With the console release looming on Phasmophobia, new players will finally get to taste how to be ghost hunters by investigating multiple haunted locations, such as a regular house, farmhouses, or even a massive abandoned mental hospital, either alone or with their friends. However, the true terror of Phasmophobia is its diverse ghosts, capable of killing the players who are caught unaware. This guide will help you navigate through those ghosts safely by understanding their behaviors, strengths, and weaknesses, and how to identify them using definitive signs. Let’s begin.
Phasmophobia is currently available on PC and was just released on October 29, 2024, for PlayStation 5, PSVR2, and Xbox Series X|S.
Note: Since this extensive Phasmophobia ghosts guide will be substantially long, using the Table of Contents to sift through which Phasmophobia ghosts you want to see about its mechanics immediately is advisable.
What Are the Ghosts in Phasmophobia?
In Phasmophobia, ghosts are central to gameplay, each with unique traits that include identifiers, abilities, and evidence markers. Players investigate these aspects to determine the ghost’s type, using its interactions with the environment, ghost events, and hunts. These interactions can be dangerous, as ghosts may initiate hunts to kill players, adding suspense to each encounter.
Each ghost has a distinct identity for each contract, including its type, gender, age, death length, shyness, and physical model. The ghost’s behavior, such as movement speed and activity, generally depends on its type, but shyness in responding to the Spirit Box may vary independently. This diversity makes each ghost encounter unique, keeping players alert and not being complacent.
Upon entering a map and unlocking the exit door, the ghost activates, allowing it to interact with the environment, initiate events, or hunt players. Without unlocking the exit, the ghost remains inactive, though certain evidence, like Ghost Orbs, may still be detected. Ghosts operate within a series of behaviors, such as roaming, returning to a favorite room, or interacting with objects, but cannot exit the investigation area.
Ghosts usually remain invisible, only appearing during hunts or ghost events as shadows or in translucent forms. They disrupt nearby electronics, flicker lights, and produce haunting sounds. Ghosts produce distinct male and female sounds, from eerie growls to childlike laughter, adding intensity to each contract. Knowing these sounds can help you separate a hunt from a ghost event and maintain your cool—if that’s possible with something so eerie lurking in the dark.
Spirit | The Basic Ghost
Spirit will be the first Phasmophobia ghost we’ll discuss in this guide, as it is also the first ghost in the game’s Journal entry. As it is some sort of the ‘introductory’ ghost, Spirits are usually not that hard to fight against if you encounter this ghost, however, that doesn’t mean you can be complacent and careless, as Spirits can still be deadly if you don’t manage your Sanity well. To better understand Spirit’s identity, we have curated a description of this ghost, taken from the in-game description:
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 that is caught overstaying their welcome.
In short, Spirits, while not inherently powerful, can still confuse and kill any investigators who don’t do their due diligence. Below is a table that showcases Spirit’s strengths, weaknesses, and evidence types that you need to gather:
Spirit | ||
---|---|---|
Strength | Weakness | Evidence |
Unlike other ghosts, Spirit possesses no distinguishable strength. | A Spirit can be temporarily stopped by burning Incense near them. | EMF 5, Spirit Box, Ghost Writing |
To ensure that you can guess the Spirit correctly during your contracts, here are some pointers to help you navigate the first Phasmophobia ghost in this guide:
- Spirits lack special abilities, making them a good baseline for comparing other ghosts, though this simplicity often leads to mistaken identity. With no unique behaviors to easily identify them, Spirits can seem similar to other entities, leaving investigators reliant on clear evidence to confirm their presence, which might prove difficult on Nightmare difficulty and above.
- To test for a Spirit without direct evidence, reduce the average sanity below 50% and use Incense during a hunt. If the ghost waits at least three minutes to hunt again, it’s likely a Spirit, though this isn’t foolproof, as other ghosts theoretically can wait that long as well to initiate a new hunt, however only Spirit has this definitive sign. Alternatively, you can use Incense near the Spirit twice, while timing the intervals precisely: if it hunts within 60 seconds of the second incensing, it’s a Spirit.
Wraith | The Salt-Fearing Ghost
Wraiths in Phasmophobia are known for their ability to “fly” and “walk through walls,” but this means they never step on Salt and can teleport to players. Unlike most ghosts, they won’t trigger a Salt pile, making Salt ineffective against them, even during hunts, which can be helpful for quick identification. To better understand Wraith’s identity, we have curated a description of this ghost, taken from the in-game 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 through walls.
Despite their reputation, Wraiths don’t float or walk through walls—they can only pass through doors like other ghosts. They also make the same footstep sounds as other entities, so their movement isn’t silent. Below is a table that showcases Wraith’s strengths, weaknesses, and evidence types that you need to gather:
Wraith | ||
---|---|---|
Strength | Weakness | Evidence |
Wraiths rarely touch the ground, meaning they can’t be tracked by footsteps. | Wraiths are afraid of Salt and will actively avoid it. | EMF 5, Spirit Box, D.O.T.S Projector |
To ensure that you can guess the Wraith correctly during your contracts, here are some pointers to help you navigate the Salt-fearing ghost, Wraith, in this guide:
- Identifying a Wraith can be done using Salt, as Wraiths never step in or disturb it. Placing salt piles in key locations like the ghost’s room or along a doorway can help confirm if it’s a Wraith—especially if it crosses Motion Sensors without disturbing the Salt. Another useful tactic is to place Salt in the Summoning Circle and summon the ghost. If the Wraith moves directly over the Salt without leaving footprints, you’ve likely confirmed its identity.
