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PhasmoHelper - Phasmophobia ghost identification tool

30 ghosts out of 30
Spirit
0 evidence
EMF Level 5
Ghost Writing
Spirit Box
50% Sanity threshold at which the ghost can start a hunt.
1.7 m/s Base speed of the ghost during a hunt, before any variation (see the details).
Wraith
0 evidence
EMF Level 5
D.O.T.S Projector
Spirit Box
50% Sanity threshold at which the ghost can start a hunt.
1.7 m/s Base speed of the ghost during a hunt, before any variation (see the details).
Phantom
0 evidence
Ultraviolet
D.O.T.S Projector
Spirit Box
50% Sanity threshold at which the ghost can start a hunt.
1.7 m/s Base speed of the ghost during a hunt, before any variation (see the details).
Poltergeist
0 evidence
Ultraviolet
Ghost Writing
Spirit Box
50% Sanity threshold at which the ghost can start a hunt.
1.7 m/s Base speed of the ghost during a hunt, before any variation (see the details).
Banshee
0 evidence
Ultraviolet
D.O.T.S Projector
Ghost Orb
50% Sanity threshold at which the ghost can start a hunt.
1.7 m/s Base speed of the ghost during a hunt, before any variation (see the details).
Jinn
0 evidence
EMF Level 5
Ultraviolet
Freezing Temperatures
50% Sanity threshold at which the ghost can start a hunt.
1.7 m/s Base speed of the ghost during a hunt, before any variation (see the details).
Mare
0 evidence
Ghost Writing
Ghost Orb
Spirit Box
60% Sanity threshold at which the ghost can start a hunt.
1.7 m/s Base speed of the ghost during a hunt, before any variation (see the details).
Revenant
0 evidence
Ghost Writing
Freezing Temperatures
Ghost Orb
50% Sanity threshold at which the ghost can start a hunt.
1.0 m/s Base speed of the ghost during a hunt, before any variation (see the details).
Shade
0 evidence
EMF Level 5
Ghost Writing
Freezing Temperatures
35% Sanity threshold at which the ghost can start a hunt.
1.7 m/s Base speed of the ghost during a hunt, before any variation (see the details).
Demon
0 evidence
Ultraviolet
Ghost Writing
Freezing Temperatures
70% Sanity threshold at which the ghost can start a hunt.
1.7 m/s Base speed of the ghost during a hunt, before any variation (see the details).
Yurei
0 evidence
Freezing Temperatures
D.O.T.S Projector
Ghost Orb
50% Sanity threshold at which the ghost can start a hunt.
1.7 m/s Base speed of the ghost during a hunt, before any variation (see the details).
Oni
0 evidence
EMF Level 5
Freezing Temperatures
D.O.T.S Projector
50% Sanity threshold at which the ghost can start a hunt.
1.7 m/s Base speed of the ghost during a hunt, before any variation (see the details).
Yokai
0 evidence
D.O.T.S Projector
Ghost Orb
Spirit Box
50% Sanity threshold at which the ghost can start a hunt.
1.7 m/s Base speed of the ghost during a hunt, before any variation (see the details).
Hantu
0 evidence
Ultraviolet
Freezing Temperatures
Ghost Orb
50% Sanity threshold at which the ghost can start a hunt.
1.4 m/s Base speed of the ghost during a hunt, before any variation (see the details).
Goryo
0 evidence
EMF Level 5
Ultraviolet
D.O.T.S Projector
50% Sanity threshold at which the ghost can start a hunt.
1.7 m/s Base speed of the ghost during a hunt, before any variation (see the details).
Myling
0 evidence
EMF Level 5
Ultraviolet
Ghost Writing
50% Sanity threshold at which the ghost can start a hunt.
1.7 m/s Base speed of the ghost during a hunt, before any variation (see the details).
Onryo
0 evidence
Freezing Temperatures
Ghost Orb
Spirit Box
60% Sanity threshold at which the ghost can start a hunt.
1.7 m/s Base speed of the ghost during a hunt, before any variation (see the details).
The Twins
0 evidence
EMF Level 5
Freezing Temperatures
Spirit Box
50% Sanity threshold at which the ghost can start a hunt.
1.5 m/s Base speed of the ghost during a hunt, before any variation (see the details).
Raiju
0 evidence
EMF Level 5
D.O.T.S Projector
Ghost Orb
50% Sanity threshold at which the ghost can start a hunt.
1.7 m/s Base speed of the ghost during a hunt, before any variation (see the details).
Obake
0 evidence
EMF Level 5
Ultraviolet
Ghost Orb
50% Sanity threshold at which the ghost can start a hunt.
1.7 m/s Base speed of the ghost during a hunt, before any variation (see the details).
The Mimic
0 evidence
Spirit Box
Freezing Temperatures
Ultraviolet
Ghost Orb
50% Sanity threshold at which the ghost can start a hunt.
1.7 m/s Base speed of the ghost during a hunt, before any variation (see the details).
Moroi
0 evidence
Ghost Writing
Freezing Temperatures
Spirit Box
50% Sanity threshold at which the ghost can start a hunt.
1.5 m/s Base speed of the ghost during a hunt, before any variation (see the details).
Deogen
0 evidence
Ghost Writing
D.O.T.S Projector
Spirit Box
40% Sanity threshold at which the ghost can start a hunt.
0.4 m/s Base speed of the ghost during a hunt, before any variation (see the details).
Thaye
0 evidence
Ghost Writing
D.O.T.S Projector
Ghost Orb
75% Sanity threshold at which the ghost can start a hunt.
1.0 m/s Base speed of the ghost during a hunt, before any variation (see the details).
Gallu
0 evidence
EMF Level 5
Ultraviolet
Spirit Box
50% Sanity threshold at which the ghost can start a hunt.
1.4 m/s Base speed of the ghost during a hunt, before any variation (see the details).
Dayan
0 evidence
EMF Level 5
Ghost Orb
Spirit Box
50% Sanity threshold at which the ghost can start a hunt.
1.2 m/s Base speed of the ghost during a hunt, before any variation (see the details).
Obambo
0 evidence
Ghost Writing
Ultraviolet
D.O.T.S Projector
65% Sanity threshold at which the ghost can start a hunt.
1.4 m/s Base speed of the ghost during a hunt, before any variation (see the details).
Kormos
0 evidence
Ghost Orb
Spirit Box
Ultraviolet
50% Sanity threshold at which the ghost can start a hunt.
1.7 m/s Base speed of the ghost during a hunt, before any variation (see the details).
Aswang
0 evidence
Ghost Writing
D.O.T.S Projector
Freezing Temperatures
50% Sanity threshold at which the ghost can start a hunt.
1.5 m/s Base speed of the ghost during a hunt, before any variation (see the details).
Deildegast
0 evidence
EMF Level 5
Ghost Writing
D.O.T.S Projector
50% Sanity threshold at which the ghost can start a hunt.
0.4 m/s Base speed of the ghost during a hunt, before any variation (see the details).

Guide to all 30 ghosts

Spirit

EMF Level 5 · Ghost Writing · Spirit Box
French name
Esprit
Evidence
EMF Level 5, Ghost Writing, Spirit Box
Sanity threshold
50%
Base speed
1.7 m/s
Maximum speed
2.8 m/s

Description from the in-game journal

Spirits are very common ghosts. They are very powerful, but passive, only attacking when they need to. They defend their place of death to the utmost degree, killing anyone that is caught overstaying their welcome.

Strength: None (the journal gives the Spirit no strength).

Weakness: A Spirit can be temporarily stopped by burning Incense near them.

