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The Complete Ghost Guide for Phasmophobia - 2026 (UPDATED) — Transcript

by Madixx · 6,798 words · 969 segments · language en · Watch on YouTube

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  1. 0:00There are now 30 ghosts in Phasmophobia,
  2. 0:01and a lot to learn about every single
  3. 0:03one. If you clicked on this video, it's
  4. 0:04probably because you want accurate
  5. 0:05information about every ghost. Well,
  6. 0:07look no further because I'm here to
  7. 0:09provide you with that in this video. By
  8. 0:10the end of this video, you're going to
  9. 0:12know about what every single ghost does
  10. 0:13in Phasmophobia. This guide will follow
  11. 0:15a simple concept for each ghost. We're
  12. 0:17going in the order that the journal
  13. 0:18lists the ghost. We're going to cover
  14. 0:19each ghost's three pieces of evidence,
  15. 0:21the sanity that the ghost can start
  16. 0:22hunting at, the speeds that the ghost
  17. 0:24move at during a hunt, and what the
  18. 0:25behavior, abilities, and no evidence
  19. 0:27tells are for each ghost. But, before we
  20. 0:29get into that, just two requests. If
  21. 0:31this video helps you, please hit that
  22. 0:32subscribe button. I started this year at
  23. 0:3415,000 subscribers, and I've said all
  24. 0:36along that my goal is 50,000. With just
  25. 0:384 months left in 2026, I only need 5,000
  26. 0:40more subscribers to hit my goal. So,
  27. 0:41please, if it helps you, hit that
  28. 0:43subscribe button. And on top of that, I
  29. 0:44created a new channel with my friends
  30. 0:46that focuses on real-life overnight
  31. 0:48paranormal ghost investigations. So, if
  32. 0:49you're interested in content like that,
  33. 0:51the link to that channel is in the
  34. 0:52description as well, as I'm trying to
  35. 0:53get that channel to 5,000 subscribers by
  36. 0:55the end of the year. All right, let's
  37. 0:56not waste any more time, and let's get
  38. 0:57right into it. First up, we have the
  39. 0:59Aswang. Aswangs have the evidence
  40. 1:00combination of freezing temperatures,
  41. 1:02ghost writing, and dots. It can start
  42. 1:03hunting at 50% average sanity, and moves
  43. 1:05at 1.53 m/s during a hunt, which sounds
  44. 1:08like this.
  45. 1:13The Aswang during a hunt reaches max
  46. 1:14line of sight speed up faster than all
  47. 1:16other ghosts. In just 8.6 seconds,
  48. 1:18compared to the normal 13 seconds.
  49. 1:20Lastly, for the Aswang, it will
  50. 1:21immediately end a hunt if the ghost
  51. 1:23enters an official hiding spot that a
  52. 1:25detected player is in. And if the hunt
  53. 1:26ends when the ghost enters the same
  54. 1:28official hiding spot as a player, the
  55. 1:30ghost will then walk towards that
  56. 1:31player's current location at the start
  57. 1:32of the following hunt, even during a
  58. 1:34grace period. Next up, we have the
  59. 1:35Banshee. The Banshee is a female ghost
  60. 1:37with the evidence combination of
  61. 1:38ultraviolet, ghost orbs, and dots. The
  62. 1:40Banshee can hunt when her chosen target
  63. 1:42reaches 50% sanity and below, and during
  64. 1:44a hunt, it moves at a speed of 1.7 m/s,
  65. 1:47which sounds like this.
  66. 1:51The Banshee at the start of a contract
  67. 1:53will choose a target, and will pursue
  68. 1:54that target until that target is dead.
  69. 1:56The way that the Banshee's targeting
  70. 1:57system works is that it will choose any
  71. 1:59random member of the lobby at the start
  72. 2:00of the contract. After that target is
  73. 2:01dead, the host will always be the second
  74. 2:03chosen target if they were not chosen
  75. 2:04the first time. After the host is dead,
  76. 2:06the Banshee's target will be chosen in
  77. 2:07the order that the players join the
  78. 2:09lobby. However, if you're solo,
  79. 2:10obviously none of this matters and you
  80. 2:11will always be the target. The Banshee
  81. 2:13also has a 66% chance to stalk and roam
  82. 2:15to its target. If the target is inside
  83. 2:17without leaving an EMF reading. However,
  84. 2:19it cannot go between floors to roam to
  85. 2:20its target. So, if you find that a ghost
  86. 2:22is following you around constantly,
  87. 2:23Banshee is definitely an option.
  88. 2:25Banshees also prefer singing ghost
  89. 2:26events and will do them more frequently
  90. 2:27than every other ghost. And on top of
  91. 2:29that, the Banshee can only be a female
  92. 2:31model and name. If your ghost has a male
  93. 2:32name or is a male model, you can
  94. 2:34immediately rule out a Banshee. The way
  95. 2:35to identify a Banshee with no evidence
  96. 2:37is with a parabolic microphone or a
  97. 2:38sound recorder. As the Banshee has a 33%
  98. 2:40chance to give a one of 20 different
  99. 2:42Banshee wails through the parabolic
  100. 2:43microphone and the sound recorder. And
  101. 2:45this is an example of what some of those
  102. 2:46sound like.
  103. 2:48>> [screaming]
  104. 2:54[screaming]
  105. 2:55>> NEXT UP, THE DIYAN. DIYANS HAVE THE
  106. 2:57EVIDENCE combination of EMF 5, ghost
  107. 2:59orbs, and spirit box. They have three
  108. 3:00different sanities that they can hunt
  109. 3:02at. The first one is 65% sanity. And a
  110. 3:04hunt can be triggered at the sanity when
  111. 3:05a player is near the ghost and walking.
  112. 3:07The second is 45% sanity, at which a
  113. 3:09hunt can be triggered when a player is
  114. 3:11near the ghost and standing still. And
  115. 3:12lastly, it can hunt at 50% sanity when a
  116. 3:15player is standing away from the ghost.
  117. 3:16The Diyan has three different speeds
  118. 3:18that it moves at during a hunt. If the
  119. 3:19nearest player to the ghost is walking
  120. 3:20within 10 m of it, the Diyan will move
  121. 3:22at 2.25 m a second. And this is what
  122. 3:24that sounds like.
