Guide for Phasmophobia – The Investigator’s Guide to Hunting Ghosts
The Tools of the Trade
This is a basic accounting of what each tool does in my experience of using them.
Disclaimer: The players’ play style will fluctuate depending on that player’s method and/or experience. An experienced player may not even carry a flashlight, preferring candles and building lighting to have more inventory space. Some players may use only the UV Light. This is just a disclaimer that this is my opinion first and foremost.
Items Required for Progression (subjective):
EMF Reader – Will detect Ghost interaction points with various levels of severity. Level 5 is noted as a research point.
UV Light/Glow Sticks – Needed to find prints left by my Ghosts, mostly on doors. A footprint does not count as progression, but a handprint on a door does.
Video Cameras/Head Cameras – Used for detecting Ghost Orbs, the room must be dark for this to work (subjective), and you generally need to be in the Ghost Room. However, a Ghost can roam from its primary room and be spotted elsewhere.
Spirit Box – Used to speak with Ghosts. A Ghost voice needs to be heard through the box to count towards the investigation. A ghost throwing stuff/flickering lights in response to speech does not count as Ghost Box research.
Ghost Writing Book – Used to detect evidence, like fingerprints.
Note: There are 12 types of Ghosts in this game, and each one has a specific response to each stimuli. Each Ghost type has it’s preferred regulated research items, and the rest won’t respond to it. For me, the book is a major culprit here. In most of my games, I never get a Ghost that actually uses it. This is an investigative* game. You’re supposed to try each research method and see what the ghost responds to.
The Most Useful Items (in my opinion):
Super Flash Light – A weapon of immeasurable destruction cast upon the impure grounds we mortals stride by God himself who seeks to rid the world of the lost apparitions whom inhabit it. Its holy beam shall light the path of any who hold its textured grip. Just kidding, it’s a brighter flashlight.
Thermometer – Used to find the Ghost’s Room at the beginning of a hunt. After that, it’s pretty much useless. The Ghost’s room is typically always between 40-51.0 F. Some people will argue that its only use is to find the frost-breath rooms. This is factually wrong.
Spirit Box – Used to interact with the Ghost. *You can turn it on and toss it on the floor, and it works passively during the game. Some may not use it and prefer to use the general responses instead of the box-responses. (There are three types of voice commands in the game: General, Spirit Box, Ouiji Board.)
Glow Sticks – Useful for passively analyzing a Ghost’s Room for fingerprints during a match, as well as tracking footprints in the Ghost’s Room.
Crucifix – Used to prevent the Ghost from entering into a Hunt. It can also be placed on the ground of any room to prevent a hunt. It *supposedly* has 2 uses before it’s used up. If a Ghost is already hunting, it will not save you. Example: I had a friend solo’ing a room. He had a Crucifix in his inventory (but not equipped.) The ghost starting hunting, he swapped to the Crucifix, but the Ghost killed him anyway. Thus we concluded it works as a preventative, not as a response item.
EMF Reader – Besides progression, it can be utilized to find Ghosts.
Smudge Sticks – Can be used to halt the activity of Ghosts in a room as well as completing the occasional optional objective. You need a lighter to activate it.
Lighter – Used to burn Smudge Sticks (and they’re useful.) Sucks as a source of light.
Sanity Pills – Almost necessary for intermediate and professional difficulties and useful for those gaining a footing early-on. But if the ghost is a certain type and hostile enough, it’ll hunt regardless of your Sanity.
The Salt Shaker – This ain’t Supernatural, baby. It is used primarily to detect the Ghost’s footprints when they walk through it. All Ghosts can interact with Salt except the Wraith, who will not leave footprints. A Ghost can step in salt every 10 seconds. Supposedly, taking a picture of Salt with footprints in it will earn you extra money at the end of around.
Candles – A lighting source. Never really used them. I use indoor lighting and a flashlight of choice. If it’s a hostile ghost that constantly flips the breaker, I use just a flashlight.
UV Flashlight – Used to find hand-prints left by Ghosts on doors. Though I find placing a UV light on the floor near the opposing side of the Ghost Room’s door is better. You can throw it on the floor/or table aimed at the door, though.
Flashlight – Use the Super Flashlight as soon as possible.
