Ghost Behaviour Cheat Sheet

Phasmophobia5 · 175 ratings5.8k views385 favorites21 min readby Lanay237Updated 3 JunView on Steam ↗

Introduction

Hi, this is my first guide and I'm actually cramming all my Phasmophobia ghost related info that I used to collect on my local PDF file into this guide. There are many great guides for detailed and additional ghost info but what I'm trying to provide with this guide is the sectioning of specific behaviourisms so you don't have to backtrack every single ghost entry and info.

I did gather my information during my grind days, from the phasmo wiki, streamers I've followed around and my own gaming experience.
I do welcome corrections or suggested information I should add, I will also try to keep updating the guide in case changes come around to the game.

I hope this may be useful to a few fellow Phasmophobia enjoyers :)

UPDATE: I finally added the latest ghost types YAAAS

All Ghosts Overview A-M

Here's an overview of the ghosts general behaviours, speeds and abilities. Underlined attributes can be hard evidence to disprove or prove a ghosts identity. (Although behaviours unique to one ghost type must always still be considered to possibly be a Mimic until disproven)
Aswang
  • Starts at base speed but has a faster line-of-sight acceleration than other ghost usually would (reaching peak speed after 17 seconds instead of 26)
  • A hunt will instantly end if the ghost reaches a player hiding in an official hiding spot. This will cause the next hunt to start without a grace period
  • A player will never die to this ghost while hiding in an official hiding spot (closets, lockers and places that would get blocked by removing hiding options)
Banshee
  • Unique scream on Parabolic Microphone or Sound Recorder; After every ghost whisper on the Paramic there’s a 33% chance for a scream to follow
  • Higher chance for singing ghost event (drains 15% sanity instead of 10% – only for target)
  • Takes target sanity instead of average to calculate hunting range (even if target isn’t in the house)
  • Focuses on target during hunts, doesn’t touch other players until the target is dead
  • This ghost can only have female names and appearance
  • ABILITY: Roams to its target with a 67% success rate (doesn’t cause EMF and doesn’t work across different floors) – the Banshee uses this ability very often, like every few minutes
Dayan
  • While there are no players within 10 meters of the ghost: the hunt sanity threshold is 50% and it will have normal speed during the hunt
  • If players are standing still nearby (within 10 meters of) the ghost: the sanity threshold is lowered to 45% and during hunts the ghosts speed is reduced to 1.2m/s
  • If players are walking/moving while being in a 10 meter range of a Dayan: the sanity threshold is increased to 65% and during hunts the ghost will move at 2.25m/s
  • Because of this behaviour the fixed movement speeds of the ghost will often fluctuate between fast and slow nearby a player
  • The ghosts appearance and name can only be female
Demon
  • Crucifixes have a relatively doubled interaction radius
  • Regularly hunts at 70% sanity
  • After smudging they can hunt again after 60 seconds instead of 90
  • Minimum hunt cooldown is 20 seconds instead of 25
  • ABILITY: Hunt completely independently from average sanity (100% sanity-hunts possible!)
  • High likelyhood to hunt; aggressive
Deogen
  • Always knows where you are, impossible to hide from
  • Runs very fast (3 m/s) during hunts, comes straight for the closest player but then slows down to 0.4 m/s when in closer range
  • The Deogen randomly selects one target for its hunt but will still kill other players crossing its path (unlike the Banshee)
  • Hunts at 40% sanity
  • ABILITY: Unique Spirit Box response that sounds like a growl (33% chance to trigger within 1 m range of the ghost)
  • Forced Evidence On Nightmare: Spirit Box
Gallu
  • The Gallu has three states:
    Behaviour
    Normal state