  123. 3:28The second speed of 1.2 m a second
  124. 3:30occurs if the nearest player to the
  125. 3:31ghost is not moving within 10 m of the
  126. 3:34ghost. And this is what that sounds
  127. 3:35like.
  128. 3:39And lastly, the third speed that the
  129. 3:40Diyan can move at is 1.7 m a second,
  130. 3:42also referred to as normal speed. This
  131. 3:44occurs if all the players in the
  132. 3:45contract are further than 10 m away from
  133. 3:47the ghost. And this is what that speed
  134. 3:49sounds like.
  135. 3:53The Diyan's entire no evidence
  136. 3:55identification revolves around testing
  137. 3:57for its speed during a hunt, but it does
  138. 3:58help that Deion, just like Banshee, can
  139. 4:00only be a female model and name. Meaning
  140. 4:01that if your ghost has a male name or is
  141. 4:03a male model, you can immediately rule
  142. 4:05out a Deion. Next up, we have the
  143. 4:06Dildagast, or as I call it, the Dil
  144. 4:08glass. The evidence combination for this
  145. 4:10ghost is EMF 5, ghost writing, and dots.
  146. 4:12It can start hunting you at 50% average
  147. 4:14sanity, and it has many different speeds
  148. 4:15it can hunt at. The base speed of the
  149. 4:17Dildagast after each hunt attempt is 3 m
  150. 4:20per second, which sounds like this.
  151. 4:24However, the speed of this ghost is
  152. 4:25affected by 0.1 m per second for each
  153. 4:28unique non-equipment item that is picked
  154. 4:30up or interacted with by players, both
  155. 4:32the dead and alive, since the end of the
  156. 4:34last hunt or hunt attempt. For example,
  157. 4:36if you and your friends pick up and
  158. 4:37throw 26 unique objects in between a
  159. 4:39hunt, the next hunt, the Dildagast will
  160. 4:41move at 0.4 m per second, which sounds
  161. 4:43like this.
  162. 4:49It's important to note that you have to
  163. 4:50throw 26 items in between every hunt if
  164. 4:53you want to slow down to its slowest
  165. 4:54speed, and that you cannot change the
  166. 4:55speed during a hunt. It's also important
  167. 4:57to note that this ghost does not have
  168. 4:58any line of sight speed up. Let's talk
  169. 5:00about the demon. Demons have the
  170. 5:01evidence combination of ultraviolet,
  171. 5:02ghost writing, and freezing
  172. 5:04temperatures. Demon have the ability to
  173. 5:05hunt you at any sanity, even if you just
  174. 5:07stepped inside. Outside of using a
  175. 5:08special ability to hunt, it has a
  176. 5:09hunting sanity threshold of 70%, and it
  177. 5:12also has a normal speed of 1.7 m a
  178. 5:14second during a hunt. And this is what
  179. 5:15that sounds like.
  180. 5:20Crucifixes are especially strong against
  181. 5:22demons, as a crucifix's range are
  182. 5:23increased by 50% per tier when the ghost
  183. 5:26is a demon. Outside of it hunting at any
  184. 5:28sanity, there are two ways to identify
  185. 5:29demon on no evidence. The first way is
  186. 5:31by timing how long it takes in between
  187. 5:33hunts when there is no smudge active.
  188. 5:34Demon is the only ghost that can hunt 20
  189. 5:36seconds after the previous hunt has
  190. 5:38ended, or if a crucifix was used. Every
  191. 5:40other ghost time that they have to wait
  192. 5:41is 25 seconds. And the second way is
  193. 5:43through the time that it takes to be
  194. 5:44able to hunt again after being smudged.
  195. 5:46Normally, when a ghost is smudged, they
  196. 5:48have to wait a minute and 30 seconds to
  197. 5:49try and hunt again. However, the demon
  198. 5:51only has to wait 60 seconds after being
  199. 5:53smudged before it can initiate a hunt
  200. 5:55again. Meaning, if you smudge your ghost
  201. 5:56and it hunts before a minute and 30
  202. 5:57seconds goes by, it's a demon. Next up,
  203. 5:59the Deogen. The Deogen is a really fun
  204. 6:01ghost to deal with. It's evidence
  205. 6:02combination is spirit box, ghost
  206. 6:04writing, and dots. It has a hunting
  207. 6:05sanity threshold of 40% and changes its
  208. 6:08speed as it gets closer to the player
  209. 6:09that it's targeting at the time. When
  210. 6:11the Deogen is far away from its target,
  211. 6:12it will move at a speed of 3 m a second.
  212. 6:14And this is what that sounds like.
  213. 6:18But, as a Deogen gets closer to its
  214. 6:20target, it will slow down and eventually
  215. 6:21reaching a speed of 0.4 m a second. And
  216. 6:24this is what that sounds like.
  217. 6:30The Deogen always has line of sight on a
  218. 6:32player, making it 100% impossible to
  219. 6:34hide from a Deogen. Meaning, the only
  220. 6:35way to survive a Deogen hunt is to run
  221. 6:37away from it or loop it around
  222. 6:38something. When you are asking a spirit
  223. 6:40box questions within 1 m of a Deogen, it
  224. 6:42has a 33% chance to give you this really
  225. 6:44cool and unique breathing response on
  226. 6:46the spirit box, which can only occur
  227. 6:47with Deogens. This is what that sounds
  228. 6:49like.
  229. 6:53>> [panting]
  230. 6:53>> When playing certain difficulties where
  231. 6:55one or two pieces of evidences are being
  232. 6:57hidden, such as nightmare or insanity,
  233. 6:59spirit box will always be a guaranteed
  234. 7:00piece of evidence for Deogen. The only
  235. 7:02way to identify Deogen on no evidence is
  236. 7:04through the speed of the ghost during a
  237. 7:05hunt. Next up, let's talk about the
  238. 7:06Goryo because there is a lot to
  239. 7:08understand about this ghost. Let's start
  240. 7:09with its evidence, EMF 5, ultraviolet,
  241. 7:11and spirit box. The Goryo has three
  242. 7:12different sanities and speeds that can
  243. 7:14hunt at. When it is in its normal state,
  244. 7:15it can hunt at 50% sanity and moves at
  245. 7:181.7 m per second. This is what that
  246. 7:19sounds like.