- A Wraith’s ability to teleport to players can lead to unusual behavior, such as EMF Level 2 or 5 readings away from its usual room, and while similar to Banshee and Phantom, Wraith immediately teleports to your vicinity, as opposed to Banshee and Phantom who are walking to your vicinity. This teleportation doesn’t initiate a hunt, but if all hunt conditions are met, it could start one near where it is teleported.
- Since Wraiths leave no Ultraviolet evidence, capturing photos for rewards may be challenging; try using props around its location or an Ouija Board if available to encourage interactions.
Phantom | The Evasive Ghost
A Phantom is a ghost that can possess the living, inducing fear into those around it. They are most commonly summoned from Ouija Boards.
During hunts, Phantoms are especially elusive, remaining invisible longer and flickering visibly for shorter periods than most ghosts, making them harder to track or escape. Below is a table that showcases Phantom’s strengths, weaknesses, and evidence types that you need to gather:
Phantom | ||
---|---|---|
Strength | Weakness | Evidence |
Looking at a Phantom will drop your sanity considerably faster. | Taking a photo of the Phantom will make it temporarily disappear. | Spirit Box, Ultraviolet, D.O.T.S Projector |
To ensure that you can guess the Phantom correctly during your contracts, here are some pointers to help you identify the elusive Phantom in Phasmophobia:
- Phantoms can “roam” to a random player by physically walking to them, creating an EMF Level 2 reading when they stop. Unlike Banshees or Wraiths, Phantoms do not target a single player continuously and will set off motion sensors or disturb Salt as they walk. If within 10 meters of a Phantom during a ghost event or hunt, players lose 0.5% sanity per second, so you can communicate with your teammates who are staying in the van to give you some information about your Sanity Meter as this might be a definitive clue of a Phantom.
- To identify a Phantom, watch for its extended invisibility during hunts; if it vanishes for longer than one second, it’s likely a Phantom. Another method is taking a photo during a ghost event: if the Phantom vanishes from sight but remains audible, and if there’s no interference in the photo, it’s a strong clue. However, network desync or timing (like snapping a photo at the end of a hunt) might create similar effects with other ghosts, so confirming with other players about photo clarity can help narrow it down, though not definitively. A Summoning Circle or Music Box is useful for testing this as these ghost events are more predictable.
Poltergeist | Master of Throws
One of the most famous ghosts, the Poltergeist. Known to manipulate objects around it to spread fear into its victims.
One of the Poltergeist’s unique abilities is throwing multiple nearby items simultaneously, generating an EMF level 2 reading. Each item thrown this way decreases nearby players’ sanity by a value equal to the number of items thrown times two, making it a potential hazard when players are low on sanity. This ability functions even if the room lights are on, but if no items are nearby, the Poltergeist won’t be able to activate this skill. Below is a table that showcases Poltergeist’s strengths, weaknesses, and evidence types that you need to gather:
Poltergeist | ||
---|---|---|
Strength | Weakness | Evidence |
Poltergeists can throw multiple objects at once, and with great force. | With nothing to throw, Poltergeists become powerless. | Spirit Box, Ultraviolet, Ghost Writing |
To ensure that you can guess the Poltergeist correctly during your contracts, here are some pointers to help you identify and counter the master of throws ghost, Poltergeist, in Phasmophobia:
- To identify a Poltergeist, gather multiple objects around its room, creating a pile of some sort. If you observe the pile of objects flung with notable force across the room or see several items thrown simultaneously, it’s likely a Poltergeist.
- During a hunt, the Poltergeist’s unique pattern of throwing items every 0.5 seconds is another key sign. By observing this heightened frequency, you can further confirm a Poltergeist if it also demonstrates powerful throws. Other ghosts can also throw objects during a hunt, but their frequency and power differ slightly from Poltergeists.
Banshee | The Screamer
The singing siren, known for attracting its victims through song. It has been known to single out its prey before making a killing blow.
Additionally, the Banshee may attempt to roam toward its selected target outside of hunts, though this ability is restricted to the same floor unless on Point Hope or if it starts in an attic or basement on other maps. Below is a table that showcases Banshee’s strengths, weaknesses, and evidence types that you need to gather:
Banshee | ||
---|---|---|
Strength | Weakness | Evidence |
Banshees will weaken their target before striking. | Banshees can sometimes be heard screaming with a Parabolic Microphone. | Ultraviolet, Ghost Orb, D.O.T.S Projector |
Identifying Banshee’s target can give players a crucial advantage in Phasmophobia, as it allows non-targeted players to safely investigate even during hunts. Here’s how to figure out who the Banshee’s target is and leverage that knowledge:
- Sanity-Based Method: The Banshee only checks the individual sanity of its target when deciding to hunt. If a hunt occurs above 50% average sanity but some players are under 50%, then one of them is likely the target. Conversely, if no hunts happen below 50% average sanity while one player has high sanity, that high-sanity player might be the target.
- Using “Bait” Players: Players can take turns acting as bait to attract the Banshee. Each bait player should stand in view, talking or holding active electronics. If the Banshee ignores one player, another should try the same until the target is identified. This works best on higher difficulties (like Nightmare or Insanity) where the Sanity Monitor isn’t available. All players should be in the building for this test.
- Tracking Banshee Movements: Banshees will often gravitate toward their target outside of hunts. If one player frequently experiences activity or hunts near them, they are likely the target. Motion sensors and salt can help track these movements, providing evidence of their targeted behavior.
- Use Parabolic Microphone: Banshee will have a 33% chance to make a unique screech/scream sound when you detect a ghost noise while using a Parabolic Microphone. This method, while it can give you an instant recognition of the Banshee, d
- Single-Player Considerations: If you’re solo, determining the Banshee by its target ability isn’t feasible. Instead, watch for a high number of singing events and try the Parabolic Microphone, which may pick up the Banshee’s distinctive shriek (However, this isn’t guaranteed, as this unique scream/shriek only has a 33% chance of happening each time you hear a sound from the Parabolic Microphone).
