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Phasmophobia Cheat Sheet

Ghosts

Spirit

  • Smudging will stop it from hunting for 180 seconds (3 mins).
    • Smudge on low sanity then hide in a closet or locker for 3 minutes to confirm it's a Spirit.
    • Doesn't work every time, ghost can be lazy.

If the ghost initiates a hunt before 180 seconds have elapsed since it was smudged, you can rule out Spirit.

Wraith

  • Can TP to within a 3m radius of a player anywhere on the map.
    • Produces EMF level 2 or 5 when it TP's.
    • If it TP's to you and starts a hunt, gtfo.
  • Can't be tracked by footsteps.

If the ghost does step in any salt piles, you can rule out Wraith.

Phantom

  • Can wander to the location of any random player anywhere on the map.
    • Produces EMF level 2 at the location where it ends its wander.
  • Drains player sanity by 0.5% p/s if it has LoS when physically manifesting.
    • Radius of 10m.
  • Phases out of visibility for intervals between 1 and 2 seconds during hunts.
    • Will disappear after taking its photo during scare events.
    • Ghost audio can still be heard, but not heartbeats and electronic equipment will stop malfunctioning.
    • Ghost photo will be clear with no distortion.

If the ghost's physical manifestation remains after its photo is taken, or if it phases out of sight during hunts for intervals less than 1 second, you can rule out Phantom

Poltergeist

  • By scattering multiple objects in the investigation area, one can witness the ghost's throwing frequency.
    • Witnessing a throw every 0.5 seconds may indicate a Poltergeist.
    • This strategy also helps in seeing if the ghost can make more powerful throws.
    • Sometimes many objects will launch at once.
  • The activity level of a poltergeist is not a sure fire way to detect it, as sometimes other ghosts (oni, thay) may be more active, or the poltergeist may be randomly choosing not to interact much.

If the ghost has not thrown an object every 0.5s (when it has had access to one) during a hunt, you can rule out poltergeist.

Banshee

  • Banshees scream even when its not a hunt.
  • When in a D.O.T.S. state, the Banshee will try to move towards its hunt target instead of the nearest player.
  • Try to quickly identify the target of the Banshee so as to both identify the ghost, and help get an edge in desicion making.
    • Banshees will look sanity of their target when attempting to start a hunt (if their target is within the investigation area), and will hunt when their sanity is below 50%
    • during a hunt if their target is inside of the investigation area they will not attack or kill (even on contact) other players.
    • just because you keep being the scare event target does not mean that you are the hunt target!

If the ghost changes targets during a hunt when everyone is inside the investigation area, you can rule out Banshee.

Jinn

  • The Jinn cannot turn off the fusebox, however it can turn on a light, which can then trip the fuse.
  • The Jinn will not interact with electronics more often than other ghosts.
  • When the Jinn uses its ability there will be an EMF reading of 2/5 at the fusebox
    • Leave an EMF reader at the fuse box while the fuse box is on; if it picks up a reading but the fuse box never turned off, then it is very likely the Jinn using its ability.
  • The Jinn will move faster when all of the following are true:
    • The fuse box is on.
    • The Jinn has Line-of-site with a player that its targeting.
    • The Jinn is further than 3m from that player.
  • Wait for a hunt at the end of a long room or corridor, standing far away from where the ghost is expected to enter the room, and with line-of-sight all the way through. Listen for its footsteps and observe its speed before and after it sees the player. If it instantly gains speed to chase the player, then it is likely a Jinn; use Incense if needed. The Jinn will also slow down once it gets within 3 meters of its target.

If the ghost is moving fast when it doesn't have line-of-site on a player, or if it turns off the fuse box, you can rule out Jinn.

Mare

  • Higher chance to turn off lights.
    • Cannot turn light switches on.
    • Has an ability to immediately turn off a light switch after a player turns it on.
  • Higher chance to break bulbs durig scare events.
  • Higher chance to roam from lit rooms to dark rooms.
  • Can still hunt from lit rooms, but only if average sanity is before 40%.

If the ghost initiates a hunt in a lit room or area when you are certain that average sanity is above 40% (best to use a candle for this) or if it ever turns a light switch on, you can rule out Mare.

Revenant

  • Can move at 3 m/s during hunts if it has LoS or knows the location of a player.
  • Decreases to 1 m/s if player is out of LoS and the ghost doesn't know the location of the player.
    • Movement speed decreases by 0.75 m/s if LoS is broken.

If the ghost does not dramatically speed up when sensing a player's location, or if does not move very slowly when it has no knowledge of any player's location, you can rule out Revenant.