  247. 7:24When the Goryo is in its enraged state,
  248. 7:26it can hunt at 60% sanity and moves at
  249. 7:281.96 m a second. This is what that
  250. 7:30sounds like.
  251. 7:34And lastly, when the Goryo is in its
  252. 7:35weakened state, it can hunt at 40%
  253. 7:37sanity and moves at 1.36 m per second.
  254. 7:40And this is what that sounds like.
  255. 7:45When you start a contract, the Goryo
  256. 7:46will start in its normal state, and it
  257. 7:48will cycle between its three states:
  258. 7:49normal, enraged, and weakened in that
  259. 7:51order. The switch to a different state
  260. 7:53happens when the Goryo steps in salt, is
  261. 7:55hit by an incense, or uses a crucifix.
  262. 7:57Once the Goryo does one of those three
  263. 7:58things, it becomes enraged, it will stay
  264. 8:00that way until the end of a hunt. While
  265. 8:02enraged, the Goryo is only blinded by
  266. 8:03smudges for 4 seconds, has a decreased
  267. 8:05crucifix range of 2 m, and will not
  268. 8:07disturb any salt that it walks over,
  269. 8:08which can be confused for wraith. Once
  270. 8:10the hunt is over, the Goryo becomes
  271. 8:12weakened. This is when it will start
  272. 8:13moving slowly during hunts, has the low
  273. 8:15hunting sanity threshold, is blinded for
  274. 8:166 seconds during a hunt by an incense,
  275. 8:18has an increased crucifix range of 1 m,
  276. 8:20and it will disturb salt again. Once the
  277. 8:22Goryo is incensed, uses a crucifix, or
  278. 8:24steps in salt while it's in the weakened
  279. 8:25state, it will then return to its normal
  280. 8:27state, and then the cycle continues.
  281. 8:28Next, let's talk about the Goryo. The
  282. 8:30Goryo has the evidence combination of
  283. 8:31EMF 5, ultraviolet, and dots. However,
  284. 8:34Goryo dots are only visible through a
  285. 8:35video camera and when nobody is inside
  286. 8:37of the ghost room. The Goryo can hunt at
  287. 8:3950% average sanity, and moves at a speed
  288. 8:41of 1.7 m/s during a hunt. And this is
  289. 8:43what that sounds like.
  290. 8:48Goryos are not found wandering from the
  291. 8:50room often. On top of that, the Goryo is
  292. 8:52unable to change its favorite room at
  293. 8:53all during a contract, meaning that if
  294. 8:55your ghost does a room change, you can
  295. 8:56rule out Goryo. The Goryo will enter the
  296. 8:58dot state more frequently than all of
  297. 9:00the ghosts. And if you're playing a
  298. 9:01difficulty like nightmare or insanity,
  299. 9:02where you only have one or two pieces of
  300. 9:04evidence, then dots is always going to
  301. 9:06be guaranteed for Goryo. Let's talk
  302. 9:07about Hantu. The Hantu has an evidence
  303. 9:09combination of ultraviolet, ghost orbs,
  304. 9:11and freezing temperatures. Hantus will
  305. 9:12hunt at an average sanity of 50%, and
  306. 9:14will change its speed depending on the
  307. 9:15temperature of the room that it's in.
  308. 9:17When standing in colder temperature
  309. 9:18rooms, the Hantu becomes faster during
  310. 9:20hunts and will move at 2.7 m/s. And this
  311. 9:22is what that sounds like.
  312. 9:26On the other hand though, when standing
  313. 9:27in warmer temperature rooms, the Hantu
  314. 9:29will be slower during hunts, moving at
  315. 9:301.4 m/s. And this is what that sounds
  316. 9:33like.
  317. 9:37The Hantu does not have any line of
  318. 9:38sight speed up. So, you're able to loop
  319. 9:39it as much as you want and it will not
  320. 9:41speed up. The only time your Hantu will
  321. 9:42change speeds is when the temperature in
  322. 9:44the room changes. Hantus are more likely
  323. 9:46to turn off the breaker than all other
  324. 9:47ghosts and are also not able to turn on
  325. 9:49the breaker at all. Meaning, if your
  326. 9:50ghost turns on the breaker, you can
  327. 9:52immediately rule out Hantu as an option.
  328. 9:53Hantus will have visible freezing breath
  329. 9:55coming from the ghost model's mouth
  330. 9:56during a hunt when the breaker is set to
  331. 9:58off or broken. This makes the Hantu very
  332. 10:00easy to identify with zero evidence. And
  333. 10:03to end off our section about Hantu, if
  334. 10:04you're playing on Nightmare or Insanity
  335. 10:06difficulty where you only have one or
  336. 10:08two pieces of evidence, then freezing
  337. 10:09temperatures will always be a guaranteed
  338. 10:11piece of evidence for Hantu. Next, let's
  339. 10:12talk about the Jinn. Jinns have an
  340. 10:14evidence combination of EMF 5,
  341. 10:15ultraviolet, and freezing temperatures.
  342. 10:17Jinns can start hunting when the average
  343. 10:18sanity hits 50% and has two speeds that
  344. 10:20it moves at during a hunt. When the
  345. 10:22breaker is on and the Jinn is further
  346. 10:23than 3 m away from a player that it has
  347. 10:25line of sight on, it will speed up to
  348. 10:272.5 m per second. And this is what that
  349. 10:29sounds like.
  350. 10:33However, when the breaker is off, Jinns
  351. 10:35will move at 1.7 m per second. And this
  352. 10:37is what that sounds like.
  353. 10:42Because of its speed up ability that is
  354. 10:44dependent on the breaker being on, Jinns
  355. 10:46are not able to turn the breaker off.