Video Camera – Besides progression, it’s somewhat useless compared to the Head Camera, which requires no slot to carry. I suppose it could be used passively to analyze a room for Orbs for the whole duration of the match, but if you’re good at spotting them, using the Head Cameras is preferred. Placing the stationary ones (especially on greater difficulties) just wastes time and makes you a target.
Ghost Writing Book – Besides progression, it’s quite funny when the Ghost casually makes it into a Frisbee.
Small Houses, Big Problems
Starting, I should mention that if you die during the game playing solo, or if your team gets wiped, you will lose all of your purchased items that you brought along with you. But only you, and there’s a bug going around currently that may or may not take money from team members on death. I died during a High School bout’ and lost everything, but my friend died on another match and didn’t lose anything, even though neither of us was hosting.
You’ll be refunded a certain about of “insurance,” but it won’t equal out to the original amount you spent on the gear you brought along. But this will fluctuate depending on how much gear you actually brought with you.
When the game starts, you’ll want to listen to the radio. He’ll say if the Ghost has violent tendencies or is a quieter/shy type. Nothing is definitive, it seems, but it’s a decent hint. You don’t actually interact with the radio. The dialogue automatically plays at the start of any match.
After that, you’ll want to look at your board. It’ll give you some more insight into the Ghost. If there’s a reliance upon Sticks and Crucifixes, it may indicate a more violent Ghost.
Note: That clock over the monitor is the timer for counting down until the Ghost’s path-finding will switch from idleness to attempting to drain the team’s Sanity and/or the Sanity will drain faster that point onward. But if you’re playing on Amateur, I wouldn’t worry about it. Unless you somehow land on a really hostile ghost, in which at that point you’re basically playing on Intermediate. On Amateur, you can pretty much ignore that garble. That’s mostly for intermediate and especially professional difficulty.
I like to break each team member into roles: Speaker, Runner, and Recon.
- The speaker will equip a Super Flashlight, Ghost Box, and Crucifix.
- The runner will equip a Super Flashlight, Thermometer, and a random research item.
- Recon will equip a Thermometer/Microphone and begin deploying research items.
- Runner(2) will do the same thing the first Runner is doing.
– Speaker is in charge of standing in the Ghost’s Room to speak with the Ghost, creating events that can be analyzed by the rest of the team.
– Runner will find the room whilst the Speaker instigates the Ghost, then spend the rest of the match running research items and other items to the Ghost’s Room.
– Recon assists Runner in finding the Ghost’s Room and then deploys research items at his discretion. That player will also be watching for activity and watching for Ghost Orbs.
Entering the House:
Make a note of where the breaker is early on. You can find the breaker using the black/red screens inside the truck, but I also like to get an actual visual note. The Ghost will probably eventually flip the breaker in an attempt to drain your team’s Sanity faster, especially if it hates lights (Mare) or is aggressive. Once the Sanity reaches a low enough point, it will begin hunting and killing.
The breaker is usually in the garage or basement on the three cul-de-sac’s. In the wooden cabin, you’ll find it on the right as you enter or upstairs in the room on the far right. But the location of the breaker will vary every match as it’s RNG-dependent.
Finding the Ghost’s Room:
The runner will travel around the house, going room-to-room scanning each room’s temperature. The Ghost’s room will be between 40-50 ℉/4.4-10 ℃. There are some greater negative exceptions, but that’s the typical range. If it’s a particular kind of Ghost, you’ll also encounter frosty-breath in that same room. The normal rooms in the house will be around 61-65 ℉/15-18 ℃.
– Runner(2) will assist.
– Recon will assist.
– Speaker will instigate the Ghost. If the Ghost reacts, the chances are that it will do so in its primary room. Though speaking to it may make it move to your current location. But that original room will still be cold.
After you find the Ghost’s Room:
Place a Glow Stick near the Ghost’s Room door. If the Ghost leaves prints during the match, it’ll be seen on that door. I’d also place one near the closet doors if the Ghost’s Room has them. Also, if you take a picture of a footprint and then a handprint, you’ll gain some extra cheddar.
Setting up your Research Point:
You’ll be doing this a lot. Speaker instigates the Ghost; Runners deliver stuff, Recon looks for Ghost Orbs. It’s a repeat of delivering items and getting the Ghost to interact with the items you bring.