Shade

  • Higher chance to manifest as a dark shadow during scare events.
  • Chance to appear in shadow form if affected by music box/summoning circle.
  • +2% chance to trigger scare event for each 1% of sanity lost.
    • 0% chance to scare at 100% average sanity.
    • 100% chance to scare at 0% average sanity.
  • Will only hunt at 35% average sanity or lower.
  • Will not initiate a hunt in the same room as a player.

If you are certain that average sanity is at 100% and the ghost does a ghost event, or if you are certain that average sanity is above 35% and the ghost started a hunt, or even if it started a hunt at any sanity in the same room as any player, you can rule out Shade.

Demon

  • Ability gives a chance to hunt at 100% average sanity.
    • Otherwise hunts at 70% average sanity or lower.
  • Hunts have a minimum cooldown of 20 seconds.
  • Cannot hunt for 60 seconds after being smudged.
  • Cannot hunt within 150% of the base radius of an active crucifix.

If you are certain that average sanity is above 50% and no hunts are being initiated, or if you are certain that the ghost initiated a hunt just outside the base radius of a functioning crucifix but within the bonus 50% range, you can rule out Demon.

Yurei

  • When the yurei uses its ability sanity is decreased by 15%.
    • If the room has one or more open doors, it will fully close one door at random and produse an EMF level 2.
    • The Yurei cannot use its ability if its in a room with no door (lockers and closets do not count as doors, however tent and exit doors do).
  • Keeping doors wide open near the ghost will help show when it uses its ability.
    • If the ghost shuts an exit door fully without a ghost event or hunt, then it is very likely a Yurei.
      • Note that The Mimic will leave Ultraviolet evidence on the exit door if it has been affected by the Yurei's ability, provided that type of evidence is not hidden.
    • If the ghost shuts any other door fully, then it is likely (but not definitely) a Yurei.

If you insense a ghost and it walks through salt outside it's room less than 60s later, it cannot be a Yurei.

Oni

  • Higher chance to become more active with at least 1 player in the same room.
  • Higher chance to show its physical form during a scare event.
  • Can drain targeted player's sanity by 20% per scare event if player collides with the ghost.
  • Cannot appear in mist form during scare events.
  • Only phases out of visibility for a split second during hunts.

If the ghost ever appears in mist form during ghost events or phases out of visibility during hunts like the average ghost, you can rule out Oni.

Yokai

  • Can hunt at 80% average sanity or lower if a player is speaking in its proximity.
  • Higher chance to increase activity if players are talking in its proximity.
  • During hunts, can only hear players talking and sense electronics within 2.5m radius.
  • Has to be within 2.5m radius for music box to trigger a scare event and cursed hunt.

If you are certain that average sanity is between 50-80% (best to use a candle for this) and relentless talking is not triggering any hunts, or if it repeatedly can sense your voice or your flashing electronics during hunts between 2.5 and 7.5 metres distance away, you can rule out Yokai.

Hantu

  • Freezing temps is mandatory in games with > 1 available evidence.
  • Higher chance to turn off the fuse box.
    • Cannot turn fuse box on.
  • Shows freezing breath during hunts if fuse box is off.
  • Speed scales with room temperature from 1.4 m/s at 15°C to 2.7 m/s at 0°C or below.

If there are no freezing temperatures in the ghost room, or if it gradually accelerates in speed with line-of-sight like the average ghost during hunts, you can rule out Hantu.

Goryo

  • Dots is mandatory in games with > 1 available evidence.
  • Dots only visible by player who is not in the ghost room and is watching the camera.
  • Cannot do long long roams and will never change ghost room.

If you can see DOTS evidence without a video camera, or if the ghost ever clearly changes its ghost room, you can rule out Goryo.

Myling

  • Higher chance to be more vocal on the parabolic microphone.
  • Cannot emit any audible sound from greater than 12m away during scare events or music box activation.

If you are on the same floor as the ghost during the hunt and you can hear its voice and/or footsteps outside of the electronic disturbance radius, you can rule out Myling.

Onryo

  • Ability to initiate a hunt at any average sanity after blowing out a firelight.
    • The hunt can start immediately or up to 6 seconds after the firelight is extinguished.
  • Cannot initiate a hunt within a 4m radius of a lit firelight.
    • Acts as a crucifix.
    • Onryo will blow out a lit firelight if it is within 4m of it when attempting to hunt.
    • Higher chance to blow out firelights, increases each time a player dies.
  • Can hunt at 60% average sanity or lower if no firelights are lit.

If the ghost blows out a sole firelight three times and it does not trigger a hunt, or if it starts a hunt in close proximity to a lit firelight or if a crucifix (below tier III) prevents a hunt despite a lit firelight on top of it, you can rule out Onryo.