  356. 10:47Meaning that if your ghost turns the
  357. 10:48breaker off, you can rule out Jinn as an
  358. 10:50option. Jinns can also drop a player's
  359. 10:51sanity by 25% with the breaker on as
  360. 10:54long as that player is within 3 m or in
  361. 10:56the same room as the ghost. When this
  362. 10:58happens, it will leave an EMF level 2 or
  363. 11:00EMF level 5 at the breaker. Next up, the
  364. 11:02Cormais. The evidence combination for
  365. 11:03the Cormais is ghost orbs, spirit box,
  366. 11:05and ultraviolet. It can start hunting at
  367. 11:0770% average sanity if it detects a
  368. 11:09player sprinting in the same room as the
  369. 11:10ghost. Otherwise, it can start hunting
  370. 11:12at 50% average sanity. The Cormais when
  371. 11:14it has not detected a player or has
  372. 11:16detected a player within 5 m of the
  373. 11:18ghost, will move at 1.7 m per second,
  374. 11:20which sounds like this.
  375. 11:25If the Cormais has detected a player
  376. 11:27that is more than 5 m away, it will move
  377. 11:28at 2.21 m per second, which sounds like
  378. 11:31this.
  379. 11:34The Cormac's cannot see a player unless
  380. 11:35that player is moving within 5 m of the
  381. 11:37ghost. It can still detect you based on
  382. 11:39player movement, voice chat, and
  383. 11:40electronics though if you're holding
  384. 11:41them. And lastly, for the Cormac's, it
  385. 11:43is not able to do mist form ghost events
  386. 11:45or chasing ghost events, meaning that if
  387. 11:47your ghost does one of these, then it is
  388. 11:48100% not a Cormac's. Next up, we have
  389. 11:51the Mare. Mares have the evidence
  390. 11:52combination of spirit box, ghost orbs,
  391. 11:54and ghost writing. It has two sanities
  392. 11:56that can hunt at 60% average sanity if
  393. 11:58the light switch is in the off position
  394. 11:59in the current room that the ghost is
  395. 12:00in, and 40% if the light switch is in
  396. 12:02the on position. However, if the lights
  397. 12:04in the ghost's current room are busted
  398. 12:05up by a ghost event, it will always be
  399. 12:0760%. The Mare will move at a speed of
  400. 12:091.7 m per second during a hunt, and this
  401. 12:12is what that sounds like.
  402. 12:17Mares will wander more if the lights are
  403. 12:18on in its current room, and they also
  404. 12:20prefer turning off lights and light
  405. 12:21bursting ghost events. Mares are not
  406. 12:23able to turn on lights of any kind. This
  407. 12:24will always include light switches and
  408. 12:26lamps. However, Mares are also currently
  409. 12:28not able to turn on TVs and computer
  410. 12:30monitors, as these counts as light
  411. 12:31sources. This can change at any point if
  412. 12:32the devs want to fix it, but it's been
  413. 12:34in the game for 2 years now, so that is
  414. 12:35highly unlikely. The Mare has an ability
  415. 12:37where it can immediately turn off a
  416. 12:39light switch or lamp that a player has
  417. 12:40turned on within 4 m of the ghost. Be
  418. 12:42careful though, because ghost events can
  419. 12:44also turn off light switches and lamps
  420. 12:45that you just turned on, sometimes
  421. 12:46confusing it with a Mare ability. Mares
  422. 12:48are also able to use this ability during
  423. 12:50ghost events, making it the only ghost
  424. 12:52in the game that can interact with the
  425. 12:53light during a ghost event. Next, let's
  426. 12:55go ahead and talk about the Moroi.
  427. 12:56Morois have the evidence combination of
  428. 12:57spirit box, ghost writing, and freezing
  429. 12:59temperatures. It can start hunting at
  430. 13:0050% average sanity, and the speed of a
  431. 13:02Moroi depends if the average sanity is
  432. 13:04low or high. When the average sanity is
  433. 13:06above 45%, the Moroi will move at a
  434. 13:08slower speed than normal, moving at a
  435. 13:09pace of 1.5 m per second, and this is
  436. 13:12what that sounds like.
  437. 13:17When the average sanity is zero, the
  438. 13:19Moroi will move at a faster speed of
  439. 13:212.25 m per second, and this is what that
  440. 13:23sounds like.
  441. 13:26Anytime that a Moroi responds on the
  442. 13:28spirit box, gives you a parabolic
  443. 13:29response, or a sound on the sound of
  444. 13:31quarter that is recorded, it will place
  445. 13:32a curse on the player who hears the
  446. 13:33response. This curse will cause your
  447. 13:35sanity to passively drain twice as fast,
  448. 13:37even when you're inside of a fully lit
  449. 13:38room. The only way to stop this curse is
  450. 13:40for the cursed player to take any tier
  451. 13:41of sanity medication. When a Moroi gets
  452. 13:43smudged during a hunt, it is blinded for
  453. 13:457 seconds instead of the usual 5 seconds
  454. 13:47for all other ghosts. This is a pretty
  455. 13:49easy way to identify it on no evidence.
  456. 13:50And lastly, when playing on a difficulty
  457. 13:52like nightmare or insanity, where you
  458. 13:54only get one or two pieces of evidence,
  459. 13:55spirit box will always be a guaranteed
  460. 13:57piece of evidence for Moroi. Next up,
  461. 13:58let's talk about the Myling. Mylings
  462. 14:00have the evidence combination of EMF 5,
  463. 14:02ultraviolet, and ghost writing. Mylings
  464. 14:03start hunting at 50% average sanity, and
  465. 14:05will move at 1.7 m per second during a
  466. 14:08hunt. This is what that sounds like.
  467. 14:13The footsteps and vocals of a Myling
  468. 14:15during a hunt is reduced compared to all
  469. 14:16other ghosts. A Myling cannot be heard
  470. 14:18from further than 12 m away, compared to
  471. 14:20the normal 20 m. One of the common ways
  472. 14:22to test for a Myling is to turn on a
  473. 14:23flashlight and drop it on the floor. If
  474. 14:25your flashlight is flickering, but you
  475. 14:26don't hear any footsteps, it's a Myling.
  476. 14:28Mylings will also produce responses on
  477. 14:30the parabolic microphone more frequently
  478. 14:32than all other ghosts. A Myling will
  479. 14:33produce a parabolic sound every 64 to
  480. 14:35128 seconds, while every other ghost is
  481. 14:37between 80 and 128 seconds. Meaning that
  482. 14:40if you get two parabolic responses
  483. 14:41within 80 seconds of each other, you're
  484. 14:42dealing with a Myling. Next up, we're
  485. 14:44going to talk about the Obake, which is
  486. 14:45personally my favorite ghost. The Obake
  487. 14:47has the evidence combination of EMF 5,
  488. 14:49ultraviolet, and ghost orbs. It can
  489. 14:51start hunting you at 50% average sanity,
  490. 14:53and it moves at a speed of 1.7 m per
  491. 14:55second. And this is what that sounds
  492. 14:56like.