Rules it out Protects Exception

Hunt

  • Protects: Incense: cannot start a hunt for 180 s, instead of 90 s for most ghosts
    • Also when the Incense is used during a hunt
    • Exception: Exception: this delay does not prevent cursed hunts (Cursed Possessions)
    • The delay starts from an Incense that begins a new protection period
    • A second Incense used while protection is still active does not reset it
  • In continuous line of sight with a player: +5% of base speed per second, up to ×1.65, about 2.8 m/s, in 13 s
    • This bonus only decreases once the ghost has no player left to chase (about 65 s to return to 1.7 m/s)
    • It resets at the start of every hunt

Clues

  • Incense test: bring the average sanity below 50%, use Incense on the ghost, then time it
    • Preferably during a hunt, within Incense range, i.e. 3, 4 or 5 m depending on its tier
  • Rules it out: Hunt between 60 and 180 s after the Incense: it is not a Spirit
  • Hunt before 60 s: only means the Incense did not work, try again

Wraith

EMF Level 5 · D.O.T.S Projector · Spirit Box
French name
Spectre
Evidence
EMF Level 5, D.O.T.S Projector, Spirit Box
Sanity threshold
50%
Base speed
1.7 m/s
Maximum speed
2.8 m/s

Description from the in-game journal

Wraiths are one of the most dangerous ghosts you will find. It is also the only known ghost that has the ability of flight and has sometimes been known to travel through walls.

Strength: Wraiths almost never touch the ground, meaning it can't be tracked by footprints.

Weakness: Wraiths are afraid of salt and will actively avoid it.

Danger Exception Example

Hunt

  • Danger: Tier III Salt: does not slow it down during a hunt
  • In continuous line of sight with a player: +5% of base speed per second, up to ×1.65, about 2.8 m/s, in 13 s
    • This bonus only decreases once the ghost has no player left to chase (about 65 s to return to 1.7 m/s)
    • It resets at the start of every hunt

Clues

  • Salt: never steps in it, a pile of Salt the ghost walks over stays undisturbed (no footprints)
    • It does not actively avoid Salt: it walks over it without touching it
  • Salt test: place some in the ghost's path
    • Example: Examples: doorway, centre of the Summoning Circle, D.O.T.S, ghost event
  • Salt left undisturbed while the ghost walks over it: very likely a Wraith
    • Exception: Exception: an enraged Gallu can also ignore it
  • EMF 2 or EMF 5 appearing without any interaction, at foot level, far from the ghost room and near a player

In-game behaviour

  • Does not actually fly or pass through walls: it goes through doorways like other ghosts
  • During hunts: its footsteps are normal

Abilities

  • Teleport outside hunts: next to a random player, leaving an EMF 2 at the targeted player's feet
    • 33% chance of it being an EMF 5
  • The teleport does not start a hunt by itself
    • It can hunt from its new position if sanity allows
  • Targets only one player
    • Player dead or outside: the teleport fails without picking another target
    • Player hiding in a closet: the Wraith appears in front of the closet

Phantom

Ultraviolet · D.O.T.S Projector · Spirit Box
French name
Fantôme
Evidence
Ultraviolet, D.O.T.S Projector, Spirit Box
Sanity threshold
50%
Base speed
1.7 m/s
Maximum speed
2.8 m/s

Description from the in-game journal

A Phantom is a ghost that can possess the living, inducing fear into those around it. They are most commonly summoned from Ouija Boards.

Strength: Looking at a Phantom will drop your sanity considerably faster.

Weakness: Taking a photo of the Phantom will make it temporarily disappear.

Danger Protects Exception Example

Hunt

  • In continuous line of sight with a player: +5% of base speed per second, up to ×1.65, about 2.8 m/s, in 13 s
    • This bonus only decreases once the ghost has no player left to chase (about 65 s to return to 1.7 m/s)
    • It resets at the start of every hunt

Clues

  • During hunts: stays invisible longer between two flickers, over 1 s on average
    • Visible about 12 to 14% of the time, versus 31 to 33% for other ghosts
  • Successful photo: it disappears, and the photo shows neither the ghost nor any interference
    • Works in D.O.T.S state, the most reliable, or during a ghost event
    • Protects: During a ghost event: electronics stop malfunctioning and the heartbeat stops
    • During a hunt: it disappears briefly, then starts flickering again
    • Goryo: in D.O.T.S state, its photo does not show it either, only the disappearance counts
    • False positive: possible with a photo taken right at the end of a ghost event or hunt
  • Ghost photos: it does not appear in them, including in D.O.T.S state
    • Exception: Exception: ghost videos are still affected by a bug and can show it
  • EMF 2 at head height appearing near a player, far from the ghost room and with no visible interaction
    • Wraith: it leaves its EMF at foot level
    • Poltergeist: its ability also creates an EMF 2 at head height, even with nothing to throw

In-game behaviour

  • Heartbeat during ghost events and hunts
    • Danger: Each player who hears it makes every player lose 0.5% sanity per second
    • Example: Example: 3 players affected, 1.5%/s each

Abilities

  • Walks to within 5 m of a random player inside the location
    • Not dead players or those outside
    • Leaves an EMF 2 at head height where it stops

Poltergeist

Ultraviolet · Ghost Writing · Spirit Box
French name
Poltergeist
Evidence
Ultraviolet, Ghost Writing, Spirit Box
Sanity threshold
50%
Base speed
1.7 m/s
Maximum speed
2.8 m/s

Description from the in-game journal

One of the most famous ghosts, the Poltergeist. Known to manipulate objects around it to spread fear into its victims.

Strength: Poltergeists can throw multiple objects at once, and with great force.

Weakness: With nothing to throw, Poltergeists become powerless.

Rules it out Danger Exception Example

Hunt

  • In continuous line of sight with a player: +5% of base speed per second, up to ×1.65, about 2.8 m/s, in 13 s
    • This bonus only decreases once the ghost has no player left to chase (about 65 s to return to 1.7 m/s)
    • It resets at the start of every hunt

Clues

  • Several objects thrown at once: strongly points to a Poltergeist
  • Object thrown in a lit room: also points to it
    • Outside a hunt, and provided the ghost itself is in that room
    • Exception: Exception: from a dark neighbouring room, another ghost can throw an object within range, even through a wall
  • Rules it out: Interaction with an object other than a throw: it is not a Poltergeist
    • Since update 0.18.0, it only interacts with objects by throwing them
    • Example: Examples: seeing it light a fire source, set off the car alarm, knock on a window, turn on a radio, move a mannequin or teleport a toy
  • During hunts: throws a nearby object every 0.5 s, with greater force
    • Instead of a 1 in 2 chance for other ghosts

In-game behaviour

  • Interaction with an object: 20% chance of throwing it
    • If it does not throw it, it does not otherwise interact with that object
  • Throws objects further and harder than other ghosts
    • Force 2 to 6 horizontally and 4 to 7 vertically, versus 1 to 3 and 3 to 5
  • Danger: About 1 throw in 20 is aimed straight at a player, with force multiplied by 15
    • By 10 for other ghosts

Abilities

  • Explosion: throws every object within range at once
    • EMF 2 at head height, EMF 3 on the objects
    • Makes players in the same room and those it can see lose 2% sanity per object thrown
    • Usable even with the lights on

Banshee

Ultraviolet · D.O.T.S Projector · Ghost Orb
French name
Banshee
Evidence
Ultraviolet, D.O.T.S Projector, Ghost Orb
Sanity threshold
50%
Base speed
1.7 m/s
Maximum speed
2.8 m/s

Description from the in-game journal

The singing siren, known for attracting its victims through song. It has been known to single out its prey before making a killing blow.

Strength: A Banshee will weaken their target before striking.

