

  • 1.7 meters per second ( Normal Speed )




12. Oni
Evidence:
EMF Level 5, Freezing Temperatures, DOTS Projector,

Journal:
Onis love to scare their victims as much as possible before attacking. They are often seen in their physical form, guarding their place of death.

Strength:
Oni are much more active whilst people are nearby and will drain their sanity faster when manifesting.

Weakness:
Oni disappear less often while hunting their prey.
    Additional Notes:
  • When hunting, an Oni will blink approximately from 0.1 to 0.5.

  • When a player is close to an Oni, an Oni will be much more active.

  • Onis tend to do more ghost events than average.

  • During a Ghost Event, if you walk into an Oni it will drain your sanity by 20% instead of 10%.

  • 1.7 meters per second during hunts ( Normal Speed ).

  • Hunts at 50% team average sanity.

  • Speeds up in Line Of Sight.


13. Yokai
Evidence:
Spirit Box, Ghost Orbs, DOTS Projector,

Journal:
Yokai are common ghosts that are attracted to human voices. They can usually be found haunting family homes.

Strength:
Talking near a Yokai will anger it, increasing the chance of an attack.

Weakness:
When hunting, a Yokai can only hear voices close to it.
    Additional Notes:
  • Yokais can hunt at 0-80% average team sanity if a player is talking near it.

  • During a hunt, Yokais cannot track equipment and voices from a closer distance than other ghosts.

  • Yokais get more active when people are talking near them.

  • 1.7 meters per second during hunts ( Normal Speed ).

  • Hunts at 50% average team sanity if nobody is talking near them.

  • Speeds up in Line Of Sight.

  • Yokais aren't common, and they have a chance to be chosen randomly out of all 24 ghosts.


14. Hantu
Evidence:
Fingerprints, Ghost Orbs, Freezing Temperatures,

Journal:
A Hantu is a rare ghost that thrives in the coldest climates. The cold seems to make them more aggressive and more empowered.

Strength:
Lower temperatures allow the Hantu to move at faster speeds.

Weakness:
Hantus move slower in warmer areas.
    Additional Notes:
  • This ghost will always have Freezing Temperatures. If you are doing a custom difficulty and the evidence is 1, for a Hantu you'll only get Freezing Temperatures.

  • The lower the temperature is, the faster Hantus will walk during a hunt.

  • When a Hantu sees a player, it cannot speed up in Line Of Sight.

  • When Hantus enter a room, the room gets slightly colder.

  • Hantus can't turn the breaker on.

  • Hantus are more likely to turn the breaker off.

  • A Hantu is not rare and has a 1 out of 24 chance to be picked randomly out of all the ghosts.

  • It could be The Mimic in some cases. ( Read "The Mimic" )

  • If you turn the breaker off during a hunt while you see the ghost, there's a small chance you'll see the cold breath as if you got Freezing Temperatures. Unlike the actual cold breath, this one is harder to see.

  • Hunts at 50% team average sanity.


15. Goryo
Evidence:
EMF Level 5, Fingerprints, DOTS Projector,

Journal:
When a Goryo passes through a DOTS Projector, using a video camera is the only way to see it.

Strength:
A Goryo will usually only show itself on camera if there are no people nearby.

Weakness:
They are rarely seen far from their place of death.
    Additional Notes:
  • Goryos cannot change their ghost room no matter what.

  • You cannot see a Goryo's DOTS Projector evidence with the naked eye.

  • Goryos will always have DOTS Projector if there is 1 evidence or 2 evidence.

  • You will only see a Goryo's DOTS evidence with a video cam and holding it in a different room than the D.O.T.S. Projector.

  • Hunts at 50% average team sanity.

  • Normal Speed ( 1.7 meters per second )

  • Speeds up in Line Of Sight.


16. Myling
Evidence:
EMF Level 5, Fingerprints, Ghost Writing,

Journal:
A Myling is a very vocal and active ghost. They are rumoured to be quiet when hunting their prey.

Strength:
A Myling is known to be quieter when hunting.

Weakness:
Mylings more frequently make paranormal sounds.
    Additional Notes:
  • During a hunt the footsteps of a Myling are harder to hear. You start to hear the footsteps a little before your electrical equipment starts glitching. If you are on another floor, you can hear the footsteps if a Myling's on the floor right under you. But, it can't detect your flashlights from different floors.

