Overview
A large, constantly expanding guide to phasmophobia. If you have any suggestions, please comment them.
Keybindings
The controls for this game are generally pretty standard, but there are a few that won’t be clear on first guess, or even looking at the controls list. These are the controls:
Movement
Move forward: W
Move left: A
Move backwards: S
Move right: D
Run: Shift (While running isn’t that fast, it is enough to outrun every ghost aside from a Revenant.)
Crouch: C
Social
Local push to talk (proximity mic): V
Global push to talk (radio): B
Local mic is used for interacting with ghosts, and talking to people nearby. Global push to talk is for talking to everyone regardless of distance, but is disabled during hunts.
Interaction/Inventory
Item primary use: RMB
Item secondary use: F
Flash light: T (Only works if flashlight is not currently selected, use RMB if it is selected)
Drop items: G
Pickup items: E
Interact with map: LMB (While simply pressing left click is enough for most, opening doors requires you to move the mouse forwards or backwards. For other items, make sure your aim is precise.)
Open journal: J
Remember that any of these buttons can be rebinded to suit your needs, but LMB cannot be rebinded and changing something to LMB will overlap.
The Basics
At its core, Phasmophobia is a co-operative, social, horror game. That said, things can get very intricate at times, even if it can be monotonous at others. To understand the complexities, you must first understand the basics. No shame in skipping this bit if you’re already caught up.
Theme
Phasmophobia is about ghost hunting. Your job is to go into a building, gather evidence to figure out what the ghost is and prove its existence, and get payed. You can gather evidence by searching the house with the many items you can purchase using in-game currency.
You spawn in a van with 0-3 other people on a map/difficulty you chose from a randomized pool. Once you pick up the house keys from the desk, select your equipment, leave the van, and unlock the door of the building you will begin the setup period. This lasts for 5:00 minutes on amateur, 1:00 minute on intermediate, and is not present in professional difficulty. During this period, you should setup everything you can, and search for evidence. You cannot be attacked for this period of time.
You can end or begin the round by getting every living person inside the van and press LMB on keypad.
The Van
The van is the HQ for ghost hunters. This contains every item (that was added to the round), a monitor for viewing camera footage, a map showing the locations of all ghost hunters and the layout of the map, a whiteboard showing quests and minor ghost information, and boards showing information on ghost activity, player sanity, and sound sensor data.
Journal
To open the journal press J
The journal is a key part of phasmophobia. The journal keeps track of every key you’ve picked up (and its name), information on every ghost type, and a page at the end to keep track of all the evidence you’ve found. Before you end a level, make sure to put the ghost type you suspect it to be on the final page based on the evidence you’ve accrued.
Keys
There will be different keys and locked doors around the map. Each locked door has a key somewhere, but they’re usually not too hidden. Keys will generally be in bowls, closets, or the van (front door key). Once you pick them up, everyone will be able to open the corresponding door. You can check what keys you have in the journal.
Mechanics
Sanity
The sanity of each player can be viewed at the screen inside the van. Sanity effects may not be obvious, but they are definitely present. There are lots of things that drain sanity, and a few that prevent sanity loss. You will passively lose sanity while in the dark. You will lose a lot more sanity depending on if the round is on setup phase, or the size of the map. You can only regain sanity through the use of sanity pills.
- You will also lose sanity from the following:
- Witness some forms of ghost activity.
- Witnessing the physical manifestation of ghosts, especially phantoms.
- Usage of a Ouija board, even without a response, or a response. (if the ghost is not a demon)
However, you can protect against sanity loss if you’re in a light filled room/van, or standing near a placed lit candle or crucifix. You cannot go under 50% sanity during setup period (irrelevant in professional difficulty)
- The effects of sanity are as follows:
- More frequent ghost activity
- More frequent hunts
- Flickering lights that can only be seen by you at under 30% sanity
- Cold breath showing up outside of freezing temperatures at under 50%
Hunts
The hunt is a phase in which the Ghost will become corporeal, and attempt to hunt down and kill the player. During the hunt, all lights (excluding Lighter, Candle, Glowstick, and Van lights) will flicker, the radio will stop transmitting messages and will only play static, and all exit doors will be closed and locked. A Ghost can only initiate a Hunt after the round’s Setup Phase has ended. The Setup Phase can be ended early, either following a 33% chance each time a player uses a Ouija Board, or if a player taunts the Ghost by repeatedly saying its name. The setup phase is not present in Professional difficulty and as such a hunt can start at any time.
- Frequency of hunts
- Demons hunt more often than any other ghost type
- Mares hunt slightly more often while the players are in darkness, and will hunt less when in light.
- Shades hunt less often when players are grouped together
- Oni hunt much more often when players are together
- Hunts will happen more frequently with lower sanity.
