Phasmophobia – Advanced Information and Strategies

Phasmophobia – Advanced Information and Strategies 1 -
Phasmophobia – Advanced Information and Strategies 1 -

This is a guide for you newer players that have difficulty starting out in Phasmophobia. This will clear up misconceptions that cause failures in your investigations. Note that all information is not perfect and may contain constantly changing information as the game is updated.

Phasmophobia Guide

Here is a guide to Phasmophobia containing general information with some advanced tips. Feel free to follow along in training mode or in a real investigation. Not all information will be stated in here as the game is constantly changing and information in here can become obsolete. Feel free to let me know of any information that should be added into the guide that should be public knowledge that does not contain spoilers or what is false information I have written here. Anything I consider to be spoilers will be contained in spoiler text and can be clicked or hovered over with the mouse to be revealed. This guide is not meant to be perfect. It is meant to be a good guide for the average player to understand for better awareness. I will not note bugs as they are the most constantly changing thing in Phamophobia.


    A hiding spot is identified in several ways. The easiest and most identifiable are the lockers and closets. Be aware during hunts inside of these spots as the ghost will open them checking for a hiding investigator. You have a small window to close it again.


    The slightly more difficult spots include a line-of-sight break for most of the room where a ghost will not walk into your line of sight spotting you when it checks a room during a hunt. If you can see the door, see the center of the room, or see over the object then it does not constitute a hiding spot. There are exceptions to this as I will note a couple as examples but do not trust like spots if you are not “testing” the hiding spot. On maple lodge campsite behind the rocking chair upstairs hugging the back of the chair (the only hiding spot in the lodge that is guaranteed making it not a kill house), hugging the back of the dining table in Bleasdale, and hugging the back of the rocking chair on the second floor of Bleasdale. These spots are exceptions as you can plainly see the ghost, but it cannot see you.


    The riskiest hiding spots are large objects that the ghost *usually* does not check behind that is large enough for you to switch spots as it gets close or escape into a better hiding spot. These are the most dangerous spots and recommend having a smudge stick in hand. If it spots you entering the hiding spot, it is compromised for the rest of the investigation. An example of this behind the car in Tanglewood. The ghost will check both sides of the car and may even check the back. Switch sides depending on what side you hear it checking staying close enough to the back of the car as it may not loop behind there.


    Spots that do not work anymore are doors. The ghost will check behind them now instantly killing any investigator behind them when they are close.


    Electronics and your microphone will give away your location to the ghost during a hunt. It will always check the last known location it heard you or detected what electronic was on in your hands. Only electronic items in your hands will give your location. Items on the floor will not alert the ghost. Before entering any hiding spot, do not make any sound and turn off equipment. Some equipment cannot be turned off such as the photo camera, video camera, and even the push to talk global radio. Switch to another item, drop these entirely, or do not use them at all during a hunt.


    You can tell it is safe to leave your location when the ghost is not audible anymore with its voice or whenever you cannot hear it, you can flip light switches if it has stopped. Be careful about listening only to footsteps as ghosts now have player sound alike footsteps.


    If hiding spots are not readily available or you are checking for a visual confirmation of a ghost, loop. Loop locations are any area or object you can run around that is large enough for you to run around without the ghost killing you. Always have a smudge stick ready unless it is a Deogen when attempting to loop. If you like, you can repeatedly loop and smudge the ghost until it is over or run into a hiding spot after smudging from the loop.


    Chases are dangerous the longer they are allowed to happen. Ghosts will increase in speed the longer a chase happens but only if it keeps line of sight. Its speed decreases to its default speed overtime when line of sight is broken. Note that this happens with most ghosts.


Sanity Drain

Passive Sanity Drain Formula

0.12 small map / 0.08 medium map / 0.06 large map multiplied by the difficulty 1 amatuer / 1.5 intermediate / 2 professtional and multiply by 2 again for phantom.
An example would be Bleasdale on intermediate. 0.12 x 1.5 = 0.18. This formula calculated the sanity drain per second on an intermediate Bleasdale.
Ghost Hunting Range Formula:
100 – S + H = V
S is the average sanity between all players, H is the hunting modifier, and V is the value that the formula calculates for the ghost to hunt.
All normal ghosts hunt at V<50

Ghost Hunting Equipment (Part 1)

EMF Reader

The EMF reader detects electromagnetic fields and in Phasmophobia’s case, only the supernatural. Detects ghost activity from a range of the lowest of 2 to a high of 5. This tool measures object throwing, light switches, door opening, window knocking, and ghost events. This tool is especially useful at the start of an investigation to detect ghost activity.