Jinn | The Chaser
A Jinn is a territorial ghost that will attack when threatened. It has also been known to be able to travel at significant speed.
Below is a table that showcases Jinn’s strengths, weaknesses, and evidence types that you need to gather:
Jinn | ||
---|---|---|
Strength | Weakness | Evidence |
A Jinn will travel at a faster speed if its victim is far away. | Turning off the location’s power source will prevent the Jinn from using its ability. | EMF 5, Ultraviolet, Freezing Temperatures |
Identifying Jinn’s charging speed is crucial to ensure your survival against this ghost in Phasmophobia. Here’s some pointers to help you identify the Jinn with these definitive signs:
- In hunts, if the Breaker Box is active and the Jinn has a line of sight to a player who’s more than 3 meters away, it accelerates to 2.5 m/s, a significant boost that makes it harder to escape. Additionally, when within 3 meters of a player, the Jinn can use an ability that drains 25% of that player’s sanity if the breaker is on, leaving an EMF 2 or 5 reading at the breaker. Lights do not affect the Jinn’s abilities directly, so managing the breaker is essential to avoid its full potential during hunts.
- To counter Jinn’s abilities, turning off the breaker is effective, though this disables map lighting, which increases the passive sanity drain due to prolonged darkness. This choice requires players to balance the advantage of stopping the Jinn’s abilities against the risk of frequent hunts from lower sanity. Using lit candles can help offset sanity loss in dark areas, allowing for better control over average sanity levels.
Mare | The Dark Nightmare
A Mare is the source of all nightmares, making it most powerful in the dark.
Below is a table that showcases Mare’s strengths, weaknesses, and evidence types that you need to gather:
Mare | ||
---|---|---|
Strength | Weakness | Evidence |
A Mare will have an increased chance to attack in the dark. | Turning the lights on around the Mare will lower its chance of attack. | Spirit Box, Ghost Orb, Ghost Writing |
Turning on the lights is your surefire way of countering the Mare to reduce its activity, though it is not foolproof. We have curated the strategies you can use to deal with this ghost in Phasmophobia below:
- When dealing with a Mare in Phasmophobia, players should be careful while using the Spirit Box or looking for Ghost Orbs, as the Mare is more likely to hunt in dark rooms, potentially putting players close to danger. To counteract a Mare, one approach is to keep lights on in its favorite room and adjacent rooms to lower its hunt threshold. Alternatively, if the team’s sanity falls below 40%, leaving its room dark might keep the Mare more contained and prevent frequent roaming. Keeping someone near the light switches can help mitigate its behavior if lights get turned off due to ghost interactions or electrical overloads.
- Identifying a Mare based on behavior alone can be tricky, but some key signs include turning off lights immediately after players turn them on (has a 10-second cooldown) and a preference for light-shattering ghost events. It may also hunt earlier in the dark or delay hunting when lights are on (60% if the light is off, 40% if the light is on).
- If the Mare frequently roams into unlit rooms and changes its favorite room often on higher difficulties, it may be another clue. However, if a ghost turns lights on, it’s definitely not a Mare—though simply avoiding light interaction does not confirm it as one, since other ghosts can also avoid toggling lights by chance.
Revenant | The Old King of Phasmophobia
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.
The Revenant used to be the most frightening and dangerous ghost in Phasmophobia, since only the Revenant can speed up during hunts and its top speed makes other ghosts pale in comparison. However, recent changes knock down the Revenant by a notch, removing its uniqueness, however, it is still deadly if you’re not careful, especially if you’re caught in an open area. Below is a table that showcases Revenant’s strengths, weaknesses, and evidence types that you need to gather:
Revenant | ||
---|---|---|
Strength | Weakness | Evidence |
A Revenant will travel at a significantly faster speed when hunting their prey. | Hiding from the Revenant will cause it to move very slowly. | Ghost Orb, Ghost Writing, Freezing Temperatures |
We have curated the strategies you can use to deal with the Old King of Phasmophobia, Revenant, below:
- Given the Revenant’s rapid chase ability, hiding immediately is essential. Avoid making noise or using electronics that might reveal your location, as outrunning a Revenant is nearly impossible once it detects you. In cases where you’re forced to run, use Incense as a last resort to momentarily repel it, buying precious seconds to find a hiding spot.
- To identify a Revenant while hiding, listen closely to its footsteps. If nearby steps sound slow and irregular, this likely indicates a Revenant in roaming mode. In multiplayer, the Revenant’s slow area search during hunts is a clear giveaway, as it moves at a notably slower pace (only walking at 1 m/s) than other ghosts when not actively chasing players, making the Revenant the slowest ghost in Phasmophobia if it doesn’t detect any players. However, the opposite happens when the Revenant detects someone, as it will then increase its speed to a whopping 3.0 m/s, making it one of the fastest ghosts in the game, just slightly beaten by a Moroi that hunts when your sanity drops below 5%.
Shade | The Shy Ghost
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.
Below is a table that showcases Shade’s strengths, weaknesses, and evidence types that you need to gather:
Shade | ||
---|---|---|
Strength | Weakness | Evidence |
Shades are much harder to find. | Shade will not enter a hunt if there are people nearby. | EMF 5, Ghost Writing, Freezing Temperatures |
To counter this shy ghost in Phasmophobia, which might give you some frustrations as the Shades are not active at all during high sanity threshold, we have gathered some clues and definitive signs of a Shade below:
- At 50% average sanity, ghost events initiated by a Shade are guaranteed to succeed. Additionally, if summoned with items like the Summoning Circle, Music Box, or Monkey Paw, the Shade often appears as a shadow form during ghost events, revealing its full appearance only when a hunt begins.