Weakness: Banshees can sometimes be heard screaming with a parabolic microphone.

Distinctive clue Rules it out Danger Protects Exception Example

Hunt

  • Danger: Hunts based on its target's sanity, not the average sanity
    • Hunts when the target's sanity is at or below 50%, even if the target is outside
    • It can therefore hunt from 87% (or at the latest at 12%) average sanity, depending on the target and the number of players
  • In continuous line of sight with a player: +5% of base speed per second, up to ×1.65, about 2.8 m/s, in 13 s
    • This bonus only decreases once the ghost has no player left to chase (about 65 s to return to 1.7 m/s)
    • It resets at the start of every hunt

Clues

  • Distinctive clue: Parabolic Microphone or Sound Recorder: 33% chance that it lets out one of its 20 unique screams
    • Instead of a normal paranormal sound
  • Rules it out: Female gender, name and model: a male name or model rules it out
    • Exception: Exception: the winter seasonal event can force a male name and the Krampus model
  • Singing ghost event interrupted by touching the ghost: the target loses 15% sanity (10% usually)

In-game behaviour

  • Protects: During hunts: only chases and can only kill its target, if the target is inside the location
    • It walks through other players without killing them
    • Exception: Exception: target outside, the hunt plays out as for a normal ghost (it chases any player)
  • Prefers singing ghost events: about 47% of ghost events, versus 20% for other ghosts
  • D.O.T.S state: 2 in 3 chance of heading towards its target, if the target is inside the location
    • It never walks towards another player
  • Long wanders: possible even outside its favourite room (50% chance)
  • Change of target: if its target dies or has to be replaced (The Hanged Man card)
    • The new target is not picked at random: it is always the first living player in the game's internal order

Abilities

  • Short wander: 2 in 3 chance of going to within 3 m of its target, without leaving any EMF
    • Only if the target is inside the location
    • Fails if the wandering conditions are not met
    • Example: Example: target on another floor

Jinn

EMF Level 5 · Ultraviolet · Freezing Temperatures
French name
Djinn
Evidence
EMF Level 5, Ultraviolet, Freezing Temperatures
Sanity threshold
50%
Base speed
1.7 m/s
Maximum speed
2.8 m/s

Description from the in-game journal

A Jinn is a territorial ghost that will attack when threatened. It has also been known to be able to travel at significant speed.

Strength: A Jinn will travel at a faster speed if its victim is far away.

Weakness: Turning off the location's power source will prevent the Jinn from using its ability.

Distinctive clue Danger

Hunt

SituationHunts fromSpeed
Fuse box on, player seen more than 3 m away50%2.5 m/s fixed
Other cases50%1.7 → 2.8 m/s
  • Danger: With the fuse box on, instantly switches to a fixed 2.5 m/s as soon as it sees a player more than 3 m away
    • Normal speed before seeing the player
    • Weaker acceleration than the Revenant's
    • Line of sight acceleration keeps building up during the 2.5 m/s phase and applies as soon as a condition is no longer met
  • Otherwise, standard speed
  • In continuous line of sight with a player: +5% of base speed per second, up to ×1.65, about 2.8 m/s, in 13 s
    • This bonus only decreases once it has no player left to chase (about 65 s to return to 1.7 m/s)
    • It resets at the start of every hunt

Clues

  • Distinctive clue: EMF 2 or 5 at the fuse box while it has not been turned off: points to a Jinn
  • Sudden loss of 25% sanity: also points to a Jinn

In-game behaviour

  • Fuse box: cannot turn it off directly
    • It can trip it by turning on too many lights
    • In that case, every light switch goes back to the off position
  • Lights: their state has no effect on its abilities

Abilities

  • Fuse box on: can make a player in its room or within 3 m lose 25% sanity
    • Leaves an EMF 2 or EMF 5 at the fuse box
    • The loss happens 5 s after the ability starts
    • The fuse box is only checked at the start
  • Affects only one player
    • Within 3 m, that player must be on the same floor

Mare

Ghost Writing · Ghost Orb · Spirit Box
French name
Cauchemar
Evidence
Ghost Writing, Ghost Orb, Spirit Box
Sanity threshold
60%
Base speed
1.7 m/s
Maximum speed
2.8 m/s

Description from the in-game journal

A Mare is the source of all nightmares, making it more powerful in the dark.

Strength: A Mare will have an increased chance to attack in the dark.

Weakness: Turning the lights on around the Mare will lower its chance to attack.

Distinctive clue Rules it out Protects Exception

Hunt

SituationHunts fromSpeed
Light on in its room40%1.7 → 2.8 m/s
Light off or broken light bulbs60%1.7 → 2.8 m/s
  • Protects: Light on in its current room: does not hunt above 40% average sanity
    • Whatever the state of the fuse box
    • Lamps brought in and fire sources do not count
  • Lights off or broken light bulbs in its current room: 60%
  • In continuous line of sight with a player: +5% of base speed per second, up to ×1.65, about 2.8 m/s, in 13 s
    • This bonus only decreases once the ghost has no player left to chase (about 65 s to return to 1.7 m/s)
    • It resets at the start of every hunt

Clues

  • Distinctive clue: Light turned off during a manifestation ghost event, neither at the start nor at the end: confirms its ability
  • Rules it out: Ghost that turns a light on: it is not a Mare
    • It can act on the fuse box and on motion-activated lights
    • It cannot turn on TVs or computers (bug)
  • Rules it out: Light flicker leaving an EMF at the light switch: it is not a Mare

In-game behaviour

  • Prefers turning lights off and light bulb explosion events
    • About 11% of ghost events versus 7%
  • Leaves lit rooms more often
    • Long wanders at 50% with the light on, even outside its favourite room

Abilities

  • A player turns on a light within 4 m of it and on the same floor: 1 in 7 chance that it turns it off almost immediately (under 1 s)
    • Except TVs and computers
    • Works even with the fuse box off or during a ghost event
    • Exception: Exception: not on a broken light bulb

Revenant

Ghost Writing · Freezing Temperatures · Ghost Orb
French name
Revenant
Evidence
Ghost Writing, Freezing Temperatures, Ghost Orb
Sanity threshold
50%
Base speed
1.0 m/s
Maximum speed
3.0 m/s

Description from the in-game journal

A Revenant is a violent ghost that will attack indiscriminately. Their speed can be deceiving, as they are slow while dormant; however, as soon as they hunt they can move incredibly fast.

Strength: A Revenant will travel at a significantly faster speed when hunting their prey.

Weakness: Hiding from the Revenant will cause it to move very slowly.

Danger

Hunt

SituationHunts fromSpeed
No player detected50%1.0 m/s
Player detected50%3.0 m/s fixed
  • Danger: Player detected: instantly switches to 3.0 m/s and keeps that speed up to the player's last known position
  • Last position reached: gradually slows down by 0.75 m/s² (about 2.7 s) to 1.0 m/s

Clues

  • During hunts: slow as long as it has not detected any player, then speeds up immediately as soon as it detects one
    • Detection: voice, active electronic equipment or line of sight
  • Hidden player: very widely spaced footsteps can be heard when it is close

In-game behaviour

  • Does not speed up in continuous line of sight like other ghosts

Shade

EMF Level 5 · Ghost Writing · Freezing Temperatures
French name
Ombre
Evidence
EMF Level 5, Ghost Writing, Freezing Temperatures
Sanity threshold
35%
Base speed
1.7 m/s
Maximum speed
2.8 m/s

Description from the in-game journal

A Shade is known to be very shy. There is evidence to suggest that a Shade will stop all paranormal activity if there are people nearby.

Strength: Shades are much harder to find.