Oh, and try to avoid death. Good luck. 🙂
That’s basically it for the houses. But remember that the objectives are optional. If you get greedy and die, you’ll lose everything you brought with you. Then you’ll get to spend your optional objective bonuses for the next few games on the gear you lost when you died on this one. When that timer runs out (on greater difficulties) or when the Ghost becomes hostile, it’s better to get outta’ Dodge to live another day.
Q and A:
Q: What about the dirty sink picture?
A: Well, you can try to get the Ghost to go into the bathroom or kitchen to preform, but it may not want to come out of its room. Most of the time, if the Ghost isn’t near a bathroom, my group doesn’t even attempt because we know we’ll just be sitting in a dark bathroom speaking into the Ghost Box for 10 minutes. If the Ghost’s primary room is near a sink, in a bathroom, or a kitchen, then have at it — because the chances are that it’ll do it anyway. Even if you get it in the bathroom, it’ll probably click the lights or fiddle with the door instead, or spend time frolicking in the hallway. Purely random.
Q: How do I complete the “defend yourself with a Crucifix” objective?
A: Turn off the lights and stand in the Ghosts room by yourself in the dark with the Crucifix thrown on the ground. It’ll prevent the Ghost from starting a hunt in a 3×3 area. You could repeat the Ghost’s name over and over to instigate violence.
Q: How do I complete the “have a team member witness a Ghost Event” challenge?
A: This objective is incredibly easy. Just stand in the Ghost’s Room together, and you’ll probably knock this one out without even trying.
Q: What is the “Smudge Stick” objective?
A: There’s a peeled potato bundle of herbs you can buy called a Smudge Stick for $15. You just burn it in the Ghost’s Room using a Lighter, which you also purchase. Probably the second-easiest challenge to complete.
Tips for Survival:
· You can toss a Crucifix on the floor of the room you’re investigating to prevent a hunt. But it only protects you twice. A hunt can be identified by a flickering flashlight, an appearance from the Ghost itself, a sharp shrill, or a heartbeat. Mostly all four of those together. A screech or shrill by itself doesn’t indicate a hunt.
· You don’t need to hold the Spirit Box for it to count. You can turn it on and toss it on the floor.
· Avoid saying the Ghost’s name unless you know what you’re doing. If it’s hostile, it may provoke it into attacking regardless of your Sanity.
A High School of Horrors
For this one, I utilize a different yet similar method to the house. You can even do this one solo on Amateur if you utilize the method below. However, I’d recommend at least two people. With High School and Asylum on Intermediate or Professional, I’d heavily recommend three or four people.
Note: This game is subjective to the player’s playstyle. There are several methods of progression. But this is my method.
- x4 Sound Sensors
- x2 Thermometers
- x2 Microphones
- x2 Head Cams or x2 Stationary Cams
- x2 Sanity Pills
- x2 Glow Sticks
- x2 Crucifixes
- x2 Super Flashlights
- x1 Writing Book
- x1 EMF
- x2 Light Sensors
- x2 Motion Sensors
I’d up to x4 Thermometers, x4 Head Cams, x4 Sanity Pills, x4 Crucifixes, and x4 Flashlights for three or four people.
Starting, listen to the radio. Do we have a hostile Ghost or a calm Ghost? There’s no definitive answer yet (and the Ghosts can be a bit random), but it’s a helpful tip.
Two people need to grab a Flashlight and 2 Sound Sensors each. Those are the white squares. The third and Fourth person (if available) will be running Thermometers and Microphones trying to find the Ghost’s Room, preferably as quickly as possible.
Remember, when you enter the school you want to listen very closely. If you hear a faucet or a phone ringing, those are pretty much striking gold on this map. If you find that sound, you find the room.
Sound runners will want to enter the school from the Side Entrances and place Sound Sensors in the directions seen in the image. If you place them on the wrong side, it won’t have efficient coverage. The goal here is to create coverage that can effectively eliminate a majority of the 1st Floor. Which means only the cafeteria, gym, and 2F will remain.
If you have only two people and haven’t heard a phone or sink yet, return to the truck and swap out for Thermometers and Microphones. One person can stay and listen for something on the first floor using the Sound Sensor.
The other people should be in the school with Microphones and Thermometers looking for the Ghost’s Room. Using the Microphone is easy enough, sweep left and right. If you pick up a 1.5, it’s your own equipment. If you pick up anything higher than a 2, it’s probably the Ghost.