    Enraged state
    Weakened state
    Hunt sanity threshold
    50%
    60%
    40%
    Hunt base speed
    1.7 m/s (normal)
    1.95 m/s
    1.36 m/s
    Crucifix range
    Standard
    -2 meters
    +1 meter
    Incense's blinding effect
    5 seconds
    4 seconds
    6 seconds
  • Will switch from normal to enraged state or from weakened to normal state if it is smudged, uses a crucifix or steps in salt (there are delays from the smudges duration/blinding effect (4-6 seconds) and for the salt (2-3 seconds))
  • It changes states from enraged to normal after ending a hunt while being enraged
  • While the ghost is enraged it will not step salt
Goryo
  • Can rarely wander, but can’t change ghost room (exception: Monkey Paw wish)
  • D.O.T.S. show only on video and only if no one is in the ghost room
  • Forced Evidence On Nightmare: D.O.T.S.
Hantu
  • Speed is based on room temperature (warmest: 1.44 m/s – coldest: 2.7 m/s)
  • Cools down room during roams in a hunt – may gain speed accordingly
  • If it starts in ghost room it’s very fast (because it’s colder)
  • Higher chance to turn breaker off
  • Will never turn on breaker
  • Doesn’t gain speed with line of sight
  • With breaker off you can see the ghosts freezing breath during hunts
  • Forced Evidence On Nightmare: Freezing Temperatures
Jinn
  • Reliant on breaker – with breaker off a Jinn behaves like any other normal ghost (no abilities)
  • Will never turn off breaker
  • ABILITY: drains your sanity 25% – will leave EMF 2 reading at breaker
  • ABILITY: Speed gain while chasing player during hunt with breaker on, no speed gain with breaker off (catching up to you (up to 3 m distance), then returning to normal speed)
Kormos
  • The ghost is completely blind and can't detect the player during hunts if they don't make a sound
  • Voice chat and equipment can still be traced
  • Sprinting can be detected in a 30 meter range, normal walking within 15 meters and crouched walking within 10 meters of the ghost
  • Can't perform mist forms or targeted ghost events (walking towards you)
  • Hunt sanity threshold is 50% but if a player sprints in the same room as the ghost it jumps to 70%
  • Kills players that are within a 1.5 meter range and ignores walls and obstacles to do so
  • While hunting a Kormos has base speed until it detects a player, if the noise it is following is further than 5 meters away it will increase its speed by x1.65 as opposed to a x1.3 speed increase while being within 5 meters of a player
    Mare
    • More likely to break/turn off lights
    • Increased chance to attack in the dark – hunts at 60% sanity in the dark
    • If you’re above 40% and the lights are on where the ghost is located, it won’t hunt
    • Would never turn lights on
    • Wouldn’t wander to a room with lights on, may wander out of ghost room or more frequently when lights are on
    • ABILITY: turn off light immediately after a player turned it on
    The Mimic
    • Changes behavior every 30 seconds – 2 minutes
    • Can’t change behavior mid-hunt
    • Always has ghost orbs - even on no evidence
    • When mimicking a Thaye, its age is randomly selected
    Moroi
    • Speed is based on sanity
    • 50% sanity: slow (1.5 m/s) – 30%: basic speed (1.7 m/s) – 0%: very fast (2.25 m/s)
    • At max speed (line of sight and 0% sanity) it’s faster than a Revenant (3.71 m/s)
    • Lowers sanity strongly in general
    • ABILITY: Curses you with Spirit Box or Parabolic Microphone response (doubles the passive sanity drain): needs sanity meds to cure
    • After smudging during a hunt it’s blinded for 7.5 seconds instead of the normal 5
    • Forced Evidence On Nightmare: Spirit Box
    Myling
    • You can’t hear its footsteps further than 12 m during hunts (normal is 20 m) – doesn’t apply on different floors
    • Higher chance to interact with Parabolic Microphone
    • Test: check if you can only hear steps etc. when equipment is already affected during hunt

