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Phasmophobia: Back Again: The Ghost Handbook (v0.19.1.0 Patch)

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Now in a much more detailed version than my previous guide, this professional Phasmophobia field manual is stripped of lore details and focused entirely on in-game mechanics. Especially for No Evidence modes, it serves as a technical reference designed to help you identify ghosts as quickly and…

Steam Community guide by Void.

Welcome Again!

Aswang

Key Evidence: D.O.T.S. Projector, Freezing Temperatures, Ghost Writing
Special Abilities and Speed:

  • Base speed is slow (1.53 m/s), but accelerates significantly faster than standard ghosts upon obtaining Line of Sight (reaches a max speed of 2.53 m/s in 8.67 seconds). Can occasionally initiate a hunt with zero grace period.Weakness:
  • Can never kill players who are hidden inside official hiding spots (closets, lockers, etc.); if it catches you inside a hiding spot, the hunt ends immediately.Important Note/Strategy:
  • If you end a hunt by using a hiding spot, the ghost will head directly toward that location at the start of the next hunt (reusing the same hiding spot is dangerous).

Banshee

Key Evidence: D.O.T.S. Projector, Ghost Orb, Ultraviolet
Special Abilities:

  • Selects a random player as its target. When initiating a hunt, it checks only its target's sanity threshold (50% or below) rather than the average team sanity.
    Hunt Mechanics:
  • During hunts, it will exclusively chase and kill its target; as long as the target is inside, it will pass through other players without harming them (if the target is outside, it hunts like a standard ghost).
    Audio and Behavioral Cues:
  • Has a 33% chance to produce a unique scream/sigh sound when listened to via Parabolic Microphone.
  • Prefers singing ghost events and drains its target's sanity by 15% (compared to 10% from standard ghosts).
  • In D.O.T.S. state, it tends to walk toward its target instead of wandering randomly. Manifests exclusively with female ghost models/names.

Dayan

Key Evidence: Spirit Box, Ultraviolet, Ghost Writing
Special Abilities:

  • Has a significantly larger detection range for player voices and electronic devices. Unlike other ghosts, it can detect any sound you make regardless of distance.Hunt Threshold:
  • Initiates a hunt when average sanity drops to 50% or below.Activity and Cues:
  • Quickly heads toward player noises or active equipment even without Line of Sight.
  • Speaking, keeping light sources on, or using equipment while hidden during a hunt is guaranteed death against Dayan. It is essential to turn off all electronics and remain completely silent when hiding from a Dayan.

Deildegast

Key Evidence: EMF Level 5, Ghost Writing, D.O.T.S. Projector
Special Abilities and Speed:

  • Initially very fast during a hunt (3.0 m/s), but does not accelerate via Line of Sight.
  • As it interacts with items across the map, its speed drops by 0.1 m/s for each unique item moved (can slow down to a minimum of 0.4 m/s).Hunt Threshold:
  • Initiates a hunt at the standard 50% average sanity threshold.Important Test / Strategy:
  • The more objects it interacts with on the map (throwable items, sinks, fuse box, etc.), the slower it will be during the next hunt.
  • Its speed resets back to 3.0 m/s at the end of every hunt or whenever a Crucifix is consumed.
  • Dead players can also contribute to slowing down the ghost by throwing objects.

Demon

Key Evidence: Freezing Temperatures, Ghost Writing, Ultraviolet
Special Ability:

  • Can initiate a hunt completely at random regardless of sanity (even at 100%).Hunt Mechanics:
  • Standard hunt threshold is 70% (effectively considered 100% due to its ability).
  • Cooldown between hunts is 20 seconds instead of the standard 25 seconds.
  • Incense prevents hunts for only 60 seconds instead of 90 seconds.Weakness:
  • Crucifix effective range is increased by 50% (Tier I: 4.5m / Tier II: 6m / Tier III: 7.5m).