Strategies
There are only 4 ways to survive a hunt.
Outrunning: You can simply outrun the ghost. This is much more effective on medium or large maps, such as highschool or asylum. When running, you are slightly faster than any ghosts base walking speed and can easily outrun ghosts. However, this is not the best strategy as you can get easily cornered. There are also ghosts who can outrun you, such as the Revenant which can outrun you as long as it can see you, and the Jinn who can outrun you if it is far away (irrelevant for the strategy).
Hiding: You can hide in lockers, closets, or rooms so the ghost cannot find you. This is very effective, however keep in mind that Wraiths can see through doors, lockers, and closets. The only way to hide from a Wraith is breaking its line of sight by staying behind walls. Be aware that the ghost may wander into your room by chance, or if it saw you hide.
Looping: This is essentially a much more reliable version of both. Just outrun the ghost by running around an object you can easily run around without running into anything. Ghosts can occasionally double back, so be aware of its movements.
Not being present: If you’re outside the building or in the van during a hunt, the ghost cannot kill you. If you stick your head against a wall or window, it may bug out and kill you anyway.
Ghost Activity
Ghost activity is shown on a screen in the Van, and is directly correlated to ghost interaction, but not related to the hunt. Ghost activity appears to raise when the ghost interacts with anything, or gets aggressive for any reason.
- Ghost interaction is as follows:
- Interacting with the local environment (doors, windows, light switches, etc).
- Using its power.
- Ghost Event (appearing).
- Flickering lights.
- Turning off the Fuse Box.
- Whispering, sharp exhalations or vocal fry sounds near the player(s), the latter of which is usually accompanied by the Ghost physically manifesting.
- Activating objects around the area such as a radio, TV, car, etc., especially if the Ghost is a Jinn.
Items and gathering evidence
Item list (with summary)
– Candle: Can be lit with the Lighter item. When held or placed within a certain radius of players, it will prevent the players losing sanity. Can be placed for portable lightbulb, expires in 5 minutes in freezing temperatures.
– Crucifix: If the ghost attempts to initiate a hunt within a certain radius of this, the hunt will be prevented and one use will be secretly depleted. They will disappear after preventing two hunts. It is recommended to put 1 in and around the ghost room when found. This must successfully prevent a hunt for certain quests. Will weaken the banshee when nearby.
– Glow Stick: When activated, emits a UV light when thrown or on the ground. The height of this light is enough to detect fingerprints on doors or windows if strategically placed.
– Infrared Light Sensor: Can be mounted on walls with LMB. When a ghost (visible or not), or player steps in front of it, it will illuminate the surrounding area with a bright light.
– Lighter: The lighter can be used to light Smudge Sticks and Candles with F (use) while holding said items. It provides a small amount of light when activated.
– Motion Sensor: Similarly to the Infrared Light Sensor, it activates when something moves in front of it. When mounted or activated, it will transmit that information to the map in the van in the form of a straight line. This must be activated by a ghost for certain quests.
– Parabolic Microphone: Can detect sound at a great distance through walls, and will transmit this information to the user when activated.
– Salt Shaker: Can be placed with RMB. It is used to place salt piles on the floor for the ghost to walk in, disturbing it and creating footprints seen with UV Flashlight or glowstick. Wraiths have a toxic reaction to salt, however won’t leave footprints and will permanently become more active if salt is placed.
– Sanity Pills: Can be used to replenish your sanity 40% of the way (but never to 100%)
– Sound Sensor: When mounted, can detect even the most quiet of sounds within a large radius around it, enabling you to narrow down the ghost room on large maps. The radius and most recent data gets displayed at the van.
– Weak Flashlight: Can be activated to provide a small radius of light. Very cheap but not very effective. Can be used while holding other items using T
– Strong Flashlight: A more expensive flashlight with a much brighter and larger field of light. Can be used while holding other items using T
There are a few items I have not mentioned in the list above. The reasoning for this is that they are all the main tools for gathering evidence (with the exception for the glowstick, which works as a substitute UV light but is listed above). If you think they should be added, please let me know.
Gathering evidence is the only sure way to narrow down what type of ghost you are dealing with. Observing ghost behavior can help, but is subject to error.
EMF Scale
The EMF Scale is shown whenever certain events happen and the EMF reader is active. There are different levels, each meaning different things.
Level 1: Idle reading, means nothing.
Level 2-3: Ghost interaction
Level 4: High amounts of ghost interaction
Level 5: Has a 25% chance to occur whenever a ghost interacts with the environment (only if capable of EMF 5). If a picture of EMF level 5 is taken, you’ll gain an extra $10 from photo evidence. This counts as evidence to figure out what type of ghost you are dealing with.