- Shades cannot interact with objects, perform ghost events, or initiate hunts if a player is in the same room. However, they may still reach into a nearby room to trigger interactions or ghost events. The Shade’s hunt threshold is also lower than most ghosts, only hunting when average sanity dips below 35%. If the ghost decides to hunt when your sanity is still above 35%, it is not a Shade.
Demon | A Force to be Reckoned With
A Demon is one of the worst ghosts you can encounter. It has been known to attack without reason.
Below is a table that showcases Demon’s strengths, weaknesses, and evidence types that you need to gather:
Demon | ||
---|---|---|
Strength | Weakness | Evidence |
Demons will initiate hunts more often than other ghosts. | Demons fear the Crucifix and will be less aggressive near one. | Ultraviolet, Ghost Writing, Freezing Temperatures |
The Demon’s standard hunt sanity threshold is set at 70%, higher than other ghosts, only beaten by the Thaye, who can hunt at a 75% sanity threshold. It also has a shorter cooldown between hunts, with a minimum of 20 seconds instead of the usual 25 seconds. Smudging a Demon only prevents hunts for 60 seconds instead of the standard 90 seconds. Additionally, the Demon’s weakness is a heightened vulnerability to Crucifixes, with an extended effective range: 4.5 meters for Tier I, 6 meters for Tier II, and 7.5 meters for Tier III Crucifixes.
To properly counter one of the strongest ghosts in Phasmophobia, we have devised some countermeasures and strategies against the Demons below:
- Although the Demon’s enhanced Crucifix range generally makes hunt prevention easier, large rooms like Brownstone High School’s Basketball Court may still pose a challenge, as that room is very wide (at least more than 30 meters).
-
Two tests are effective for confirming a Demon:
- Cooldown Timing – A hunt cooldown shorter than 25 seconds, excluding cursed hunts, may signal a Demon. Similarly, observing a Crucifix charge usage within this window can be indicative.
- Smudge Test – Timing the ghost’s next hunt after a smudge: if it hunts between 60–90 seconds post-smudge, it may be a Demon.
Accurate timing is essential. A stopwatch can help ensure precision, as additional smudging resets the hunt timer. However, ghosts don’t always hunt immediately post-cooldown, so hunts consistently over 25 seconds apart do not eliminate the Demon possibility.
Yurei | Door Trickster
A Yurei is a ghost that has returned to the physical world, usually for the purpose of revenge or hatred.
Below is a table that showcases Yurei’s strengths, weaknesses, and evidence types that you need to gather:
Yurei | ||
---|---|---|
Strength | Weakness | Evidence |
Yureis have been known to have a stronger effect on people’s sanity. | Smudging the Yurei’s place of death/ghost room will trap it temporarily, reducing how much it wanders. | Ghost Orb, Freezing Temperatures, D.O.T.S Projector |
To counter this tricky ghost in Phasmophobia, we have gathered some clues and definitive signs of a Yurei that can help your investigations below:
- To identify a Yurei in Phasmophobia, keep nearby doors wide open to observe if it uses its ability, as Yureis frequently close doors—main entrances included. If the main entrance or any door shuts without a ghost event or hunt, it’s likely a Yurei, though The Mimic can do this too if it leaves Ultraviolet evidence on the door. Unlike other ghosts, the Yurei’s ability will cause doors to close, not open, and it uses this frequently as part of its sanity-draining power. However, any ghost can close doors with similar sounds, so to truly confirm Yurei’s ability, listen to the door closing sounds (other ghosts can only do it once, with a distinct clicking sound, while Yurei will also do a second instance of slamming the door shut).
- If the Yurei avoids using its ability or is in a room without doors, try an alternate strategy with Incense. Once you locate its favorite room, use Incense and place Salt at the doorway; a true Yurei should stay in the room for 90 seconds unless it performs a ghost event. On higher difficulties, identifying a Yurei can be tough due to the rarity of its ability, so careful observation of door activity and sanity drain patterns are essential.
Oni | The Physical Ghost
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.
Below is a table that showcases Oni’s strengths, weaknesses, and evidence types that you need to gather:
Oni | ||
---|---|---|
Strength | Weakness | Evidence |
Oni is more active whilst people are nearby and will drain their sanity faster when manifesting. | Oni disappears less often while hunting their prey. | EMF 5, Freezing Temperatures, D.O.T.S Projector |
To counter this physical ghost in Phasmophobia, we have gathered some clues and definitive signs of an Oni that can help your investigations below:
- The Oni’s increased activity makes it easier to gather evidence, potentially speeding up investigations. If the ghost performs an airball event (a foggy ball that hisses on contact), an Oni can be immediately ruled out, as it cannot trigger this specific event. However, note that the Oni can hiss during a chasing event, often accompanied by footsteps and door movements. Distinguishing the airball from the chase event can help clarify the ghost type, as the latter has unique sounds and room interactions.
- While not as aggressive as some ghosts, the Oni’s tendency to trigger frequent ghost events can lower player sanity rapidly, particularly due to its double sanity drain when it collides with players during events. To counter this, players may consider using Sanity Pills more liberally or preparing defensive items like Incense earlier in the investigation.
Yokai | The Sensitive Detector
To better understand Yokai’s identity, we have curated a description of this ghost, taken from the in-game description:
Yokai are common ghosts that are attracted to human voices. They can usually be found haunting family homes.