Deogen

Key Evidence: Spirit Box, Ghost Writing, D.O.T.S. Projector
Special Spirit Box Sound:

  • When asking a question via Spirit Box while within 1 meter of a Deogen, there is a 33% chance it will produce a heavy bull breathing sound instead of a normal response.Hunt Mechanics and Targeting:
  • Hunt sanity threshold is 40%.
  • Constantly knows the exact location of all players across the map during a hunt (hiding is impossible).
  • Targets the closest player. Focuses on its target for 10 seconds, then re-selects the nearest target every 5-10 seconds. If Incense is used, it switches targets after the effect wears off.Speed Mechanics (Crucial):
  • Does not accelerate via Line of Sight.
  • Very fast when far from its target (3.0 m/s at >5.32m distance).
  • Extremely slow when close to its target (0.4 m/s at <2.42m distance). This allows players to easily walk around or loop it.
  • During Incense blindness, its speed is locked to 0.4 m/s or 1.6 m/s depending on the difficulty.Visibility and Interaction:
  • Appears more frequently and for longer durations during hunts compared to other ghosts (53% - 56% visibility rate).
  • Has a higher probability of interacting with doors (30%).
  • Instantly kills if within 1.1 meters; at 1.5 meters, it takes 2 seconds for the player to die (compared to 1 second for other ghosts).

Gallu

Key Evidence: EMF Level 5, Spirit Box, Ultraviolet
3 Different States:

  • Gallu transitions between 3 states: "Normal", "Enraged", and "Weakened".State Change Triggers:
  • Enraged: Transitions to the enraged state immediately after a Crucifix is consumed, when the Incense blindness wears off during a hunt, or right after stepping on Salt (2 seconds after in Normal state, 3 seconds after in Weakened state).
  • Weakened: Transitions to the weakened state instantly if a hunt ends while it is in the enraged state.State-Based Attributes Table:
  • Normal State: 50% Hunt Threshold | Standard Crucifix Range | 1.7 m/s Speed | 5s Incense Blindness.
  • Enraged State: 60% Hunt Threshold | Crucifix Range -2m | 1.955 m/s Speed | 4s Incense Blindness | Never Steps on Salt.
  • Weakened State: 40% Hunt Threshold | Crucifix Range +1m | 1.36 m/s Speed | 6s Incense Blindness | Leaves footprints for 3s upon stepping on salt (6 prints instead of 4).Identification Tactics and Tips:
  • Salt Test: Since it enters the enraged state after stepping on salt once, it will never step on subsequent salt piles. (Should not be confused with the Wraith, which never steps on salt at all; Gallu steps on it once to become enraged, then stops stepping on it).
  • Strategic Tactic: If you manage to survive its dangerous enraged state and hunt, it will drop into the "Weakened" state in the next hunt, making it significantly slower (1.36 m/s) and less threatening.

Goryo

Key Evidence: D.O.T.S. Projector, EMF Level 5, Ultraviolet
Mandatory Evidence Rule:

  • In limited evidence modes (1 or 2 evidence), it must always provide the D.O.T.S. evidence. If D.O.T.S. is absent from the evidence pool, Goryo is eliminated.Special D.O.T.S. Mechanics (Crucial Indicator):
  • The D.O.T.S. silhouette can only be seen through a Video Camera; it is never visible with the naked eye.
  • It only enters the D.O.T.S. state while inside its favored room and when no players are present in that room.Room Changing and Roaming:
  • Can never change its favored room (only possible via the Monkey Paw sanity wish).
  • Cannot perform long roams, only short-distance wanders. Because of this, it remains the most active interaction ghost even at 0% sanity.Identification Tactics:
  • Set up a camera in the room and monitor it from outside. If D.O.T.S. appears on the camera screen but is invisible to the naked eye, it is definitively a Goryo.
  • If it is reluctant to show D.O.T.S., have all players completely exit the building/house; this prolongs its D.O.T.S. activity window.
  • In 0 Evidence modes, identification is nearly impossible; it can only be deduced based on its tendency to stay locked in a single room and never change locations.