  493. 15:00The Obake has some really, really fun
  494. 15:02abilities. Let's first start with how
  495. 15:03Obake fingerprint mechanics work. The
  496. 15:05Obake has a chance to leave behind
  497. 15:07unique fingerprint models on doors,
  498. 15:08windows, coolers, light switches,
  499. 15:10keyboards, and cell doors. On doors,
  500. 15:12windows, and coolers, the Obake has a
  501. 15:14chance to leave behind a six-fingered
  502. 15:15fingerprint. On light switches, it has a
  503. 15:17chance to leave a double fingerprint.
  504. 15:19And on keyboards and cell doors, it has
  505. 15:20a chance to leave behind a five-finger
  506. 15:22fingerprint. However, the Obake also has
  507. 15:24a 25% chance to not leave UV evidence
  508. 15:27whenever it interacts with something
  509. 15:28that would normally give UV on. And it
  510. 15:29also has a chance to make UV evidence
  511. 15:31disappear twice as fast. During a hunt,
  512. 15:33the Obake will shape-shift between
  513. 15:35different ghost models of the same
  514. 15:36gender that the ghost is for that
  515. 15:37contract. And this happens on
  516. 15:39predetermined blinks. The blinks that
  517. 15:40the Obake will change models on is 12,
  518. 15:4227, 39, 54, 62, 80, 105, 120, and 132.
  519. 15:47Meaning that you'll usually see at least
  520. 15:49two shape-shifts during a hunt,
  521. 15:50depending on the hunt duration of your
  522. 15:52difficulty. Obakes also have a 25%
  523. 15:54chance to miss a footstep during ghost
  524. 15:56events. So, if it sounds like your ghost
  525. 15:57is skipping footsteps during an event,
  526. 15:58consider Obake an option.
  527. 16:03And lastly, for Obake, if you're playing
  528. 16:05on difficulty like Nightmare or Insanity
  529. 16:07where you only have one or two pieces of
  530. 16:08evidence available to you, then UV will
  531. 16:10always be a guaranteed piece of evidence
  532. 16:12for Obake. Now, let's go ahead and talk
  533. 16:13about the Obambo. The Obambo has the
  534. 16:15evidence combination of ghost writing,
  535. 16:17ultraviolet, and dots. It has two
  536. 16:18different sanities that can hunt that
  537. 16:20depending on the state that it's in.
  538. 16:21When it's in its aggressive state, it
  539. 16:22can start hunting at 65% average sanity,
  540. 16:25and it will move at a speed of 1.96 m/s.
  541. 16:27This is what that sounds like.
  542. 16:32When it's in its calm state, it can
  543. 16:33start hunting at 10% average sanity, and
  544. 16:35it will move at a speed of 1.45 m/s
  545. 16:38during a hunt. This is what that sounds
  546. 16:39like.
  547. 16:43The Obambo will switch between a calm
  548. 16:45state and an aggressive state every 2
  549. 16:46minutes. And this timer starts halfway
  550. 16:48through the calm state when you open the
  551. 16:49front door. When a hunt is started in
  552. 16:51the aggressive state, the duration of
  553. 16:53the hunt is decreased by 20%. On top of
  554. 16:55that, the Obambo can change states
  555. 16:57during a hunt, going from fast to slow
  556. 16:59or vice versa. Next up, let's talk about
  557. 17:01the Oni. The Oni has the evidence
  558. 17:02combination of EMF 5, freezing
  559. 17:04temperatures, and dot. It can start
  560. 17:05hunting at 50% average sanity, and it
  561. 17:07will move at 1.7 m/s during a hunt. This
  562. 17:10is what that sounds like.
  563. 17:15Onis are most active around multiple
  564. 17:17people and are unable to do miss form
  565. 17:19ghost events, meaning that all of the
  566. 17:20Oni's ghost events will be physical form
  567. 17:22ghost events and they're more likely to
  568. 17:24appear as a full ghost model rather than
  569. 17:26shadow or translucent. Oni's ghost
  570. 17:27events will also drain 20% sanity
  571. 17:29instead of the standard 10% from ghost
  572. 17:31events from all other ghost types. The
  573. 17:33Oni is most identified by its blinking
  574. 17:35pattern. An Oni will blink more
  575. 17:36frequently during hunts making them more
  576. 17:38visible. This right here is what a
  577. 17:39normal blinking ghost pattern looks like
  578. 17:41and this right here is what an Oni looks
  579. 17:43like.
  580. 17:45Next up, we have the Onryo. There is a
  581. 17:46lot of fire light mechanics to this
  582. 17:48ghost, so pay close attention. The
  583. 17:50evidence combination of Onryo is spirit
  584. 17:52box, ghost orbs and freezing
  585. 17:53temperatures. The Onryo can hunt at any
  586. 17:55sanity when using its ability, 60%
  587. 17:57average sanity normally and can't hunt
  588. 17:58at the top 40% average sanity when near
  589. 18:00lit fire lights. It will move at a speed
  590. 18:02of 1.7 m per second during a hunt and
  591. 18:04this is what that sounds like.
