The Complete Ghost Guide for Phasmophobia - 2026 (UPDATED) — Transcript
Full transcript
- 0:00There are now 30 ghosts in Phasmophobia,
- 0:01and a lot to learn about every single
- 0:03one. If you clicked on this video, it's
- 0:04probably because you want accurate
- 0:05information about every ghost. Well,
- 0:07look no further because I'm here to
- 0:09provide you with that in this video. By
- 0:10the end of this video, you're going to
- 0:12know about what every single ghost does
- 0:13in Phasmophobia. This guide will follow
- 0:15a simple concept for each ghost. We're
- 0:17going in the order that the journal
- 0:18lists the ghost. We're going to cover
- 0:19each ghost's three pieces of evidence,
- 0:21the sanity that the ghost can start
- 0:22hunting at, the speeds that the ghost
- 0:24move at during a hunt, and what the
- 0:25behavior, abilities, and no evidence
- 0:27tells are for each ghost. But, before we
- 0:29get into that, just two requests. If
- 0:31this video helps you, please hit that
- 0:32subscribe button. I started this year at
- 0:3415,000 subscribers, and I've said all
- 0:36along that my goal is 50,000. With just
- 0:384 months left in 2026, I only need 5,000
- 0:40more subscribers to hit my goal. So,
- 0:41please, if it helps you, hit that
- 0:43subscribe button. And on top of that, I
- 0:44created a new channel with my friends
- 0:46that focuses on real-life overnight
- 0:48paranormal ghost investigations. So, if
- 0:49you're interested in content like that,
- 0:51the link to that channel is in the
- 0:52description as well, as I'm trying to
- 0:53get that channel to 5,000 subscribers by
- 0:55the end of the year. All right, let's
- 0:56not waste any more time, and let's get
- 0:57right into it. First up, we have the
- 0:59Aswang. Aswangs have the evidence
- 1:00combination of freezing temperatures,
- 1:02ghost writing, and dots. It can start
- 1:03hunting at 50% average sanity, and moves
- 1:05at 1.53 m/s during a hunt, which sounds
- 1:08like this.
- 1:13The Aswang during a hunt reaches max
- 1:14line of sight speed up faster than all
- 1:16other ghosts. In just 8.6 seconds,
- 1:18compared to the normal 13 seconds.
- 1:20Lastly, for the Aswang, it will
- 1:21immediately end a hunt if the ghost
- 1:23enters an official hiding spot that a
- 1:25detected player is in. And if the hunt
- 1:26ends when the ghost enters the same
- 1:28official hiding spot as a player, the
- 1:30ghost will then walk towards that
- 1:31player's current location at the start
- 1:32of the following hunt, even during a
- 1:34grace period. Next up, we have the
- 1:35Banshee. The Banshee is a female ghost
- 1:37with the evidence combination of
- 1:38ultraviolet, ghost orbs, and dots. The
- 1:40Banshee can hunt when her chosen target
- 1:42reaches 50% sanity and below, and during
- 1:44a hunt, it moves at a speed of 1.7 m/s,
- 1:47which sounds like this.
- 1:51The Banshee at the start of a contract
- 1:53will choose a target, and will pursue
- 1:54that target until that target is dead.
- 1:56The way that the Banshee's targeting
- 1:57system works is that it will choose any
- 1:59random member of the lobby at the start
- 2:00of the contract. After that target is
- 2:01dead, the host will always be the second
- 2:03chosen target if they were not chosen
- 2:04the first time. After the host is dead,
- 2:06the Banshee's target will be chosen in
- 2:07the order that the players join the
- 2:09lobby. However, if you're solo,
- 2:10obviously none of this matters and you
- 2:11will always be the target. The Banshee
- 2:13also has a 66% chance to stalk and roam
- 2:15to its target. If the target is inside
- 2:17without leaving an EMF reading. However,
- 2:19it cannot go between floors to roam to
- 2:20its target. So, if you find that a ghost
- 2:22is following you around constantly,
- 2:23Banshee is definitely an option.
- 2:25Banshees also prefer singing ghost
- 2:26events and will do them more frequently
- 2:27than every other ghost. And on top of
- 2:29that, the Banshee can only be a female
- 2:31model and name. If your ghost has a male
- 2:32name or is a male model, you can
- 2:34immediately rule out a Banshee. The way
- 2:35to identify a Banshee with no evidence
- 2:37is with a parabolic microphone or a
- 2:38sound recorder. As the Banshee has a 33%
- 2:40chance to give a one of 20 different
- 2:42Banshee wails through the parabolic
- 2:43microphone and the sound recorder. And
- 2:45this is an example of what some of those
- 2:46sound like.
- 2:48>> [screaming]
- 2:54[screaming]
- 2:55>> NEXT UP, THE DIYAN. DIYANS HAVE THE
- 2:57EVIDENCE combination of EMF 5, ghost
- 2:59orbs, and spirit box. They have three
- 3:00different sanities that they can hunt
- 3:02at. The first one is 65% sanity. And a
- 3:04hunt can be triggered at the sanity when
- 3:05a player is near the ghost and walking.
- 3:07The second is 45% sanity, at which a
- 3:09hunt can be triggered when a player is
- 3:11near the ghost and standing still. And
- 3:12lastly, it can hunt at 50% sanity when a
- 3:15player is standing away from the ghost.
- 3:16The Diyan has three different speeds
- 3:18that it moves at during a hunt. If the
- 3:19nearest player to the ghost is walking
- 3:20within 10 m of it, the Diyan will move
- 3:22at 2.25 m a second. And this is what
- 3:24that sounds like.
