Phasmophobia

Phasmophobia

85 ratings
Complete Ghost Secret Abilities and Behavior Guide (Updated)
By Charumelo
This guide is designed to help players succeed in Phasmophobia runs without relying heavily on the evidences. It provides detailed information into the hidden abilities, unique behaviors, and detectable traits of every single ghost, as well as strategies to identify all these aspects.

The information in this guide is a hard work of gathering personal experience, community rumors, and an extensive research and summary from the game’s wiki (you can check the wiki here https://phasmophobia.fandom.com/wiki/Main_Page). I’ve tried to gather everything in one convenient place for easy access during gameplay, which is the steam guides. I hope it helps you during the game. Happy ghost hunting!
4
5
   
Award
Favorite
Favorited
Unfavorite
BANSHEE
Characteristics and Abilities
  • Single Target Behavior: The Banshee will only focus on one player until they leave the game or die. Although, if the player leaves the house, she will target another player inside the house. If the initial target returns to the house, she will target him again. Aditionally, if you are not the target player and the ghost is a banshee, you will be able to cross the ghost without dying.

  • Individual Sanity Hunts: She will only hunt depending on the chosen target's sanity (considering that he is inside the house), and not the average like other ghosts.

  • Roaming Behavior:
    • Similarly to the wraith and phantom, the banshee also roams to a random player. It means that the ghost will move towards the target player and follow him around. You can actually see that if you notice interactions near from you or a friend, even if the ghost room is far away from you;

    • Tip: If you think that it is a banshee and you are the target, you should always grab a crucifix and place it under you, just in case it hunts. Also, if the hunt target goes near the Banshee, it can disappear prematurely

  • More singing Events: The Banshee has a higher chance of performing singing ghost events over other types.

Tests

  • (multiplayer only) Chasing Test: You can check if the ghost chases more than one player during a hunt. There are multiple ways of doing so, and the safest method in my opinion is:

    1. Player 1 smudges the ghost while being chased and then escapes to a hiding spot.
    2. Player 2 positions themselves in the ghost's line of sight and waits for the smudge effect to wear off.
    3. After the smudge wears off, observe the ghost’s behavior: If the ghost ignores Player 2 and continues wandering without targeting them, you're likely dealing with a Banshee, as it will focus solely on its original target.

    You can check the chasing behavior with the video below, posted by Musou Warrior
    https://youtu.be/nVOpAb1yE0c

  • Roaming Test: Basically, find the ghost room and then go to a place far away from there (considering that you are the target). If you suddenly notice interactions near from you, even though the ghost room is far, it is most likely a banshee roaming. Aditionally, try placing motions sensors and/or salt just to be sure the ghost moved to you. You can test this multiple times around the house just to be sure

  • (multiplayer only) Sanity Hunt Test: Start by identifying the potential target using the roaming test. Once you know the target, lower their sanity below 50% while keeping the team's average sanity high. If the ghost initiates a hunt despite the high average sanity, it's likely a Banshee, as it only considers the target's sanity for hunting. Again, the target should always grab a crucifix and hold it, since banshees can potentially insta kill a player.

  • (evidence only) D.O.T.S Chasing Test If D.O.T.S. is one of your evidences, when the Banshee appears, it will focus on chasing its target player rather than the nearest player, unlike other ghosts. This is very inconsistent, but I've tested it in various ways, and it does work sometimes (I recommend testing it multiple times though).

  • Screaming Test: When holding a parabolic microphone, there is a 33% chance of having a scream that is exclusive to banshees.
    You can check this scream with the video below, posted by Bey92
    https://www.youtube.com/watch?v=afh1Ddeextk
DEMON
Characteristics and Abilities

  • Early Hunts:
    • The Demon's sanity threesold for hunts is 70%, instead of the normal 50%

    • Aditionally, the demon's ability is to hunt at any sanity, so you can consider that the moment you enter the house, you are in danger of being hunted by a demon

  • Reduced Hunt Cooldown:
    • Demons have a minimum cooldown of 20 seconds between hunts, instead of the usual 25 seconds.