All Ghosts Overview N-Z

Obambo
  • Has two states: calm and aggressive
  • Starts calm and switches to aggressive 1 minute after an exit door is opened for the first time. After that the ghost switches states ever 2 minutes (the switch can also occur mid hunt)
  • While calm the ghost has a 10% sanity threshold and a 1.44 m/s base speed during hunts
  • While aggressive the ghost has a 65% sanity threshold and moves at 1.95 m/s during hunts
  • The hunt duration is 20% shorter if it is started while an Obambo is aggressive
  • In its states the ghost has fixed activity levels: 90 while calm and 25 while aggressive, which means it is noticably more active while calm
Obake
  • Special fingerprint – 16.7% chance to trigger
    • A six-fingered handprint instead of the usual five fingers
    • Two fingerprints on a light switch instead of one
    • Five fingerprints on keyboards and Prison cell doors instead of four
  • 75% chance to leave fingerprints instead of 100%
  • During the hunt the ghost changes appearance
  • ABILITY: Halves the remaining time of all current UV-prints (performing the ability a lot may cause a fingerprint to only last for a few seconds)
  • Forced Evidence On Nightmare: Ultraviolet
  • Test: watch during hunt, it will perform the shapeshift at least once
Oni
  • Blinking pattern during hunt, flickers quickly – very visible
  • Can’t do the mist form ghost event
  • Higher chance for interactions and ghost events
  • Ghost events drain 20% sanity instead of 10%
  • Often appears in his physical form during ghost events instead of shadow models (more frequent blinking)
  • Test: watch during hunt or check sanity loss after touching the ghost in a ghost event
Onryo
  • Lit candles and igniters count as a crucifix, that’s why they need to blow them out first
  • Hunts at 60% sanity, if no candles are nearby
  • ABILITY: after extinguishing 3 flames it will attempt to hunt (can be stopped by lit candle or igniter as well as just crucifixes)
  • Test: candles with crucifixes on top, if it tries to hunt and doesn’t blow out the candle before it can’t be an Onryo
Phantom
  • Disappears after taking a photo and isn’t visible in the ghost photo (also works in D.O.T.S.) - Taking a photo during a ghost event will also end it prematurely
  • Flickers slowly during hunt, invisible for a minimum of 1 second (less frequent flickers)
  • Looking at the Phantom drops your sanity 0.5% every second
  • ABILITY: roams to players location (causes EMF 2 reading – at the location it started from)
  • Test: watch during hunt or take a photo of it
Poltergeist
  • Throws a lot of objects through interactions
  • Throws a lot more during hunts (ghosts attempt to throw objects every 0.5 seconds during hunts – a Poltergeist has a 100% success rate to do so instead of 50%)
  • Throws objects harder than other ghosts (Power level 2-6 instead of normal 1-3)
  • ABILITY: explodes a bunch of close items at the same time
  • Test: gather a lot of items and let it hunt, see how many items it throws
Raiju
  • Faster with electronics nearby (2.5 m/s) otherwise normal speed (1.7 m/s) and no speed gain with line of sight
  • Hunts at 65% sanity if electronics are nearby (dropped on floor or equipped)