Below is a table that showcases Yokai’s strengths, weaknesses, and evidence types that you need to gather:
Yokai | ||
---|---|---|
Strength | Weakness | Evidence |
Talking near a Yokai will anger it, increasing the chance of an attack. | When hunting, a Yokai can only hear voices close to it. | Spirit Box, Ghost Orb, D.O.T.S Projector |
To ensure that you can guess the Yokai correctly during your contracts, here are some pointers to help you navigate the sensitive voice detector in Phasmophobia below:
- To identify a Yokai, look for its unique behavior: it will often hunt more when players talk near it. Yet, it’s limited in detecting players during hunts through voice and active electronics unless very close. While it has an unusually high theoretical hunt threshold at 80% sanity, it has no speed or strength boosts, so escaping is generally manageable. When testing, you can stand near its current location and speak or use electronics; if it doesn’t pursue you, it could be a Yokai. However, ensure you’re hidden since its line-of-sight detection remains unaffected.
- In multiplayer, the Yokai is slightly more threatening since more players might trigger hunts by speaking near it. For testing, avoid mistaking its limited detection with Banshee’s unique hunting focus. Keep in mind that using the Monkey Paw’s wish to unblock a hiding spot removes the Yokai’s detection weakness, making it more challenging to verify its traits. With less experienced teammates, limiting unnecessary voice chat near the ghost is best until objectives are clear.
Hantu | Cold Temperature Master
To better understand Hantu’s identity, we have curated a description of this ghost, taken from the in-game description:
A Hantu is a rare ghost that thrives in the coldest climates. The cold seems to make them more aggressive and empowered.
Below is a table that showcases Hantu’s strengths, weaknesses, and evidence types that you need to gather:
Hantu | ||
---|---|---|
Strength | Weakness | Evidence |
Lower temperatures allow the Hantu to move at faster speeds. | Hantu moves slower in warmer areas. | Ultraviolet, Ghost Orb, Freezing Temperatures |
During hunts, the Hantu’s speed is solely temperature-based, with no acceleration when it sees a player, which makes maintaining warm environments advantageous to slow it down. Notably, when visible, the Hantu emits freezing breath from its head if the breaker is off, though dead players cannot see this. This unique breath isn’t counted as official evidence, allowing players to spot it even on zero-evidence difficulties.
To ensure that you can guess the Hantu correctly during your contracts, here are some pointers to help you navigate the cold temperatures master in Phasmophobia below:
- Temperature control is key to both identifying and defending against a Hantu in Phasmophobia. Since Hantu gains speed in cold rooms, especially around their ghost room, players should move away from these areas as soon as a hunt starts. Keeping the breaker on is a safe approach to maintain warmer temperatures, slowing the Hantu’s movement. However, in cold weather conditions like Light Snow or outdoor maps (e.g., Maple Lodge Campsite or Camp Woodwind), even ambient temperatures can fall, making Hantus faster if the breaker is off. For more certain identification, players can turn off the breaker temporarily to assess the Hantu’s speed in cold areas, provided they maintain distance.
- A Hantu cannot and will not be able to turn on the breaker, so if your current ghost does so, you can immediately rule out Hantu. Instead, if the ghost is Hantu, then it will be more likely to switch the breaker off, so you should try to be aware of the ghost’s timings.
- When Hantu starts hunting while the breaker is off, it will have a visible and constant freezing breath coming out of its mouth. This is a definitive sign that the ghost you’re currently dealing with is a Hantu.
Goryo | The D.O.T.S Ghost
To better understand Goryo’s identity, we have curated a description of this ghost, taken from the in-game description:
When a Goryo passes through a D.O.T.S Projector, using a Video Camera is the only way to see it.
Below is a table that showcases Goryo’s strengths, weaknesses, and evidence types that you need to gather:
Goryo | ||
---|---|---|
Strength | Weakness | Evidence |
A Goryo will usually only show itself on camera if there are no people nearby. | They are rarely seen far from their place of death. | EMF 5, Ultraviolet, D.O.T.S Projector |
Unlike most ghosts, the Goryo is restricted to short roaming distances and will only trigger its D.O.T.S state when no players are in the same room. It will still appear normally during ghost events and hunts, displaying its regular model without the need for special equipment. This characteristic makes the Goryo more predictable in locating and identifying, as its preference for remaining in its favorite room can simplify setup and observation efforts.
To ensure that you can guess the Goryo correctly during your contracts, here are some pointers to help you navigate the cold temperatures master in Phasmophobia below:
- To identify a Goryo in Phasmophobia, use a Video Camera to observe an active D.O.T.S Projector from outside the ghost’s room. If the D.O.T.S. silhouette is visible only through the camera feed and not directly in the room, the ghost is likely a Goryo. Conversely, spotting D.O.T.S. evidence without a camera rules out the Goryo. Adjusting device brightness can assist with confirming or eliminating this evidence. Ghost events occurring far from the ghost’s room do not disqualify the Goryo, as it may teleport for events without fully roaming.
- If D.O.T.S Projector is not one of the ghosts’ evidence on higher difficulty modes or limited evidence games, the Goryo can typically be ruled out. In a zero/non-evidence game, identifying a Goryo becomes extremely challenging; in these cases, wait for a potential room change or use motion sensors and salt to track its movement. This can reveal if it remains in one room, supporting the possibility of a Goryo.
Myling | The Silent Ghost
To better understand Myling’s identity, we have curated a description of this ghost, taken from the in-game description:
A Myling is a very vocal and active ghost. They are rumoured to be quiet when hunting their prey.