    • Smudging a Demon will prevent hunts for only 60 seconds, as opposed to the standard 90 seconds.

  • Increased Crucifix Radius: When using the crucifix with a demon, it's radius will be 50% bigger.

Tests
  • Sanity threesold Test: As soon as you're hunted, check your sanity. If it is greater than 50%, you can suspect it is a demon. And if it's greater than 80%, it definitely is a demon

  • Smudge Cooldown Test: To ensure this test works, try lowering the team's average sanity to as close to 0% as possible so the ghost hunts as soon as the cooldown ends. The test involves smudging the ghost (I recommend doing this during a hunt) and then starting a timer immediately after. Since the Demon's smudge effect lasts 60 seconds, compared to the usual 90 seconds for most ghosts, you should be able to confirm the difference.

  • Time Between Hunts Test: This test can be inconsistent, but since the Demon has a shorter cooldown between hunts (20 seconds instead of the usual 25). After a hunt, go to a hiding spot and start a timer as soon as the ghost stops hunting. If it hunts again before 25 seconds, it’s very likely a Demon.

  • Crucifix Radius Test: Since the crucifix for demons is 50% bigger, you can place it just on the edge of the ghost room, making sure it barely covers the room's area. Set up motion sensors near the room's entrance to track the ghost's movement. If the crucifix burns but the ghost hasn't been detected near it (still deeper inside the room), there's a high chance you're dealing with a Demon
DEOGEN
Characteristics and Abilities
  • Always Knows Where You Are: Deogens are ghosts that, wherever they spawn, they will always know where you are and will directly go towards you. You can run but you can't hide.

  • Fast when Far, Slow when Close:
    • Deogens are the easiest ghosts to identify. Upon hunting, they will rush toward you at really high speed (3 m/s) but will slow down significantly once within 2.5m (0.4 m/s), making them the slowest ghost in the game at this moment;

    • If you haven't ruled out the Deogen, it's best to pick a hiding spot you can easily escape from before the Deogen corners you, or have Incense ready for protection;

    • While many ghosts can move quickly, you'll know it's a Deogen due to two key behaviors:
      1. It will come directly to your location without wandering around;
      2. It will slow down right before reaching you.

  • (evidence only) Spirit Box: If you have 1 or 2 evidences enabled, one of them has to be spirit box in order to be a deogen
Tests
  • (evidence only) Spirit Box Test: When you get a spirit box response and you are within 1 meter from the ghost, you will be able to hear a hard breath sound, which is exclusive to deogens
    You can check that up with the video posted by Mat:
    https://www.youtube.com/watch?v=dUWttezUxSs

  • Speed Test: This is easy to identify. Simply observe if the ghost slows down significantly when it gets close to you. If it does, it is a deogen, and you can safely loop it around an object or keep walking down a long hallway to avoid it.
    You can check that up with the video posted by LimeonStoni:
    https://www.youtube.com/watch?v=EI4ErhS3ELQ

  • Hiding Test: This isn't exactly a test, but it’s a way to identify a Deogen before it catches you in your hiding spot. Make sure you have a smudge stick or are in a hallway where you can run. Basically, the deogen will always go directly to you no matter what, and will decrease speed once close. If you notice this happening, run from your hiding spot as quickly as possible, or use a smudge stick to escape.
GORYO
Characteristics and Abilities
  • (Evidence Only) DOTS Visibility:
    • For D.O.T.S to be seen, it is necessary to have a Video Camera either placed facing an active D.O.T.S. Projector, or held by a player outside the ghost's room. If D.O.T.S. evidence is visible in the camera's screen, but invisible in direct view, the ghost is likely to be a Goryo.

    • On limited evidence (1/2 evidence) games, a Goryo will always have the D.O.T.S. Projector as one of its evidence types.

