Phasmophobia

Phasmophobia

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A COMPELTE Guide to All the Ghosts in Phasmophobia!
By λ
This guide shows everything about every ghost, and is (i think) up to date after the bloodmoon update!
   
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Intro
Resources: https://www.youtube.com/watch?v=STmP7_sO96I
https://tybayn.github.io/phasmo-cheat-sheet/
https://phasmophobia.fandom.com/wiki/Main_Page

This is my first time creating a guide, so please have some patience for any mistakes that occur and please help me to identify them and fix them, and also so that I don't make them in future guides.

This guide shows all the ghost types and their hidden behaviors in Phasmophobia and does not leave ANYTHING out. (as far as i know)

Note: Most parts in descriptions for ghosts are flavor text, and typically don't mean anything.
1. Spirit
Evidence

  • EMF Level 5
  • Spirit Box
  • Ghost Writing

    Description

    Spirits are very common ghosts. They are
    very powerful, but passive. They defend their
    place of death to the utmost degree,
    killing anyone that is caught overstaying
    their welcome.

    Weakness: A Spirit can be temporarily
    stopped by burning Smudge Sticks near
    them.

    Abilities

    The Spirit will hunt at or below 50% sanity.

    The Spirit walks at a pace of 1.7m/s (normal speed).

    The Spirit will speed up when the player is in line of sight.

    When smudged, almost all ghosts will not be able to hunt for a minute and a half, however, the Spirit will not be able to hunt for 3 minutes.

    Test(s)

    The Spirit has no tests.
2. Wraith
Evidence

  • EMF Level 5
  • Spirit Box
  • D.O.T.S Projector

    Description

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

    Abilities

    The Wraith will hunt at or below 50% sanity.

    The Wraith walks at a pace of 1.7m/s (normal speed).

    The Wraith will speed up when the player is in line of sight.

    The Wraith can teleport to any of the player's anywhere on the map, causing an EMF 2 to be where the player was when it teleported. So if you get an EMF 2 out of nowhere outside the ghost room and there's no activity around you, you may be dealing with a Wraith, but this is not guaranteed. (see 3. Phantom.)

    When the Wraith walks over salt, it will not disturb the salt.

    The Wraith will not leave UV footprints of any kind.

    Test(s)

    To confirm the ghost is a Wraith, you can place a line of salt where you think the ghost will walk, and then put a motion sensor over that line of salt and it goes off without disturbing the salt, you can confirm the ghost is a Wraith.

    Another test to find out if the ghost is maybe a Wraith, you will set up a motion sensor at the doorway of the Ghost Room, stand away from the Ghost Room while holding and EMF and see if you get an EMF 2 without the ghost walking over the motion sensor, you are probably dealing with a Wraith.
3. Phantom
Evidence

  • Spirit Box
  • Fingerprints
  • D.O.T.S

    Description

    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.

    Abilities

    The Phantom will hunt at or below 50% sanity.

    The Phantom walks at a pace of 1.7m/s (normal speed).

    The Phantom will speed up when the player is in line of sight. (im pretty sure)

    The Phantom will sometimes roam towards the player, causing an EMF 2 at where it starts. (as far as Insym is aware.) I highly advise against using this to confirm a Phantom unless you've ruled out Banshee. (read banshee)

    When a picture of the Phantom is taken, the Phantom will not appear in the photo, nor will there be any glitching (i believe).

    The Phantom will blink much slower than any other ghost, which means when hunting, the time it disappears will be 1-2 seconds long. Side note: Typical ghosts blink rates are 0.3-1 second.

    Test(s)

    A way to know if the Ghost is a Phantom is by taking a picture of it. If the ghost does not appear in the photo but it registers as a ghost photo, and your 100% sure it should have, your likely dealing with a Phantom. If the picture was too dark or too far for the ghost to be visibly seen if it wasn't a Phantom, check for the glitch effect. If it's not there, but registers as a ghost photo, that's a Phantom.
4. Poltergeist
Evidence

  • Spirit Box
  • Fingerprints
  • Ghost Writing

    Description

    One of the most famous ghosts, the
    Poltergeist. Known to manipulate objects
    around it to spread fear into it's victims.