  • Mylings tend to make more paranormal sounds on the Parabolic Microphone.

  • Hunts at 50% sanity.

  • Normal Speed ( 1.7 meters per second ).

  • Speeds up in Line Of Sight.

17. Onryo
Evidence:
Spirit Box, Ghost Orbs, Freezing Temperatures,

Journal:
The Onryo is often referred "The Wrathful Spirit". It steals souls from dying victims' bodies to seek revenge. This ghost has been known to fear any form of fire, and will do anything to be far from it.

Strength:
Extinguishing a flame can cause an Onryo to attack.

Weakness:
When threatened, this ghost will be less likely to hunt.
    Additional Notes:
  • A lit candle acts like a Crucifix to an Onryo. It can't hunt in the range of 4 meters from any type of fire.

  • If a lit candle is blown out by an Onryo, the lit candle stopped a hunt. On the third time the candle's blown, it'll hunt soon after that candle was blown out. After the third candle is blown out, each candle after that blown out will have a small chance to have a hunt soon after.

  • If you put a crucifix under a lit candle, an Onryo will prefer to stop its hunt by blowing a lit candle than a crucifix.

  • If an Onryo kills a player, it'll increase the chance of hunting after the 3rd candle. If 2 people die, each time a candle is blown out it will hunt soon after.

  • If no candles are near the Onryo, it will hunt from 0-60% average team sanity.

  • If a candle is near an Onryo, it'll hunt at 0-50% average team sanity.

  • In some cases, it could be "The Mimic ( Read "The Mimic" ).
18. The Twins
Evidence:
EMF Level 5, Spirit Box, Freezing Temperatures,

Journal:
These ghosts have been reported to mimic each other's actions. They alternate their attacks to confuse their prey.

Strength:
Either Twin can be angered and initiate an attack on their prey.

Weakness:
The Twins will often interact with the environment at the same time.
    Additional Notes:
  • The Twins are only one entity. It's 2 ghosts in 1 entity. The 1st ghost is a normal ghost, with a normal interaction range ( 3 meters ) The 2nd ghost is crazy, and can interact with stuff in a 16-meter range!

  • Since The Twins is one entity, each twin will stay in the same location.

  • If the 1st ghost does a throw, there's a small chance that the 2nd ghost will throw another object approximately 0.5 seconds apart. If you hear this multiple times, you can usually say it's The Twins.
    When The Twins throw close in time together, it's called a "Twinteraction". One way to check for a "Twinteraction" is to go to the truck and look on the activity board. If it goes up but changes in slope, it was a genuine "Twinteraction".

  • The 1st ghost can hunt, and the 2nd ghost can hunt. If the 1st ghost wants to hunt, it hunts from the ghost room. If the 2nd ghost wants to hunt, it hunts from the last interaction it did.

  • The 1st ghost and 2nd ghost will have different speeds. The 1st ghost will be 1.53 meters per second. The 2nd ghost will be 1.87 meters per second.

  • Hunts at 50% average team sanity.

  • Speeds up in Line Of Sight.
19. Raiju
Evidence:
EMF Level 5, Ghost Orbs, DOTS Projector,

Journal:
A Raiju is a demon that thrives on electrical current. While generally calm, they can become agitated when overwhelmed with power.

Strength:
A Raiju can siphon power from nearby electrical devices, making it move faster.

Weakness:
Raiju are constantly disrupting electronic equipment when attacking, making it easier to track.
    Additional Notes:
  • If there are electrical items near a Raiju, it'll hunt at 0-65% average team sanity.

  • During a hunt, a Raiju will become faster when close to electrical items.

  • Raijus cannot speed up in Line Of Sight.

  • If no electrical items are near a Raiju, it'll hunt at 0-50% average team sanity.

  • A Raiju can disrupt equipment from a 50-meter range.

  • Photo cameras and video cameras don't make a Raiju faster if they are on the ground.

  • Motion Sensors don't make the Raiju faster even if on walls.

  • Anything that glitches during a hunt ( activated DOTS Projector, U.V. Light, Video camera on a tripod, etc. )
20. Obake
Evidence:
EMF Level 5, Fingerprints, Ghost Orbs,

Journal:
Obake are terrifying shape-shifters, capable of taking on many forms. They have been seen taking on humanoid shapes to attract their prey.

Strength:
When interacting with the environment, Obake will rarely leave a trace.