- 3:28The second speed of 1.2 m a second
- 3:30occurs if the nearest player to the
- 3:31ghost is not moving within 10 m of the
- 3:34ghost. And this is what that sounds
- 3:35like.
- 3:39And lastly, the third speed that the
- 3:40Diyan can move at is 1.7 m a second,
- 3:42also referred to as normal speed. This
- 3:44occurs if all the players in the
- 3:45contract are further than 10 m away from
- 3:47the ghost. And this is what that speed
- 3:49sounds like.
- 3:53The Diyan's entire no evidence
- 3:55identification revolves around testing
- 3:57for its speed during a hunt, but it does
- 3:58help that Deion, just like Banshee, can
- 4:00only be a female model and name. Meaning
- 4:01that if your ghost has a male name or is
- 4:03a male model, you can immediately rule
- 4:05out a Deion. Next up, we have the
- 4:06Dildagast, or as I call it, the Dil
- 4:08glass. The evidence combination for this
- 4:10ghost is EMF 5, ghost writing, and dots.
- 4:12It can start hunting you at 50% average
- 4:14sanity, and it has many different speeds
- 4:15it can hunt at. The base speed of the
- 4:17Dildagast after each hunt attempt is 3 m
- 4:20per second, which sounds like this.
- 4:24However, the speed of this ghost is
- 4:25affected by 0.1 m per second for each
- 4:28unique non-equipment item that is picked
- 4:30up or interacted with by players, both
- 4:32the dead and alive, since the end of the
- 4:34last hunt or hunt attempt. For example,
- 4:36if you and your friends pick up and
- 4:37throw 26 unique objects in between a
- 4:39hunt, the next hunt, the Dildagast will
- 4:41move at 0.4 m per second, which sounds
- 4:43like this.
- 4:49It's important to note that you have to
- 4:50throw 26 items in between every hunt if
- 4:53you want to slow down to its slowest
- 4:54speed, and that you cannot change the
- 4:55speed during a hunt. It's also important
- 4:57to note that this ghost does not have
- 4:58any line of sight speed up. Let's talk
- 5:00about the demon. Demons have the
- 5:01evidence combination of ultraviolet,
- 5:02ghost writing, and freezing
- 5:04temperatures. Demon have the ability to
- 5:05hunt you at any sanity, even if you just
- 5:07stepped inside. Outside of using a
- 5:08special ability to hunt, it has a
- 5:09hunting sanity threshold of 70%, and it
- 5:12also has a normal speed of 1.7 m a
- 5:14second during a hunt. And this is what
- 5:15that sounds like.
- 5:20Crucifixes are especially strong against
- 5:22demons, as a crucifix's range are
- 5:23increased by 50% per tier when the ghost
- 5:26is a demon. Outside of it hunting at any
- 5:28sanity, there are two ways to identify
- 5:29demon on no evidence. The first way is
- 5:31by timing how long it takes in between
- 5:33hunts when there is no smudge active.
- 5:34Demon is the only ghost that can hunt 20
- 5:36seconds after the previous hunt has
- 5:38ended, or if a crucifix was used. Every
- 5:40other ghost time that they have to wait
- 5:41is 25 seconds. And the second way is
- 5:43through the time that it takes to be
- 5:44able to hunt again after being smudged.
- 5:46Normally, when a ghost is smudged, they
- 5:48have to wait a minute and 30 seconds to
- 5:49try and hunt again. However, the demon
- 5:51only has to wait 60 seconds after being
- 5:53smudged before it can initiate a hunt
- 5:55again. Meaning, if you smudge your ghost
- 5:56and it hunts before a minute and 30
- 5:57seconds goes by, it's a demon. Next up,
- 5:59the Deogen. The Deogen is a really fun
- 6:01ghost to deal with. It's evidence
- 6:02combination is spirit box, ghost
- 6:04writing, and dots. It has a hunting
- 6:05sanity threshold of 40% and changes its
- 6:08speed as it gets closer to the player
- 6:09that it's targeting at the time. When
- 6:11the Deogen is far away from its target,
- 6:12it will move at a speed of 3 m a second.
- 6:14And this is what that sounds like.
- 6:18But, as a Deogen gets closer to its
- 6:20target, it will slow down and eventually
- 6:21reaching a speed of 0.4 m a second. And
- 6:24this is what that sounds like.
- 6:30The Deogen always has line of sight on a
- 6:32player, making it 100% impossible to
- 6:34hide from a Deogen. Meaning, the only
- 6:35way to survive a Deogen hunt is to run
- 6:37away from it or loop it around
- 6:38something. When you are asking a spirit
- 6:40box questions within 1 m of a Deogen, it
- 6:42has a 33% chance to give you this really
- 6:44cool and unique breathing response on
- 6:46the spirit box, which can only occur
- 6:47with Deogens. This is what that sounds
- 6:49like.
- 6:53>> [panting]
- 6:53>> When playing certain difficulties where
- 6:55one or two pieces of evidences are being
- 6:57hidden, such as nightmare or insanity,
- 6:59spirit box will always be a guaranteed
- 7:00piece of evidence for Deogen. The only
- 7:02way to identify Deogen on no evidence is
- 7:04through the speed of the ghost during a
- 7:05hunt. Next up, let's talk about the
- 7:06Goryo because there is a lot to
- 7:08understand about this ghost. Let's start
- 7:09with its evidence, EMF 5, ultraviolet,
- 7:11and spirit box. The Goryo has three
- 7:12different sanities and speeds that can
- 7:14hunt at. When it is in its normal state,
- 7:15it can hunt at 50% sanity and moves at
- 7:181.7 m per second. This is what that
- 7:19sounds like.