  • Low Roaming:
    • Goryos will never leave their favorite room, and their roams should cover a shorter path compared to other ghosts;

Tests
  • (evidence only) Camera D.O.T.S Test:

    1. If you don't wanna be inside the house, place a camera in the ghost room and head to the trailer. If the ghost appears on D.O.T.S in the camera but didn't show itself while you were in the room, it's likely a Goryo.

    2. For a better aproach though, you can also hold a camera in your hand and exit the ghost room. If the ghost appears on D.O.T.S. through the camera, but you can't see it with your own eyes outside of the camera, it's a goryo.

      You can see this with the video below, made by Th3BeardedBaron:
      https://www.youtube.com/watch?v=qkbpk73tNxE

    Lack of Roaming Test: For a precise Goryo test, set both the roaming frequency and favorite room change frequency to high. Well, goryo is one of the really hard ghosts to find out without evidence, and the only thing to confirm a goryo is it's lack of room changing and roaming, so, if the ghost didn't roam far from its room or changed its favorite room after a long time, even with the high settings, it could be a goryo, but we can't really be sure.
HANTU
Characteristics and Abilities
  • Faster in Cold, Slower when Warm:
    • Hantu's ability is to be faster the colder the room is. Follow the speeds below, taken from the phasmophobia's wiki:

      • If the breaker is ON, you can determine if it's a hantu by observing its speed as it moves around the map during a hunt. The ghost will move faster when near its favorite room and will slow down as it wanders into other rooms, especially those far from the ghost room.

      • If the breaker is OFF, the Hantu will always move at full speed when hunting, even if they are far away from it's room. In this case, they will also emit frost breath, and you can check it through video cameras or by looping the ghost
  • Evidence Only: If playing with 1 or 2 evidences, one of them has to be freezing temperatures in order to be a Hantu.

    Tests
    • Speed Test:
      1. First, check the ghost's speed with the breaker ON. It should be fast when inside it's room, and become slower as he gets further away
      2. Now, turn the breaker OFF and check the ghost speed. Now it should be fast in the entire house

    • Cold Breath Test: (Breaker OFF only) To test this one you could place a camera and watch from the other truck as another player gets hunted, or you could loop the ghost. What you need to do is check for cold breath coming from the ghost's mouth.
      Obs. Be really careful not confuse your breath from the ghost's, as the room will become cold when the ghost is near from you

      If you check carefully, you can see the cold beath coming away from the ghost as it reaches the door from the video below, posted by Shuee 01
      https://www.youtube.com/watch?v=SC72CUfCF3U


JINN
Characteristics and Abilities
  • Speed Boost:
    • First, in order for the Jinn to use it's ability, the fuse box has to be on;

    • The Jinn moves faster when it is at least 3 meters away from the player and has line of sight (2.5 m/s) but will reduce its speed back to normal once within 3 meters;

    • Although this can be confusing, once the Jinn is close and stops using its ability, it behaves like any other ghost. This means it will gain speed if you maintain line of sight, allowing it to speed up while looping. I also believe that this is the only ghost with speed changes which can speed up during the loop

  • Zap Sanity:
    • First of all, a Jinn will never turn the fuse box off.

    • When standing near from the ghost, in the ghost room, the Jinn can zap a player's sanity, reducing it by 25%. Aditionally, when it does that ability, a EMF (2-5) will be generated at the fuse box

Tests
  • Zap Sanity Ability Test: leave an EMF reader at the fuse box while the fuse box is on. If it picks up a reading but the fuse box never turned off, then it is very likely the Jinn using its ability
  • Speed Change test: Try to find a long hallway and lure the ghost toward you, ensuring it gains line of sight. Stay at least 3 meters away from the ghost, and you should observe its speed increase as it approaches. The ghost will maintain its faster pace until it closes the gap to within 3 meters of you again.
MARE
Characteristics and Abilities
  • Light Interaction:
    • A mare will never turn on a light, and is in fact more likely to turn them off.