Weakness: The ghost will not enter a hunt if there are people nearby.

Rules it out Protects Exception

Hunt

  • Protects: Never hunts while a player is in its current room, whatever the average sanity (except cursed hunts)
  • In continuous line of sight with a player: +5% of base speed per second, up to ×1.65, about 2.8 m/s, in 13 s
    • This bonus only decreases once it has no player left to chase (about 65 s to return to 1.7 m/s)
    • It resets at the start of every hunt

Clues

  • Manifestations: appears as a shadow 2 times out of 3
    • With the Summoning Circle, the Music Box or the Monkey Paw: 1 time in 2
  • Very low activity overall, especially when the average sanity is high
  • Rules it out: Hunt started while a player is in its current room: it is not a Shade, whatever the sanity
    • Exception: Exception: a cursed hunt, such as the one from the Voodoo Doll's heart pin

In-game behaviour

  • Protects: Player in its current room: no ghost events and no interactions
    • Including the fuse box, Voodoo Doll, Ghost Writing and flames
    • Exception: Exception: from an empty room, it can act on objects within range in the neighbouring room where the player is
    • Exception: Exception: it can start a ghost event from another room, then teleport to the player
  • Player in its room when a ghost event or ability starts: it gives up and goes back towards its favourite room
  • Ghost event success: none at 100% average sanity, +2% per point lost, always successful at 50%
  • Never a singing or appearance ghost event
  • Mist ghost event: 60% of cases (20% for other ghosts)
  • During hunts: can open and close doors, but does not blow out flames if a player is in its room
  • Throws: never the variant where the object levitates before being thrown at a player

Demon

Ultraviolet · Ghost Writing · Freezing Temperatures
French name
Démon
Evidence
Ultraviolet, Ghost Writing, Freezing Temperatures
Sanity threshold
70%
Base speed
1.7 m/s
Maximum speed
2.8 m/s

Description from the in-game journal

Demons are the most aggressive ghosts we've ever encountered. Known to attack without reason, they seem to enjoy the thrill of the hunt.

Strength: Demons will initiate hunts more often than other ghosts.

Weakness: Demons fear the Crucifix and will be less aggressive near one.

Danger Protects Exception

Hunt

  • Danger: After Incense: can hunt after 60 s instead of the usual 90 s
  • After a hunt: can hunt again after 20 s instead of the usual 25 s
    • A Crucifix that burns also restarts this 20 s delay
  • In continuous line of sight with a player: +5% of base speed per second, up to ×1.65, about 2.8 m/s, in 13 s
    • This bonus only decreases once it has no player left to chase (about 65 s to return to 1.7 m/s)
    • It resets at the start of every hunt

Clues

  • Hunt above 70% average sanity: very likely a Demon
    • Exception: Exception: a hunt caused by a Cursed Possession

In-game behaviour

  • Protects: Crucifix: range increased by 50% per tier
    • That is 4.5 m, 6 m and 7.5 m instead of 3 m, 4 m and 5 m

Abilities

  • Danger: Rare ability: can start a hunt at any sanity level
    • It is still blocked by the Crucifix
    • No effect during the setup phase, under the effect of Incense or during the cooldown between two hunts

Yurei

Freezing Temperatures · D.O.T.S Projector · Ghost Orb
French name
Yurei
Evidence
Freezing Temperatures, D.O.T.S Projector, Ghost Orb
Sanity threshold
50%
Base speed
1.7 m/s
Maximum speed
2.8 m/s

Description from the in-game journal

A Yurei is a ghost that has returned to the physical world, usually for the purpose of revenge or hatred.

Strength: Yureis have been known to have a stronger effect on people's sanity.

Weakness: Smudging the Yurei's place of death will trap it temporarily, reducing how much it wanders.

Distinctive clue Rules it out Exception

Hunt

  • In continuous line of sight with a player: +5% of base speed per second, up to ×1.65, about 2.8 m/s, in 13 s
    • This bonus only decreases once it has no player left to chase (about 65 s to return to 1.7 m/s)
    • It resets at the start of every hunt

Clues

  • Outside hunts: always opens or closes a door fully
    • Rules it out: A door that only moves a little rules out the Yurei
    • Exception: Exception: locker doors, which a bug prevents it from opening or closing fully
  • Distinctive clue: Only ghost that can close an open exit door outside a hunt or a ghost event
    • Exception: Exception: not at Brownstone High School, where the exit door belongs to no room

In-game behaviour

  • Incense on it: trapped in its favourite room for the duration of the effect, i.e. 90 s
    • It no longer wanders out of that room and cannot give the D.O.T.S evidence during those 90 s
    • Exception: Exception: a ghost event can still make it appear elsewhere
  • During hunts: moves doors like other ghosts

Abilities

  • Picks a random door in its room: if it is open, slams it shut
    • Much harder than a normal interaction, most often with a door rattling sound
  • Slam: makes players within 7.5 m and on the same floor lose 15% sanity
  • Chosen door closed or locked: nothing happens
    • Even if another door in the room is open
  • No door in its room: cannot use this ability

Oni

EMF Level 5 · Freezing Temperatures · D.O.T.S Projector
French name
Oni
Evidence
EMF Level 5, Freezing Temperatures, D.O.T.S Projector
Sanity threshold
50%
Base speed
1.7 m/s
Maximum speed
2.8 m/s

Description from the in-game journal

Onis love to scare their victims as much as possible before attacking. They are often seen in their physical form, guarding their place of death.

Strength: Oni are much more active whilst people are nearby and will drain their sanity faster when manifesting.

Weakness: Oni disappear less often while hunting their prey.

Rules it out Danger

Hunt

  • In continuous line of sight with a player: +5% of base speed per second, up to ×1.65, about 2.8 m/s, in 13 s
    • This bonus only decreases once it has no player left to chase (about 65 s to return to 1.7 m/s)
    • It resets at the start of every hunt

Clues

  • Danger: Contact during a ghost event: the targeted player loses 20% sanity instead of 10%
  • Rules it out: Never does the “mist form” ghost event
    • The ball of mist that rushes at the player
  • During hunts: stays visible longer on each flicker

In-game behaviour

  • Player nearby: more active, bonus of 30 activity points
    • Player in its room or within 6 m on the same floor
  • Ghost events: more likely to appear in its full form
  • Chase ghost event: more frequent, 40% of its ghost events versus 20%

Yokai

D.O.T.S Projector · Ghost Orb · Spirit Box
French name
Yokai
Evidence
D.O.T.S Projector, Ghost Orb, Spirit Box
Sanity threshold
50%
Base speed
1.7 m/s
Maximum speed
2.8 m/s

Description from the in-game journal

Yokai are common ghosts that are attracted to human voices. They can usually be found haunting family homes.

Strength: Talking near a Yokai will anger it, increasing the chance of an attack.

Weakness: When hunting, a Yokai can only hear voices close to it.

Danger Protects

Hunt

SituationHunts fromSpeed
Someone talks in the same room80%1.7 → 2.8 m/s
Other cases50%1.7 → 2.8 m/s
  • In continuous line of sight with a player: +5% of base speed per second, up to ×1.65, about 2.8 m/s, in 13 s
    • This bonus only decreases once it has no player left to chase (about 65 s to return to 1.7 m/s)
    • It resets at the start of every hunt

Clues

  • Protects: During hunts: only hears voices and detects held electronic equipment within 2.5 m
    • Its sight is not reduced
  • Music Box: only triggers its ghost event within 2.5 m of it instead of 5 m
    • Cursed hunt: only when its head is within 0.5 m of the box instead of 1 m

In-game behaviour

  • Talking in the same room: more active, bonus of 30 activity points

Abilities

  • Danger: Talking in the same room: allows a hunt up to 80% average sanity

Hantu

Ultraviolet · Freezing Temperatures · Ghost Orb
French name
Hantu
Evidence
Ultraviolet, Freezing Temperatures, Ghost Orb
Guaranteed evidence
Freezing Temperatures Always present, even on difficulties where some evidence is hidden.
Sanity threshold
50%
Base speed
1.4 m/s
Maximum speed
2.7 m/s

Description from the in-game journal

A Hantu is a rare ghost that thrives in the coldest climates. The cold seems to make them more aggressive and empowered.