Hantu

Key Evidence: Freezing Temperatures, Ghost Orb, Ultraviolet
Mandatory Evidence:

  • In limited evidence games (1/2 evidence), it must always give Freezing Temperatures as evidence (never D.O.T.S. or Orbs).Fuse Box Behavior:
  • Can never turn the fuse box on; has a 2x higher chance to turn it off.Speed Mechanics:
  • Does not accelerate via Line of Sight.
  • Its speed directly depends on the room temperature. It is slow in warm rooms (1.4 m/s at >15°C) and very fast in cold/freezing rooms (2.7 m/s at <0°C).Special Breath Vapor (Clearest Indicator):
  • When the fuse box is off, it exhales visible freezing breath vapor every 3 seconds during a hunt (dead players cannot see it; this is also visible in 0-evidence modes).Identification Tactics:
  • If you keep the fuse box on, it makes fast footsteps in cold rooms and slow footsteps in warm rooms (resulting in fluctuating step tempos).
  • Smudging during a hunt and observing the freezing breath vapor from its mouth provides a definitive identification.
  • You can loop it easily in a warm room; however, remember that lingering near it will gradually cool down that room and increase its speed.Mimic Warning:
  • Even if you find all the evidence, always perform a Spirit Box check; if it responds, it is not a Hantu, but The Mimic.

Jinn

Key Evidence: EMF Level 5, Freezing Temperatures, Ultraviolet
Fuse Box Requirement:

  • All of its special abilities require the fuse box to be turned on. It can never directly turn off the fuse box (though it can trip the breaker by turning on too many lights).Sanity Drain Ability:
  • While the fuse box is on, it can instantly drain 25% sanity from players in the same room or within 3 meters. This action generates an EMF 2 or EMF 5 reading at the fuse box.Hunt and Speed Mechanics:
  • While the fuse box is on, if it gets Line of Sight on a player and is further than 3 meters away, its speed instantly surges to 2.5 m/s.
  • Upon getting within 3 meters of the player, its speed suddenly drops back to normal.Identification Tactics:
  • Fuse Box EMF Test: Leave an EMF Reader near the fuse box. If you get an EMF 2 or 5 reading at the fuse box without the breaker tripping, it is a Jinn.
  • Long-Range Chase Test: A ghost that spots you from down a long hallway, charges at lightning speed (2.5 m/s), and then slows down once right next to you is a Jinn (do not confuse with Revenant; a Revenant does not slow down when close to you).
  • Crucial Warning: In 0 Evidence or broken fuse box modes where the breaker cannot be turned on, identifying a Jinn purely through behavioral cues is nearly impossible.

Kormos

Key Evidence: Ghost Orb, Spirit Box, Ultraviolet
Activity Restriction:

  • Can never perform mist form or chasing ghost events.Sight and Kill Range (Nearly Blind):
  • Has no Line of Sight; cannot spot a player unless they are within 5 meters without line-of-sight obstructions.
  • Kill range via accidental collision while blind is low (instantly kills within 0.5 meters).
  • Speed increases by 30% (2.21 m/s) when moving toward a noise location it cannot see.Advanced Hearing and Footstep Detection:
  • In addition to voices and electronics, it also detects player footsteps. Cannot hear sounds from different floors.Sound Detection Ranges:
  • Sprinting (30m), Standing Walking (15m), Crouched Walking (10m).
  • Cannot detect a player who remains completely stationary during a hunt.Hunt Threshold:
  • Default hunt threshold is 50%. If a player sprints in the same room as the ghost, the threshold increases to 70%.Identification Tactics:
  • Stationary Stand Test: Stand completely still in an open area during a hunt. If the ghost does not spot you and charge directly at you, it is a Kormos.
  • If it performs a Mist Form or Chasing event outside of a hunt, Kormos is ruled out.Mimic Warning:
  • Even if all evidence aligns, always check for Freezing Temperatures; if present, it is The Mimic.