  592. 18:09All right, let me try to break this down
  593. 18:11in an easy way. The Onryo will try to
  594. 18:12hunt at any sanity after extinguishing
  595. 18:14every third flame. However, flames act
  596. 18:16as crucifixes at the same time. If an
  597. 18:18Onryo blows out its third flame, but
  598. 18:20there's another lit fire light nearby
  599. 18:21within 4 m of the ghost, the Onryo will
  600. 18:23prioritize that flame over any crucifix
  601. 18:25that is on the floor or stop it from
  602. 18:27actually starting a hunt and it will
  603. 18:28blow out that flame not allowing the
  604. 18:30Onryo to hunt. The more players that are
  605. 18:31dead, the more likely it becomes that
  606. 18:33the Onryo extinguishes a flame. Onryo's
  607. 18:35also cannot light any fire sources such
  608. 18:37as house candles or the campfires on
  609. 18:38Maple Lodge and Camp Woodwind. Now,
  610. 18:40let's talk about some abilities and no
  611. 18:42evidence identification because there is
  612. 18:43a lot for the Onryo. The Onryo is the
  613. 18:46only ghost that can blow out any tier
  614. 18:47fire light before 30 seconds has passed
  615. 18:49after it's been lit for the first time
  616. 18:50that entire contract. So, if you light a
  617. 18:52fire light for the very first time and
  618. 18:53it gets blown out before 30 seconds
  619. 18:55passes, it's an Onryo. The Onryo is also
  620. 18:57the only ghost that can blow out the
  621. 18:58same fire light twice within 20 seconds
  622. 19:00of each other. It's also the only ghost
  623. 19:01that can blow out a tier one or a tier
  624. 19:03two fire light within 20 seconds after
  625. 19:05it's lit. And lastly, Onryo is the only
  626. 19:07ghost that can blow out your lighter
  627. 19:08within 20 seconds of activating it. So,
  628. 19:10if you turn on your lighter and it's
  629. 19:11blown out before 20-seconds passes after
  630. 19:13activating your lighter, it's non-real.
  631. 19:15Up next, we have the Phantom. The
  632. 19:16evidence combination of Phantom is
  633. 19:18spirit box, ultraviolet, and dots. It
  634. 19:19can start hunting at 50% average sanity
  635. 19:21and the speed of a Phantom during a hunt
  636. 19:23is 1.7 m/s. This is what that sounds
  637. 19:25like.
  638. 19:30Be careful of Phantoms if you like your
  639. 19:31sanity because players will lose 0.5%
  640. 19:33sanity per second while in heartbeat
  641. 19:35range of the ghost during hunts and
  642. 19:36events. Phantoms also have a roam
  643. 19:38ability where they can roam towards of a
  644. 19:40random player. And when they do so, EMF
  645. 19:422 at the location that it roams to. The
  646. 19:44EMF level will be left at head height,
  647. 19:46which is easy to check with a tier 3
  648. 19:47EMF. Phantoms will not appear inside of
  649. 19:49photos that are labeled as ghost photos
  650. 19:51or videos labeled as ghost except for
  651. 19:53hunting ghost video. And lastly,
  652. 19:55Phantoms are less visible during hunts
  653. 19:56with a slower blinking speed. They often
  654. 19:58disappear for a long period of time
  655. 20:00between blinks compared to the normal
  656. 20:01ghost. This is what a Phantom blink
  657. 20:03looks like compared to a normal ghost.
  658. 20:04Up next, let's talk about a fan favorite
  659. 20:06ghost, the Poltergeist. Poltergeists
  660. 20:08have the evidence combination of spirit
  661. 20:09box, ultraviolet, and ghost writing.
  662. 20:11They can start hunting at 50% average
  663. 20:12sanity and they move at a speed of 1.7
  664. 20:15m/s during a hunt. This is what that
  665. 20:17sounds like.
  666. 20:21During hunts, Poltergeists will also
  667. 20:23throw items more often and with more
  668. 20:24power than all other ghost types,
  669. 20:26throwing an item every 0.5 seconds.
  670. 20:28Poltergeists also have a higher chance
  671. 20:29to throw and interact with items. And
  672. 20:31they can also throw objects faster and
  673. 20:33further than all other ghost types even
  674. 20:35outside of hunts. Lastly, the
  675. 20:37Poltergeist has an ability that the
  676. 20:38community has called a polty bomb where
  677. 20:40it can interact with multiple objects at
  678. 20:41the same time, decreasing nearby player
  679. 20:43sanity by 2% per item that is thrown.
  680. 20:45And there are four variants of this
  681. 20:46polty bomb, just the normal throw,
  682. 20:49levitating throw,
  683. 20:52levitating drop,
  684. 20:54and levitate and throw at player.
  685. 20:56Up next, let's talk about the Raiju. It
  686. 20:58has the evidence combination of EMF 5,
  687. 21:00ghost orbs, and dots. It's hunting
  688. 21:01sanity is 50% average sanity unless
  689. 21:03there's active electronics on near the
  690. 21:05ghost. Then the hunting sanity is 65%.
  691. 21:07There are two speeds during a hunt for
  692. 21:09the Raiju and it depends on if the Raiju
  693. 21:11is detecting any nearby player
  694. 21:12electronics that are on. If the Raiju
  695. 21:14isn't detecting any electronics, it'll
  696. 21:15move at 1.7 m/s. And this is what that
  697. 21:18sounds like.
  698. 21:22But if it detects any player electronics
  699. 21:24nearby that are on, the Raiju will move
  700. 21:26at 2.5 m/s. And this is what that sounds
  701. 21:29like.
  702. 21:32Raijus have a larger disturbance range
  703. 21:34for electronics than all other ghosts,
  704. 21:36having a 15-m range instead of 10 m.
  705. 21:38Meaning that your radio will have static
  706. 21:40from further away and your electronics
  707. 21:41will malfunction from a further range
  708. 21:43than they normally would. Next up, the
  709. 21:45Revenant. There's nothing to know about
  710. 21:46Revenants besides from its evidence,
  711. 21:48hunting sanity, and speed. Revenants
  712. 21:50have the evidence combination of ghost
  713. 21:51orbs, ghost writing, and freezing
  714. 21:53temperatures. They can start hunting at
  715. 21:5450% average sanity and have two
  716. 21:56different speeds during a hunt. The
  717. 21:57first speed happens when it has no line
  718. 21:59of sight on any players and it does not
  719. 22:01detect any players nearby. The Revenant
  720. 22:02in this case moves at 1 m/s. And this is
  721. 22:05what that sounds like.
  722. 22:10The second speed happens if the Revenant
  723. 22:12has line of sight on a player or detects
  724. 22:14an electronic or radio from a nearby
  725. 22:15player. And if that happens, the
  726. 22:17Revenant will move at 3 m/s. This is
  727. 22:19what that sounds like.