Strength: Lower temperatures allow the Hantu to move at faster speeds.

Weakness: Hantus move slower in warmer areas.

Rules it out Danger

Hunt

  • Danger: Speed depends on the temperature of the room it passes through
    • Above 15 °C: 1.4 m/s
    • 12-15 °C: 1.8 m/s
    • 9-12 °C: 2.1 m/s
    • 6-9 °C: 2.3 m/s
    • 3-6 °C: 2.4 m/s
    • 0-3 °C: 2.5 m/s
    • Below 0 °C: 2.7 m/s
  • No line of sight acceleration

Clues

  • During hunts: irregular speed, fast in cold rooms and slow in warm rooms
  • Fuse box: turns it off twice as often as other ghosts
    • Rules it out: It cannot turn it on: a fuse box turned on by the ghost rules out the Hantu

In-game behaviour

  • Ghost events: slightly fewer, because turning off the fuse box goes through the same state

Abilities

  • Freezing breath: visible during hunts when the fuse box is off, turned off or broken

Goryo

EMF Level 5 · Ultraviolet · D.O.T.S Projector
French name
Goryo
Evidence
EMF Level 5, Ultraviolet, D.O.T.S Projector
Guaranteed evidence
D.O.T.S Projector Always present, even on difficulties where some evidence is hidden.
Sanity threshold
50%
Base speed
1.7 m/s
Maximum speed
2.8 m/s

Description from the in-game journal

When a Goryo passes through a DOTS projector, using a video camera is the only way to see it.

Strength: A Goryo will usually only show itself on camera if there are no people nearby.

Weakness: They are rarely seen far from their place of death.

Rules it out Exception

Hunt

  • In continuous line of sight with a player: +5% of base speed per second, up to ×1.65, about 2.8 m/s, in 13 s
    • This bonus only decreases once it has no player left to chase (about 65 s to return to 1.7 m/s)
    • It resets at the start of every hunt

Clues

  • D.O.T.S silhouette: only visible through a Video Camera
    • Rules it out: D.O.T.S silhouette seen with the naked eye: it is not a Goryo
  • D.O.T.S state: only in its favourite room, when no player is in the same room

In-game behaviour

  • Favourite room: never changes it on its own
    • Exception: Exception: the Monkey Paw's sanity wish can force a new one on it
  • Wandering: half as often as other ghosts
    • Within a 3 m radius only
    • Never leaves the floor of its favourite room
  • D.O.T.S state: more frequent than for other ghosts, 2 wanders in 3 versus 1 in 3

Myling

EMF Level 5 · Ultraviolet · Ghost Writing
French name
Myling
Evidence
EMF Level 5, Ultraviolet, Ghost Writing
Sanity threshold
50%
Base speed
1.7 m/s
Maximum speed
2.8 m/s

Description from the in-game journal

A Myling is a very vocal and active ghost. They are rumoured to be quiet when hunting their prey.

Strength: A Myling is known to be quieter when hunting.

Weakness: Mylings more frequently make paranormal sounds.

Danger

Hunt

  • In continuous line of sight with a player: +5% of base speed per second, up to ×1.65, about 2.8 m/s, in 13 s
    • This bonus only decreases once the ghost has no player left to chase (about 65 s to return to 1.7 m/s)
    • It resets at the start of every hunt

Clues

  • Danger: During hunts: footsteps and voice inaudible beyond 12 m, instead of 20 m
    • That is barely further than the electronic interference zone (10 m)
  • More frequent paranormal sounds on the Parabolic Microphone and Sound Recorder
    • One every 64 to 127 s, versus 80 to 127 s
  • Sound Recorder: the static starts at 5 / 6.5 / 7.5 m from the sound (Tier I / II / III)
    • Instead of 4 / 5.5 / 6.5 m

Onryo

Freezing Temperatures · Ghost Orb · Spirit Box
French name
Onryo
Evidence
Freezing Temperatures, Ghost Orb, Spirit Box
Sanity threshold
60%
Base speed
1.7 m/s
Maximum speed
2.8 m/s

Description from the in-game journal

The Onryo is often referred to as "The Wrathful Spirit". It steals souls from dying victims' bodies to seek revenge. This ghost has been known to fear any form of fire, and will do anything to be far from it.

Strength: Extinguishing a flame can cause an Onryo to attack.

Weakness: When threatened, this ghost will be less likely to hunt.

Distinctive clue Rules it out Danger Protects Exception

Hunt

SituationHunts fromSpeed
Normal case60%1.7 → 2.8 m/s
Within 4 m of a flame, same floor40%1.7 → 2.8 m/s
Ability: 3 flames put outAny sanity1.7 → 2.8 m/s
  • In continuous line of sight with a player: +5% of base speed per second, up to ×1.65, about 2.8 m/s, in 13 s
    • This bonus only decreases once the ghost has no player left to chase (about 65 s to return to 1.7 m/s)
    • It resets at the start of every hunt

Clues

  • Distinctive clue: Only ghost able to put out a flame less than 30 s after it was first lit: this confirms the Onryo
    • Likewise less than 20 s after it was relit, including the match of a Tier I Igniter
  • Rules it out: Cannot light a fire source (fireplace, campfire, candle)
    • Exception: Exception: if forced to by a Voodoo Doll

In-game behaviour

  • Protects: Flames: act like Crucifixes
    • If it tries to hunt within 4 m of a flame on the same floor, it blows it out and the hunt fails
    • The cooldown between hunts is not restarted
  • Gives priority to flames over Crucifixes to prevent a hunt
  • The more players are dead, the more often it blows out flames

Abilities

  • Danger: Counts the flames it puts out: from 3 onwards, tries to hunt at any sanity
    • 3 or more flames since its last ability hunt attempt, then the counter is reset
  • This hunt can be blocked by the setup phase, a Crucifix or another flame
  • It only happens when leaving an idle state, outside the cooldown between hunts and outside the effect of Incense
    • Exception: Exception: if the counter reaches 3 during a hunt or under the effect of Incense, it is reset without a hunt

The Twins

EMF Level 5 · Freezing Temperatures · Spirit Box
French name
Les Jumeaux
Evidence
EMF Level 5, Freezing Temperatures, Spirit Box
Sanity threshold
50%
Base speed
1.5 m/s
Maximum speed
3.0 m/s

Description from the in-game journal

These ghosts have been reported to mimic each other's actions. They alternate their attacks to confuse their prey.

Strength: Either Twin can be angered and initiate an attack on their prey.

Weakness: The Twins will often interact with the environment at the same time.