- 7:24When the Goryo is in its enraged state,
- 7:26it can hunt at 60% sanity and moves at
- 7:281.96 m a second. This is what that
- 7:30sounds like.
- 7:34And lastly, when the Goryo is in its
- 7:35weakened state, it can hunt at 40%
- 7:37sanity and moves at 1.36 m per second.
- 7:40And this is what that sounds like.
- 7:45When you start a contract, the Goryo
- 7:46will start in its normal state, and it
- 7:48will cycle between its three states:
- 7:49normal, enraged, and weakened in that
- 7:51order. The switch to a different state
- 7:53happens when the Goryo steps in salt, is
- 7:55hit by an incense, or uses a crucifix.
- 7:57Once the Goryo does one of those three
- 7:58things, it becomes enraged, it will stay
- 8:00that way until the end of a hunt. While
- 8:02enraged, the Goryo is only blinded by
- 8:03smudges for 4 seconds, has a decreased
- 8:05crucifix range of 2 m, and will not
- 8:07disturb any salt that it walks over,
- 8:08which can be confused for wraith. Once
- 8:10the hunt is over, the Goryo becomes
- 8:12weakened. This is when it will start
- 8:13moving slowly during hunts, has the low
- 8:15hunting sanity threshold, is blinded for
- 8:166 seconds during a hunt by an incense,
- 8:18has an increased crucifix range of 1 m,
- 8:20and it will disturb salt again. Once the
- 8:22Goryo is incensed, uses a crucifix, or
- 8:24steps in salt while it's in the weakened
- 8:25state, it will then return to its normal
- 8:27state, and then the cycle continues.
- 8:28Next, let's talk about the Goryo. The
- 8:30Goryo has the evidence combination of
- 8:31EMF 5, ultraviolet, and dots. However,
- 8:34Goryo dots are only visible through a
- 8:35video camera and when nobody is inside
- 8:37of the ghost room. The Goryo can hunt at
- 8:3950% average sanity, and moves at a speed
- 8:41of 1.7 m/s during a hunt. And this is
- 8:43what that sounds like.
- 8:48Goryos are not found wandering from the
- 8:50room often. On top of that, the Goryo is
- 8:52unable to change its favorite room at
- 8:53all during a contract, meaning that if
- 8:55your ghost does a room change, you can
- 8:56rule out Goryo. The Goryo will enter the
- 8:58dot state more frequently than all of
- 9:00the ghosts. And if you're playing a
- 9:01difficulty like nightmare or insanity,
- 9:02where you only have one or two pieces of
- 9:04evidence, then dots is always going to
- 9:06be guaranteed for Goryo. Let's talk
- 9:07about Hantu. The Hantu has an evidence
- 9:09combination of ultraviolet, ghost orbs,
- 9:11and freezing temperatures. Hantus will
- 9:12hunt at an average sanity of 50%, and
- 9:14will change its speed depending on the
- 9:15temperature of the room that it's in.
- 9:17When standing in colder temperature
- 9:18rooms, the Hantu becomes faster during
- 9:20hunts and will move at 2.7 m/s. And this
- 9:22is what that sounds like.
- 9:26On the other hand though, when standing
- 9:27in warmer temperature rooms, the Hantu
- 9:29will be slower during hunts, moving at
- 9:301.4 m/s. And this is what that sounds
- 9:33like.
- 9:37The Hantu does not have any line of
- 9:38sight speed up. So, you're able to loop
- 9:39it as much as you want and it will not
- 9:41speed up. The only time your Hantu will
- 9:42change speeds is when the temperature in
- 9:44the room changes. Hantus are more likely
- 9:46to turn off the breaker than all other
- 9:47ghosts and are also not able to turn on
- 9:49the breaker at all. Meaning, if your
- 9:50ghost turns on the breaker, you can
- 9:52immediately rule out Hantu as an option.
- 9:53Hantus will have visible freezing breath
- 9:55coming from the ghost model's mouth
- 9:56during a hunt when the breaker is set to
- 9:58off or broken. This makes the Hantu very
- 10:00easy to identify with zero evidence. And
- 10:03to end off our section about Hantu, if
- 10:04you're playing on Nightmare or Insanity
- 10:06difficulty where you only have one or
- 10:08two pieces of evidence, then freezing
- 10:09temperatures will always be a guaranteed
- 10:11piece of evidence for Hantu. Next, let's
- 10:12talk about the Jinn. Jinns have an
- 10:14evidence combination of EMF 5,
- 10:15ultraviolet, and freezing temperatures.
- 10:17Jinns can start hunting when the average
- 10:18sanity hits 50% and has two speeds that
- 10:20it moves at during a hunt. When the
- 10:22breaker is on and the Jinn is further
- 10:23than 3 m away from a player that it has
- 10:25line of sight on, it will speed up to
- 10:272.5 m per second. And this is what that
- 10:29sounds like.
- 10:33However, when the breaker is off, Jinns
- 10:35will move at 1.7 m per second. And this
- 10:37is what that sounds like.
- 10:42Because of its speed up ability that is
- 10:44dependent on the breaker being on, Jinns
- 10:46are not able to turn the breaker off.