Mare

Key Evidence: Ghost Orb, Ghost Writing, Spirit Box
Light Behaviors:

  • Can never turn on room lights (Turning a light on rules out Mare).
  • Cannot perform the light-flickering interaction that leaves EMF on a light switch.
  • Has a higher tendency to perform lightbulb shatter events (11.11% chance).Special Instant Light-Off Ability:
  • When a player turns on a light within 4 meters, there is a 1/7 (14.2%) chance it will instantly (maximum 1-second delay) turn that light back off. Functions even if the fuse box is off. Each light switch has a 10-second cooldown per player.Hunt Threshold:
  • Initiates a hunt at 60% average sanity if its current room is dark, and 40% if the room is lit (Only ceiling lights count; flashlights or candles do not affect this threshold).Roaming:
  • Has a 50% chance to roam to distant rooms if the lights in its current room are on (Tends to change its favored room frequently).Identification Tactics:
  • A light switch immediately turning off the moment you flip it on is the primary indicator.
  • Turn on a nearby light during a ghost event (manifestation); if the light turns off while the event is still active, it has used its special ability (definitive Mare).

Moroi


Key Evidence: Freezing Temperatures, Ghost Writing, Spirit Box
Mandatory Evidence:

  • In limited evidence games (1/2 evidence), it must always provide Spirit Box as evidence.Curse Mechanics:
  • A player becomes cursed when receiving a Spirit Box response, hearing a whisper through the Parabolic Microphone, or attempting to record audio with a Sound Recorder.Effect:
  • A cursed player's passive sanity drain rate is doubled, and standing in lit areas does not prevent this drain (always counts as being in the dark).Curing the Curse:
  • Consuming Sanity Medication completely clears the curse.Sanity-Based Speed Mechanics:
  • Hunt sanity threshold is 50%.
  • Its speed is directly tied to the average sanity; as sanity drops, its speed increases in real time (1.5 m/s at ≥45% sanity, up to 2.25 m/s at 0% sanity).Weakness (Incense Effect):
  • When hit with Incense during a hunt, while other ghosts are blinded for 5 seconds, Moroi is blinded and unable to attack for 7 seconds.Identification Tactics:
  • Real-Time Speed Test: While hiding during a hunt, if you take medication to raise average sanity or use a cursed item to drop it, you can hear Moroi's footstep tempo instantly slow down or speed up.
  • Incense Duration Test: Remaining incapacitated for 7 seconds when hit by Incense during a hunt is a definitive indicator of a Moroi.
  • Rapid Sanity Drain: If your sanity drains rapidly despite standing under direct lights after getting Spirit Box or Parabolic Microphone signals, you have been cursed.

Myling

Key Evidence: EMF Level 5, Ghost Writing, Ultraviolet
Audio and Device Interactions:

  • Produces paranormal sounds on the Parabolic Microphone or Sound Recorder every 64 – 127 seconds (compared to 80 – 127s for other ghosts).
  • When a paranormal sound is detected via Sound Recorder, the static noise starts 1 meter further away, directly coinciding with the device's maximum detection range.Hunt and Audio Mechanics:
  • During a hunt, the audible range of its footsteps and vocalizations is reduced to only 12 meters, down from the standard 20 meters.
  • The range for electronic interference/disruption remains 10 meters.Identification Tactics:
  • Electronics / Audio Test: Place an active electronic device on the floor and hide. If you start hearing footsteps at the exact same time your hand-held equipment begins to flicker/malfunction (10m), or if they are barely audible, it is a Myling (a normal ghost's footsteps are heard from 20m away).
  • Timing Test: If you receive 2 paranormal audio signals on a Parabolic Microphone or Sound Recorder in less than 80 seconds, it is definitively a Myling.
  • Survival Warning: Because its footsteps cannot be heard until it is extremely close during a hunt, it can approach silently in large maps and long hallways; remain vigilant.