Distinctive clue

Hunt

SituationHunts fromSpeed
Slow hunt50%1.5 → 2.6 m/s
Fast hunt50%1.9 → 3.0 m/s
  • Each hunt: 50% chance of being slow or fast, i.e. 1.7 m/s ± 0.2 m/s
  • The ± 0.2 m/s modifier applies after the line of sight acceleration
  • The fast twin is supposed to hunt from where its last distant interaction took place
    • A current bug makes it start from its actual location

Clues

  • Distinctive clue: Two interactions less than 2 s apart point to The Twins
  • Distinctive clue: Objects thrown or doors moving far from the ghost during a hunt: this confirms The Twins
  • Hunt speed of 1.5 m/s or 1.9 m/s, which can change from one hunt to the next
    • Note: the Moroi and the Obambo have similar speeds

In-game behaviour

  • Only one ghost in reality
    • Motion Sensors, Salt, Freezing Temperatures and Spirit Box responses: only at its physical location
  • Never two hunts at the same time

Abilities

  • Two interactions almost at the same time: one near it, the other within its long range, 1 or 2 s later
    • Standard range: 2.12 m, 4.24 m on large maps
    • Extended range: 8.48 m, 16.97 m on large maps
  • Split of its interactions: 50% a single nearby interaction, 30% a single distant interaction, 20% both

Raiju

EMF Level 5 · D.O.T.S Projector · Ghost Orb
French name
Raiju
Evidence
EMF Level 5, D.O.T.S Projector, Ghost Orb
Sanity threshold
50%
Base speed
1.7 m/s
Maximum speed
2.8 m/s

Description from the in-game journal

A Raiju is a demon that thrives on electrical current. While generally calm, they can become agitated when overwhelmed with power.

Strength: A Raiju can siphon power from nearby electrical devices, making it move faster.

Weakness: Raiju are constantly disrupting electronic equipment when attacking, making it easier to track.

Danger Exception

Hunt

SituationHunts fromSpeed
Active electronic equipment nearby65%2.5 m/s fixed
No active equipment nearby50%1.7 → 2.8 m/s
  • Near active equipment: fixed speed, with no line of sight acceleration
    • Range: 6 m, 8 m or 10 m depending on map size
    • The acceleration keeps building up near devices and applies as soon as it moves away from them
  • Outside that range: standard line of sight acceleration

Clues

  • Danger: Near active electronic equipment: hunts earlier and faster, at a fixed speed
  • Electronic interference: up to 15 m instead of 10 m, on the same floor
    • During ghost events and hunts
  • Heartbeat audible up to 15 m away instead of 10 m

Abilities

  • Siphons power from players' active electronic equipment, placed or held, to speed up and hunt earlier
    • Only devices on the same floor as its room count
  • These do not count
    • Global chat and the building's own electricity
    • Video Cameras and Photo Cameras dropped on the floor
    • Motion Sensors, Sound Sensors and D.O.T.S. Projectors thrown or held
    • Exception: Exception: a Tier I D.O.T.S. Projector counts as long as it is on
    • Equipment stored in the inventory, except a flashlight that is on

Obake

EMF Level 5 · Ultraviolet · Ghost Orb
French name
Obake
Evidence
EMF Level 5, Ultraviolet, Ghost Orb
Guaranteed evidence
Ultraviolet Always present, even on difficulties where some evidence is hidden.
Sanity threshold
50%
Base speed
1.7 m/s
Maximum speed
2.8 m/s

Description from the in-game journal

Obake are terrifying shape-shifters, capable of taking on many forms. They have been seen taking on humanoid shapes to attract their prey.

Strength: When interacting with the environment, an Obake will rarely leave a trace.

Weakness: Sometimes this ghost will shapeshift, leaving behind unique evidence.

Hunt

  • In continuous line of sight with a player: +5% of base speed per second, up to ×1.65, about 2.8 m/s, in 13 s
    • This bonus only decreases once the ghost has no player left to chase (about 65 s to return to 1.7 m/s)
    • It resets at the start of every hunt

Clues

  • Special prints
    • 1 handprint in 6 has six fingers
    • 2 fingerprints on light switches, lamps, remotes and some keypads (Prison, Willow)
    • 5 on the keypads at Edgefield, Ridgeview and Maple Lodge, the Bleasdale laptop and cell doors
  • Ultraviolet: 25% chance of not leaving this evidence (handprints and footprints)
    • In custom difficulty, this rate follows the Fingerprint chance setting
  • During hunts: changes model for a single flicker
    • At fixed flickers, the first one around 6 to 8 s after the grace period
  • Can skip a footstep during fake hunts, the Music Box event or after stepping in Salt

Abilities

  • Halves the remaining time of every handprint on the map
    • Not footprints
  • During hunts: shapeshifts into another model of the same gender, in a fixed order
    • When the order comes back to its own model, only its pose resets
    • Does not shapeshift if the hunt ends before the 12th flicker

The Mimic

Spirit Box · Freezing Temperatures · Ultraviolet
French name
Le Mimic
Evidence
Spirit Box, Freezing Temperatures, Ultraviolet
Extra evidence
Ghost Orb Always present, but not counted by the in-game journal.
Sanity threshold
50%
Base speed
1.7 m/s

Description from the in-game journal

The Mimic is an elusive, mysterious, copycat ghost that mirrors traits and behaviours from others, including other ghost types.

Strength: We're unsure what this ghost is capable of. Be careful.

Weakness: Several reports have noted ghost orb sightings near mimics.

Distinctive clue Exception Example

Hunt

SituationHunts fromSpeed
Neutral state50%1.7 → 2.8 m/s
While imitatingInheritedInherited
  • While imitating: hunt threshold and speed of the imitated ghost
  • No maximum speed of its own: up to 3.7 m/s when imitating a Moroi
  • Neutral state: speeds up with line of sight up to 2.8 m/s

Clues

  • Distinctive clue: Always produces Ghost Orbs on top of its 3 pieces of evidence, even on 0-evidence difficulty
    • These orbs only appear in the ghost room
  • Its real evidence is Spirit Box, Freezing Temperatures and Ultraviolet: the journal does not count the orbs
    • Ticking “Ghost Orb” can grey it out, but it can still be selected without losing the reward
  • Reduced evidence: the missing evidence can be hidden, its absence does not rule out the Mimic
    • 2 pieces of evidence allowed: orbs plus two of its real pieces of evidence identify it
    • 1 piece of evidence: orbs plus one real piece of evidence
    • 0 evidence: orbs are enough
  • Distinctive clue: Contradictory behaviour over the contract: it is the Mimic
    • Example: Example: a Banshee scream on the Parabolic Microphone while the Spirit Box responds

In-game behaviour

  • Starts the contract in a “neutral” state (standard ghost, no ability)
  • Tries to switch imitations 1 minute after the front door is first opened, then every 30 s to 2 min
    • Never during a hunt or ghost event: the switch waits until the current state ends
  • If male: cannot imitate the Banshee or the Dayan
  • Special imitations
    • Thaye: fixed age drawn between 0 and 9
    • Obambo: a 1 in 2 chance of each state
    • Kormos: can see beyond 5 m
    • Moroi: only the host can be cursed, and the curse persists after the imitation changes

Abilities

  • Copies the imitated ghost's interaction and ghost event rates, hunt thresholds, speeds and special abilities
    • Exception: Exception: the Moroi's longer Incense blinding is not carried over
  • Does not copy the imitated ghost's evidence, but can copy traits tied to its own evidence
    • Example: Examples: the Obake's six-fingered prints, the Deogen's breathing on the Spirit Box
  • Incense: the hunt immunity lasts as long as it does for the ghost being imitated at the time of the Incense

Moroi

Ghost Writing · Freezing Temperatures · Spirit Box
French name
Moroï
Evidence
Ghost Writing, Freezing Temperatures, Spirit Box
Guaranteed evidence
Spirit Box Always present, even on difficulties where some evidence is hidden.
Sanity threshold
50%
Base speed
1.5 m/s
Maximum speed
3.7 m/s

Description from the in-game journal

Moroi have risen from the grave to drain energy from the living. They have been known to place curses on their victims, curable only by antidotes or moving very far away.