- 10:47Meaning that if your ghost turns the
- 10:48breaker off, you can rule out Jinn as an
- 10:50option. Jinns can also drop a player's
- 10:51sanity by 25% with the breaker on as
- 10:54long as that player is within 3 m or in
- 10:56the same room as the ghost. When this
- 10:58happens, it will leave an EMF level 2 or
- 11:00EMF level 5 at the breaker. Next up, the
- 11:02Cormais. The evidence combination for
- 11:03the Cormais is ghost orbs, spirit box,
- 11:05and ultraviolet. It can start hunting at
- 11:0770% average sanity if it detects a
- 11:09player sprinting in the same room as the
- 11:10ghost. Otherwise, it can start hunting
- 11:12at 50% average sanity. The Cormais when
- 11:14it has not detected a player or has
- 11:16detected a player within 5 m of the
- 11:18ghost, will move at 1.7 m per second,
- 11:20which sounds like this.
- 11:25If the Cormais has detected a player
- 11:27that is more than 5 m away, it will move
- 11:28at 2.21 m per second, which sounds like
- 11:31this.
- 11:34The Cormac's cannot see a player unless
- 11:35that player is moving within 5 m of the
- 11:37ghost. It can still detect you based on
- 11:39player movement, voice chat, and
- 11:40electronics though if you're holding
- 11:41them. And lastly, for the Cormac's, it
- 11:43is not able to do mist form ghost events
- 11:45or chasing ghost events, meaning that if
- 11:47your ghost does one of these, then it is
- 11:48100% not a Cormac's. Next up, we have
- 11:51the Mare. Mares have the evidence
- 11:52combination of spirit box, ghost orbs,
- 11:54and ghost writing. It has two sanities
- 11:56that can hunt at 60% average sanity if
- 11:58the light switch is in the off position
- 11:59in the current room that the ghost is
- 12:00in, and 40% if the light switch is in
- 12:02the on position. However, if the lights
- 12:04in the ghost's current room are busted
- 12:05up by a ghost event, it will always be
- 12:0760%. The Mare will move at a speed of
- 12:091.7 m per second during a hunt, and this
- 12:12is what that sounds like.
- 12:17Mares will wander more if the lights are
- 12:18on in its current room, and they also
- 12:20prefer turning off lights and light
- 12:21bursting ghost events. Mares are not
- 12:23able to turn on lights of any kind. This
- 12:24will always include light switches and
- 12:26lamps. However, Mares are also currently
- 12:28not able to turn on TVs and computer
- 12:30monitors, as these counts as light
- 12:31sources. This can change at any point if
- 12:32the devs want to fix it, but it's been
- 12:34in the game for 2 years now, so that is
- 12:35highly unlikely. The Mare has an ability
- 12:37where it can immediately turn off a
- 12:39light switch or lamp that a player has
- 12:40turned on within 4 m of the ghost. Be
- 12:42careful though, because ghost events can
- 12:44also turn off light switches and lamps
- 12:45that you just turned on, sometimes
- 12:46confusing it with a Mare ability. Mares
- 12:48are also able to use this ability during
- 12:50ghost events, making it the only ghost
- 12:52in the game that can interact with the
- 12:53light during a ghost event. Next, let's
- 12:55go ahead and talk about the Moroi.
- 12:56Morois have the evidence combination of
- 12:57spirit box, ghost writing, and freezing
- 12:59temperatures. It can start hunting at
- 13:0050% average sanity, and the speed of a
- 13:02Moroi depends if the average sanity is
- 13:04low or high. When the average sanity is
- 13:06above 45%, the Moroi will move at a
- 13:08slower speed than normal, moving at a
- 13:09pace of 1.5 m per second, and this is
- 13:12what that sounds like.
- 13:17When the average sanity is zero, the
- 13:19Moroi will move at a faster speed of
- 13:212.25 m per second, and this is what that
- 13:23sounds like.
- 13:26Anytime that a Moroi responds on the
- 13:28spirit box, gives you a parabolic
- 13:29response, or a sound on the sound of
- 13:31quarter that is recorded, it will place
- 13:32a curse on the player who hears the
- 13:33response. This curse will cause your
- 13:35sanity to passively drain twice as fast,
- 13:37even when you're inside of a fully lit
- 13:38room. The only way to stop this curse is
- 13:40for the cursed player to take any tier
- 13:41of sanity medication. When a Moroi gets
- 13:43smudged during a hunt, it is blinded for
- 13:457 seconds instead of the usual 5 seconds
- 13:47for all other ghosts. This is a pretty
- 13:49easy way to identify it on no evidence.
- 13:50And lastly, when playing on a difficulty
- 13:52like nightmare or insanity, where you
- 13:54only get one or two pieces of evidence,
- 13:55spirit box will always be a guaranteed
- 13:57piece of evidence for Moroi. Next up,
- 13:58let's talk about the Myling. Mylings
- 14:00have the evidence combination of EMF 5,
- 14:02ultraviolet, and ghost writing. Mylings
- 14:03start hunting at 50% average sanity, and
- 14:05will move at 1.7 m per second during a
- 14:08hunt. This is what that sounds like.
- 14:13The footsteps and vocals of a Myling
- 14:15during a hunt is reduced compared to all
- 14:16other ghosts. A Myling cannot be heard
- 14:18from further than 12 m away, compared to
- 14:20the normal 20 m. One of the common ways
- 14:22to test for a Myling is to turn on a
- 14:23flashlight and drop it on the floor. If
- 14:25your flashlight is flickering, but you
- 14:26don't hear any footsteps, it's a Myling.
- 14:28Mylings will also produce responses on
- 14:30the parabolic microphone more frequently
- 14:32than all other ghosts. A Myling will
- 14:33produce a parabolic sound every 64 to
- 14:35128 seconds, while every other ghost is
- 14:37between 80 and 128 seconds. Meaning that
- 14:40if you get two parabolic responses
- 14:41within 80 seconds of each other, you're
- 14:42dealing with a Myling. Next up, we're
- 14:44going to talk about the Obake, which is
- 14:45personally my favorite ghost. The Obake
- 14:47has the evidence combination of EMF 5,
- 14:49ultraviolet, and ghost orbs. It can
- 14:51start hunting you at 50% average sanity,
- 14:53and it moves at a speed of 1.7 m per
- 14:55second. And this is what that sounds
- 14:56like.