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

    Weakness: With nothing to throw,
    Poltergeists become powerless.

    Abilities

    The Poltergeist will hunt at or below 50% sanity.

    The Poltergeist walks at a pace of 1.7m/s (normal speed).

    The Poltergeist will speed up when the player is in line of sight.

    When there are a lot of objects in one area, a Poltergeist will be able to throw all objects in the area at once.

    When the Poltergeist throws multiple objects at once, it will drain 2% sanity per object thrown.

    When the Poltergeist throws objects, they will be done with much more velocity.

    For normal ghosts, if there is a throw-able object in reach, every 0.5 seconds, there is a 50% chance that it will throw that object. However, for the Poltergeist, every 0.5 seconds it will 100% throw that object. I highly advise against using this to confirm it is a Poltergeist, due to the possibility of when objects are thrown, they bounce off of stuff, making it sound like objects are being thrown far more often than they really are.

    Test(s)

    You can bunch up a lot of things in a pile and see if they explode. This isn't guaranteed to happen, but if it does, you're dealing with a Poltergeist.

    If you hear what you think was a Poltergeist Explosion, you can go into that room and look for an EMF signal. You pick up the source of that EMF signal and move it away, then you see if it still emits an EMF signal. If so, you can go back and see if there's EMF signal(s) coming from the same area from different items. If so, that means they were thrown at the same time and that you are dealing with a poltergeist.

    (Only works on professional and lower.)If you hear what you think was a Poltergeist Explosion, you can run to the truck and see the activity chart. If it went from a 0 to a 10, you can safely say it's a Poltergeist.

    Find a place to loop the ghosts where you can also place object, for example, the kitchen island on Tanglewood or Grafton Farmhouse. Place a bunch of objects there and start/wait for a hunt. Loop it there and observe the items. Like said, if they are thrown every 0.5 seconds every time, you can almost certainly say it's a Poltergeist.
5. Banshee
Evidence

  • Fingerprints
  • Ghost Orb
  • D.O.T.S Projector

    Description

    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: Banshee's can sometimes be
    heard screaming with a parabolic
    microphone.

    Abilities

    At the start of a game, the Banshee will pick a player to set as a target, if your in singleplayer, this is you. It will not change this target until it dies.

    If the target is in the house, the Banshee will only be able to kill that person until they die. If the target is not in the house, the Banshee will act like any other typical ghost in terms of hunting. You can still smudge the ghost.

    If your on nightmare or above and the Banshee still hunts after killing, if the target dies, it will act like a normal ghost until the hunt is over, then setting a new target. So DO NOT hide or loop with the target if your not on professional or below.

    The Banshee will only start hunting based off the target's sanity, even if outside the map. So if the target is at or below 50% sanity, but the group sanity is 87%, it will still be able to hunt.

    The Banshee will regularly roam towards the target, leaving an EMF signal at the starting point.

    When using the Parabolic Microphone, when a paranormal sound is made, there is a 30% chance that there will be a Banshee scream. You will definitely be able to tell that it's the scream, don't worry. Sometimes, you can get unlucky, so don't rule out Banshee even if you've heard paranormal sounds several times with no scream.

    The Banshee prefers singing ghost events, triggering them more than other ghosts typically would. this does not apply to hunts.

    When the Banshee does a singing event, if you touch the Banshee, your sanity will drop by 15% opposed to the 0% from the events if you don't touch it.

    Test(s)

    Stand away from the Banshees room and place motion sensors on the way. If the Banshee regularly roams torwards you, you can confirm it's a Banshee if you've ruled out Poltergeist.
6. Jinn
Evidence

  • EMF Level 5
  • Fingerprints
  • Freezing Temperatures

    Description

    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 it's victim is far away.

    Weakness: Turning off the location's
    power source will prevent the Jinn from
    using it's ability.

    Abilities

    The Jinn will hunt at 50% sanity.