Fingerprints
Fingerprints can only be read by UV light or glowstick (when thrown). They appear as green smudges on light switches, doors, and windows after the ghost interacting with these things. UV light can also be used to see footprints in salt, but this does not count as evidence.
Temperature
Temperature is another factor which can narrow down the type of ghost. It will usually stay at the same value, but may lower if the ghost is nearby. While you may notice fluctuations, it cannot be called freezing temperatures until it goes below 0°C/32°F on the Thermometer. You can also track it depending on the visibility of your breath, but this doesn’t work below 50% sanity.
Ghost Orb
Ghost orbs are only emitted in the ghost room, and look like very small yellow orbs that glide across the screen, generally one at a time. They can only be seen through the lens of a video camera or head mounted camera with night vision active. It is recommended to set up the camera in a place with most of the room shown if you have pinpointed it. If there is no good elevation, you can use a tripod to help. You can also view it through other people’s head mounted cameras if you’re lucky.
Ghost Writing
Ghost writing can be obtained by dropping a ghost writing book into the ghost room. If the ghost is one that can write, it will have a chance to do so with every ghost interaction.
Spirit Box
The spirit box can be used to ask the ghost various questions for information. You simply have to activate it and ask from a list of questions while the ghost is nearby. If the ghost responds, this is counted as evidence to narrow the ghost type down. If the ghost doesn’t respond however, it may not rule out the possibility. The spirit box can even work if on the ground as long as it is nearby.
Photo evidence
Using the photo camera, you have 5 slots to take pictures with. Taking pictures of various anomalies will earn you $10 at the end of the round. Items that count towards photo evidence:
- Bones (pick up afterwards for more money, will not use up an item slot)
- Dead Bodies or when the ghost is killing a teammate
- Fingerprints (don’t have to be visible)
- Footprints in salt
- Ghost Writing book (after it’s been written in)
- Items that have recently been moved by the ghost (i.e. bottles, ghost book, doors, etc.)
- Login screen in Tanglewood Street House’s boys bedroom computer (click computer monitor to turn it on first)
- Sink full of dirty water
- Voodoo doll (Only found within farm houses)
Map items
There are a few items that are exclusive to the map you are playing on. The items are as follows:
Ouija Board: One of the rarest items, the Ouija board acts similarly to the spirit box. You can activate it, and ask it a question from a list. The lights will flicker twice if the answer is a yes, and you will lose sanity with every question. However, the ouija board allows you to ask questions like “are you a Jinn?”. You will not lose sanity if the answer is yes, but only if its a demon.
All ghosts
Ghosts, as the main focus of Phasmophobia, deserve a thorough explanation. There are 12 ghost types in all, each with a unique combination of 3 pieces of evidence, and different strengths and weaknesses.
Spirit
A spirit is the most common ghost you will come across however it is still very powerful and dangerous. They are usually discovered at one of their hunting grounds after an unexplained death.
Unique Strengths: Nothing. This means their behavior is unpredictable, so keep that in mind.
Weaknesses: Using smudge sticks on it will stop it attacking for 160 seconds. Don’t hesitate to use smudge sticks if you need safety, but remember it requires two slots (lighter and smudge sticks)
Evidence: Spirit Box, Fingerprints, and Ghost Writing.
Wraith
A wraith is 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.
Unique strengths: Wraiths can see through doors, lockers, and closets. The only way to hide from a wraith is to hide behind a wall. They can walk through them, but not see.
Wraiths never touch the ground meaning it can’t be tracked by footsteps, and rarely leaves prints in salt.
Weaknesses: Wraiths have a toxic reaction to salt. You can place salt in choke points like doorways and hallways to weaken the wraith during hunts, but it does permanently raise activity so be careful!
You can also see wraiths moving through walls to determine their classification early.
Evidence: Fingerprints, Freezing Temperatures, and Spirit Box.
Phantom
A Phantom is a Ghost that can posses the living, most commonly summoned by a Luigi board. It also induces fear into those around it.
Unique Strengths: Looking at a phantom will considerably drop your sanity, and by proxy makes the ghost more active.
Weaknesses: Taking a photo of the Phantom will make it temporarily disappear. It is not recommended to actually use this however, as the limited film on photo cameras will result in a financial loss. You can use this to incapacitate the phantom and hide in desperation, however.
Evidence: EMF Level 5, Ghost Orb, and Freezing Temperatures.
Poltergeist
One of the most famous Ghosts, a Poltergeist, also known as a noisy ghost can manipulate objects around it to spread fear into its victims.
Unique Strengths: Poltergeists throw more objects around at once, and more frequently. Sadly, this can only be used as guidance for what evidence to look for.
Weaknesses: Conversely, a Poltergeist is almost ineffective in an empty room.
Poltergeist is the only ghost that can be narrowed down with only two pieces of evidence, these being Fingerprints and Ghost Orbs.