Below is a table that showcases Myling’s strengths, weaknesses, and evidence types that you need to gather:
Myling | ||
---|---|---|
Strength | Weakness | Evidence |
A Myling is known to be quieter when hunting. | Mylings make more frequent paranormal sounds. | EMF 5, Ultraviolet, Ghost Writing |
Using the Parabolic Microphone can help identify a Myling quickly, as it produces more paranormal sounds than other ghosts. The reduced audio range during hunts makes it easier to gauge distance and escape but also requires close attention as Myling’s steps are only faintly audible until it nears.
To ensure that you can guess the Myling correctly during your contracts, here are some pointers to help you navigate the cold temperatures master in Phasmophobia below:
- To identify a Myling in Phasmophobia, listen for frequent paranormal sounds, such as growls and whispers, using a Parabolic Microphone. Though helpful, these sounds aren’t a reliable indicator on their own due to the randomness of ghost sounds.
- For a more reliable identification during a hunt, drop an electronic item (like a Flashlight) in a hiding spot where you can monitor it. If footsteps and vocalizations are only audible when the electronics begin flickering—typically when the ghost is within 12 meters—the ghost is likely a Myling. Be cautious of bugs that may delay electronic flickering when the ghost changes floors. High-quality audio setups and volume adjustments can enhance the accuracy of this test by allowing you to detect sounds just before flickering.
Onryo | The Ghost Who Hates Candles
To better understand Onryo’s identity, we have curated a description of this ghost, taken from the in-game 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.
Below is a table that showcases Onryo’s strengths, weaknesses, and evidence types that you need to gather:
Onryo | ||
---|---|---|
Strength | Weakness | Evidence |
Extinguishing a flame can cause an Onryo to attack. | When threatened, this ghost will be less likely to hunt. | Spirit Box, Ghost Orb, Freezing Temperatures |
The Onryo’s interactions around flames create unique strategies for managing its presence. For example, if the Onryo is near both a flame and a Crucifix, the flame will block the hunt attempt first, deactivating but allowing the Crucifix to remain unused.
To ensure that you can guess the Onryo correctly during your contracts, here are some pointers to help you navigate the cold temperatures master in Phasmophobia below:
-
The Onryo’s aversion to fire in Phasmophobia can be used to prevent hunts but comes with risks. Keeping several flames (candles, igniters) near the ghost can indefinitely prevent hunts if relit diligently. However, only having one flame within range heightens the risk of triggering a hunt if it goes out, especially with dead players, as the Onryo blows out flames more frequently. Players need to weigh the benefits of using flames for hunt prevention versus relying on navigating the Onryo’s heightened 60% hunt threshold.
- To identify an Onryo, players can use flame and Crucifix placements or the three-flame rule. Placing a Crucifix with multiple flames nearby allows observation—if the Crucifix activates without flames going out first, it’s likely not an Onryo. Tracking every third flame extinguishing can also confirm if a hunt is triggered. In Sunny Meadows’ Chapel, an early hunt following multiple candle blowouts may indicate an Onryo.
The Twins | Double Terror
To better understand The Twins’ identity, we have curated a description of this ghost, taken from the in-game description:
These ghosts have been reported to mimic each other’s actions. They alternate their attacks to confuse their prey.
Below is a table that showcases The Twins’ strengths, weaknesses, and evidence types that you need to gather:
The Twins | ||
---|---|---|
Strength | Weakness | Evidence |
The Twins can be angered and attack their prey. | The Twins will often interact with the environment at the same time. | EMF 5, Spirit Box, Freezing Temperatures |
When using their ability, The Twins will trigger two interactions simultaneously: one within a standard 3-meter radius and another within a broader 16-meter radius. Each interaction has a 25% chance to register as EMF 5, adding an extra layer of complexity when locating the ghost.
To ensure that you can guess The Twins correctly during your contracts, here are some pointers to help you navigate the cold temperatures master in Phasmophobia below:
-
The Twins in Phasmophobia excel at misleading players by causing interactions away from their favorite room, making ghost-hunting efforts on larger maps like Sunny Meadows, particularly tricky. Since these distant interactions can’t generate additional evidence beyond EMF Level 5, you can turn this quirk to your advantage: if you notice ghost activity but can’t find Freezing Temperatures or get Spirit Box responses nearby, it’s a good sign The Twins are at play. Using a Thermometer to rule out colder rooms can help confirm this, as The Twins will only drop the temperature in their true location.
- A shift in The Twins’ base speed from one hunt to another can also be a telling sign, though it’s important to consider other variables like line-of-sight acceleration and Custom difficulty speed. While regular ghosts have a base speed of 1.7 m/s, The Twins either have a lower speed (the slower Twin has a base speed of approximately 1.45 m/s) or a faster speed than usual (the faster Twin has a base speed of approximately 1.87 m/s).
Raiju | Electrical Nightmare
To better understand Raiju’s identity, we have curated a description of this ghost, taken from the in-game description:
A Raiju is a demon that thrives on electrical current. While generally calm, they can become agitated when overwhelmed with power.
Below is a table that showcases Raiju’s strengths, weaknesses, and evidence types that you need to gather:
Raiju | ||
---|---|---|
Strength | Weakness | Evidence |
A Raiju can siphon power from nearby electrical devices, making it move faster. | Raiju is constantly disrupting electronic equipment when attacking, making it easier to track. | EMF 5, Spirit Box, Freezing Temperatures |
During hunts, the Raiju moves at a fixed speed of 2.5 m/s when close to active equipment, with specific distances depending on the map size. It retains standard ghost speeds otherwise but can accelerate if it maintains line-of-sight with a player near electronics.