Keep in mind that the primary goal here is to find a ringing phone or a running sink. The Ghost will usually interact with stuff near its primary room, which we’re trying to find.
Once you find the room, it’s the usually investigative recipe, brings stuff to the room, instigates, gets the research, and gets out.
A Dance with the Damned
1. The morbid fear of ghosts.
Types of Ghosts:
Note: The model for each Ghost is randomized among 10 preset models. There is no definitive model for each Ghost.
A Spirit is the most common spectral, usually discovered at one of their hunting grounds after an unexplained death.
Unique Strengths: None.
Unique Weaknesses: Using Smudge Sticks on a Spirit will halt attacks for a long period of time.
Evidence: Spirit Box, Fingerprints, Ghost Writing.
A Wraith is one of the most dangerous Ghosts. It is the only known Ghost that has the ability of flight and can travel through walls at will.
Unique Strengths: Wraiths rarely touch the ground, cannot be tracked by footsteps.
Unique Weaknesses: Wraiths have a toxic reaction to Salt.
Evidence: Fingerprints, Freezing Temperatures, Spirit Box.
A Phantom that can possess the living, most commonly summoned by an Ouija Board. It induces fear into those in its proximity.
Unique Strengths: Looking at a Phantom will considerably drop your Sanity.
Unique Weaknesses: Taking a photo of the Phantom will make it temporarily disappear.
Evidence: EMF Level 5, Ghost Orb, Freezing Temperatures.
A Poltergeist is a noisy Ghost that can manipulate objects around it to spread fear into its victims.
Unique Strengths: Can throw huge amounts of objects at once.
Unique Weaknesses: Almost ineffective in an empty room.
Evidence: Spirit Box, Fingerprints, Ghost Orb.
A Banshee is a natural hunter and will attack anything. It is known to stalk it’s prey one at a time until making its kill.
Unique Strengths: Will only target one person at a time.
Unique Weaknesses: Fears the Crucifix and will be less aggressive when near one.
Evidence: EMF Level 5, Fingerprints, Freezing Temperatures.
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 faster if it’s the victim is far away.
Unique Weaknesses: Turning off the location’s power source will prevent the Jinn from using its ability.
Evidence: Spirit Box, Ghost Orb, EMF Level 5.
A Mare is a source of nightmares, making it most powerful in the dark.
Unique Strengths: A Mare will have an increased chance to attack in the dark.
Unique Weaknesses: Turning on the lights around a Mare will lower its activity.
Evidence: Spirit Box, Ghost Orbs, Freezing Temperatures.
A Revenant is a slow but violent Ghost that will attack indiscriminately. It has been rumored to travel at a significantly high speed when hunting.
Unique Strengths: A Revenant will travel at a significantly faster speed when hunting a victim.
Unique Weaknesses: Hiding from the Revenant will cause it to move very slowly.
Evidence: EMF Level 5, Fingerprints, Ghost Writing.
A Shade is known to be a shy Ghost. It will stop all paranormal activity if there are multiple people nearby.
Unique Strengths: Being shy means it’ll be harder to find.
Unique Weaknesses: The Ghost will not enter the hunting mode if multiple people are nearby.
Evidence: EMF Level 5, Ghost Orb, Ghost Writing.
A Demon is one of the worst apparitions you can encounter. It will attack without reason.
Unique Strengths: Demons will attack more often than any other Ghost.
Unique Weaknesses: Asking a Demon successful questions on the Ouija Board won’t lower the user’s Sanity.
Evidence: Spirit Box, Ghost Writing, Freezing Temperatures.
A Yūrei (幽霊) is from traditional Japanese beliefs, if a person dies suddenly or violently such as murder, if the proper funeral rites have not been performed, or if they are influenced by powerful emotions such as a desire for revenge, love, jealousy, hatred, or sorrow. That person will transform into a Yūrei, which can bridge the gap back into the physical world.
Unique Strengths: Yūrei’s have been known to affect Sanity faster.
Unique Weaknesses: Smudging the Yūrei’s room will cause it to not wander around the location for a long time.
Evidence: Ghost Orb, Ghost Writing, Freezing Temperature.
An Oni is a symbol in Japanese folklore when an evil human dies and ends up in one of the many Buddhist Hells, transformed into a demonic creature of great strength and fearful appearance. They become more active around their prey.