  • Roaming in Darkness:
    • The Mare prefers to roam into dark rooms, so you'll notice increased movement and room changes in areas that are unlit;

    • You can detect this by keeping rooms lit and noticing if the Mare frequently leaves lit areas;

    • To test for a Mare, light up the ghost's favorite room and the surrounding rooms, leaving only one adjacent room unlit. If the ghost roams directly to the unlit room, there's a good chance you're dealing with a Mare.

  • Mare Events:
    • When performing events, a mare should only appear on unlit areas;

    • Also, a mare will be more likely to perform the event which breaks all the lights of a room.


  • Mare Sanity Threesold: A Mare has a modified hunt sanity threshold based on the lighting in its current room. If the lights are turned off, the hunt sanity threshold increases to 60%. Conversely, if the lights are on, the threshold decreases to 40%. This adjustment applies even if the fuse box is turned off or broken, but it does not apply if the room's lights are destroyed. Other sources of light, such as equipment brought in or Firelights, do not affect this threshold.

Tests
  • Sanity Hunt Test: When a hunt starts, immediately check your sanity. If the ghost room's lights were on and your sanity was above 50% at the time of the hunt, it's worth considering a Mare (which hunts at 60% sanity when the lights are off). For the second part of the test, turn on all the lights and see if it attempts to hunt again. If it does, and your sanity is above 40%, it's likely not a Mare.

  • Immediate Turn light off Test: When you turn on a light and are less than 4 meters away from the ghost, a Mare has the ability to turn it off immediately. This ability has a 10-second cooldown.
    Obs. Be careful not to confuse this with the breaker's light limit, as it will break if too many lights are turned on, and will look really similar to the mare's ability

    You can check the light ability on the video below, posted by Illucium
    https://www.youtube.com/watch?v=kNvKaychmpE

  • Room roaming test: try turning on the lights in the ghost room and all adjacent rooms, leaving just one adjacent room dark. When the ghost roams, it should head toward the unlit room.
MOROI
Characteristics and Abilities
  • Curse and Sanity Drain:
    • Moroi can curse players, causing them to experience a much faster sanity drain. This can happen in case you either hear whispers from a parabolic mic or you get a response for a spirit box;

    • In order to remove the curse, you can take a sanity pill

  • Speed Increase with Low Sanity:
    • As player sanity decreases, the Moroi gets progressively faster during hunts. The lower the sanity, the faster the ghost;

    • You can test this by observing its speed during hunts and correlating it with the average sanity level. If it gets faster as sanity drops, it’s likely a Moroi. Below is a list of it's speed, taken from the phasmophobia wiki:



    • Additionally, when the Moroi has line of sight with you, it will become progressively faster, reaching a maximum speed of 3.7 m/s, making it the fastest ghost in the game. Along with the Jinn, it's the only ghost with high base speed that gains speed while maintaining line of sight during loops.
Tests
  • Curse Sanity Drain Test: Try getting cursed with a parabolic microphone or a spirit box response and then hold a candle. If you even by holding the candle notice a rapid loss of sanity, it's likely a Moroi. Also, If you're with two or more players, curse only one person and compare the sanity levels over time.

  • Speed Test: A Moroi becomes faster as your sanity decreases. To test this, allow yourself to be hunted once at around 50% sanity and then again at 0%. You should notice a difference in the ghost’s speed between the two hunts.
MYLING
Characteristics and Abilities
  • Quieter During Hunts: Mylings make less noise during hunts. Their footsteps are much quieter, and you will only hear them once she is very close to you.

    You can notice that the myling is more silent than normal in the video below, since you can't hear her at all at some times, posted by Jonathan Granato:
    https://www.youtube.com/watch?v=ivjExZJVnBM

  • More Frequent Sounds:
    • Mylings make more paranormal sounds on the Parabolic Microphone compared to other ghosts. From my experience, a myling should make at least one sound every 40-60 seconds, while other ghosts will take at least 80 seconds.

