Ghost Identification & Communication Guide – Phasmophobia

Ghost Identification & Communication Guide – Phasmophobia 1 - steamclue.com
Ghost Identification & Communication Guide – Phasmophobia 1 - steamclue.com

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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