    If the breaker is on, during a hunt, if the Jinn is in line-of-sight and further than 3 meters away, it will move at a speed of 2.5m/s, otherwise, 1.7m/s.

    If you are close to the Jinn, it will randomly drop your sanity by 25%, leaving an EMF signal of 2 by the breaker. It will not be able to use this ability if the breaker is off.

    The only way a Jinn can turn off the breaker is if there are too many lights on, otherwise, it can't. For example, if 7 lights are on in a small map and the Jinn turns on one, the breaker will go off. You can tell if this happens by seeing if all the lights are now off when the breaker is turned back on. If the lights that were previously on remain on after turning on the breaker, it is not a Jinn.

    Test(s)

    There aren't really any tests except using the things from above.
7. Mare
Evidence

  • Spirit Box
  • Ghost Orb
  • Ghost Writing

    Description

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

    Strength: A mare will have an increased
    change to attack in the dark.

    Weakness: Turning the lights on around the
    Mare will lower it's chance to attack.

    Abilities

    If the light switch is on at the Mare's location, not it's room, it will only hunt at or below 40% sanity, but if it's off, it will hunt at or below 60% sanity.

    The Mare walks at a pace of 1.7m/s (normal speed).

    The Mare will speed up when the player is in line of sight.

    The Mare cannot turn on light switches.

    The Mare has an ability where if you turn on a light switch and they are close enough, they will turn it off immediately. However, other ghosts can do this by accident, but it's unlikely.

    The Mare will more often than not break lights after ghost events.

    The Mare is more likely to roam out of the room if the light is on.

    Test(s)

    There aren't really any tests except using the things from above.
8. Revenant
Evidence

  • Ghost Orb
  • Ghost Writing
  • Freezing Temperatures

    Description

    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.

    Abilities

    The will Revenant hunt at or below 50% sanity.

    If during a hunt, the Revenant does not know where players are or could be, it will travel at a speed of 1.0m/s (slow speed). However, if the Revenant detects a player, either by voice, equipment, or line-of-sight, it will speed up to 3.0m/s (fast speed) until it reached the last known position of the player, and then it will slow down back to 1.0m/s over the span of 2.7 seconds.

    Test(s)

    There aren't really any tests except using the things from above.
9. Shade
Evidence

  • EMF Level 5
  • Ghost Writing
  • Freezing Temps

    Description

    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.

    Abilities

    The Shade will hunt at or below 35% sanity.

    The Shade walks at a pace of 1.7m/s (normal speed).

    The Shade will speed up when the player is in line of sight.

    The Shade has a ~66% chance to appear in a shadow form when in an event stage, which means when using summoning circles, monkey paws, and just normal ghost events. The Shade is the only ghost that can appear in a shadow form when using cursed objects.

    The Shade can NOT do a ghost event at 100% sanity, but the chance increases until you reach 50% sanity, at which it will do events like a normal ghost.

    The Shade will not do hunts, events, and ghost interactions that result in EMF 2, 3, and 5 which does include blowing out a candle and ghost writing while in the same room as the player.

    Test(s)

    There aren't really any tests except using the things from above.
10. Demon
Evidence

  • Fingerprints
  • Ghost Writing
  • Freezing Tempuratures

    Description

    Demons are the most aggressive ghosts
    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.

    Abilities

    The Demon will hunt naturally at or below 70% sanity.

    The Demon walks at a pace of 1.7m/s (normal speed).

    The Demon will speed up when the player is in line of sight.

    The Demon can hunt at any sanity, although it will be less if above 70%.

    The crucifix range has a range of 2 meters added to the current range if the ghost is a demon.
    eg; A crucifix with a 3 meter range will have a 5 meter range if the ghost is a demon.

    A normal ghost will have a 25 second cooldown between hunts, while a Demon will have a 20 second cooldown.

    If you smudge a normal ghost, it will not be able to hunt for 90 seconds, but for the Demon, this is only 60 seconds.

    Test(s)

    There aren't really any tests except using the things from above.
11. Yurei
Evidence

  • Ghost Orb
  • Freezing Temperatures
  • D.O.T.S Projector

    Description

    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.