Evidence: Spirit Box, Fingerprints, and Ghost Orb.
Banshee
A Banshee is a natural hunter and will attack anything. It has been known to stalk its prey one at a time until making its kill.
Unique Strengths: A banshee will always know your location, so you can only run.
Weaknesses: Banshees fear the crucifix and will be much less aggressive/active near one. This is a weakness for all ghosts, but banshees are much more affected.
The evidence required for a banshee is much easier to collect than any other ghost.
Evidence: EMF Level 5, Fingerprints, and Freezing Temperatures.
Jinn
A Jinn is a territorial ghost that will attack when threatened. It has also been known to be able to travel at significant speed.
Unique Strengths: A Jinn will travel at a faster speed if its victim is far away. However, this resets once it gets back within range, and the Jinn can therefore be outran.
Weaknesses: Turning off the locations power source will prevent the Jinn from using its ability.
Though the jinn has the opposite weakness (and two identical pieces of evidence) of the Mare, it is still recommended to turn off the power source if it might be a Jinn. Jinn are much more dangerous, where the ability of the Mare is basically irrelevant.
You can generally figure out its location based on activity.
Evidence: Spirit Box, Ghost Orb, and EMF Level 5.
Mare
A Mare is the source of all nightmares, making it most powerful in the dark.
Unique Strengths: A Mare will have an increased chance to attack in the dark. This is not very significant however, and can be ignored until you are sure of its classification.
Weaknesses: Conversely, turning the lights on around the mare will lower its chance to attack (there is no middle ground).
Evidence: Spirit Box, Ghost Orb, and Freezing Temperatures.
Revenant
A Revenant is a slow but violent Ghost that will attack indiscriminately. It has been rumoured to travel at a significantly high speed when hunting.
Unique Strengths: A Revenant will travel much faster when its victim is within line of sight. You cannot outrun the Revenant in this situation.
Weaknesses: On the other hand, breaking line of sight by hiding or turning corners will make it move much slower than any other ghost.
Seeing this behavior is a great way to determine its classification, though it can be mistaken for a Jinn (or other way around).
Evidence: EMF Level 5, Fingerprints, and Ghost Writing.
Shade
A Shade is known to be a Shy Ghost. There is evidence that a Shade will stop all Paranormal activity is there are multiple people nearby.
Unique Strengths: Being shy means the Ghost will be harder to find
Weaknesses: The Ghost will not enter hunting mode if there is multiple people nearby.
Ironically, it being shy being so unique also means it can be figured out with little evidence.
Evidence: EMF Level 5, Ghost Orb, and Ghost Writing.
Demon
A Demon is one of the worst Ghosts you can encounter. It has been known to attack without a reason.
Unique Strengths: Demons will attack more often than any other Ghost. This can be dangerous, both with and without a crucifix due to the ghost using them up.
Weaknesses: Asking a Demon successful questions on the Luigi Board won’t lower the users sanity. This can also be used to narrow the classification down.
Evidence: Spirit Box, Ghost Writing, and Freezing Temperatures.
Yurei
A Yurei is a Ghost that has returned to the physical world, usually for the purpose of revenge or hatred.
Unique Strengths: Yurei’s have a much greater effect on your sanity, and will drain it much faster.
Weaknesses: Using a smudge stick on the Yurei’s room will cause it to not wander around for a long time.
Evidence: Ghost Orb, Ghost Writing, and Freezing Temperatures.
Oni
Oni’s are a cousin to the Demon and possess extreme strength. There have been rumours that they have become more active around their prey.
Unique Strengths: The Oni is more active when people are nearby, and can move objects at great speeds. Basically a mix between the poltergeist and the Jinn.
Weaknesses: Being more active makes the Oni easier to find and identify.
Evidence: EMF Level 5, Spirit Box, and Ghost Writing.
Interactions and events
These are all the things ghosts can do, which are generally referred to as interactions.
- Knocking over objects
- Opening and closing doors (leaves prints if possible)
- Turning on sinks
- Dirtying sink water
- Turning off the locations power source
- Turning on or off lights
- Moving around mannequins
- Activating devices such as televisions, radios, etc,
- Ringing cellphones near the ghost room
There are also a number of interactions that are classified as “Ghost Events” and will count for the optional objective if present.
- Whispering, sharp exhalations or vocal fry sounds near the player(s).
- Physical manifestation, it will usually approach the player but it cannot kill you unless a hunt is active.
Final Words
I made this guide out of passion, and the desire to help people play the game as well as possible. This took a lot of research, thought, and effort. I could have went a lot more in depth, and there is definitely a lot I missed. Please, if there is anything I should add or amend, tell me in the replies. I hope to make this guide expand as more gets added, and I learn more overtime.