- 15:00The Obake has some really, really fun
- 15:02abilities. Let's first start with how
- 15:03Obake fingerprint mechanics work. The
- 15:05Obake has a chance to leave behind
- 15:07unique fingerprint models on doors,
- 15:08windows, coolers, light switches,
- 15:10keyboards, and cell doors. On doors,
- 15:12windows, and coolers, the Obake has a
- 15:14chance to leave behind a six-fingered
- 15:15fingerprint. On light switches, it has a
- 15:17chance to leave a double fingerprint.
- 15:19And on keyboards and cell doors, it has
- 15:20a chance to leave behind a five-finger
- 15:22fingerprint. However, the Obake also has
- 15:24a 25% chance to not leave UV evidence
- 15:27whenever it interacts with something
- 15:28that would normally give UV on. And it
- 15:29also has a chance to make UV evidence
- 15:31disappear twice as fast. During a hunt,
- 15:33the Obake will shape-shift between
- 15:35different ghost models of the same
- 15:36gender that the ghost is for that
- 15:37contract. And this happens on
- 15:39predetermined blinks. The blinks that
- 15:40the Obake will change models on is 12,
- 15:4227, 39, 54, 62, 80, 105, 120, and 132.
- 15:47Meaning that you'll usually see at least
- 15:49two shape-shifts during a hunt,
- 15:50depending on the hunt duration of your
- 15:52difficulty. Obakes also have a 25%
- 15:54chance to miss a footstep during ghost
- 15:56events. So, if it sounds like your ghost
- 15:57is skipping footsteps during an event,
- 15:58consider Obake an option.
- 16:03And lastly, for Obake, if you're playing
- 16:05on difficulty like Nightmare or Insanity
- 16:07where you only have one or two pieces of
- 16:08evidence available to you, then UV will
- 16:10always be a guaranteed piece of evidence
- 16:12for Obake. Now, let's go ahead and talk
- 16:13about the Obambo. The Obambo has the
- 16:15evidence combination of ghost writing,
- 16:17ultraviolet, and dots. It has two
- 16:18different sanities that can hunt that
- 16:20depending on the state that it's in.
- 16:21When it's in its aggressive state, it
- 16:22can start hunting at 65% average sanity,
- 16:25and it will move at a speed of 1.96 m/s.
- 16:27This is what that sounds like.
- 16:32When it's in its calm state, it can
- 16:33start hunting at 10% average sanity, and
- 16:35it will move at a speed of 1.45 m/s
- 16:38during a hunt. This is what that sounds
- 16:39like.
- 16:43The Obambo will switch between a calm
- 16:45state and an aggressive state every 2
- 16:46minutes. And this timer starts halfway
- 16:48through the calm state when you open the
- 16:49front door. When a hunt is started in
- 16:51the aggressive state, the duration of
- 16:53the hunt is decreased by 20%. On top of
- 16:55that, the Obambo can change states
- 16:57during a hunt, going from fast to slow
- 16:59or vice versa. Next up, let's talk about
- 17:01the Oni. The Oni has the evidence
- 17:02combination of EMF 5, freezing
- 17:04temperatures, and dot. It can start
- 17:05hunting at 50% average sanity, and it
- 17:07will move at 1.7 m/s during a hunt. This
- 17:10is what that sounds like.
- 17:15Onis are most active around multiple
- 17:17people and are unable to do miss form
- 17:19ghost events, meaning that all of the
- 17:20Oni's ghost events will be physical form
- 17:22ghost events and they're more likely to
- 17:24appear as a full ghost model rather than
- 17:26shadow or translucent. Oni's ghost
- 17:27events will also drain 20% sanity
- 17:29instead of the standard 10% from ghost
- 17:31events from all other ghost types. The
- 17:33Oni is most identified by its blinking
- 17:35pattern. An Oni will blink more
- 17:36frequently during hunts making them more
- 17:38visible. This right here is what a
- 17:39normal blinking ghost pattern looks like
- 17:41and this right here is what an Oni looks
- 17:43like.
- 17:45Next up, we have the Onryo. There is a
- 17:46lot of fire light mechanics to this
- 17:48ghost, so pay close attention. The
- 17:50evidence combination of Onryo is spirit
- 17:52box, ghost orbs and freezing
- 17:53temperatures. The Onryo can hunt at any
- 17:55sanity when using its ability, 60%
- 17:57average sanity normally and can't hunt
- 17:58at the top 40% average sanity when near
- 18:00lit fire lights. It will move at a speed
- 18:02of 1.7 m per second during a hunt and
- 18:04this is what that sounds like.