Weakness:
Sometimes this ghost will shapeshift, leaving behind unique evidence.
    Additional Notes:
  • Obakes can actively hide their fingerprints.

  • An Obake's fingerprints can be modified to fade out in half the time.

  • If an Obake decides not to hide its fingerprints, there is a small chance that it'll be a 6-fingered fingerprint.

  • During a hunt, there's a small chance that it'll transform after a blink.

  • Obakes have forced fingerprints unless there is no evidence.




21. The Mimic
Evidence:
Spirit Box, Fingerprints, Freezing Temperatures, Fake Ghost Orbs,

Journal:
The Mimic is an elusive, mysterious, copycat ghost that mirrors traits and behaviours from others, including other ghost types.

Strength:
We're unsure what this ghost is capable of. Be careful.

Weakness:
Several reports have noted ghost orb sightings near Mimics.
    Additional Notes:
  • The Mimic has "Fake Ghost Orbs" and they will appear no matter what even if there is 0 evidence. Fake ghost orbs don't move with The Mimic, they have the same movement behavior as normal orbs, unlike popular beliefs.

  • The Mimic can pick a random ghost ( including The Mimic ) and do the same abilities as that ghost. The only thing it can't do is the hidden D.O.T.S. from a Goryo because The Mimic doesn't has D.O.T.S. Projector.

  • When The Mimic turns into a Thaye, it picks a random age ( Read Thaye ).

  • If The Mimic mimics The Mimic, it'll be an entirely average ghost.



22. Moroi
Evidence:
Spirit Box, Ghost Writing, Freezing Temperatures,

Journal:
Moroi have risen from the grave to drain energy from the living. They have been known to place curses on their victims, curable only by antidotes or moving very far away.

Strength:
The weaker their victims, the stronger they become.

Weakness:
Moroi suffer from hyperosmia, weakening them for longer periods.
    Additional Notes:
  • The lower the average sanity is, the faster a Moroi is.

  • If you get a reading on the Spirit Box or Parabolic Microphone, it'll put a curse on you. This curse drains your sanity faster than normal. Even if you are holding a lit candle to stop sanity drain, it'll still drain your sanity. When in the truck, it'll pause the curse.

  • The only way to get rid of the curse is to take a sanity pill. It doesn't even matter if the sanity pill restoration is at 0.

  • Morois will always have Spirit Box unless there's 0 evidence.

  • During a hunt, smudge sticks have a +50% length than normal ghosts on a Moroi.

  • During a hunt, taking sanity pills will make the Moroi slower.




23. Deogen ( My Favorite! )
Evidence:
Spirit Box, Ghost Writing, DOTS Projector,

Journal:
Sometimes surrounded by an endless fog, Deogen have been eluding ghost hunters for years.
These ghosts have been reported to find even the most hidden prey, before stalking them into exhaustion.

Strength:
Deogen constantly sense the living. You can run but you can't hide.

Weakness:
Deogen require a lot of energy to form and will move very slowly when approaching its victim.
    Additional Notes:
  • Fun Fact: Deogen means "The Eyes" ( De Ogen ) in Dutch.

  • Deogens always know where the player(s) are.

  • When the closest player is far from a Deogen, it'll walk towards the player at 3 meters per second.

  • When the Deogen gets closer to the closest player, it'll slow down to 0.4 meters per second.

  • Deogens have forced Spirit Box, meaning if there are 1-3 pieces of evidence, it'll have Spirit Box no matter what.

  • Deogens have a special response to Spirit Box and it sounds like heavy breathing. You can only get this if you're on top of a Deogen.

  • Deogens hunt at 40% average team sanity.

  • Deogens have a higher chance of giving DOTS Projector and Ghost Writing.
24. Thaye
Evidence:
Ghost Orbs, Ghost Writing, DOTS Projector,

Journal:
Thaye have been known to rapidly age over time, even in the afterlife. From what we've learned, they seem to deteriorate while within the presence of the living.

Strength:
Upon entering the location, Thaye will become active, defensive and agile.

Weakness:
Thaye will weaken over time, making them weaker, slower and less aggressive.
    Additional Notes:
  • The Thaye ages over time. If a player is near a Thaye, it'll age faster.

  • The older a Thaye, the slower, weaker, and lower sanity it hunts.