Tests
  • The lantern Test:
    • This test is a bit tricky but effective. Basically, you won’t hear a Myling's footsteps until it is at least 12 meters away, while other ghosts can be heard from up to 20 meters. Additionally, electronics will begin flickering when the ghost is 10 meters away from you;

    • To perform the test, turn on a flashlight and throw it on the ground (do not hold it, as the ghost will hear you and find you). Pay attention to the footsteps and the flickering lantern. In a normal ghost scenario, you'll hear the footsteps from a greater distance before the flashlight starts flickering. However, with a Myling, you'll hear its footsteps almost the same moment the lantern begins to flicker;

    • Important note: A Raiju's interference radius is 15 metes, so, if the ghost is a raiju, it will look like the myling test succeded, but you should pay attention for it's speed, since raijus will be a lot faster.

      The video below, posted by TheMurkle shows you exactly how the myling works and how to make the test
      https://www.youtube.com/watch?v=QoKfuNYlBO0
OBAKE
Characteristics and Abilities

  • (Evidence Only) Shapeshifting Fingerprints:
    • If it is a obake and you are playing with 1 or 2 evidences, one of them has to be fingerprint.

    • Obake has a rare ability to leave a 6-fingered handprint instead of a normal one, leave a double finger when touching a light switch or leave a larger fingerprint on keyboards:



      You can check the video below, which shows all the possibilities and the differences of fingerprints from a normal ghost, published by LimeonStoni

    • Also, he has two fingerprint and footprint possibilities:
      1. Sometimes they will disappear faster than normal
      2. Sometimes they will not show up at all (I wouldn't really trust this, since phasmophobia will sometimes glitch and not show the fingerprints even when it is not an obake)

  • Shapeshifting:
    • During a hunt, each time the ghost blinks, there’s a chance it will briefly change the ghost model before returning to its original form. The best way to observe this is by looping the ghost while paying close attention to its model. During a hunt, it should change at least once.

Tests
  • Shapeshifting Test: Watch the ghost closely during a hunt (I recommend looping the ghost) and check if the ghost model changes briefly after each time it blinks.

    This video shows a lot of variations of the obake changing models, posted by Xenons25
    https://www.youtube.com/watch?v=sFNWUcTCaOE
    • Many people think that the obake's shapeshifting is pure luck, but that is not correct, bur rather both the ghost model it changes to and also when it will change is purely calculated and will always be the same.

    • The timings it changes the ghost models are the 12th, 27th, 39th, 54th, 62nd, 80th, 105th, 120th, and 132nd flickers. You can confirm this out in the video above.

    • The ghost models change order is separated for male and female ghosts, and you can check this order on the image below, created by the youtuber Vetri

      The order will always be left to right

  • Fingerprint Disappear Test: The moment a fingerprint shows up, start a cronometer and see how long it lasts. For obakes, there's a chance that it will disappear earlier than the normal time (you should check out the difficult, since there are uv only configurations inside)

    This video below shows up this ability, posted by PootyLimbo
    https://www.youtube.com/watch?v=vV3QOx9yiOQ
ONI
  • Visible During Hunts:
    • Onis are more visible during hunts, often manifesting longer than other ghosts. To test this, observe the ghost during a hunt. If it’s frequently visible, it’s likely an Oni.

  • More visible on events:
    • Oni events will most of the times show it's entire visible body, instead of appearing as a shadow.

    • Also, onis will never do the airball event
ONRYO
  • Fire Weakness:
    • Lit candles work as a crucifix when they are at least 4 meters away from an onryo. If an onryo attempts to hunt, it will instead blow the candle.