    The following is used to detect EMF levels from the truck off the activity board and any activity cannot equal 0:

  • EMF 1 NA
  • EMF 2 1 bump +/-1 1-2 bump Interaction
  • EMF 3 2 bump +/-1 1-3 bump Thrown object
  • EMF 4 3 bump +/-1 2-4 bump Ghost event
  • EMF 5 4 bump +/-1 3-5 bump EMF 5 ghost

Almost always grab at the beginning of the investigation and leave it on inside of the ghost room near ghost interactable objects. Early EMF 5 detections are key when it can be dangerous to get later in the investigation. Can also be used to signal a ghost hunt and determine its location if investigators do not have a flashlight, light switches on, or decide to not check the radio for interference.


The thermometer detects temperature directly in front of the temperature gun. The temperature is delayed up to 5 seconds. This tool has become obsolete in the beginning of professional and nightmare difficulty investigations where the game begins with the power off and where a freezing temp ghost is haunting the map.
Especially useful tool on lower difficulties where the investigation begins with the power off. Avoid using the temp gun on professional or nightmare until after the building has warmed up enough with the power on if the ghost is difficult to locate or pin down the exact room. <37 degrees Fahrenheit or <3 degrees Celsius means the thermometer is currently measuring the ghost room. Use this tool mid investigation to determine where the ghost is moving.

Spirit Box

A fun little ghost hunting tool that can be manipulated for comedic effect. The spirit box is most effective with only 1 person in the ghost room or by the ghost. If there are multiple people hugging in the ghost room, then the spirit box is likely not to work so remove them from the room. More people can be added once spirit box is confirmed as evidence to detect if the ghost is an everyone ghost or not.
Normally a minimum of 3 questions alone is sufficient to rule in or out spirit box as evidence when you are confidently within range of the ghost. The same applies with 2 or more people after testing it alone and the evidence is confirmed. If there is someone that does not want to leave the ghost room, ask the spirit box questions outside of the room while the spirit box is inside the ghost room. Be careful asking questions if a Moroi is suspected as you may get cursed. Can detect Deogen.

Ghost Writing Book

This ghost hunting tool is the slowest evidence tool in Phasmophobia. Generally, a ghost-writing book needs to be brought to the ghost room as soon as possible because it can take time for the ghost to write. Can be placed sideways so that cameras can view them and be safely observed from the van.
Place beside of other interactable objects. Place sideways if danger is present and place a video camera viewing it. If the ghost throws the book, rule out ghost writing as ghost writing ghosts always write before tossing the book.


The candle is the best light source in Phasmophobia due to its properties. First, the candle prevents passive sanity drain. Second, the candle can be blown out detecting the ghost’s location. Third, one candle can protect all investigators sanity if they remain by it whilst lit. The only downside is that lighters must remain close by since ghosts blow them out often. Be careful in multiplayer because the model is extended and can light other candles and smudge sticks further ahead of the perceived view.
Useful in investigations where sanity needs to be kept in check. Great ghost detection tool since the ghost will blow out the candle signaling it is haunting nearby. A good strategy is to leave candles in the ghost room so that investigators sanity does not drain while gathering evidence or clearing objectives. Be careful using candles when an onryo is present as it will hunt when it blows it out.

Strong Flashlight

The most popular light source in the game. The strong flashlight is an upgraded version of the regular flashlight with a larger cone of vision and clearer view. The flashlight does not provide sanity protection like the candle. The strong flashlights greatest usage comes from navigation and spotting a manifested ghost for an easier ghost photo and for observing the ghost in a hunt.
It is common knowledge that the flashlight can be used in tandem of other ghost hunting equipment. Flashlights can be left on the ground and can be watched for a ghost hunt with its flickering light. The ghost cannot see flashlight beams ONLY IF it is out of your inventory so they can be left on during a hunt. (Same as the regular flashlight)


The lesser flashlight is incredibly cheap that novice or inexperienced ghost hunters use until they build up cash for strong flashlights. The regular flashlight can boost immersion because of its small cone of light and yellowish tint making it more difficult for exploring.
It is common knowledge that the flashlight can be used in tandem of other ghost hunting equipment. Flashlights can be left on the ground and can be watched for a ghost hunt with its flickering light. The ghost cannot see flashlight beams so they can be left on during a hunt. (Same as the strong flashlight)