To ensure that you can guess Raiju correctly during your contracts, here are some pointers to help you navigate the cold temperatures master in Phasmophobia below:
-
To reduce the risk of an early hunt, players should turn off or remove unnecessary electronic devices from the ghost room. This prevents the Raiju from using these items to enhance its abilities. Simply discarding equipment can make a Raiju even more dangerous. Players often instinctively drop electronic items during a hunt to avoid detection, but this tactic can backfire. Instead, they should switch to non-electronic items or use devices that can be turned off.
- Identifying a Raiju is possible by observing its speed during hunts, especially on smaller maps with active electronics nearby. If the ghost moves quickly while roaming in the vicinity of electrical devices (Flashlights, Spirit Box, D.O.T.S Projector, etc.) and isn’t specifically targeting players, it is likely a Raiju. Conversely, if you don’t notice a sudden speed increase from the ghost, even when it is near electronics, then you can rule out a Raiju.
Obake | The Shapeshifter
To better understand Obake’s identity, we have curated a description of this ghost, taken from the in-game description:
Obake are terrifying shape-shifters, capable of taking on many forms. They have been seen taking on humanoid shapes to attract their prey.
Below is a table that showcases Obake’s strengths, weaknesses, and evidence types that you need to gather:
Obake | ||
---|---|---|
Strength | Weakness | Evidence |
When interacting with the environment, an Obake will rarely leave a trace. | Sometimes an Obake will shapeshift, leaving behind unique evidence. | EMF 5, Ultraviolet, Ghost Orb |
To ensure that you can guess Obake correctly during your contracts, here are some pointers to help you navigate the cold temperatures master in Phasmophobia below:
- To determine whether a ghost might be an Obake, look for inconsistent fingerprint patterns. If the ghost initially doesn’t leave fingerprints on a surface but later does, or vice versa, it could indicate an Obake. To confirm, check each surface with a UV Light whenever the ghost interacts with it, maximizing your chances of detecting those special fingerprints and noting how quickly they vanish.
- During hunts, the Obake can shapeshift into different ghost models of the same gender at specific intervals. This transformation occurs on designated flickers throughout the hunt. Players cannot see this change if they are dead. The first shapeshift happens approximately 6 to 7 seconds after the grace period ends. Understanding these behaviors can help players identify the Obake more effectively and strategize their approach during their investigations.
- On a zero-evidence run, identifying an Obake becomes challenging since it won’t produce fingerprints or footprints. In this case, focus on catching its shapeshifting ability during a hunt. Developing strong looping skills helps keep track of the ghost over extended periods to spot changes between models during flickering phases. Using Incense or tier III Salt can significantly aid in maintaining visibility when looping the ghost.
The Mimic | Master of Subterfuge
To better understand The Mimic’s identity, we have curated a description of this ghost, taken from the in-game description:
The Mimic is an elusive, mysterious, copycat ghost that mirrors traits and behaviours from others, including other ghost types.
Below is a table that showcases The Mimic’s strengths, weaknesses, and evidence types that you need to gather:
The Mimic | ||
---|---|---|
Strength | Weakness | Evidence |
We’re unsure what this ghost is capable of. Be careful. | Several reports have noted ghost orb sightings near Mimics. | Spirit Box, Ultraviolet, Freezing Temperatures |
This ghost changes its mimicked ghost type every 30 seconds to 2 minutes, though it is unable to use this ability during hunts. Initially, The Mimic begins in a “blank” state, behaving like a default ghost until it picks a type to imitate. A key feature for identifying The Mimic is the appearance of Ghost Orbs, which persist in all difficulties, even in zero-evidence settings. These orbs always remain in the ghost’s room and serve as a reliable tell, making it easier to differentiate The Mimic from the ghost it’s imitating.
To ensure that you can guess The Mimic correctly during your contracts, here are some pointers to help you navigate the cold temperatures master in Phasmophobia below:
- The Mimic’s ability to imitate almost any ghost type in Phasmophobia makes it one of the most unpredictable and potentially dangerous to confront. Given its ever-shifting nature, the safest strategy is to assume it could adopt traits of aggressive ghosts. For instance, treat it as though it might hunt early like a Demon, react to voices like a Yokai, or even move fast like a Raiju. Strategies include minimizing speaking near the ghost, turning off unneeded electronics, and maintaining flames in the ghost room in case it adopts Onryo traits. Having Incense nearby is also wise; if The Mimic imitates fast or challenging ghosts like a Revenant, Thaye, or Deogen, players may need to change tactics from hiding to evading quickly.
- Identifying The Mimic relies heavily on watching for Ghost Orbs in conjunction with its main evidence types, but beware of overlap. For example, finding Ultraviolet, Ghost Orbs, and Freezing Temperatures could suggest a Hantu, but if Spirit Box evidence appears, it confirms The Mimic. Likewise, Spirit Box, Ghost Orbs, and Freezing Temperatures without UV evidence could initially point to an Onryo. However, since The Mimic consistently produces Ghost Orbs, even on higher difficulties such as Nightmare, Insanity, or Custom difficulty, once you find additional ‘evidence’ in the form of Ghost Orb, it is a surefire sign that you’re dealing with The Mimic.
Moroi | The Cursing Ghost
To better understand Moroi’s identity, we have curated a description of this ghost, taken from the in-game description:
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.
Below is a table that showcases Moroi’s strengths, weaknesses, and evidence types that you need to gather:
Moroi | ||
---|---|---|
Strength | Weakness | Evidence |
The weaker their victims, the stronger the Moroi become. | Moroi suffers from hyperosmia, which is weakening them for longer periods. | Spirit Box, Ghost Writing, Freezing Temperatures |
During hunts, the Moroi’s speed escalates as average sanity decreases, with a base speed that increases by 0.083 m/s for every 5% average sanity drop below 50%. The ghost’s speed rises rapidly, reaching a maximum speed of 3.71 m/s below 5% sanity, making it even faster than the Revenant.