Strength: The weaker their victims, the stronger the Moroi becomes.

Weakness: Moroi suffer from hyperosmia, weakening them for longer periods.

Danger Protects Exception

Hunt

  • Speed tied to the team's average sanity
    • Recalculated every 2 s during the hunt
  • 1.5 m/s while the average sanity is 45% or higher
  • Below 45%: about +0.083 m/s per 5% step, up to 2.3 m/s below 5%
  • Danger: Speeds up normally with line of sight (×1.65): up to 3.7 m/s below 5% average sanity
    • The fastest ghost in the game

Clues

  • Its speed changes mid-hunt when the average sanity changes
    • Can be tested with Sanity Medication taken at the same time
  • Protects: Incense during a hunt: blinds it for 7 s instead of 5 s, whatever the Incense tier
    • The 0.9.0 patch notes announced +50%, i.e. 7.5 s

Abilities

  • Curses the player who
    • Gets a Spirit Box response
    • Hears a paranormal sound on the Parabolic Microphone
    • Tries to record with the Sound Recorder
  • Danger: Cursed player: passive sanity drain twice as fast
    • They are treated as always being in the dark: light no longer protects them
    • Exception: Exception: a Firelight still reduces the drain
  • Protects: Sanity Medication: lifts the curse
    • Leaving the investigation area only pauses the drain
  • Several players can be cursed at the same time
    • Curses do not stack on the same player

Deogen

Ghost Writing · D.O.T.S Projector · Spirit Box
French name
Deogen
Evidence
Ghost Writing, D.O.T.S Projector, Spirit Box
Guaranteed evidence
Spirit Box Always present, even on difficulties where some evidence is hidden.
Sanity threshold
40%
Base speed
0.4 m/s
Maximum speed
3.0 m/s

Description from the in-game journal

Sometimes surrounded by an endless fog, Deogen have been eluding ghost hunters for years. These ghosts have been reported to find even the most hidden prey, before stalking them into exhaustion.

Strength: Deogen constantly sense the living. You can run but you can't hide.

Weakness: Deogen require a lot of energy to form and will move very slowly when approaching its victim.

Distinctive clue Rules it out Danger Exception

Hunt

SituationHunts fromSpeed
Target more than 5.32 m away along the path40%3.0 m/s
Target less than 2.42 m away along the path40%0.4 m/s
  • Speed tied to the path distance to its target
  • Does not speed up with line of sight

Clues

  • Distinctive clue: Spirit Box: heavy breathing, its unique response
    • 33% chance per question, within 1 m of it
    • A Spirit Box normally responds up to 3, 4 or 5 m from the ghost depending on its tier
    • Tip: ask the question over a Tier III Motion Sensor that has just been triggered
  • During hunts: rushes towards the nearest player, then slows down sharply as it gets close
  • Stays visible for a larger share of the time during hunts
  • Does not hunt above 40% average sanity
  • Rules it out: Host below level 30 at Prestige 0: it is not a Deogen
    • It cannot be rolled in that case
    • Exception: Exception: the Mimic can still imitate it

In-game behaviour

  • Danger: During hunts: always sees every player
    • Hiding is useless, you have to loop it
  • Targets the nearest player for 10 s, then reassesses its target every 5 to 10 s
  • Kill: after 2 s within 1.5 m, versus 1 s for other ghosts
    • Instant within 1.1 m

Abilities

  • Spirit Box: guaranteed evidence on reduced-evidence difficulties

Thaye

Ghost Writing · D.O.T.S Projector · Ghost Orb
French name
Thayé
Evidence
Ghost Writing, D.O.T.S Projector, Ghost Orb
Sanity threshold
75%
Base speed
1.0 m/s
Maximum speed
2.8 m/s

Description from the in-game journal

Thaye have been known to rapidly age over time, even in the afterlife. From what we've learned, they seem to deteriorate faster while within the presence of the living.

Strength: Upon entering the location, Thaye will become active, defensive and agile.

Weakness: Thaye will weaken over time, making them weaker, slower and less aggressive.

Danger Protects

Hunt

SituationHunts fromSpeed
Age 075%2.8 m/s fixed
Age 1015%1.0 m/s fixed
  • Development flaw: the actual threshold is 1 point lower, i.e. 74% at age 0 and 14% at age 10
  • Once below the threshold: fixed 1 in 8 chance of starting a hunt
  • Does not speed up with line of sight

Clues

  • Ouija Board: the age given goes up by 1 to 4 years each time it ages
  • Danger: Start of the contract: very active and very fast
  • Protects: Staying near it makes it calmer and slower over time

In-game behaviour

  • Ageing: first attempt 1 minute after the front door is first opened
    • Then every 1 to 2 minutes if a player is in its room or within 3 m
    • Otherwise, it tries again 30 s later
  • Ageing during a hunt only takes effect after the hunt
  • Activity: 200% at age 0, 50% at age 10
  • Ghost events: success chance equal to (1 - age/9)
    • No more spontaneous ghost events after ageing 9 times

Abilities

  • Ageing: at each age, it loses
    • 6 points of hunt threshold
    • 0.175 m/s of speed
    • 15 activity points

Gallu

EMF Level 5 · Ultraviolet · Spirit Box
French name
Gallu
Evidence
EMF Level 5, Ultraviolet, Spirit Box
Sanity threshold
50%
Base speed
1.4 m/s
Maximum speed
3.2 m/s

Description from the in-game journal

Another form of demon, the Gallu is a reminder that death comes for us all. Using protective equipment provokes the ghost until it's no longer effective.

Strength: Using protective equipment pushes the ghost to become enraged, weakening equipment effects.

Weakness: Being enraged exhausts the Gallu, making protective equipment more effective.

Danger Protects

Hunt

SituationHunts fromSpeed
Normal50%1.7 m/s
Enraged60%2.0 → 3.2 m/s
Weakened40%1.4 m/s
  • Danger: Speeds up with line of sight (×1.65): up to about 3.2 m/s in the enraged state

Clues

  • Salt: steps in a first pile, then ignores the following ones while enraged
    • It can then no longer disturb the Salt
  • Weakened after a hunt: it can step in Salt again and leaves more footprints
    • Prints for 3 s instead of 2 s, their number depends on how it moves
  • Variable hunt speed: faster after a Crucifix, Incense or Salt, slower on the next hunt
  • Versus the Wraith: the Wraith never steps in Salt
    • Both ghosts share EMF Level 5 and Spirit Box

In-game behaviour

  • Three states: normal at the start, enraged, weakened
  • Moves up one step, from normal to enraged or from weakened to normal
    • When a Crucifix burns
    • When the Incense blinding ends during a hunt
    • Incense outside a hunt: after a delay equal to its last blinding during a hunt, 4, 5 or 6 s, immediate if no Incense was used during a hunt
    • Salt: 2 s after stepping in it in the normal state, 3 s in the weakened state, whatever the Salt tier
  • A hunt that ends in the enraged state switches it to the weakened state

Abilities

  • Danger: Enraged: Crucifix range reduced by 2 m, Incense 4 s
    • 1, 2 or 3 m depending on the tier instead of 3, 4 or 5 m
  • Protects: Weakened: Crucifix range increased by 1 m, Incense 6 s
    • 4, 5 or 6 m depending on the tier

Dayan

EMF Level 5 · Ghost Orb · Spirit Box
French name
Dayan
Evidence
EMF Level 5, Ghost Orb, Spirit Box
Sanity threshold
50%
Base speed
1.2 m/s
Maximum speed
2.8 m/s

Description from the in-game journal

The Dayan is born from the soul of someone who suffered immense cruelty in life. Now, in death, she is hyper-vigilant of anyone who 'dances' too close.