UV Flashlight

A weak light source and tool for detecting fingerprints and footprints. As with the other light sources, the UV flashlight does not provide sanity protection. Fingerprints can be found on windows, doors, lockers, cell doors, light switches, keyboards, tents, coolers, benches, and many more to be discovered. Footprints do NOT count as fingerprint evidence. Footsteps must be detected through the ghost walking through salt. The UV flashlight cannot be used in tandem of other ghost hunting equipment.
Scan anything that has been interacted with by the ghost. If there is definitive evidence that the ghost touched for example a specific light switch and there are no fingerprints, then the ghost is not a fingerprint ghost. Leave the UV light shining at salt piles or toss the UV flashlight looking straight up at doors, light switches, or windows for hands off viewing.


Another weak light source that can detect fingerprints and footprints. This tool is less effective than the UV flashlight. This is a fun tool for a challenge since the light radius is small, does not provide sanity protection, and the light coloration makes it more difficult to see.
Walk up to windows, doors, cell doors, light switches, and keyboards to check for fingerprint evidence. For the most effectiveness, use in tandem with salt piles for footsteps.

Ghost Hunting Equipment (Part 2)


Salt has some uses in certain circumstances. Salt is difficult to use by itself without either a glowstick or UV flashlight. Footprints caused by salt is NOT fingerprint evidence. This tool can be used in ghost detection as a hit or miss since there are a maximum of 9 charges. The salt piles help farm footstep photos for cash if the ghost likes to walk around a lot.
With normal runs, locate the ghost room and sprinkle these in a line for a UV flashlight or haphazardly with glowsticks. In challenge runs, find the ghosts general location and place 1 salt pile per room. If there is walking with footsteps in the salt without green footsteps, the ghost is a Wraith. Salt also angers Wraiths after they step in the piles.

Infrared Motion Sensor

A somewhat useful and expensive tool in Phasmophobia. Its intended use is to detect movement and emit a light and sound inside the truck when movement is detected. This tool does not detect ghost orbs which is a long past misconception. The infrared light sensor can make more interesting investigations with proficient use.
The motion sensor is a decent tool for ghost detection if other options are limited or turn out to be poor. This item can be made effective when placed by light switches so that investigators can easily navigate their cursor to the light switch when necessary. Place these in doorways or tight places. These can be placed inside door frames but can still be picked up. For ghost room detection, place in doorways with a couple in the believed ghost room for confirmation.

Sound Sensor

One of the safest ghost detection tools in the game through knowledge of placement and deduction. This tool sees most use in solo play on medium to large maps. Detects sound inside the circle on the map in the truck. The sound sensor will detect any sound from only inside the circle so be cautious.
Place in areas that cover the most ground that can be easily read. Do not overlap sound sensors if possible unless it helps deducing a location. Rotate sound sensors after some time has passed with no sounds detected.

Parabolic Microphone

This item is extraordinarily strong in a good investigator’s hands. Detects sounds in a line in front of the parabolic microphone. This item is effective on medium to large maps because it can narrow down locations quickly after detecting sound. Because of these factors, the parabolic is generally not used especially on small maps or the lack of experience of the investigator with the tool.
Face perpendicular to rooms to detect sound in a straight line. The higher the number, the louder the sound was. Use this item to detect Banshees with the more difficult to confirm Spirit and Myling. Can cause curses by if there is a Moroi whispering.

Video Camera/Tripod

One of the two ghost hunting tools to detect ghost orbs. Ghost orbs are small balls of light the float around a room. This tool can view live footage in your hands to detect ghost orbs and for exploring the map without a light source. Video cameras can be placed on tripods if there are no sufficient angles for regular video camera placement.
Place in the corner of rooms on an elevated surface for the most coverage. With good use, the video camera can be angled for more coverage without a tripod however, other investigators may see a different angle than intended.

DOTS Projector

This evidence collection tool is the newest addition to Phasmophobia being fun evidence to witness. Ghosts will travel through the laser beam light reflecting the DOTS as it passes through it. Can be annoying evidence to collect as you need to stare for a period of time as to not miss DOTS or rule it out.
Place in view of video cameras or in view of a safe position in the house where it covers the most area the ghost may wander to. Light sources make it more difficult to see DOTS so it is recommended to view from night vision on the video cameras. Note that Goryos do not appear in DOTS when viewing them in person near its location but viewable from the truck.