- 18:09All right, let me try to break this down
- 18:11in an easy way. The Onryo will try to
- 18:12hunt at any sanity after extinguishing
- 18:14every third flame. However, flames act
- 18:16as crucifixes at the same time. If an
- 18:18Onryo blows out its third flame, but
- 18:20there's another lit fire light nearby
- 18:21within 4 m of the ghost, the Onryo will
- 18:23prioritize that flame over any crucifix
- 18:25that is on the floor or stop it from
- 18:27actually starting a hunt and it will
- 18:28blow out that flame not allowing the
- 18:30Onryo to hunt. The more players that are
- 18:31dead, the more likely it becomes that
- 18:33the Onryo extinguishes a flame. Onryo's
- 18:35also cannot light any fire sources such
- 18:37as house candles or the campfires on
- 18:38Maple Lodge and Camp Woodwind. Now,
- 18:40let's talk about some abilities and no
- 18:42evidence identification because there is
- 18:43a lot for the Onryo. The Onryo is the
- 18:46only ghost that can blow out any tier
- 18:47fire light before 30 seconds has passed
- 18:49after it's been lit for the first time
- 18:50that entire contract. So, if you light a
- 18:52fire light for the very first time and
- 18:53it gets blown out before 30 seconds
- 18:55passes, it's an Onryo. The Onryo is also
- 18:57the only ghost that can blow out the
- 18:58same fire light twice within 20 seconds
- 19:00of each other. It's also the only ghost
- 19:01that can blow out a tier one or a tier
- 19:03two fire light within 20 seconds after
- 19:05it's lit. And lastly, Onryo is the only
- 19:07ghost that can blow out your lighter
- 19:08within 20 seconds of activating it. So,
- 19:10if you turn on your lighter and it's
- 19:11blown out before 20-seconds passes after
- 19:13activating your lighter, it's non-real.
- 19:15Up next, we have the Phantom. The
- 19:16evidence combination of Phantom is
- 19:18spirit box, ultraviolet, and dots. It
- 19:19can start hunting at 50% average sanity
- 19:21and the speed of a Phantom during a hunt
- 19:23is 1.7 m/s. This is what that sounds
- 19:25like.
- 19:30Be careful of Phantoms if you like your
- 19:31sanity because players will lose 0.5%
- 19:33sanity per second while in heartbeat
- 19:35range of the ghost during hunts and
- 19:36events. Phantoms also have a roam
- 19:38ability where they can roam towards of a
- 19:40random player. And when they do so, EMF
- 19:422 at the location that it roams to. The
- 19:44EMF level will be left at head height,
- 19:46which is easy to check with a tier 3
- 19:47EMF. Phantoms will not appear inside of
- 19:49photos that are labeled as ghost photos
- 19:51or videos labeled as ghost except for
- 19:53hunting ghost video. And lastly,
- 19:55Phantoms are less visible during hunts
- 19:56with a slower blinking speed. They often
- 19:58disappear for a long period of time
- 20:00between blinks compared to the normal
- 20:01ghost. This is what a Phantom blink
- 20:03looks like compared to a normal ghost.
- 20:04Up next, let's talk about a fan favorite
- 20:06ghost, the Poltergeist. Poltergeists
- 20:08have the evidence combination of spirit
- 20:09box, ultraviolet, and ghost writing.
- 20:11They can start hunting at 50% average
- 20:12sanity and they move at a speed of 1.7
- 20:15m/s during a hunt. This is what that
- 20:17sounds like.
- 20:21During hunts, Poltergeists will also
- 20:23throw items more often and with more
- 20:24power than all other ghost types,
- 20:26throwing an item every 0.5 seconds.
- 20:28Poltergeists also have a higher chance
- 20:29to throw and interact with items. And
- 20:31they can also throw objects faster and
- 20:33further than all other ghost types even
- 20:35outside of hunts. Lastly, the
- 20:37Poltergeist has an ability that the
- 20:38community has called a polty bomb where
- 20:40it can interact with multiple objects at
- 20:41the same time, decreasing nearby player
- 20:43sanity by 2% per item that is thrown.
- 20:45And there are four variants of this
- 20:46polty bomb, just the normal throw,
- 20:49levitating throw,
- 20:52levitating drop,
- 20:54and levitate and throw at player.
- 20:56Up next, let's talk about the Raiju. It
- 20:58has the evidence combination of EMF 5,
- 21:00ghost orbs, and dots. It's hunting
- 21:01sanity is 50% average sanity unless
- 21:03there's active electronics on near the
- 21:05ghost. Then the hunting sanity is 65%.
- 21:07There are two speeds during a hunt for
- 21:09the Raiju and it depends on if the Raiju
- 21:11is detecting any nearby player
- 21:12electronics that are on. If the Raiju
- 21:14isn't detecting any electronics, it'll
- 21:15move at 1.7 m/s. And this is what that
- 21:18sounds like.
- 21:22But if it detects any player electronics
- 21:24nearby that are on, the Raiju will move
- 21:26at 2.5 m/s. And this is what that sounds
- 21:29like.
- 21:32Raijus have a larger disturbance range
- 21:34for electronics than all other ghosts,
- 21:36having a 15-m range instead of 10 m.
- 21:38Meaning that your radio will have static
- 21:40from further away and your electronics
- 21:41will malfunction from a further range
- 21:43than they normally would. Next up, the
- 21:45Revenant. There's nothing to know about
- 21:46Revenants besides from its evidence,
- 21:48hunting sanity, and speed. Revenants
- 21:50have the evidence combination of ghost
- 21:51orbs, ghost writing, and freezing
- 21:53temperatures. They can start hunting at
- 21:5450% average sanity and have two
- 21:56different speeds during a hunt. The
- 21:57first speed happens when it has no line
- 21:59of sight on any players and it does not
- 22:01detect any players nearby. The Revenant
- 22:02in this case moves at 1 m/s. And this is
- 22:05what that sounds like.
- 22:10The second speed happens if the Revenant
- 22:12has line of sight on a player or detects
- 22:14an electronic or radio from a nearby
- 22:15player. And if that happens, the
- 22:17Revenant will move at 3 m/s. This is
- 22:19what that sounds like.
