Ghost Identification & Communication Guide – Phasmophobia

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A guide to identifying the ghost and it’s room, it’s strengths and weaknesses, methods of communication and one-time consumables

List Of Ghost Evidence

In order to properly identify the ghost to complete the contract, you need to search for 3 different pieces of evidence to narrow down what ghost it is, below is a list of all evidence:

D.O.T.S Projector – A projector that emits dozens of small dots of green light, allowing you to see the ghost’s silhouette

EMF Level 5 – An electro-magnetic frequency detector, capable of detecting abnormal levels of EMF, which indicates ghost activity is nearby, all ghosts can achieve Level 4, but only some are capable of achieving Level 5

Fingerprints – If a ghost interacts with the lights or a door, there’s a chance for it to leave behind fingerprints, these disappear after 60 seconds though

Freezing Temperatures – Detectable by either a temperature gauge or visible breath, tends to happen in the Ghost Room

Ghost Orb – Only visible through a night vision camera, tends to appear in the Ghost Room

Ghost Writing – A book which allows ghosts to write something or draw symbols

Spirit Box – A radio allowing vocal communication with the ghost

D.O.T.S Projector evidence and Ghost Writing evidence don’t go together, if Ghost Writing is given the D.O.T.S Projector won’t be found

Identifying The Ghost

As said before, only 3 pieces of evidence are needed to find the correct ghost, this is a list of all evidence needed to find a type of ghost

NOTE: You should start with Ghost Writing, Freezing Temperatures and Ghost Orb in order to rule out Revenant as fast possible, more on this later:

Banshee: D.O.T.S – Ghost Orb – Fingerprints

Demon: Ghost Writing – Fingerprints – Freezing Temperatures

Goryo: D.O.T.S – EMF 5 – Fingerprints

Hantu: Ghost Orb – Fingerprints – Freezing Temperatures

Jinn: EMF 5 – Fingerprints – Freezing Temperatures

Mare: Ghost Writing – Ghost Orb – Spirit Box

Myling: Ghost Writing – EMF 5 – Fingerprints

Obake: EMF 5 – Ghost Orb – Fingerprints

Oni: D.O.T.S – EMF 5 – Freezing Temperatures

Onryo: Ghost Orb – Freezing Temperatures – Spirit Box

Phantom: D.O.T.S – Fingerprints – Spirit Box

Poltergeist: Ghost Writing – Fingerprints – Spirit Box

Raiju: D.O.T.S – EMF 5 – Ghost Orb

Revenant: Ghost Writing – Ghost Orb – Freezing Temperatures

Shade: Ghost Writing – EMF 5 – Freezing Temperatures

Spirit: Ghost Writing – EMF 5 – Spirit Box

The Mimic: Fingerprints – Freezing Temperatures – Spirit Box

The Twins: EMF 5 – Freezing Temperatures – Spirit Box

Wraith: D.O.T.S – EMF 5 – Spirit Box

Yokai: D.O.T.S – Ghost Orb – Spirit Box

Yurei: D.O.T.S – Ghost Orb – Freezing Temperatures

Strengths & Weaknesses

Every ghost has a strength and a weakness, some can be taken away while others can’t:

Banshee:

Strength: Will target only one player at a time

Weakness: Can sometimes be heard wailing with the Parabolic Microphone

Demon

Strength: Can start hunts more often

Weakness: Crucifixes effective distance is increased to 5 meters

Goryo:

Strength: Can only be seen walking through D.O.T.S if viewed through a camera when

nobody’s nearby

Weakness: Tends to stay near the Ghost Room

Hantu:

Strength: Moves faster in low temperatures

Weakness: Moves slower in warm temperatures

Jinn:

Strength: Moves faster when it’s target is far away

Weakness: Strength is disabled when the fuse box is turned off

Mare:

Strength: An increased chance of starting a hunt in the dark

Weakness: Reduced attack chance while in the light

Myling:

Strength: Footsteps are quieter during a hunt

Weakness: Produces paranormal sounds more frequently

Obake:

Strength: Leaves fingerprints that can disappear quicker than others

Weakness: Has a small chance of producing six-fingered handprints

Oni:

Strength: Increased activity and ghost events

Weakness: Easier to find due to increased activity

Onryo:

Strength: A flame going out can cause a hunt

Weakness: The presence of a flame reduces the chances of a hunt

Phantom:

Strength: Looking at the ghost will lower your sanity overtime

Weakness: Taking a photo of the Phantom will make it disappear briefly

Poltergeist:

Strength: Can throw multiple objects at once

Weakness: Strength is disabled when there’s nothing to throw

Raiju:

Strength: Moves faster when it’s near electronics

Weakness: Disrupts electronics when further away during hunts

Revenant:

Strength: Moves a lot faster if it sees a player during a hunt, recommended to rule it out as fast

as possible to prevent major risk

Weakness: Moves very slowly when it doesn’t see a player

Shade:

Strength: More difficult to locate and obtain evidence

Weakness: Reduces chance of a hunt if multiple people are nearby

Spirit:

Strength: None

Weakness: Smudge sticks prevents a hunt for 180 seconds (Doesn’t work during a hunt)

The Mimic:

Strength: Can mimic the strengths and traits of other ghosts

Weakness: Will create Ghost Orbs as a fourth piece of evidence

The Twins:

Strength: Both can cause activity at entirely separate locations, however only one can hunt at a

time

Weakness: Will often cause activity at the same time as the other

Wraith:

Strength: Doesn’t leave footprints after stepping in salt

Weakness: More active after stepping in salt

Yokai:

Strength: Talking near the ghost increases the chance for a hunt to start

Weakness: Can’t hear voices unless they’re close to it

Yurei:

Strength: Has a stronger effect on sanity

Weakness: Using a smudge stick in the Ghost Room will reduce how often it wanders

Ghost Room

The Ghost Room is where evidence is most commonly found, they’re not limited to just rooms though, they can also be hallways, stairwells and tents, however the Room sometimes changes to another one on Professional and Nightmare, the chance of moving increases with lower sanity, this is also the spawnpoint of the ghost and where it teleports at the end of a hunt

Finding the Ghost Room isn’t required, but it is recommended, regardless of difficulty it’ll remain the same

Communication

Using the Spirit Box, you can ask the ghost questions regarding information about it’s death, it’s current location and it’s age (Not tied to the appearance)

You can also use a Ouija Board which randomly appears somewhere in the location (More on this in the next section)

Cursed Possessions

Cursed possessions are consumables that can be used to cause the ghost to appear, locate it or give yourself and other players benefits/drawbacks

Music Box:

Used once to locate the ghost, but can only be used once, it’ll make the ghost sing along while staying invisible, if the music box is 5 meters or less from the ghost, it will show itself and walk towards the music box. If it walks for more than 5 seconds, the user reaches 0% sanity or the box is dropped, a Cursed Hunt will start (More on that in the next section). This will make all players lose sanity when heard, however it’s less effective the more further you are from it

Ouija Board:

Used to ask questions regarding it’s current location, it’s age, cause of death or the location of a bone, getting a question answered drops the asker’s sanity, activating the Ouija board immediately ends the Setup Phase, you don’t have to be in the Ghost Room or the room the Ghost is in for it to work. If the player who activated the board leaves without saying “Goodbye” first, or doesn’t have enough sanity to trade for a question, the board will break and a Cursed Hunt will start

Voodoo Doll:

Used to force a ghost to get evidence, while dropping the user’s sanity by 5%, can be used a total of 10 times, if the heart pin is pressed down, the user’s sanity will drop by 10% and a Cursed Hunt will start very close by, if the user’s sanity is lower then the pressed pin would drain, all pins will get pushed in at once and a Cursed Hunt will start

Haunted Mirror:

Shows a live feed view of the Ghost Room, the user’s sanity will drop by 7.5% every second, if the user’s sanity reaches 0%, the mirror will break and a Cursed Hunt will start from the Ghosts position when the mirror broke

Summoning Circle:

Used to spawn the ghost and trap it for for 1 – 6 seconds, but can only be used once, after this ends, a Cursed Hunt starts, if it’s used during a hunt, the ghost will be teleported to the circle, but the hunt will be extended by 20 seconds

Tarot Cards:

Used to grant benefits or drawbacks, if a card is drawn during a hunt it’ll only give “The Fool”

The Sun: Fully restores sanity

The Moon: Instantly empties all sanity

The Tower: Causes an interaction

The Wheel Of Fortune: If the card burns green, 25% sanity is gained, however if it burns red, it’ll

drop 25% sanity

The Devil: Triggers a ghost event

The High Priestess: Revives a dead player, respawning them at their corpse, if nobody’s dead, it

will revive the next player to die

The Hanged Man: Kills the player

Death: Starts a Cursed Hunt

The Hermit: Teleports the Ghost back to the Ghost Room and traps it there for one minute

The Fool: No effect, card is still lost

Written by Plague Doctor

Here we come to an end for the Ghost Identification & Communication Guide – Phasmophobia guide. I hope this guide has helped you with your gameplay. If you have something to add to this guide or believe we forgot some information to add, please let us know via comment! We check each comment manually by approving them!

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