A great and effective tool for detecting ghost orbs in multiplayer. Entirely useless in solo play. The headcam views slightly to the left so be sure to angle correctly for other investigators.
Always grab a headcam in multiplayer. Communicate with other investigators to look through your headcam when the ghost room has been found and remember to keep still for a better confirmation for your viewer.


This tool is almost useless by itself and is the worst light source as it is only slightly better than no light source at all. This tool is important for candle and smudge usage. Can be used to light candles found on the map including the summoning circle. The lighter can also light candles and smudges further than the perceived point of view.
Always keep this item on hand, inside the ghost room, or your hiding spots. Always relay the location of this item since it is the smallest ghost hunting tool in the game and easily lost.

Smudge Stick

You will live with this and die with this. The best defensive item in the game. The smudge stick prevents a ghost from hunting for 120 seconds and 180 seconds for spirits. When a smudge stick is lit close to the ghost during a hunt, it forces it to roam away from the smudge. Please note this is not always the case! The smudge also increases ghost activity in the ghost room.
Light these at the 50% average sanity threshold to get the most amount of investigating time since they are more active the lower your sanity is but is not recommended for experienced investigators. When a hunt is active, have a backup plan routed that can be reached within about 3 seconds after lighting a smudge near a ghost. The smudge objective can be completed in hiding if the ghost roams close by.


The other defensive item in the game that helps investigation proceed with aggressive ghosts. Each crucifix has 2 charges and each part of the T break per use. The crucifix has a 3-meter radius for regular ghosts and 5-meter radius for Demons. Crucifixes work while an investigator is holding them as well with the same range.
The crucifix generally best placed in the center of small rooms closer to the entrance to prevent hunt difficult hunt spawns. For larger rooms, keep one crucifix near the entrance or planned escape route and another where the ghost is believed to hunt the most from. One crucifix is recommended to be kept near a hiding place as to prevent being cut off from using it when dealing with a ghost that roams or can teleport to its target. Keep crucifixes in visible places where they can be easily monitored. This item can help determine an Onryo hunt when placed on a candle if you are viewing it.

Sanity Pills

A sort of health item in the game. 1 sanity pill raises an investigators sanity by 50% on amateur, 40% on intermediate, 30% on professional, and 20% on nightmare (needs confirmation). This item is most useful in solo play and decreases usefulness as more investigators are present but is still an essential item. This cures the Moroi curse.
Once average sanity drops to 50% and more investigation is necessary for the ghost, generally the lowest sanity investigator takes a pill or the person with the fastest access to them with low enough sanity to raise the average sanity enough to prevent hunts.

Ghost Hunting Equipment (Part 3)

Photo Camera

This is your money generator as you can take photos of the paranormal. It makes the least money taking photos of dirty water so all other interactions, items, or the ghost itself is preferable. You cannot take duplicate cursed possession photos or duplicate ghost photos.
Take photos of the paranormal as quick as you can before the average sanity drops too low that it is dangerous. This item broadcasts your location during a hunt if you are holding it in your hands. Note that you can only take 10 photos per investigation. Can be used to detect a Phantom. Recommended to take ghost photos during ghost events and not during hunts as they blink causing you to miss.
Phasmophobia - Advanced Information and Strategies - Ghost Hunting Equipment (Part 3) - C896256

Cursed Possessions

Very quickly, cursed possessions will cause a cursed hunt. These hunts are different from your average hunt as there is no grace period allowing the ghost to instantly kill you if you are on top of it. It is advised to find the ghost’s location before using any cursed possession and having located hiding spots where you are comfortable. Remember, these items always have a cost.

Ouija Board

The Ouija board allows you to ask questions that can progress your investigation much quicker. Ask the board questions and you may get answers. You can ask where the ghost’s location is, where the bone is, and how your sanity is. There are more fun questions you can ask related to finding out how the ghost died, its age, and how it feels. You can even play hide and seek forcing a hunt breaking the board. There are lots to find out from the Ouija board but be cautious as certain questions drain sanity more than others. Do not leave the Ouija board for any reason as it will force a hunt breaking the board when the investigator who activated it leaves. The investigator that uses it must say “goodbye” to properly deactivate the board. Known to summon the Phantom.
In multiplayer, avoid being around someone that has activated the board if they have little experience. Always note who activated the board so they can say goodbye. Make it obvious who activated the board so other investigators can have a chance to survive. Only ask questions when you do not have clues as to where the ghost is.