Unique Strengths: Oni’s are more active when people are nearby and can move objects at great speed.
Unique Weaknesses: Being more active will make the Oni easier to find and identify.
Evidence: EMF Level 5, Spirit Box, Ghost Writing.
General Tips for Ghosts in Phasmophobia:
· Avoid saying the Ghosts name unless you know what you’re doing. If it’s hostile, it may provoke it into attacking regardless of your Sanity.
· Certain Ghosts (especially on greater difficulties) may attack regardless of what your Sanity is at.
· Each Ghost obviously has a type, but each ghost also has various levels of hostility. You may encounter a mild Demon or an aggressive Mare. It’s various and depends on the RNG at the start of each match.
· The Ghosts are a bit… glitched. They’ll do whatever they want within their aggressive parameters. For example, even though it’s supposed to respond over the radio, a shy Mare may not respond at all. Tricking you into thinking it’s not a Mare when it really is. I’ve had a Jinn flip the breaker multiple times three matches in a row, even though sitting in the dark dampens its strengths. It became a meme within our group, and we called it “the suicidal Jinn.”
Ghost Quotes, Questions, and Commands:
You don’t need* the Spirit Box to communicate with a Ghost. You can use the ‘roaming’ commands and questions. The Spirit Box is just a tool to advance the research, the primary purpose being to get it to speak back.
General Tips and Tricks
1. You don’t need to say the Ghosts name to ask it to do something, nor do you need the Spirit Box. Refer to the images provided in the ‘Dance with the Damned’ segment on various commands and questions. The Ghost’s name should never be stated unless you’re purposefully attempting to instigate violence.
2. Make sure to place Motion Sensors down low. If the Ghost is a child (or short), an eye-level motion sensor won’t detect it.
3. You are safe the moment you step outside the front door. If you can hear the hollow echoing ambient noise, you are not safe. You can actually step inside the door, instigate, and step back outside to observe. But* you need to make sure you back away from the threshold if a hunt begins. Otherwise, the Ghost could potentially grab you, or the door (which always shuts then locks during a hunt initiation) may push you inside.
4. You can toss a Crucifix on the floor of the room you’re investigating to prevent a hunt. But it only protects you twice. A hunt can be identified by a flickering flashlight, an appearance from the Ghost itself, a sharp shrill, or a heartbeat. Mostly all four of those together. A screech or shrill by itself doesn’t indicate a hunt.
5. You can hide in closets during a hunt to avoid being killed. Your whole team could cram into a single closet at once.
6. You can place Salt in front of every door to track a roaming Ghost.
7. You don’t need to hold the Spirit Box for it to count. You can turn it on and toss it on the floor. You don’t even need the Spirit Box to communicate with the Ghost. You can just use General prompts and questions. The Spirit Box is solely for obtaining a voice sample.
8. Avoid saying the Ghost’s name unless you know what you’re doing. If it’s hostile, it may provoke it into attacking regardless of your Sanity.
9. Certain Ghosts, especially on greater difficulties, may attack regardless of what your Sanity is at. I got hunted by an aggressive Wraith at 90% Sanity once.
10. Each Ghost obviously has a type, but each ghost also has various levels of hostility. You may encounter a mild Demon or an aggressive Mare. It’s various and depends on the RNG at the start of each match.
11. You can place tripods on window sills.
12. You can flip through the map inside the truck on the informative panel to find the breaker and track activity on various floors.
13. The Spirit Box is actually a walkie-talkie and can be used by every team member to communicate.
14. There are multiple optional photographs you can take to gain extra cheddar. It will only recognize a photo within 5 meters of taking the shot. You can take pictures of The ghost itself, the ghost’s bone, a sink filled with dirty water, a ghost handprint/footprint, a teammate’s corpse, and various interaction points such as the phone/light switch/clock.
Disclaimer: I’m actively still playing this one. I’m sure things will be subject to change. The game was just released a little over a week ago, so I’m planning on adding the Asylum soon, but I’ve yet to beat it, so I thought it would be ill-fitting to add any review on that map yet. I’ll update as I play.
God Speed investigators!
Thanks for checking our blog. I hope the information you found about Phasmophobia – The Investigator’s Guide to Hunting Ghosts helped you somehow. If you believe we forget to add something or update the post with more information, please let us know via comment below! See you soon!
- All Phasmophobia Posts List