  728. 22:23Next up, we have the Shade. Shades have
  729. 22:25the evidence combination of EMF 5, ghost
  730. 22:27writing, and freezing temperatures. It
  731. 22:28can start hunting at 35% average sanity,
  732. 22:30has a speed of 1.7 m/s during a hunt,
  733. 22:33and this is what that sounds like.
  734. 22:38When using a music box, summoning
  735. 22:40circle, or monkey paw for ghost events,
  736. 22:41the Shade is the only ghost in the game
  737. 22:43that can appear as the shadow ghost
  738. 22:45model. On top of that, Shades cannot do
  739. 22:47singing ghost events, meaning that they
  740. 22:48can be ruled out if your ghost does a
  741. 22:49singing ghost event. Shades also do
  742. 22:51prefer shadow ghost models more during
  743. 22:53events. The lower your sanity with a
  744. 22:54Shade, the more it will do ghost events.
  745. 22:56Shades are not able to do events, hunt,
  746. 22:58or any interactions that result in EMF
  747. 23:002, EMF 3, or EMF 5 while player is
  748. 23:05inside of the same room as the ghost.
  749. 23:06This does include ghost writing and
  750. 23:08blowing out fire lights. However, be
  751. 23:09careful that the ghost doesn't just step
  752. 23:11outside of the room and then interact
  753. 23:12with these from the other room, leading
  754. 23:14you to rule out a shade too early. Next
  755. 23:15up, we have the spirit. While the
  756. 23:17journal says that this is the most
  757. 23:18common ghost, all ghost types have a 1
  758. 23:20in 27 chance in spawning for that
  759. 23:21contract. The evidence for spirit is EMF
  760. 23:235, spirit box, and ghost writing. It can
  761. 23:25hunt starting at 50% average sanity and
  762. 23:27moves at 1.7 m per second during a
  763. 23:32There is only one mechanic to the spirit
  764. 23:34and it involves using an incense or also
  765. 23:36referred to as a smudge stick. When
  766. 23:38using a smudge stick near the spirit, it
  767. 23:39must wait 180 seconds or 3 minutes
  768. 23:41before hunting again. Compared to the
  769. 23:43normal 90 seconds for 25 other ghosts in
  770. 23:45the game. Meaning that if you smudge the
  771. 23:46ghost and it hunts before 3 minutes, you
  772. 23:48can rule out spirit. Next up, we have
  773. 23:50the The Thaye. Thayes have the evidence
  774. 23:52of ghost orbs, ghost writing, and dots.
  775. 23:54Their speed during a hunt and sanity
  776. 23:55they hunt at is depending on if the
  777. 23:57Thaye is aged or not. So, I'm going to
  778. 23:58take a second to explain the mechanic
  779. 24:00along with the speed and sanity that it
  780. 24:01hunts at. At the start of a contract,
  781. 24:03Thayes will start at their youngest
  782. 24:04state. The ghost will then attempt to
  783. 24:06age every 1 to 2 minutes. If a player is
  784. 24:08in the same room when it attempts this,
  785. 24:09the ghost will age. Otherwise, it will
  786. 24:11wait 30 seconds and try again. When the
  787. 24:13Thaye is in its youngest state, it can
  788. 24:14hunt at 75% average sanity. When it's in
  789. 24:17its oldest state, it can hunt at 15%
  790. 24:19average sanity. And when the Thaye is in
  791. 24:20its youngest state, the Thaye moves at
  792. 24:222.75 m per second during a hunt. This is
  793. 24:25what that sounds like.
  794. 24:28When it's in its oldest state, the Thaye
  795. 24:30will move at 1 m per second during a
  796. 24:32hunt. This is what that sounds like.
  797. 24:38It's important to mention that Thayes
  798. 24:39have zero line of sight speed up.
  799. 24:41Meaning that they will stay the same
  800. 24:42speed that they are the entire hunt,
  801. 24:44regardless of if it has line of sight on
  802. 24:45a player for an extended period of time.
  803. 24:47Thayes are more active when they are
  804. 24:48younger and lastly, you can use a Ouija
  805. 24:50board to identify a Thaye. The Thaye
  806. 24:52will tell you its age on the Ouija board
  807. 24:53when you ask it how old are you. Meaning
  808. 24:55that if you ask the question when it's
  809. 24:56in its youngest state and then ask again
  810. 24:58when it's aged, it will show an older
  811. 25:00age as its next answer. Additionally,
  812. 25:02it's the only ghost that can have an
  813. 25:03answer of over 90 years old on the Ouija
  814. 25:05board. Let's go ahead and talk about the
  815. 25:06Mimic. This ghost is really easy to
  816. 25:08understand, so I'm going to put it in
  817. 25:09the simplest way possible. The actual
  818. 25:11evidence for Mimic is spirit box,
  819. 25:13ultraviolet, and freezing temperatures.
  820. 25:14However, its ghost ability creates an
  821. 25:16orb inside of the Mimic's favorite room.
  822. 25:18Meaning that you sometimes might get
  823. 25:19four pieces of evidence. Additionally,
  824. 25:21it's the only ghost in the game that can
  825. 25:22give you the evidence combination of
  826. 25:23spirit box, ultraviolet, and ghost orbs.
  827. 25:25So, be careful of those two things. The
  828. 25:27Mimic will mimic and copy a different
  829. 25:29ghost hunting speed, hunting sanity, and
  830. 25:31all abilities and behavior every 30 to
  831. 25:33120 seconds. Meaning that the Mimic will
  832. 25:35have a different speed, hunting sanity,
  833. 25:37and ghost abilities every 2 minutes. So,
  834. 25:39when it comes to the hunting sanity for
  835. 25:40Mimic, it depends on which ghost it is
  836. 25:42mimicking. And when it comes to the
  837. 25:43ghost speed during a hunt, it also
  838. 25:45depends on which ghost it is mimicking.
  839. 25:46Next up, we have the Twins. The Twins
  840. 25:48have the evidence combination of EMF 5,
  841. 25:50spirit box, and freezing temperatures.
  842. 25:51The Twins can start hunting at 50%
  843. 25:53average sanity and at two different
  844. 25:55speeds that it can hunt at. It will
  845. 25:56either hunt as the slow twin or the fast
  846. 25:57twin. And this is decided randomly at
  847. 25:59the start of a hunt. The first speed is
  848. 26:01the slow twin. It moves at 1.5 m per
  849. 26:03second, and this is what that sounds
  850. 26:04like.