The Twins

  • Ability to produce simultaneous interactions within a 16m radius.
    • A normal interaction immediately followed by a second interaction.
  • The primary twin moves at 1.5 m/s during hunts.
  • The secondary twin moves at 1 m/s during hunts.
  • Each twin has a 50% chance to initiate a hunt.
    • The primary twin will hunt from the ghost's physical location.
    • The secondary twin will hunt from nearby where a secondary interaction recently occurred.

If the ghost's movement speed during hunts sounds normal or too slow or even too fast without line-of-sight, you can rule out the Twins.

Raiju

  • Can hunt at 65% average sanity if electronic equipment is nearby.
  • Moves at 2.5 m/s during hunts if electronic equipment is nearby.
    • Siphoning radius scales with map size.
      • 6m on small maps.
      • 8m on medium maps.
      • 10m on large maps.
  • Causes electronic disturbance within a 15m radius.

If the ghost doesn't suddenly get a speed boost as it walks past active electronic equipment, you can rule out Raiju.

Obake

  • Fingerprints is mandatory in games with > 1 available evidence.
  • Slight chance to leave behind unique evidence when interacting with objects:
    • Six-fingered handprint on doors and surfaces.
    • Two-fingered prints on light switches.
    • Five-fingered prints on keyboards and prison cell doors.
  • Has a 25% chance of not leaving behind any fingerprints after an interaction.
  • Ability to halve the duration of all existing fingerprints and footprints in the investigation area.
    • This ability can be used once every 60 seconds.
    • The Obake will not leave behind any fingerprints or footprints during hunts, can be used multiple times on the same evidence.
  • Has a 6.66% chance to briefly change its ghost model when phasing during hunts.
    • Will immediately revert to its original model after phasing.
    • Guaranteed to happen at least once during each hunt.

If the ghost has touched doors and other relevant surfaces a few times but has not once left behind fingerprints, or if you observe the ghost for the entire duration of hunts and you never witness it shapeshift, you can rule out Obake.

The Mimic

  • Ghost orb is not a primary evidence type, so they are always present with the Mimic.
  • Changes the ghost it mimics at random intervals between 30 and 120 seconds.
  • Can mimic any ability and secondary evidence traits of any other ghost, except from Goryo's DOTS.

If you can't see a ghost orb despite looking hard enough, or if the ghost's behaviour remains consistent throughout the investigation or if its movement speed during hunts is different from the average ghost but appears to be maintaining the same speed for at least three consecutive hunts, you can rule out the Mimic.

Moroi

  • Spirit box is mandatory in games with > 1 available evidence.
  • Spirit box and noises from parabolic microphone can inflict curse on player.
    • Curse doubles rate of passive sanity drain.
    • Cannot be paused by light sources or candles.
    • Can be paused by leaving the building.
    • Cured by sanity pills or by dying.
  • Starting movement speed during hunts scales with average sanity:
    • 1.5 m/s at 50% average sanity.
    • 2.25 m/s at 0% average sanity.
    • Max speed is 3.71 m/s at 0% average sanity with LoS on a player.
  • Blinded and disoriented when smudged for 150% of the base duration.
    • Base duration is 5 seconds.
    • Increased to 7.5 seconds for Moroi.

If you are at low or zero average sanity and the ghost does not appear to be moving noticeably faster during hunts, or if you smudge it during a hunt but it seems to regain its senses after the base duration of the incense used, you can rule out Moroi.

Deogen

  • If the player asks a question over the spirit box within 1 meter of the deogen, there is a 33% chance that it will give a unique response of heavy "bull like" breathing.
  • During a hunt the Deogen always has line of sight.
  • During a hunt the Deogen wil move at different speeds:
    • >6m: 3m/s
    • 6m - 2.5m: 0.4 - 3m/s
    • <2.5m: 0.4m/s
  • If you have not ruled out Deogen then you should pick a hiding spot that you can leave easily and won't trap you in.
  • You can circle around medium to large objects to escape during a hunt due to it's low speed.
    • Be aware that server lag may mean that it is closer than it appears.

If a ghost cannot find you in a hiding space, you can rule out Deogen

Thaye

  • Tries to age every 1-2 minutes.
    • Will retry after failed attempt after 30 seconds.
    • Can age a total of 10 times.
    • Each aging weakens the ghost.
  • Decreases average sanity threshold for hunts by -6% per age.
    • Ranges from 75% to 15% average sanity.
    • Movement speed decrease ranges from 2.75 m/s to 1 m/s.
  • Decreases interaction rate and chance for scare events by -15% per age.
    • Ranges from 200% to 50% chance.
  • Can show its changing and increasing age when asked via the Ouija board.
  • Movement speed during hunts cannot accelerate based on LoS.

If the ghost accelerates in movement speed during hunts with line-of-sight, you can rule out Thaye.

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