  • ABILITY: Ghost events or hunts interfere with electronics 15 m away instead of 10 – doesn’t apply on different floors - (this can also make players mistake this ghost for a Myling because the equipment disruption will start as soon as footsteps can be heard)
Revenant
  • During hunt: Very fast with line of sight (3 m/s), slow while roaming and searching for the player (1 m/s)
Shade
  • Very little interactions (attempting an interaction has a 50% failure rate)
  • Higher chance for airball ghost event and ghost events in shadow form (66%)
  • Unable to hunt in the same room as you
  • Summoning Circle + Music Box + Monkey Paw – often only shows a shadow model of ghost
  • 100% sanity – no ghost event / 50% sanity – low chance for ghost events (chance increases)
  • Can’t do interactions resulting in EMF 2, 3 and 5 or hunts while people are in the same room
  • Hunts at 35% sanity
Spirit
  • Weak to smudging, long cooldown for next hunt (180 seconds instead of 90)
  • Test: Smudge the ghost and set a 3 minute timer
Thaye
  • Can’t speed up with line of sight, level is set
  • Speed is based on ghosts age (youngest: 2.75 m/s – oldest: 1 m/s)
  • Can hunt at 75% sanity or lower depending on its age
  • Extreme likelyhood of ghost events and activity which lessens while aging
  • Changes age on Ouija board responses
  • ABILITY: Ages when players are close to it (attempts to age every 1-2 minutes)
The Twins
  • Switches between being the slow and fast twin for a hunt (90% or 110% of basic speed – 1.5m/s and 1.87m/s)
  • Two interaction radiuses (ghost and decoy-twin)
  • Often has activity outside the ghost room (with large radius: 16m instead of 3) – decoy
  • ABILITY: “Twinteraction” – 2 interactions at the same time in both radiuses (1/4 chance to give EMF 5)
  • Twinteraction visible on activity board – change of slope within the same wave (looks like a curve), no platforming of the activity line
  • 50/50 chance to hunt from the area where the ability was last used instead of current location (crucifix applies only for current location though)
  • During a hunt it could throw objects very far from its location (decoy radius)
Wraith
  • Doesn’t step in salt
  • Doesn’t leave UV footprints
  • ABILITY: teleports to player (roam which leaves EMF 2 reading at the spot it teleported to)
  • Test: Put a motion sensor with salt under and wait for it to step into the salt
Yokai
  • Increased activity when people talk near it
  • Equipment/sound range during hunts is 2 m instead of 8 m
  • Can hunt at 80% if you’re talking near to it
  • Test: use equipment or talk from distance of over 2m and see if the ghost finds you
Yurei
  • ABILITY: Closing front door outside of ghost events
  • ABILITY: When a door is not fully open/closed it can choose to fully open/close them (gently! as opposed to a door slam which can be performed by all ghosts) (drops the sanity of players in a 7.5m radius by 15%)
  • A door-moved-event that still has the door leaning instead of fully closed can rule a Yurei out (they will always do the full motion)
  • After smudging the Yurei will be trapped in the ghost room for 60 seconds (he can still do ghost events outside of the room but will return to it after)