    • Candle test: If the Onryo blows out three candles, it will attempt to hunt. To set this up, place one candle near the ghost and a crucifix in the room. Once the ghost blows out the candle three times in a row, the crucifix should ignite. Keep in mind that if there’s one additional candle lit (this includes your lighter) when it blows out the third candle, that "fourth" candle will act as a crucifix, preventing the original crucifix from burning.
PHANTOM
  • Photo Disappearance:
    • Taking a photo during an event causes the Phantom to disappear, even though the event will keep running (most of the cases the ghost will keep singing or flicking the lights, but it will not be there anymore)

    • Evidence Only: Aditionally, if you have D.O.T.S, you can try and take a photo the moment it appears on it, although it is very inconsistent and you gotta be fast.

  • Sanity Drain: Staring at a Phantom during manifestations will drain your sanity very fast

  • Roaming Behavior:
    • Similarly to the wraith, the phantom also roams to a random player;

    • One of way of testing this ability is by finding the ghost room and then going to a place far away from there. If you suddenly notice interactions near from you, even though the ghost room is far, it is most likely a phantom. Also, you can try placing motions sensors and salt just to be sure the ghost moved to you;

    • Tip: If you think that it is a phantom, you should always grab a crucifix and place it under you, just in case it hunts.

  • Hunt Blinking: Phantoms will not blink as frequently as other ghosts, and will be invisible for much longer during the hunt, making it really hard to see. I really recommend this method for testing phantom, since you can't get it wrong.
POLTERGEIST
  • Multi-Object Throw:
    • Poltergeists have a secret ability which they will throw multiple objects at once, the same time it drains a lot of sanity from players that are nearby;

    • One way of testing this is by making a so called polterbomb, which consists in placing a lot of objects on the same spot in the ghost room, and waiting for the ability to happen. It is generally better to build multiple small piles spread out rather than one large pile. if the Poltergeist is not near the pile, it will not affect the pile at all.
  • High Object Interaction:
    • Poltergeists generally interact a lot with objects, and can throw them further away compared to other ghosts (they can use a "force" value of 2 - 6, instead of 1 - 3 like other ghosts);

    • During a hunt, they will throw objects every 0.5 seconds, different from normal ghosts, which will have 50% chance of doing so.
RAIJU
  • Electrical Speed Boost:
    • Raiju moves faster when near active electrical devices (2.5 ms), such as video cameras, DOTS, etc. The radius which he gets powered up is:

      * Small map: 6m
      * Medium map: 8m
      * Large map: 10m

    • You can test this by letting the ghost hunt near powered devices. If its speed increases significantly when it passes by them, it’s likely a Raiju. Also, to make sure, you can try another hunt removing all electronics, so the raiju should move at normal speed.

  • Interferes with Electronics:
    • When a Raiju manifests during a ghost event or a hunt, it will interfere with electronics up to 15 meters away on the same floor, instead of the usual 10 meters.

  • Higher Sanity Threesold: When at least one piece of active electronic equipment is nearby, the Raiju's hunt sanity threshold is increased to 65%. Otherwise, it has the normal threshold of 50%.
REVENANT
  • Speed Change During Hunts:
    • Revenants move extremely fast when they have line of sight or hear the player (3 m/s), but are very slow when they lose track (1 m/s);
    • You can test this by hiding during a hunt. If the ghost slows down drastically when you hide, it’s likely a Revenant.
SHADE
  • Low Activity While In The Same Room:
    • Shades are nearly inactive when there is a player in the same room. To test for this, place motion sensors inside the ghost room to confirm the ghost is present. If it is inside the room but remains inactive for a long time, step outside the room and observe from a distance. If you notice interactions shortly after leaving, it’s likely a Shade.

  • Hunt Trigger when Alone: Shades only hunt when players are isolated;

  • Shade Events:
    • The Shade is less likely to perform ghost events at high sanity. At 100% average sanity, it has a 0% chance of successfully initiating an event. This success rate increases by 2% for each percentage point of average sanity lost; at an average sanity of 50%, an attempted ghost event will always succeed

    • When the Shade performs a ghost event, it has a higher chance of appearing as a shadow. If the ghost is summoned using a Summoning Circle, a Music Box, or a Monkey Paw, it may manifest as a black shadow instead of its full form during the ghost event. However, it will return to its fully visible form once the hunt begins.