Voodoo Doll

The Voodoo Doll is a fun item to use as you pull pins from the doll forcing the ghost to do your bidding at random albeit. Pulling any pin will drain sanity but pulling the heart pin will force a hunt. One of the only 2 cursed possessions that will not break after forcing a hunt.
There is no specific strategy for this item as it is about the same dangerousness as listed above for the warning for using cursed possessions. It drains 5% sanity per pin so make note of that and the heart pin has a chance to be pulled.

Tarot Cards

The riskiest cursed possession to use in Phasmophobia. There are a total of 10 cards that can be pulled. The cards include the Wheel of Fortune, The Sun, The Moon, The Hermit, The Tower, The Devil, Death, The High Priestess, The Hanged Man, and the Fool.
These cards can raise sanity: The Wheel of Fortune and the Sun.
These cards can drain sanity: The Wheel of Fortune and The Moon.
The Hermit forces the ghost into its room.
The Tower forces the ghost to interact with the environment.
The Devil forces a ghost event.
Death forces the ghost to hunt.
The High priestess will revive an investigator or the next death if no one has died.
The Hanged Man instantly kills you but has the smallest chance of being pulled out of any card.
The Fool nullifies any card that you just pulled if it turns into The Fool.

Avoid pulling tarot cards right away if you value your items having too much at stake. If you would still like to use these regardless, wait until hiding spots are located for quick retreat.

The Cursed Mirror

This is an oval mirror that can be picked up and peered into to view the ghost room. Activating the mirror drains sanity where it allows you to view the ghosts current room. Peering into it for too long or using all its time will break the mirror forcing the ghost to hunt.
Peer into the mirror for only a couple seconds at a time taking note of what it is viewing. Look for objects, the color of the wall, the floor, and the location if you are familiar enough. Make note of these to locate the room without needing to peer into it longer than necessary.

The Music Box

This item will force the ghost to sing in its ghost room and can be used in 2 different ways. It can force a hunt by either activating the box tossing it onto the floor or taking the music box with you into the ghost room. It will make a breaking sound if the music box forces a hunt itself. If the Music Box is placed onto the floor without throwing it, then the ghost will only sing along and be invisible. The Music Box will produce a ghost event in the ghost room and drain sanity after use that can cause a hunt anyways even if you place it.
Find the ghosts general location to prevent an instant hunt that can kill you before using it. If you only need to locate the ghost, then place the music box gently on the floor. Break the Music Box if you need it to hunt.

Summoning Circle

A drawn pentagram on the floor with 5 candles that need to be lit activating it. Once its activated, it traps the ghost inside of it so you can get a ghost event to take a photo and force a hunt. It will hunt from the summoning circle after a few seconds when it is activated. If it is used during a hunt, you will instantly die.
Use this when you either have a objective for a ghost event/ghost photo or you suspect a phantom as they disappear when you take a photo of them.

Ghost Types (Part 1)


What is determined in the book as the most common ghost but has just as much chance to spawn as any other ghost. The Spirit does not have any special powers or weaknesses listed in the journal. It does however have hidden abilities that makes it stand out from the rest. The Spirit does have a hidden weakness that can cause its ghost type to be discovered in challenge runs or with limited evidence. It is more effected by the smudge. The Spirit will not hunt for 3 minutes after its ghost room has been smudged. Normal ghosts hunt after 2 minutes has passed after smudging. It will produce more frequent footsteps than any other ghost which can be heard primarily through the parabolic microphone.
When the group knows it is dealing with a spirit, smudge the room near the 50% sanity threshold for extra investigation time. Use a timer to detect if it s a Spirit or not.


The Poltergeist is generally the most active and easy to find ghost especially on medium to large maps. The Poltergeist has a special ability to throw multiple objects at once and can drain sanity with object throwing. The sanity drain can be countered by using candles.
In empty rooms, toss objects into the ghost room to provoke activity. Focus the items in a small location where you are comfortable remembering their orientation for easy detection. It is best to keep a watchful eye on these objects around or holding a candle or by standing in the light. A Poltergeist will create differing sanities with investigators that are inside and outside the ghost room revealing itself to aware investigators listening to item throws while watching the board.


A dangerous ghost type that has advantage over investigators when starting a hunt. The Wraith is known to spawn on investigators outside of the ghost room. The weakness of the Wraith is that it can be detected with salt piles in two ways. The Wraith will not leave green footsteps and will be angered after stepping in salt increasing its activity.
The Wraith can teleport to an investigator so stand in a location comfortable for escape in case it hunts directly after teleporting. The teleport itself leaves behind an EMF 2 so keep one close by away from objects the ghost can interact with for easy detection.