Suspicious Hunting Ranges

If the normal 50% hunting threshold does not fit the ghosts behaviour, here's an overview of special ranges or circumstances:

Early Hunters
  • Dayan – 65% if you walk/move within 10 meters of the ghost
  • Demon – 70% (or any with its ability)
  • Kormos - 70% if players sprint while the ghost is in the same room
  • Mare – 60% if its currently in a dark room
  • Obambo– 65% while aggressive
  • Onryo – 60% with no (lit) candles nearby (or any if three flames were blown out by it)
  • Raiju – 65% with electronics nearby (radio or environment doesn’t count)
  • Thaye – 75% or less (depending on its age)
  • Yokai – 80% if you talk while it's nearby
Late Hunters or the classic Why is this ghost not hunting anymore??
Always late Hunters:
  • Shade – 35% (and the hunt can't be initiated while players are in the same room as the ghost)
  • Deogen – 40%
Conditionally late Hunters:
  • Dayan– 45% while being nearby the ghost (within 10 meters) and standing completely still
  • Obambo– 10% while calm
  • Mare – 40% if the room the ghost stays in is currently lit
  • Thaye-6% threshold per age added: threshold below 50% at age 5 and at ages 10 and higher the threshold is 15% (maximum decrease)

Special Hunting Speeds

If the ghost is unusually fast or slow, here's an overview of the ghosts that do not behave regularly speed-wise:
- To not clutter the section I will not include the specific speeds in m/s - check those in overall info -
  • Aswang– starts at base speed but has a faster line-of-sight-acceleration
  • Dayan – base speed depends on the players movement, the ghost will gain speed when the player walks into any direction while the ghost is range (10 meters) and will immediately become slower when the player freezes in place
  • Deogen – extremely fast while chasing the player but gets slow when near the targeted player - these speeds are fixed: It does not gain additional speed with line of sight
  • Gallu – the ghost has 3 base speeds: normal speed, fast when enraged (from using protective equipment) and slow when weakened (after the ghost finishes being enraged) - The ghost may change state during the hunt -
  • Hantu – its speed depends on temperature: Starting the hunt in the ghost room can make it appear very fast initially - during the early game it might appear slower in its ghost room because it didn’t cool down yet (intial breaker on/off matters here)
  • Jinn – Its line of sight-speed is very fast (while catching up to you from very far away) then reduces back to normal speed within 3m range, although the normal line of sight-speed gain still applies) - this is a Jinn ability
  • Kormos – If the ghost chases you the speed increase will be greater if its further than 5 meters away and will be less if its really close (seems similar to a Deogens speed settings except a Kormos doesn't have fixed speeds and will progessively get faster either way)
  • Moroi – speed depends on sanity, slow with high sanity, fast with 0 (fastest ghost in the game with maximum speed gain)
  • Obambo– While aggressive the Obambo starts at a faster base speed (faster than the fast twin)
  • Raiju – Seemingly very fast, if a lot of electronic equipment lays on the ground or the player is carrying it while being chased (normal speed without electronics nearby)
  • Revenant – slow while wandering and searching for the player but extremely fast with line of sight - it does not gain additional speed with line of sight
  • Thaye – fastest in early hunts, gets slower with aging
  • The Twins – either 90% speed or 110% of the base ghost speed, but speeds up accordingly with line of sight
Ghosts that have no speed gain with line of sight
These ghosts keep the same speed during hunts while chasing a player if the environment doesn't influence it:
  • Deogen – even if the player gets chased for a long time it will not speed up if the distance remains the same
  • Hantu – may change speed while passing through warmer/colder rooms (since it's slower with higher temperatures and faster in cold areas
  • Raiju – (it may look like speed gain if you have active electronics on you or close by)
  • Revenant – It will not surpass the high initial speed when it chases the player
  • Thaye

Special Hunting Appearances

  • Hantu– if the breaker is off, you will be able to see the ghost having freezing breath during the hunt
  • Phantom – long flickers, invisibility periods are at least 1 second
  • Oni – very visible, short flickers
  • Obake – shapeshifts to another ghost model (same gender) during hunt (only for one flicker)
  • ( Banshee and Dayan - can only appear as female ghost models )

Suspicious Activity Amounts

High Activity
  • Gallu – strongly increased activity while enraged
  • Obambo – fixed activity rate while calm (90)
  • Oni – generally higher interaction rate (with players in the same room)
  • Poltergeist – throws a lot of objects, also throws with great force often
  • The Twins – have two interaction radiuses and also a very big one (16m), may interact in two places at once, or very far apart
  • Thaye – a young Thaye is 200% more likely to interact with objects – this will decrease over time
  • Yokai – more active when people are talking near to it
Low Activity
  • Shade – generally less active, can’t interact while players are in the same room
  • Obambo – lower activity while aggressive (fixed value at 25)
  • Mare – less active in a room with lights on
  • Thaye – an aged Thaye only has a 50% likelyhood to interact with the environment or do ghost events

Suspicious EMF Readings

Many ghost abilities tend to give unique EMF responses that cannot be traced to an object and are often puzzling to figure out:
Random EMF 2 on the ground
  • Wraith - when it uses its ability to teleport to the player it will leave an EMF 2 reading at the location it teleported to
  • Phantom - when it uses its ability to roam to the player it will leave an EMF 2 reading at the location it started its roam from
EMF 2 on the breaker
  • Jinn - its ability to drain 25% of a random player will produce an EMF 2 reading at the breaker - its source of power
Two EMF readings at the same door
-- this can only be observed with a tier 3 EMF reader --
  • Yurei - double touching a door (and closing it) is an ability that drains 15% of the players sanity
Two EMF readings at the same time in different locations
  • The Twins - Its ability (a Twinteraction) specifically performing an interaction in two places at the same time
    (most of the time it will be a hardly noticable delay instead of a twinteraction, but on the activity chart it can be detected as a change of slope in 1 singular activity wave)