  851. 26:06>> [music]
  852. 26:09>> The second speed is the fast twin. It
  853. 26:11moves at 1.9 m per second, and this is
  854. 26:13what that sounds like.
  855. 26:18The Twins are able to do two
  856. 26:19interactions at the same time. One
  857. 26:20within a standard radius of 2.12 m or
  858. 26:234.24 m on large maps. And the other
  859. 26:25interaction within its extended radius
  860. 26:27of 8.48 m or 16.97 m on large maps. This
  861. 26:31increased interaction range gives the
  862. 26:33illusion that there's two different
  863. 26:34ghosts. When in reality, it's just one
  864. 26:36with an increased range compared to all
  865. 26:37other ghosts. When the Twins initiate a
  866. 26:39hunt, it'll first perform a crucifix
  867. 26:41check at its current location before
  868. 26:42choosing whether to hunt as a slow twin
  869. 26:44or a fast twin, with each having a 50%
  870. 26:46chance. If choosing to be slow, the hunt
  871. 26:48will begin at current location. If it
  872. 26:49chooses to be fast, it will teleport
  873. 26:51close to the area where it last
  874. 26:52interacted within the large range it has
  875. 26:54and will hunt from there. Next up, we
  876. 26:56have the Wraith. Wraiths have the
  877. 26:57evidence combination of EMF 5, spirit
  878. 26:59box, and dots. It can start hunting at
  879. 27:0150% average sanity and it will move at
  880. 27:031.7 m/s during a hunt. This is what that
  881. 27:06sounds like.
  882. 27:10Wraiths can teleport to a random player,
  883. 27:12leaving EMF 2 or EMF 5 at the new
  884. 27:14location. If you have a tier 3 EMF
  885. 27:16reader, this can be used to check for
  886. 27:17its ability as it's left at foot height.
  887. 27:19It'll walk back to its favorite room
  888. 27:20after teleporting. Lastly, the Wraith
  889. 27:22will not interact with salt in any way.
  890. 27:23So, if the ghost walks through salt
  891. 27:25during a hunt, it will not disturb it,
  892. 27:26meaning that it can't be slowed by tier
  893. 27:283 salt during a hunt. Next up, the
  894. 27:30Yokai. Yokais have the evidence
  895. 27:31combination of spirit box, ghost orb,
  896. 27:33and dots. It can hunt at 50% average
  897. 27:35sanity when nobody is talking in the
  898. 27:36same room as the Yokai. However, if a
  899. 27:38player is talking in the same room as
  900. 27:39the Yokai, it can hunt at 80% average
  901. 27:41sanity. The Yokai moves at 1.7 m/s
  902. 27:44during a hunt and this is what that
  903. 27:46sounds like.
  904. 27:50The Yokai is more active when players
  905. 27:52are talking around it and the best way
  906. 27:53to identify it on no evidence is by
  907. 27:55checking the detection range of the
  908. 27:56ghost during a hunt. The Yokai has a
  909. 27:58hearing and detection distance of 2 and
  910. 28:001/2 m compared to the normal 7 and 1/2 m
  911. 28:02with electronics and 9 m with voice,
  912. 28:04meaning that if far away enough, you can
  913. 28:06use your radio to test for a Yokai. If
  914. 28:08the radio gives a static sound and
  915. 28:09doesn't come to you, then you know it's
  916. 28:11a Yokai, with the exception of the ghost
  917. 28:12being a Banshee and you not being the
  918. 28:14target in multiplayer. Lastly, let's
  919. 28:15talk about the Yurei. Yureis have the
  920. 28:17evidence combination of ghost orbs,
  921. 28:18freezing temperatures, and dots. It can
  922. 28:20hunt starting at 50% average sanity and
  923. 28:22moves at 1.7 m/s. This is what that
  924. 28:25sounds like.
  925. 28:26>> [music]
  926. 28:29>> Smudging a Yurei will trap the Yurei in
  927. 28:31its ghost room for 90 seconds, meaning
  928. 28:33that it must walk back to its room if
  929. 28:34it's currently outside of its favorite
  930. 28:36room. Or if it's inside of its favorite
  931. 28:37room, then it can't room out of it until
  932. 28:3990 seconds has passed. However, it's not
  933. 28:41able to give dots as an evidence during
  934. 28:43this period of time. Whenever a Yurei
  935. 28:44interacts with a door, it must fully
  936. 28:46open or fully close the door. If it
  937. 28:47touches the door and it results in it
  938. 28:49only being half opened or any position
  939. 28:51that is not fully open or fully closed,
  940. 28:53you can 100% rule out Yurei. This is
  941. 28:55true for normal doors, closets, lockers,
  942. 28:57and even the breaker door. The Yurei is
  943. 28:59the only ghost in the game that can
  944. 29:00close or interact with any exit door
  945. 29:02outside of a hunt or event. And lastly,
  946. 29:05Yureis have the ability to shut a door
  947. 29:06and drop the sanity of nearby players by
  948. 29:0815% if a door is in the room. This is
  949. 29:10what the closing version and opening
  950. 29:12version of what is known as a Yurei door
  951. 29:14touch looks like.
  952. 29:20And with that, we've officially covered
  953. 29:21all 30 ghost types inside of
  954. 29:23Phasmophobia. If this video helped you,
  955. 29:25then I'm once again asking you to take a
  956. 29:26second to click that subscribe button to
  957. 29:27help me reach 50,000 subscribers. And
  958. 29:29again, if you enjoy real life paranormal
  959. 29:31content, then the link to my new channel
  960. 29:33is in the description down below as I'm
  961. 29:34trying to push it to 5,000 subscribers
  962. 29:36by the end of the year. If you want to
  963. 29:37support me further, the link to become a
  964. 29:38YouTube member, join my Discord, and
  965. 29:40follow my Twitch is all in the
  966. 29:41description. But with that being said,
  967. 29:43that is all that I have for you guys in
  968. 29:44this video and I hope to see every
  969. 29:45single one of you guys in the next one.

About this transcript

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