Obake


Key Evidence: EMF Level 5, Ghost Orb, Ultraviolet
Mandatory Evidence:

  • In limited evidence games (1/2 evidence), it must always provide Ultraviolet as evidence.Unique Fingerprint Patterns (16.7% Chance):
  • Leaves a 6-finger handprint on doors/walls instead of the standard 5 fingers.
  • Leaves 2 fingerprints on a light switch instead of 1.
  • Leaves 5 fingerprints on keyboards/prison cell doors instead of 4.Missing Print Chance (75% Probability):
  • Chance to leave fingerprints upon touching a surface is 75% rather than 100%.
  • When stepping in salt, the chance to leave footprints and produce footstep sounds is also 75% (25% chance to give no footstep audio).Special Ability (Timer Halving):
  • Halves the remaining duration of all existing fingerprints across the map, causing prints to disappear rapidly.

    Shapeshifting in Hunt (Definitive Identification):
  • While flickering during a hunt, it will shapeshift at least once into a different ghost model of the same gender before reverting back (dead players cannot see this).
  • The first shapeshift typically occurs approximately 6-8 seconds after the hunt Grace Period ends.Identification Tactics:
  • Seeing a 6-fingered handprint or 2 fingerprints on a single light switch is a definitive Obake.
  • Observing the ghost model shift during a hunt is 100% proof of an Obake.

Obambo

Key Evidence: D.O.T.S. Projector, Ghost Writing, Ultraviolet
Two Different States (Calm and Aggressive):

  • Oni-Ombaba features two modes: "Calm" and "Aggressive".
  • Starts in the Calm state at the contract's beginning; switches modes 1 minute after the front door is first opened, and then every 2 minutes thereafter (can also shift during a hunt).Activity Levels:
  • Fixed activity level at 90 in Calm mode, and a fixed level of 25 in Aggressive mode.State-Based Hunt Mechanics:
  • Calm State: Extremely low hunt threshold (10%), slow base speed (1.445 m/s).
  • Aggressive State: High hunt threshold (65%), very fast base speed (1.955 m/s).Hunt Duration Reduction:
  • If a hunt starts while it is in the Aggressive state, the hunt duration is 20% shorter (this reduction applies even if it switches to the Calm state mid-hunt).Identification Tactics:
  • Mid-Hunt Speed Change: Transitioning unexpectedly during a hunt from a slow speed (1.445 m/s) to a very fast speed (1.955 m/s) or vice versa is a definitive indicator of an Oni-Ombaba.Duration and Speed Testing:
  • A fast-starting hunt ending 20% faster than standard hunt durations points to an Oni-Ombaba.
  • At high sanity levels (between 10% and 65%), it can only hunt while in the Aggressive state; consequently, all its hunts at higher sanities will start fast.
  • Exhibits distinct high and low activity phases (90 and 25) on the activity chart.

Oni

Key Evidence: D.O.T.S. Projector, EMF Level 5, Freezing Temperatures
Activity and Sanity Effects:

  • If at least one player is nearby (within 6 meters or in the same room), its activity increases by +30.
  • During ghost events, colliding with a player drains sanity twice as fast (20% instead of 10%).Ghost Event Restrictions:
  • Can never perform the mist form event (the visible fog ball that approaches and disappears with a hiss). If a fog ball is seen, the Oni is ruled out.
  • Has a higher probability of performing a chasing event (40% instead of 20%, or 60% if The Devil card is drawn).
  • When it manifests, there is a 2/3 (66.6%) chance it will appear in its full, opaque form rather than as a shadow or translucent state.Hunt and Visibility Mechanics (Crucial Indicator):
  • During a hunt, while flickering, it remains visible for a much longer duration (55.3% - 63% visibility rate).
  • Unlike other ghosts, it rarely disappears

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