  • There are 11 ages for a Thaye.
    Age
    Speed
    Hunting Sanity
    Age 0
    2.75
    0-75%
    Age 1
    2.575
    0-69%
    Age 2
    2.4
    0-63%
    Age 3
    2.225
    0-57%
    Age 4
    2.05
    0-51%
    Age 5
    1.875
    0-45%
    Age 6
    1.7
    0-39%
    Age 7
    1.525
    0-33%
    Age 8
    1.35
    0-27%
    Age 9
    1.175
    0-21%
    Age 10
    1
    0-15%
  • Doesn't speed up in Line Of Sight.

  • Increased chance of DOTS Projector and Ghost Writing.

Glossary
  • Sanity: Sanity is a measurement of how sane a player is. A player's sanity drops while in the dark, or using a Cursed Possession. If you hold a lit candle, your sanity doesn't drain unless you're using a Cursed Possession.

  • Cursed Possession: A Cursed Possession is a type of object that gives the player benefits and consequences.

  • Blinks: Blinks are times when ghosts are invisible during hunts. This makes it harder to loop and some ghosts blink more than others, while some blink less than others. When blinking, the ghost sets a timer between 0.3 seconds - 1 second, normally.

  • Contracts: Contracts are maps.

  • Cursed Hunts: Cursed Hunts are Hunts caused by Cursed Possessions. They are longer and have a shorter grace period.

  • Grace Period: The grace Period is a timer started when a hunt initiates. During the grace period, players hide and when the grace period ends, the ghosts starts to look around for the players. Different game modes have different grace periods.

  • Line Of Sight: Line Of Sight is when the ghost sees you. If it senses your electronic equipment or voice, it won't count as Line Of Sight. If you break Line Of Sight, the ghost will go to your last known location and if it sees you when reaching the last known location, it'll repeat. If it sees Line Of Sight and goes to your last known location but does not see you, it'll wander around looking for any players.
Available Languages
Brazilian Portuguese (Português Do Brasil) - X
Spanish (Español) - X
Portuguese (Português) - X
German (Deutsch) - X
French (Français) - X
Italian (Italiano) - X
Czech (Čeština) - X
Polish (Polskie) - X
Russian (Русский) - https://steamcommunity.com/sharedfiles/filedetails/?id=2998566740


Japanese (日本語) - X
Korean (한국어) - X
Turkish ( Türk) - X
Simplified Chinese (简体中文) - X
Traditional Chinese (繁體中文) - X
Dutch (Nederlands) - X
Greek (Ελληνική) - X
Norwegian (Norsk) - X
Romanian (Română) - X
Swedish (Svensk) - X
Ukrainian (Український) - X
Bulgarian (Български) - X
Danish (Dansk) - X
Finnish (Suomalainen) - X
Hungarian (Magyar) - X
(العربية) Arabic - X
Catalan (Català) - X












28 Comments
The_Phasmophobia_Guide_Maker  [author] Nov 11, 2023 @ 6:32pm 
Man I worked really really hard on this and its not even popular now
:steamfacepalm:
The_Phasmophobia_Guide_Maker  [author] Sep 23, 2023 @ 3:01pm 
Wait actually the update was pretty easy its updated now lol
The_Phasmophobia_Guide_Maker  [author] Sep 20, 2023 @ 1:36pm 
Thanks so much for the awards, but I'm too lazy to update this. This is the end of its lifetime.
The_Phasmophobia_Guide_Maker  [author] Aug 2, 2023 @ 8:43am 
Guys, please tell everyone you know about this guide. I'm afraid it's getting less popular even though it has this many unique views. Please, I'm done with the russian guide.
The_Phasmophobia_Guide_Maker  [author] Jul 10, 2023 @ 8:04pm 
Ok, thank you! :steamhappy: :steamthumbsup:
Knaak Jul 10, 2023 @ 1:17pm 
The Thaye doesn't speed up in LoS.
The_Phasmophobia_Guide_Maker  [author] Jul 9, 2023 @ 8:04pm 
RUSSIAN VERSION ALMOST DONE
The_Phasmophobia_Guide_Maker  [author] Jul 9, 2023 @ 7:47pm 
Thanks for all the visitors and awards!
Let's get it up to 4,000!!! :steamhappy:
The_Phasmophobia_Guide_Maker  [author] Jul 9, 2023 @ 7:46pm 
3,000 visitors already!? OMG!
The_Phasmophobia_Guide_Maker  [author] Jul 9, 2023 @ 1:21pm 
Thank you, everybody!