The Oni becomes more active the more investigators that are present and is its biggest weakness. In challenge runs, the Oni can be one of the most difficult ghosts to determine with a lack of distinguishing features. The Oni can throw objects at high speeds and can be seen by experienced ghost hunters.
The Oni will generally giveaway its location. Travel with others to provoke activity. In challenge runs, eliminate the possibility of other ghost types before the Oni because of the difficulty in spotting object distance throws. Ghosts have a normal throw of 1-2FT and the Oni will throw around 2-3FT. These are approximate. This is difficult to spot without experience watching item throws from normal ghosts and the Oni. The Oni will not produce air ball ghost events so if one happens then it is not an Oni.


The shyest ghost in Phasmophobia around multiple people. The Shade can become highly active when only 1 person is present in its ghost room. The Shade has the strong weakness and greatest power in being shy and it will not hunt or give activity with 2 or more people in its ghost room. This ghost is considered by the community to be the most hated ghost because of its patterns.
To prevent ghost hunts, just keep 1 person in the Shade’s ghost room. This is even better when there are multiple other investigators to cover adjacent ghost rooms to prevent its hunting. This can also be used to detect the ghost type if it is not known. Be extraordinary careful going solo against a Shade as they can get highly active and provide ghost events to quickly drain sanity if it roams although any other ghost will do this. I will not put spoiler text on this ghost as everyone should know what this ghost does as to not waste others time with objectives and finding out the ghost. Skipping this ghost in multiplayer is recommended.


Once was the most dangerous ghost in the game and should not for any reason be underestimated even now. The Revenant sprints when an investigator is in its line of sight but will slow down to a slow walk when it does not see anyone.
There is no running away from this ghost without a smudge. If a Revenant sees you, smudge right away and hide. Do not wait for visual confirmation that the Revenant is close. This ghost will give itself away when you are hiding. Generally, for inexperienced ghost hunters, avoid any hunt objectives with a Revenant.


The Banshee picks a target and hunts them down. It switches targets during a hunt if the current target is outside the ghost room. It will also follow its target outside of hunts. Its hidden strength allows it to hunt at any point for its target which can be rare. It will produce wails through the parabolic mic randomly with its new weakness.
In solo, watch for constant roaming to your location. Be careful as the Banshee can hunt at any point so keep a smudge and hiding place close as it can hunt from its current location. Use the parabolic microphone with a candle at high sanity to significantly lower its chance at hunting. In multiplayer, spread out investigators with smudge sticks and determine who is the target. If it ignores the others once it has arrived at its target, then you have a Banshee.


The most aggressive ghost in Phasmophobia hunting often at the average sanity threshold of 75%. Is also known to hunt over this threshold. The Demon has the strength of being able to hunt more often than other ghosts. Crucifixes now have increased range against the demon with a range of 5m.
Use candles often when this ghost is discovered with plenty of sanity pills left. Find hiding spots early, turn on the breaker, and turn the lights on to prevent the constant sanity drain. If the ghost is in a large room, place a crucifix in the center of the room to completely repel a demon if the room is not larger than a radius of around 5m from the crucifix.


A wandering ghost that can easily confuse the ghost room. This ghost can be difficult to work with at times except for its weakness being that it cannot wander if its ghost room has been smudged. A Yurei can move its freezing temperature to its current room.
Because of its wandering capabilities, it can be easily detectable without gathering all 3 of its evidence through behavior. Missing non Turei evidence should be kept in mind. It has the hidden ability to slam doors in the ghost room dropping investigators sanity by a large chunk. This is the best way to detect a Yurei without gathering all evidence. Since it roams and moves its freezing temperatures often, use a thermometer to quickly identify the evidence.

Ghost Types (Part 2)


The easiest ghost to identify in the game. This ghost has 2 main weaknesses. The Phantom will disappear in photo camera shots and the Phantom’s minimum blink time during a hunt is 1 second with up to 2 seconds. It does however have the strength of draining investigators sanity by double the amount during ghost events.
Investigators should always keep a camera handy in the house if playing on nightmare mode, challenge modes, or general difficulty if the ghost type is possibly a phantom. When a ghost event pops up, preferably standing by a light switch that has not had its bulb blown, turn the light on and snap a photo. If it disappears then you have a Phantom on your hands. If this is difficult, use the formula for sanity drain and check if it dropped more than normal from the board. Ghost events will always drop 10% sanity. During a hunt, it will practically be almost always invisible.