Strength: The Dayan gains strength to protect herself if people 'dance' too close to her.

Weakness: The Dayan loses strength if people close to her stand still.

Rules it out Danger Protects Exception

Hunt

SituationHunts fromSpeed
Player moving within 10 m65%2.3 m/s fixed
Player standing still within 10 m45%1.2 m/s fixed
Nobody within 10 m50%1.7 → 2.8 m/s
  • Danger: Nobody within 10 m: speeds up with line of sight up to 2.8 m/s
    • Acceleration built up near a player applies as soon as it moves away

Clues

  • Rules it out: Always female (name, model, voice): a male ghost rules it out
    • Exception: Exception: the winter seasonal event can force a male name and the Krampus model
  • During hunts: speeds up markedly when the nearest player moves within 10 m, slows down sharply when they stay still

In-game behaviour

  • Its speed depends on the nearest player, even if they are hiding
    • Protects: A player standing still near it slows it down for everyone

Abilities

  • Within 10 m of a player: hunt threshold and speed change depending on whether that player is moving or not
    • This also applies to players on another floor within 10 m

Obambo

Ghost Writing · Ultraviolet · D.O.T.S Projector
French name
Obambo
Evidence
Ghost Writing, Ultraviolet, D.O.T.S Projector
Sanity threshold
65%
Base speed
1.4 m/s
Maximum speed
3.2 m/s

Description from the in-game journal

The Obambo is the ghost of someone never properly laid to rest. Fickle and defensive, it flickers between states of calm and aggression.

Strength: While aggressive, the Obambo is quicker to start hunting.

Weakness: While calm, the Obambo is slower to start hunting and easier to track.

Danger

Hunt

SituationHunts fromSpeed
Aggressive65%2.0 → 3.2 m/s
Calm10%1.4 m/s
  • Base speed: 1.7 m/s ×1.15 when aggressive, ×0.85 when calm
  • Danger: Speeds up with line of sight (×1.65): up to about 3.2 m/s in the aggressive state

Clues

  • Danger: Above 10% sanity, all its hunts start fast (it only hunts in the aggressive state)
  • Can change speed abruptly mid-hunt, for no apparent reason
  • Hunt started in the aggressive state: lasts 20% less than normal
  • Versus the Thaye: the Obambo speeds up with line of sight, the Thaye does not
    • Both ghosts have 2 pieces of evidence in common

In-game behaviour

  • Starts calm
    • Turns aggressive 1 minute after the front door is first opened
    • Then alternates every 2 minutes, including during a hunt
  • Clearly marked activity phases

Abilities

  • Two states, calm and aggressive, which change its hunt threshold and speed

Kormos

Ghost Orb · Spirit Box · Ultraviolet
French name
Kormos
Evidence
Ghost Orb, Spirit Box, Ultraviolet
Sanity threshold
50%
Base speed
1.7 m/s
Maximum speed
3.7 m/s

Description from the in-game journal

Translating to the one who 'does not see', the Kormos is blind but uses its heightened hearing to hunt down victims.

Strength: Kormos have incredibly strong hearing.

Weakness: Kormos are nearly blind.

Rules it out Danger Protects Exception

Hunt

SituationHunts fromSpeed
Player sprinting in its room70%1.7 m/s
No sprinting in its room50%1.7 m/s
  • Towards a sound: without line of sight, speed multiplied by 1.3, i.e. 2.2 m/s
  • Danger: Acceleration built up near a player, combined with the 1.3 bonus, can go up to about 3.7 m/s

Clues

  • Protects: During hunts: normally ignores a player standing still
    • Exception: Exception: right up against it
    • Line of sight only on a player moving within 5 m with no obstacle
  • Danger: Without line of sight: it still kills by simple contact
    • Instantly within 0.5 m, after 1 s within 0.6 m
    • Standing still in its path is still dangerous
  • Footsteps: only picked up on the same floor
    • Sprinting up to 30 m, walking up to 15 m, crouch walking up to 10 m
  • Rules it out: Mist form or chase ghost event: it is not a Kormos
  • Same visible evidence as the Mimic, including the orbs
    • With 3 pieces of evidence: the absence of Freezing Temperatures rules out the Mimic
    • Reduced evidence: they can be hidden and do not rule it out
    • 2 pieces of evidence allowed: orbs, Spirit Box and Ultraviolet together point to the Mimic

In-game behaviour

  • Also hears voices and electronic equipment like other ghosts
  • Can update its destination every 5 to 10 s before reaching it
  • Under the effect of Incense: forgets the footsteps it had picked up

Abilities

  • Hearing: detects players' footsteps during the hunt, sprinting first
  • Danger: Hunts earlier if a player sprints in its room

Aswang

Ghost Writing · D.O.T.S Projector · Freezing Temperatures
French name
Aswang
Evidence
Ghost Writing, D.O.T.S Projector, Freezing Temperatures
Sanity threshold
50%
Base speed
1.5 m/s
Maximum speed
2.5 m/s

Description from the in-game journal

Rumored to gorge itself on blood and corpses, the Aswang is feral yet capable of blending into urban environments.

Strength: When they spot their target, Aswangs become faster in pursuit.

Weakness: Aswangs prefer chasing over searching.

Danger Protects Exception Example

Hunt

  • Without line of sight: 1.5 m/s, slower than normal
    • That is 1.7 × 0.9
  • With line of sight: goes up to 2.5 m/s in about 8.7 s, versus 13 s for a standard ghost

Clues

  • Protects: Official hiding spot: if it finds a player there, the hunt stops dead, it cannot kill there
    • Example: Examples: closet, locker
    • Exception: Exception: no effect if the number of hiding spots is set to zero
  • Always keeps the same base speed from one hunt to the next
    • Unlike the Obambo or The Twins

In-game behaviour

  • Danger: After a hunt that ends in a hiding spot, the next hunt starts with a direct path to that player
    • Even during the grace period, hence a hunt that sometimes has no effective grace period

Abilities

  • Danger: Stronger line of sight acceleration than any other ghost

Deildegast

EMF Level 5 · Ghost Writing · D.O.T.S Projector
French name
Deildegast
Evidence
EMF Level 5, Ghost Writing, D.O.T.S Projector
Sanity threshold
50%
Base speed
0.4 m/s
Maximum speed
3.0 m/s

Description from the in-game journal

Having tampered with other peoples' property in life, in death the Deildegast is doomed to fixate on anything misplaced.

Strength: At the beginning of an investigation, the Deildegast has an upper hand.

Weakness: Deildegasts can be slowed down, by both the living and the dead.

Danger Protects Example

Hunt

SituationHunts fromSpeed
Start, after a hunt or a burned Crucifix50%3.0 m/s fixed
After 13 different objects50%1.7 m/s fixed
After 26 different objects50%0.4 m/s fixed
  • Protects: Per different object: -0.1 m/s, down to 0.4 m/s at the minimum
  • Back to its starting speed after each hunt and when a Crucifix burns

Clues

  • Danger: Very fast (3 m/s) at the start of the contract, with no line of sight acceleration
  • The “Doors starting open” setting is lowered by one step when the ghost is a Deildegast

In-game behaviour

  • Doors and light switches: interacts less often, 10% chance instead of 25%
  • Objects: can fail an interaction, 85% success

Abilities

  • Fixed speed: depends on the number of different objects in the location moved or used outside hunts
    • Example: Examples: throwable objects, light switches, fuse box, taps
    • These do not count: doors, players' equipment, Cursed Possessions
    • Handling the same object several times does not slow it down any further
  • Dead players can also slow it down by picking up or using objects
    • A Mimic imitating it shares this trait