Doors are map elements that play an important role in Phasmophobia. They are crucial to the game's mechanics and provide help during investigations.
Types of doors[]
All maps contain doors of some sort. There are three types of doors in the game: hiding spot (locker/closet/small tent flap), passageway (room/hallway/stall/cell) and exit/entrance. Each of them serves a different purpose.
Non-VR players can left-click on a door and move their mouse in a sweeping manner to open or close the door. VR players can aim for the handle (or the edge for a tent door) to do so. VR players cannot move doors with a non-empty hand.
Hiding spot doors[]
Like the name implies, these doors serve to protect hidden players. Both players and ghosts have to manipulate hiding spot doors in order to open or close them. Ghosts will usually not enter hiding spots when hunting because they don't need to: a ghost can reach out and kill the player just as these doors are in open position. Therefore, the challenge for the players is to keep these doors closed for as much as possible and as long as they remain hidden.
Passageway doors[]
Passageway doors will usually (but not always) delimit a room/area and serve as sight blockers. Unlike players, ghosts can phase through passageway doors, both during and outside of hunts. However, just like with hiding spot doors, ghosts cannot see through passageway doors. The only exception to that is the Deogen, who can set waypoints to the closest player's location, disregarding sight rules.
Exit doors[]
Exit doors can be locked or unlocked by players or the game itself. They separate the "investigation area" from the safe, outdoors sections of the maps, trapping the ghost inside its confines, and additionally trapping players inside the investigation area during hunts.
The cabin door on Maple Lodge Campsite or the wing doors in Sunny Meadows Mental Institution are not exit doors, though they can be locked (and in a couple of cases separate indoor and outdoor sections of the map) and are instead passageway doors.
Gameplay mechanics[]
All doors are interactable and additional elements to an investigation:
- Depending on the difficulty, a random number of doors will be open or ajar at the start of the game. This is important because a wide open passageway door, or several wide open hiding spot doors, tend to indicate the ghost is likely within the immediate area. If many doors are selected to be randomly opened at the start of the game, players will have a harder time finding the ghost through this method.
- Ghosts will sporadically interact with doors. Witnessing any door close by itself is considered an interaction and can give out certain evidence, such as an EMF Level 2 reading (25% chance of being EMF Level 5) or Ultraviolet, for applicable ghosts. Moreover, a door that is closed shut from a wide open position can be an indicator for the Yurei.
- During certain ghost events, all passageway doors in the room/area (including the exit door, if applicable) will close. This does not affect hiding spot doors.
- When a hunt begins, all exit doors and restricted area wing doors in Sunny Meadows will close and lock for the duration of the hunt. This is also not considered as an interaction.
- Ghosts cannot interact with doors that are being held by a player. There are some exceptions:
- Ghosts can forcefully open a hiding spot door if a player has been detected inside a closet/locker.
- Ghosts can forcefully close a passageway door if a player has been detected near an opened one.
Photo rewards[]
- Main article: Photo rewards
Taking a photo of the "interaction point" of a door that was recently moved will yield a photo labelled as Interaction, and reward up to $5 and 5XP depending on the distance and angle it was taken from. If the ghost has Ultraviolet evidence, the ghost has a chance to leave fingerprints on the door. In this case, players may reveal the fingerprint using a UV Light before snapping a quick photo labelled Fingerprints. The "interaction point" is the same location as where the fingerprint would appear on the door; if the fingerprint appears on the middle, the photo must contain the location where the fingerprint would appear to obtain an Interaction photo, even if the ghost does not have Ultraviolet as evidence.
Specific description[]
- Exit door
- Main article: Exit Door
Map: All
- White wooden door
Map: 42 Edgefield Road, 10 Ridgeview Court, 6 Tanglewood Drive
- Wooden brown door (first variant)
Map: Bleasdale Farmhouse, Grafton Farmhouse
- Wooden brown door (second variant)
The fingerprint is located besides the door handle.
Map: 13 Willow Street
- Wooden brown door (third variant)
- Glass door
Map: 13 Willow Street, Maple Lodge Campsite
- Cell door (first variant)
Map: Prison
- Cell door (second variant)
Map: Prison
- Windowed white door (first variant)
Map: Prison
- Windowed white door (second variant)
Map: Sunny Meadows Mental Institution
- Windowed brown door (first variant)
Map: Prison
- Windowed brown door (second variant)
- Large swing doors
Map: Prison
- Tent door
The fingerprint can also be located further above on the corner.
Map: Maple Lodge Campsite, Camp Woodwind
- Mini tent door
Map: Maple Lodge Campsite, Camp Woodwind
- Closet door
Map: 42 Edgefield Road, 10 Ridgeview Court, 6 Tanglewood Drive
- Locker door
Map: 42 Edgefield Road, 10 Ridgeview Court, 6 Tanglewood Drive, Bleasdale Farmhouse, Grafton Farmhouse, Prison, Sunny Meadows Mental Institution
- Toilet stall door
Map: Brownstone High School, Maple Lodge Campsite, Prison, Camp Woodwind
- Green door
Map: Sunny Meadows Mental Institution
Related difficulty settings[]
- Main article: Difficulty
- Doors starting open: How many doors are randomly moved at the start of the contract
Trivia[]
- Players used to be able to pull most doors off of their hinges by walking into them from a certain angle. This has been fixed in 0.11.0.
Map Features |
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Car Alarm • Door • Exit Door • Fuse Box • Ghost Room • Key • Potato • Prop • Sink • Truck |