One of the fast ghosts in the game but it requires both the breaker to be on and line of sight. The Jinn will teleport a short distance to investigators within its line of sight making it dangerous. The Jinn’s power can be used with the power on and cannot teleport with it off. This ghost typically likes to play with electronics and can express behavior that will try to keep the power on. A Jinn is weak without the power on.
On discovery of a Jinn, turn the power off for safety. If you need to check for a Jinn, turn the power on and force a hunt. Keep a smudge and hiding place close by and watch for a Jinn teleport during the hunt. A Jinn will not turn off the power.


The Mare is a somewhat dangerous ghost because of its capability of hunting below the 60% average sanity threshold when the lights in its room are off. This ghost has a higher chance of turning off light switches and turning off the power. Its weakness is only being able to hunt at the 40% average sanity threshold when the lights in its room are on.
Turn lights on in a Mare’s general area to decrease its chance to hunt. Turn off lights to increase its chance to hunt above other ghosts to detect the presence of a Mare. A Mare will never turn light switches or the breaker on for easy detection.


An aggressive ghost that gets angry when an investigator speaks. The Yokai can hunt at 65% when spoken to making it an aggressive ghost. This ghost is also one of the weakest ghosts during a hunt because its hearing range is reduced during a hunt.
Speak at the sanity threshold for the Yokai using a candle but keep a smudge close by for escape. During a hunt, speak to the ghost to check its range of hearing but can be difficult without experience knowing the hearing range of ghosts. This is especially difficult on medium or large maps.


The Hantu is a dangerous ghost in cold environments. It is both a fast and slow ghost at the same time. The Hantu gains speed in cold temperature and has reduced speed in warm areas.
The Hantu will not turn the breaker on as it is its weakness. Keep the breaker on to hear its slow speed during a hunt or leave it off to hear its increased speed.


The only ghost that is not allowed to roam from its room unless it switches its room (there are known instances where it does roam but this is currently a bug). Its strength is only showing DOTS on video cameras.
Look for DOTS both in person and on the video camera feed in the truck. If you do not see them in person but they are on video cameras, then you have a Goryo. These guys are typically safer to get to hunt as they only can hunt from their ghost room since they cannot roam.


Mylings love to draw in victims and in Phasmophobia’s case, death. The Myling’s strength is quieter footsteps to help sneak up on its victims. Its weakness is making more frequent vocal sounds than any other ghost on the parabolic microphone.
This ghost has become more difficult to hear with the previous update changing ghost sounds that sounds like investigators. Detecting a Myling during a hunt for its footstep’s sounds can be difficult for newer investigators especially on small maps where the ghosts is always close. The parabolic microphone sounds are also unreliable as the sounds are chance based. This ghost requires frequent hunt testing or parabolic microphone listening to detect through behavior. During hunts, be prepared to hide from the Myling because the footsteps can be quiet so be careful judging its distance. Its ghost breathing or chattering indicating a hunt is the easier way to judge its distance and not its footsteps.


This fire ghost hates fire but its also its strength. The Onryo can hunt when a fire is extinguished by the ghost which is only candles. It is afraid of candles so they will also reduce its chances of hunting when one is nearby it.
Has a higher sanity hunting threshold when a candle is extinguished. Place candles in the ghost room and view them from a safe distance. Place a crucifix as well on the candle for a safer viewing as when an Onryo will hunt directly after blowing out the candle. Also use candles for less frequent hunting to allow for a safer time with low sanity although it sounds counter intuitive (it is).

The Twins

The only ghost that appears to be as two different ghosts but is found to not be completely true. They are both able to initiate a hunt but not at the same time. They hunt as any other ghost by increasing chances for hunting even if they are the twins. Their weakness is interacting with the environment at the same time.
This ghost type can hunt from two different locations where the main ghost can be easily found. The twin, however, can hunt anywhere else around the main ghost that is even further away. The main ghost is slightly slower than normal ghosts and the twin is slightly faster. This makes it dangerous to wait around the ghost’s favorite room where you can be caught off guard. If The Twins is suspected, safely wait further away from the ghost room, and listen for both ghost speed and double interactions.