- 22:23Next up, we have the Shade. Shades have
- 22:25the evidence combination of EMF 5, ghost
- 22:27writing, and freezing temperatures. It
- 22:28can start hunting at 35% average sanity,
- 22:30has a speed of 1.7 m/s during a hunt,
- 22:33and this is what that sounds like.
- 22:38When using a music box, summoning
- 22:40circle, or monkey paw for ghost events,
- 22:41the Shade is the only ghost in the game
- 22:43that can appear as the shadow ghost
- 22:45model. On top of that, Shades cannot do
- 22:47singing ghost events, meaning that they
- 22:48can be ruled out if your ghost does a
- 22:49singing ghost event. Shades also do
- 22:51prefer shadow ghost models more during
- 22:53events. The lower your sanity with a
- 22:54Shade, the more it will do ghost events.
- 22:56Shades are not able to do events, hunt,
- 22:58or any interactions that result in EMF
- 23:002, EMF 3, or EMF 5 while player is
- 23:05inside of the same room as the ghost.
- 23:06This does include ghost writing and
- 23:08blowing out fire lights. However, be
- 23:09careful that the ghost doesn't just step
- 23:11outside of the room and then interact
- 23:12with these from the other room, leading
- 23:14you to rule out a shade too early. Next
- 23:15up, we have the spirit. While the
- 23:17journal says that this is the most
- 23:18common ghost, all ghost types have a 1
- 23:20in 27 chance in spawning for that
- 23:21contract. The evidence for spirit is EMF
- 23:235, spirit box, and ghost writing. It can
- 23:25hunt starting at 50% average sanity and
- 23:27moves at 1.7 m per second during a
- 23:32There is only one mechanic to the spirit
- 23:34and it involves using an incense or also
- 23:36referred to as a smudge stick. When
- 23:38using a smudge stick near the spirit, it
- 23:39must wait 180 seconds or 3 minutes
- 23:41before hunting again. Compared to the
- 23:43normal 90 seconds for 25 other ghosts in
- 23:45the game. Meaning that if you smudge the
- 23:46ghost and it hunts before 3 minutes, you
- 23:48can rule out spirit. Next up, we have
- 23:50the The Thaye. Thayes have the evidence
- 23:52of ghost orbs, ghost writing, and dots.
- 23:54Their speed during a hunt and sanity
- 23:55they hunt at is depending on if the
- 23:57Thaye is aged or not. So, I'm going to
- 23:58take a second to explain the mechanic
- 24:00along with the speed and sanity that it
- 24:01hunts at. At the start of a contract,
- 24:03Thayes will start at their youngest
- 24:04state. The ghost will then attempt to
- 24:06age every 1 to 2 minutes. If a player is
- 24:08in the same room when it attempts this,
- 24:09the ghost will age. Otherwise, it will
- 24:11wait 30 seconds and try again. When the
- 24:13Thaye is in its youngest state, it can
- 24:14hunt at 75% average sanity. When it's in
- 24:17its oldest state, it can hunt at 15%
- 24:19average sanity. And when the Thaye is in
- 24:20its youngest state, the Thaye moves at
- 24:222.75 m per second during a hunt. This is
- 24:25what that sounds like.
- 24:28When it's in its oldest state, the Thaye
- 24:30will move at 1 m per second during a
- 24:32hunt. This is what that sounds like.
- 24:38It's important to mention that Thayes
- 24:39have zero line of sight speed up.
- 24:41Meaning that they will stay the same
- 24:42speed that they are the entire hunt,
- 24:44regardless of if it has line of sight on
- 24:45a player for an extended period of time.
- 24:47Thayes are more active when they are
- 24:48younger and lastly, you can use a Ouija
- 24:50board to identify a Thaye. The Thaye
- 24:52will tell you its age on the Ouija board
- 24:53when you ask it how old are you. Meaning
- 24:55that if you ask the question when it's
- 24:56in its youngest state and then ask again
- 24:58when it's aged, it will show an older
- 25:00age as its next answer. Additionally,
- 25:02it's the only ghost that can have an
- 25:03answer of over 90 years old on the Ouija
- 25:05board. Let's go ahead and talk about the
- 25:06Mimic. This ghost is really easy to
- 25:08understand, so I'm going to put it in
- 25:09the simplest way possible. The actual
- 25:11evidence for Mimic is spirit box,
- 25:13ultraviolet, and freezing temperatures.
- 25:14However, its ghost ability creates an
- 25:16orb inside of the Mimic's favorite room.
- 25:18Meaning that you sometimes might get
- 25:19four pieces of evidence. Additionally,
- 25:21it's the only ghost in the game that can
- 25:22give you the evidence combination of
- 25:23spirit box, ultraviolet, and ghost orbs.
- 25:25So, be careful of those two things. The
- 25:27Mimic will mimic and copy a different
- 25:29ghost hunting speed, hunting sanity, and
- 25:31all abilities and behavior every 30 to
- 25:33120 seconds. Meaning that the Mimic will
- 25:35have a different speed, hunting sanity,
- 25:37and ghost abilities every 2 minutes. So,
- 25:39when it comes to the hunting sanity for
- 25:40Mimic, it depends on which ghost it is
- 25:42mimicking. And when it comes to the
- 25:43ghost speed during a hunt, it also
- 25:45depends on which ghost it is mimicking.
- 25:46Next up, we have the Twins. The Twins
- 25:48have the evidence combination of EMF 5,
- 25:50spirit box, and freezing temperatures.