    Abilities

    The Yurei will hunt at or below 50% sanity.

    The Yurei walks at a pace of 1.7m/s (normal speed).

    The Yurei will speed up if the player is in line of sight.

    If close, the Yurei can randomly drop your sanity by 15%, which will (should) close a door in the room very quickly.

    If smudged, the Yurei will not leave the ghost room for 90 seconds.

    Test(s)

    There aren't really any tests except using the things from above.
12. Oni
Evidence

  • EMF Level 5
  • Freezing Temperatures
  • D.O.T.S Projector

    Description

    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 drain their
    sanity faster when manifesting.

    Weakness: Oni disappear less often while
    hunting their prey.

    Abilities

    The Oni will hunt at or below 50% sanity.

    The Oni walks at a pace of 1.7m/s (normal speed).

    The Oni will speed up when the player is in line of sight.

    The Oni will perform more ghost events than other ghosts.

    The Oni cannot perform an airball ghost event.

    If the Oni touches you (or you touch it) during an event, it will drain your sanity by 20% instead of the typical 10%.

    The Oni will have very short invisible blinks while hunting, which are also further apart.
    The exact amount is not known, but it's 0.1 - 0.5 seconds.

    Test(s)

    There aren't really any tests except using the things from above.
13. Yokai
Evidence

  • Spirit Box
  • Ghost Orb
  • D.O.T.S Projector

    Description

    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.

    Abilities

    The Yokai will hunt at or below 50% sanity.

    The Yokai walks at a pace of 1.7m/s (normal speed).

    The Yokai will speed up when the player is in line of sight.

    If you're talking near a Yokai and your sanity is below 80%, it can choose to hunt as soon as it hears you.
    This does include spirit box.

    The Yokai's detection range during a hunt is only 2.5 meters.

    When using a music box, the Yokai will start closer to you than other ghosts.

    Test(s)

    There aren't really any tests except using the things from above.
14. Hantu
Evidence

  • Ultraviolet
  • Ghost Orb
  • Freezing Temperatures

    Description

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

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

    Weakness: Hantus move slower in warmer
    areas.

    Abilities

    The Hantu will hunt at or below 50% sanity.

    The Hantu walks at a pace of 1.4m/s minimum and 2.7m/s maximum

    The Hantu has a garunteed evidence, that being freezing temps.
    For example, if you have the custom difficulty set to 1 evidence, that one evidence will always be freezing temps.

    The Hantu will passively lower the temperature in the room it's in.

    The Hantu cannot turn on the breaker.

    The Hantu is more inclined to turn off the breaker than other ghosts.

    If the breaker is off and the Hantu is visible, it has a chance to give the ghost cold breath.

    The Hantu will be quicker in colder environments, and slower in warmer environments. A chart is listed below.

    Room Tempurature
    Ghost 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

    Test(s)

    There aren't really any tests except using the things from above.
15. Goryo
Evidence

  • EMF Level 5
  • Fingerprints
  • D.O.T.S Projector

    Description

    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.

    Abilities

    The Goryo will hunt at or below 50% sanity.

    The Goryo walks at a pace of 1.7m/s (normal speed).

    The Goryo will speed up when the player is in line of sight.

    You can only see the Goryo passing through D.O.T.S on a videocam.

    The Goryo will only pass through D.O.T.S when it is alone in the room.

    D.O.T.S is a fixed evidence for the Goryo.

    The Goryo can never change it's ghost room.

    The Goryo does not have the ability to randomly walk far away from the ghost room, unlike other ghosts.

    Test(s)

    There aren't really any tests except using the things from above.
16. Myling
Evidence

  • EMF Level 5
  • Fingerprints
  • Ghost Writing

    Description

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

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

    Weakness: Mylings more frequently make
    paranormal sounds.

    Abilities

    The Myling will hunt at or below 50% sanity.

    The Myling walks at a pace of 1.7m/s (normal speed).

    The Myling will speed up when the player is in line of sight.