Electronics is what this ghost is about. Its strength is powerful against investigators since it increases speed around electronics. This ghost is in theory, a bane to newer investigators. Its weakness is that it can disrupt these electronics from further away during a hunt.
If you suspect a Raiju, move all electronics out of the map or into one area where you or anyone else will not be during a ghost hunt. These electronics have a far range for Raiju’s. They are noticeable through audio cues of their increased speed around electronics. Avoid having them in your hands if they cannot be turned off when you are in a hunt.

Ghost Types (Part 3)


The fingerprint ghost and most annoying in the no evidence challenge mode. Its fingerprints disappear faster than other ghosts which is its strength. Its weakness is that sometimes, these fingerprints can have a 6th finger on doors, 5 fingers on keyboards, and 2 fingers on light switches.
If you suspect an Obake and do not have conclusive evidence, then force it to hunt. It will touch the most doors during this period so you can use a UV Light or Glowstick to find the handprint on doors for the 6th finger. This is the most efficient way to find out an Obake. For no evidence runs, this is the worst ghost to get as it has no unique characteristics that are identifiable outside of evidence-based items.

The Mimic

This ghost can be the most dangerous in the game at any point. It has the capability to mimic any ghost in the game. It will change what ghost it is mimicking after every hunt and rumored to extend some of each ghosts abilities. It is easily identified by its ghost orbs that do not count as evidence as it has the same amount as other ghosts but with a +1.
The Mimic can be dangerous so keep smudges close. When acquiring evidence for the Mimic, be mindful of the ghost orbs being false evidence. To identify this ghost through hunts, force multiple hunts and listen for speed changes. Be careful of it by chance mimicking a Deogen.


A dangerous ghost related to the Yokai in power. It will curse an investigators and increase their sanity drain whenever they hear the Moroi’s voice. It has increased speed during hunts regardless of any investigator being cursed. It is blinded for a longer period than other ghosts when it is smudged during a hunt.
Only have 1 person use the spirit box and everyone else should be out of the room away from them. This is difficult with more people as they love to hug each other thinking there is no spirit box when it can be an alone or everyone ghost. It will then respond cursing everyone. This ghost will be the most dangerous ghost to these investigators. As sanity drops, you can check the Moroi’s speed during hunts as its speed increases the lower the average sanity is.


The walkable dog ghost in the game or your worst nightmare. The Deogen is the slowest ghost in the game. It makes up for this always knowing where investigators are choosing the closest target. It will sprint towards its target and once it arrives, it will slow to a crawl. Has the hidden ability to sound like it is out of breath on the spirit box when you use it directly on top of the ghost.
If you suspect a Deogen, always be near a position where you can loop the ghost around a large enough object or have a smudge stick ready. Being in a dead end without a smudge stick is guaranteed death. If a loop spot is unavailable or potentially too dangerous, find a long runway and stay close to the ghost walking it towards the furthest dead end. Do not run away from this ghost as it will speed up attempting to close the gap. Always stay as close as possible to this ghost without being in its kill range. Use the spirit box repeatedly with this ghost to easily find it out.


The new and improved Revenant. This holds the title as the most dangerous ghost in my opinion surpassing the Revenant. It can be as fast as a Revenant being an early hunter near the beginning of investigations. It will become weaker as the investigation progresses in time as its speed slows and the sanity hunting threshold lowers.
Be very mindful in the beginning of investigations. Find hiding spots early and keep a smudge stick around if you are uncomfortable with early hunts. This ghost is the easiest identifiable fast ghost when the power is on as it always sprints early on. It is rumored to be slow after a long period of time so much that it can always be looped without hiding or smudging for a set period when in its line of sight. Its age also lowers on the Ouija board.

Common Misconceptions

Green Footprints or Salt Pile Footprints are Fingerprint evidence!
They are not Fingerprint evidence. Fingerprint evidence only include fingers and not toes. This is the most common misconception that new players will believe in.
There are ghost orbs/DOTS!
A false positive that can happen during rain/snow, another investigator is looking around with a flashlight, a light source such as DOTS is on the floor or looking too quick. Always check at least twice if you are not experienced with Ghost Orbs or DOTS.
There are no freezing temperatures!
The ghost can roam preventing a room from going to freezing. This can be checked faster with a thermometer as it will see it first. Yurei’s and small maps like Tanglewood are notorious for this.
Feel free to suggest more common misconceptions as I play mostly single player or with experienced people that are “usually” not fooled by them, but I can be too.

Written by Gonger VI

I hope you enjoy the Guide we share about Phasmophobia – Advanced Information and Strategies; if you think we forget to add or we should add more information, please let us know via commenting below! See you soon!

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