- 25:51The Twins can start hunting at 50%
- 25:53average sanity and at two different
- 25:55speeds that it can hunt at. It will
- 25:56either hunt as the slow twin or the fast
- 25:57twin. And this is decided randomly at
- 25:59the start of a hunt. The first speed is
- 26:01the slow twin. It moves at 1.5 m per
- 26:03second, and this is what that sounds
- 26:04like.
- 26:06>> [music]
- 26:09>> The second speed is the fast twin. It
- 26:11moves at 1.9 m per second, and this is
- 26:13what that sounds like.
- 26:18The Twins are able to do two
- 26:19interactions at the same time. One
- 26:20within a standard radius of 2.12 m or
- 26:234.24 m on large maps. And the other
- 26:25interaction within its extended radius
- 26:27of 8.48 m or 16.97 m on large maps. This
- 26:31increased interaction range gives the
- 26:33illusion that there's two different
- 26:34ghosts. When in reality, it's just one
- 26:36with an increased range compared to all
- 26:37other ghosts. When the Twins initiate a
- 26:39hunt, it'll first perform a crucifix
- 26:41check at its current location before
- 26:42choosing whether to hunt as a slow twin
- 26:44or a fast twin, with each having a 50%
- 26:46chance. If choosing to be slow, the hunt
- 26:48will begin at current location. If it
- 26:49chooses to be fast, it will teleport
- 26:51close to the area where it last
- 26:52interacted within the large range it has
- 26:54and will hunt from there. Next up, we
- 26:56have the Wraith. Wraiths have the
- 26:57evidence combination of EMF 5, spirit
- 26:59box, and dots. It can start hunting at
- 27:0150% average sanity and it will move at
- 27:031.7 m/s during a hunt. This is what that
- 27:06sounds like.
- 27:10Wraiths can teleport to a random player,
- 27:12leaving EMF 2 or EMF 5 at the new
- 27:14location. If you have a tier 3 EMF
- 27:16reader, this can be used to check for
- 27:17its ability as it's left at foot height.
- 27:19It'll walk back to its favorite room
- 27:20after teleporting. Lastly, the Wraith
- 27:22will not interact with salt in any way.
- 27:23So, if the ghost walks through salt
- 27:25during a hunt, it will not disturb it,
- 27:26meaning that it can't be slowed by tier
- 27:283 salt during a hunt. Next up, the
- 27:30Yokai. Yokais have the evidence
- 27:31combination of spirit box, ghost orb,
- 27:33and dots. It can hunt at 50% average
- 27:35sanity when nobody is talking in the
- 27:36same room as the Yokai. However, if a
- 27:38player is talking in the same room as
- 27:39the Yokai, it can hunt at 80% average
- 27:41sanity. The Yokai moves at 1.7 m/s
- 27:44during a hunt and this is what that
- 27:46sounds like.
- 27:50The Yokai is more active when players
- 27:52are talking around it and the best way
- 27:53to identify it on no evidence is by
- 27:55checking the detection range of the
- 27:56ghost during a hunt. The Yokai has a
- 27:58hearing and detection distance of 2 and
- 28:001/2 m compared to the normal 7 and 1/2 m
- 28:02with electronics and 9 m with voice,
- 28:04meaning that if far away enough, you can
- 28:06use your radio to test for a Yokai. If
- 28:08the radio gives a static sound and
- 28:09doesn't come to you, then you know it's
- 28:11a Yokai, with the exception of the ghost
- 28:12being a Banshee and you not being the
- 28:14target in multiplayer. Lastly, let's
- 28:15talk about the Yurei. Yureis have the
- 28:17evidence combination of ghost orbs,
- 28:18freezing temperatures, and dots. It can
- 28:20hunt starting at 50% average sanity and
- 28:22moves at 1.7 m/s. This is what that
- 28:25sounds like.
- 28:26>> [music]
- 28:29>> Smudging a Yurei will trap the Yurei in
- 28:31its ghost room for 90 seconds, meaning
- 28:33that it must walk back to its room if
- 28:34it's currently outside of its favorite
- 28:36room. Or if it's inside of its favorite
- 28:37room, then it can't room out of it until
- 28:3990 seconds has passed. However, it's not
- 28:41able to give dots as an evidence during
- 28:43this period of time. Whenever a Yurei
- 28:44interacts with a door, it must fully
- 28:46open or fully close the door. If it
- 28:47touches the door and it results in it
- 28:49only being half opened or any position
- 28:51that is not fully open or fully closed,
- 28:53you can 100% rule out Yurei. This is
- 28:55true for normal doors, closets, lockers,
- 28:57and even the breaker door. The Yurei is
- 28:59the only ghost in the game that can
- 29:00close or interact with any exit door
- 29:02outside of a hunt or event. And lastly,
- 29:05Yureis have the ability to shut a door
- 29:06and drop the sanity of nearby players by
- 29:0815% if a door is in the room. This is
- 29:10what the closing version and opening
- 29:12version of what is known as a Yurei door
- 29:14touch looks like.
- 29:20And with that, we've officially covered
- 29:21all 30 ghost types inside of
- 29:23Phasmophobia. If this video helped you,
- 29:25then I'm once again asking you to take a
- 29:26second to click that subscribe button to
- 29:27help me reach 50,000 subscribers. And
- 29:29again, if you enjoy real life paranormal
- 29:31content, then the link to my new channel
- 29:33is in the description down below as I'm
- 29:34trying to push it to 5,000 subscribers
- 29:36by the end of the year. If you want to
- 29:37support me further, the link to become a
- 29:38YouTube member, join my Discord, and
- 29:40follow my Twitch is all in the
- 29:41description. But with that being said,
- 29:43that is all that I have for you guys in
- 29:44this video and I hope to see every
- 29:45single one of you guys in the next one.
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