To ensure that you can guess Moroi correctly during your contracts, here are some pointers to help you navigate the cold temperatures master in Phasmophobia below:
- In higher difficulty settings (Nightmare, Insanity, and Custom), the Moroi will always have a Spirit Box as one of its evidence.
- Identifying a Moroi can often be done by noting its unique speed behavior. As sanity drops, the Moroi’s speed increases noticeably over multiple hunts. Listen for speed changes; if it accelerates while wandering without players in its line of sight, the ghost may be a Moroi. In contrast, the Hantu speeds up when the fuse box is off due to colder temperatures but lacks line-of-sight acceleration. Another identification method is to use Sanity Pills mid-hunt; if the Moroi is noticeably slow as sanity increases, this confirms it. For additional evidence, use Incense—the Moroi will be blinded for 7.5 seconds instead of the usual 5 seconds. Lastly, if your sanity drains unusually fast after Spirit Box responses or parabolic whispers, it may signal a Moroi, particularly if you’ve remained in lit areas with Firelight.
Deogen | The All-Seeing Ghost
To better understand Deogen’s identity, we have curated a description of this ghost, taken from the in-game description:
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.
Below is a table that showcases Deogen’s strengths, weaknesses, and evidence types that you need to gather:
Deogen | ||
---|---|---|
Strength | Weakness | Evidence |
Deogens constantly sense the living. You can run but you can’t hide. | Deogens require a lot of energy to form and will move very slowly when approaching their victim. | Spirit Box, Ghost Writing, D.O.T.S Projector |
During hunts, the Deogen’s flickering pattern is unique, as it stays visible for longer intervals and goes invisible for shorter periods compared to other ghosts.
To ensure that you can guess Deogen correctly during your contracts, here are some pointers to help you navigate the cold temperatures master in Phasmophobia below:
- One of the telltale signs of a Deogen is its distinctive response through the Spirit Box. If a player asks questions within 1 meter, there’s a 33% chance the Deogen will emit a heavy, bull-like breathing sound, unmistakably different from regular responses. This ability, combined with a slightly lower-than-average hunt threshold of 40% sanity, makes identifying the Deogen a mix of cautious proximity and listening carefully.
- To handle a Deogen, pick a looping spot with an easy escape and have an Incense ready. The Deogen slows significantly when it’s close, making it the slowest ghost at short range. This lets players safely loop it around furniture or an island (like the kitchen in Tanglewood Drive) as long as they keep moving. Keep an eye on server lag, as misjudging its position can be dangerous. Also, the Deogen periodically switches targets instead of doing so in real-time, so avoid stacking players behind each other—if it rushes toward a target, it may harm non-targets, unlike other ghosts like the Banshee.
- For a safer approach, try to prompt its unique heavy breathing response through the Spirit Box. Setting a Tier III Motion Sensor near the Spirit Box can help, as the sensor’s radius often aligns with the distance needed to trigger this response. This method is effective for confirming the Deogen without triggering a hunt and can save players from risky encounters.
Thaye | The Aging Ghost
To better understand Thaye’s identity, we have curated a description of this ghost, taken from the in-game description:
Thaye have been known to rapidly age over time, even in the afterlife. From what we’ve learned, they seem to deteriorate faster while within the presence of the living.
During hunts, Thaye’s behavior is distinct in that it doesn’t speed up upon seeing players, unlike other ghosts. Additionally, its “human age,” which can be determined via the Ouija Board, increases in tandem with its internal age but has no set limit, unlike its capped activity reduction after age 10.
Below is a table that showcases Thaye’s strengths, weaknesses, and evidence types that you need to gather:
Thaye | ||
---|---|---|
Strength | Weakness | Evidence |
Upon entering the location, Thaye will become active, defensive, and agile. | Thaye will weaken over time, making them weaker, slower, and less aggressive. | Ghost Orb, Ghost Writing, D.O.T.S Projector |
The Thaye’s changing behavior can make it difficult to identify, as it can start off highly active like an Oni, but later become reserved like a Shade if players stay in its vicinity long enough.
To ensure that you can guess Thaye correctly during your contracts, here are some pointers to help you navigate the cold temperatures master in Phasmophobia below:
- To handle a Thaye effectively, players should note that it starts out highly active and aggressive, making it easier to locate early on through frequent interactions and ghost events. However, if players take too long to find the ghost, particularly on larger maps, the Thaye can become a serious threat due to its initial high hunt threshold (75%) and fast speed. Securing hiding spots immediately is wise, as its early hunts can be as dangerous as those of a Demon. Once the ghost is found, setting up Ghost Writing Books and D.O.T.S. Projectors is essential to gather evidence quickly, especially in Nightmare mode, where identifying both Ghost Writing and D.O.T.S. Projector evidence guarantees the Thaye, as it uniquely shares these with the Deogen.
- Identifying a Thaye is often confirmed through observing its behavior: if it’s notably fast at first but gradually slows down over multiple hunts and doesn’t speed up upon seeing players, it’s likely a Thaye. Additionally, it may start out with high activity, but as it ages and players linger nearby, it becomes less interactive, making objectives and photo opportunities harder to achieve later on. To get the most out of the early activity, players should focus on taking photos and completing objectives while the ghost is still highly responsive. However, be mindful of spending too much time around it, as rapid aging can cause the Thaye to become more passive, reducing its interactions and making objectives difficult to complete.
And that’s the comprehensive guide on all Phasmophobia ghosts, which should help your in-game investigations slightly easier and safer. Happy hunting.