    When using a parabolic microphone, the Myling will make more noise than other ghosts on it.

    The radius for hearing the Myling's footsteps is much smaller, only being able to hear it at full volume when your light is flashing ON SMALL MAPS.. Note: The footsteps will fade it, it is not quiet to full blast. This also only applies to footsteps, nothing else.
    Your equipment will start bugging out at 10 meters, and you can hear footsteps at 12 meters. (normal is 20). Another note, your equipment will not glitch while on a different floor than the ghost.

    Test(s)

    There aren't really any tests except using the things from above.
17. Onryo
Evidence

  • Spirit Box
  • Ghost Orb
  • Freezing Temperatures

    Be careful with mixing this up with the mimic's evidence.

    Description

    The Onryo is often referred to as "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.

    Abilities

    The Onryo will naturally hunt at or below 60% sanity.

    If there's a candle nearby after the third candle blown out, it'll only hunt under 50% when able to.

    The Onryo walks at a pace of 1.7m/s (normal speed).

    The Onryo will speed up when the player is in line of sight.

    The Onryo cannot hunt withing 4 meters of a fire/candle, acting like a crucifix.

    When an Onryo tries to hunt near a candle/fire, it will blow out that candle/fire.

    The third time an Onryo blows out a candle/fire, it will hunt, and after that, every time it blows a candle out it will have a chance to hunt at any sanity.

    An Onryo will always blow out a candle over using a crucifix when trying to hunt.

    On multiplayer, when 1 player is killed, the chance of a hunt happening when a candle is blown out after the third one is higher. and when 2 players are killed, it will always hunt.

    Test(s)

    There aren't really any tests except using the things from above.
18. The Twins
Evidence

  • EMF Level 5
  • Spirit Box
  • Freezing Temperatures

    Description

    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.

    Abilities

    The Twins will hunt at or below 50% sanity.

    The Twinswill speed up when the player is in line of sight.

    This'll be hard to put together, but for the twins it's as if there were two ghosts in one. There are two ranges for interaction, the "real" ghost having normal interaction range, and the "decoy" ghost, which has a massive range. These two ghosts will never separate, they'll always be on top of eachother (woah).

    When the main ghost interacts with something, there is a chance the decoy ghost will interact with something else half a second later. This is commonly known as a twinteraction. These twinteractions can cause the activity board to look very erratic.

    When the ghost hunts, there's a 50% chance between the main ghost hunting in the favorite room, and the ghost starting from where the last decoy interaction happened.

    When hunting, if the hunt started from the "real" ghost, it will travel at 90% of a ghost's normal speed (1.53m/s), and if it started from the "decoy" ghost, it will travel at 110% of a ghost's normal speed (1.87m/s).

    Test(s)

    There aren't really any tests except using the things from above.
19. Raiju
Evidence

  • EMF Level 5
  • Ghost Orb
  • D.O.T.S

    Description

    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.

    Abilities

    When an active electronic is near the Raiju, it will hunt at or below 65% sanity, otherwise, 50%.

    The Raiju walks at a pace of 1.7m/s but if it's near an electronic item, it'll immediately start moving at a fixed 2.5m/s. This distance varies on maps, and is shown below.

    Small maps: 6m
    Medium maps: 8m
    Large maps: 10m

    The Raiju will speed up when the player is in line of sight, and this ramp will still be active even when the speed boost is active, so if it's going at it's full speed (2.5m/s) and then you turn off the flashlight, it'll be going full LOS speed as long as you have been in sight long enough for it to build up to so.

    The strength of the Raiju is only related to electrical items, not household electronics, like the lights in the room.

    The Raiju will start affecting electronic equipment at 15 meters instead of 10 meters, which can bait you into thinking it's a Moroi.

    Test(s)

    There aren't really any tests except using the things from above.
format
Evidence





  • Description

    X

    Strength:

    Weakness:

    Abilities

    The X will hunt at or below X% sanity.

    The X walks at a pace of Xm/s (X speed).

    The X will speed up when the player is in line of sight.

    Test(s)

    There aren't really any tests except using the things from above.