  • Shade Sanity Threesold: The Shade can only hunt below an average sanity of 35%, lower than most other ghosts.

  • (Not proven yet) Candle Hunt: I heard that if you place a candle while looping the shade, it will not be able to blow it out when it passes by, since this is technically an interaction, and you are in the same room as the shade.

SPIRIT
  • Longer Smudge Stick Effect: Smudging the ghost during a hunt or the ghost room prevents spirit hunts for 180 seconds, different from the normal 90 seconds from most ghosts. Keep in mind that during a hunt, the timer starts the moment you burn the incense, and not when the hunt ends.

  • It has no abilities whatsover, so if you don't notice anything different after some time of investigation, you should open your eyes for a spirit
THAYE
  • Aging Weakness:
    • A Thaye has an internal age system. Every 1 to 2 minutes, the Thaye attempts to age. If at least one player is in the same room as the ghost, it will increase its age by 1. If no players are present, it will wait an additional 30 seconds before attempting to age again.

    • It starts highly active and aggressive, with a really high speed of 2.75 m/s and a sanity threesold of 75%, but gets weaker and slower as it ages, becoming less aggressive over time. Follow the aging values avaiable on the wiki:


    • If you have an ouija board, you can test a thaye's age. For every age added, the Thaye's "human age" as provided by the Ouija Board increases by 1 - 4.
THE MIMIC
  • Copying Other Ghosts:
    • The Mimic has the unique ability to imitate the characteristics of other ghosts, including:

      * Interaction and ghost event rates and preferences
      * Hunt thresholds
      * Hunt movement speeds
      * Various forms of special abilities (e.g. Poltergeist multithrow, Demon ability hunt)

    • When imitating a ghost, the Mimic does not copy its types of evidence and may not provide guaranteed evidence on reduced-evidence difficulties like Insanity. It can mimic features related to evidence, such as the Obake's six-fingered handprints or the Deogen's breathing, but it cannot replicate the Goryo's unique trait of only appearing on video cameras when interacting with a D.O.T.S Projector, as the Mimic does not have D.O.T.S Projector as evidence.

    • The Mimic will change the ghost type that it chooses to imitate every 30 seconds to 2 minutes, but cannot change during hunts.

    • If The Mimic imitates a Thaye, a fixed age is randomly selected, and it will imitate another ghost using its own timer instead of the Thaye's ageing timer.[1]

  • Mimic's Orb Characteristic:
    • Mimics will always show ghost orb, but they won't be part of the evidence, since if you get orb in 0 sanity runs, you can definitly know that you are dealing with a mimic.

    • With evidence though, things get a bit tricky, since if you get orb and mark it in your journal, the mimic will be ruled out, but it can still be him. In order to make sure, the moment you get orb and you think it could be a mimic, you should test for it's individual evidences
THE TWINS
  • Dual Interactions:
    • The Twins have the unique ability to interact with objects in two different places at nearly the same time. When The Twins uses its ability, it will perform one interaction in the normal radius (up to 3 metres) and one within a larger radius (up to 16 metres). All such interactions follow the standard 25% chance of producing EMF 5 instead of 2 or 3, regardless of which radius was used to perform the interaction;

    • Using a thermometer and noting a lack of Freezing Temperatures (or, at the very least, notable temperature drops) where ghost activity is noted, or failing to receive Spirit Box responses in rooms near where interactions occurred, are strong signs of the twin's ability.