Unusually Roamy Ghosts

It's hard to locate the ghost room because it's cold in many areas and the ghost interacts with objects in a very big radius around the probable ghost room, these ghosts could be the reason why:
  • Banshee - This ghost will often use its ability to wander towards their targeted players location instead of staying in its ghost room
  • Phantom - Has an ability to wander towards a random players location
  • Wraith - Has an ability to teleport to a random players location
  • The Twins - Have high activity and two separate large interaction radiuses often spreading across multiple rooms in the house, seemingly roaming

Hard Evidence To (Dis)Prove Ghosts

No matter whether you're playing with 3 or none of the evidences, there are certain behaviours and interactions that allow you to completely cross off certain Ghost Types from your Journal:

Safely disproving ghosts
  • Stepping into salt and/or leaving UV footprints - not a Wraith
  • The ghost subsequently stepped into two salt pits - not a Gallu
  • Turning ON a light - not a Mare
  • Turning OFF the fuse box - not a Jinn
  • Turning ON the fuse box - not a Hantu
  • Performing an mist form ghost event - not an Oni or Kormos
  • Performing a targeted ghost event - not a Kormos
  • Performing a ghost event at 100% sanity - not a Shade
  • A crucifix (only up to tier 2 due to its range) gets used while a lit candle is placed on top of it - not an Onryo
  • The ghost room definitely changed - not a Goryo
  • A door was slightly moved but not fully openend/closed - not a Yurei
  • The ghosts name and appearance are male - not a Banshee or Dayan
Missing the forced evidence on difficulties with only 1-2 given evidences allows you to cross off these ghosts:
  • no UV - not an Obake
  • no Freezing Temperatures - not a Hantu
  • no Spirit Box - not a Deogen or Moroi
  • no D.O.T.S. - not a Goryo
Proof to identify a specific ghost
- We always need to check for a Mimic before drawing fast conclusions -
  • Hunting in under 90 seonds after using a smudge stick - Demon
  • Hunting above 80% average sanity - Demon
  • Hunt cooldown of only 20 seconds - Demon
  • Unique scream on the Parabolic Microphone or Sound Recorder - Banshee
  • The ghost ignores nearby players during hunts, looking only for a specific one - Banshee
  • Unique Spirit Box response that sounds like a heavy breathing - Deogen
  • Special UV fingerprint (6-finger hand on surfaces or double-thumbs on light switch) - Obake
  • An attempted hunt after the ghost extinguishes 3 flames in a row - Onryo
  • Isn’t visible in the ghost photo and disappears upon taking it - also prematurely stops a ghost event (also works in D.O.T.S.) - Phantom
  • Explodes a bunch of items at the same time - Poltergeist
  • Closing/touching the front door outside of ghost events - Yurei
  • The light switch turns off immediately upon activating it - Mare
  • During a hunt (with the breaker off) the ghost has freezing breath - Hantu
  • Ghost D.O.T.S. that are exclusively visible through a video cam and not via eyesight - Goryo
  • The hunt ends prematurely when the ghost reaches your hiding spot - Aswang
  • The ghost does not go towards you even though you are clearly in the open and visible and aren't using a smudge - Kormos

Final Thoughts

I had a lot of fun collecting all the knowledge, I hope I made this guide somewhat understandable.

I'm currently working on another guide where I've come up with a few fun ideas and rulesets for custom gamemodes such as Tarot Card Roulette or Competitive Phasmophobia. Feel free to check that out Fun Challenges Guide <3

Another great guide with similar and more detailed content: Additional Ghost Information

An amazing guide focussing on hard proof for ghosts when playing on no evidence:
NO EVIDENCE CHALLENGE

Any feedback is welcome and I wish everyone good luck with their investigations :)

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