  • Different Speeds:
    • Basically, one twin moves 10% faster during hunts (the decoy twin), while the other moves 10% slower (the main twin). When a hunt is initiated, only one of the twins will spawn, with a 50% chance of either the fast or slow twin appearing;

    • The Slow (main) twin will spawn in the favorite room, while the fast one (decoy) will spawn in a completely different room;

    • The best way to test it is by listening closely to the speed and seeing if it slightly changes between hunts. If you feel that the ghost is 10% faster or slower, it is definitely the twins, since they are the only ghost with this slight speed difference (aside from an aged thaye or a twins mimc);

      to help you see the difference, you can check the video below, published by ChickyTV, which initially shows the main twin, and then the decoy:
      https://youtu.be/k95pOBP3sbs

WRAITH
  • No Footsteps in Salt:
    • Basically wraiths will never disturb salt piles, and that's the best way to test them. I recommend testing this is by placing salt in places you are sure it will walk on during a hunt and then checking if it was disturbed;

    • You can improve this further by placing salts right in the middle of a summoning circle and then summoning the ghost. If it's a wraith, nothing will happen to the salt;

    • Another way to test is by placing multiple salt piles near from it's favorite room and checking them over time.

  • Teleport Ability:
    • The wraith can teleport (roam) near a random player. This can prove very dangerous, since if the wraith starts hunting the moment it roams to a player, it will most likely spawn on top of you and possibly insta-kill (personal experience);

    • One of way of testing this ability is by finding the ghost room and then going to a place far away from there. If you suddenly notice interactions near from you, even though the ghost room is far, it is most likely a wraith;

    • Tip: If you think that it is a wraith, you should always grab a crucifix and place it under you, just in case it hunts.
YOKAI
  • Triggered by Voices:
    • Yokais are more likely to hunt if players are talking near them. If that's the case, the yokai will have the highest hunt threesold of the game (80%) and could easily be mistaken with a demon. Otherwise, the yokai's sanity threesold is the normal 50%;

    • To test this, find the ghost room and place a crucifix on it and start talking. If the ghost burns the crucifix right away, it most likely is a yokai.

  • Short Hearing Range During Hunts:
    • The Yokai has a reduced ability to hear players during hunts, making it easier to hide from if you stay quiet, and this is the best way to test it.

    • Hearing test: Most ghosts can hear players up to 9 meters during hunts, but the Yokai has a reduced hearing range of only 2.5 meters. To test this, grab a smudge stick, hide somewhere (you can't have line of sight), and use your global chat (press 'B') to call the ghost once the hunt starts. If the ghost passes close by and doesn't finding you, it's likely a Yokai.

    • When a Music Box is used, the Yokai must be closer to the box (within 2.5 metres instead of 5) for it to trigger the ghost event and eventual cursed hunt.
YUREI
  • Roam Behavior:
    • When Incense is used on the Yurei, in addition to preventing hunts and temporarily increasing activity, it will return to its favourite room and be trapped within it for 90 seconds, stopping it from roaming through the location. It can still leave that room by performing a ghost event, but it will return to it once the event ends.


  • Sanity Drain Ability:
    • Yurei has an ability where all players within 7.5 metres of the ghost will have their sanity decreased by 15%. However, it cannot use its ability if the room it is in has no opened door.

  • Ability to slam doors:
    • The ghost will randomly select one opened door in its current room and close it fully or touch it twice really fast. This in turn produces two EMF 2 interactions on that door.

    • All ghosts can shut a door in the same way the Yurei can, however the Yurei may do it more often as it is connected to its sanity drain ability.

    • Locker and closet doors are not affected by the Yurei's ability. Tent doors and exit doors, however, are.

    • If you think you have a yurei, you should keep all the doors open to check for it's ability, which is actually very rare.
3 Comments
Rae Oct 15, 2024 @ 1:04pm 
This is great info! Thank you so much for sharing your knowledge and taking time to do so!
Charumelo  [author] Sep 29, 2024 @ 4:11pm 
thx man, I will try improving it further over time
stefzuz Sep 29, 2024 @ 8:18am 
really really good i love this