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The fuse box, breaker, or generator is found on maps and may be turned on or off to power the lights. Ghosts can also interact with the fuse box.

Mechanics[]

Each map will always have one fuse box that will spawn in one of multiple rooms. The location of the fuse box is indicated on the Site Map, except on Nightmare and Insanity difficulties where it is not indicated. The fuse box model differs depending on the type of map.

At the beginning of the game, the fuse box is turned on by default in Amateur difficulty and turned off by default in all other difficulties. This can additionally be changed to Broken by using the 'Fuse box at start of contract' setting for Custom difficulties, where sparks will fly out of the fuse box, and it cannot be toggled on. Using the Monkey Paw's 'activity' wish will also break the fuse box.

The player can turn on and off the fuse box by:

The fuse box affects the following electrical equipment:

  • On-site electrical lights
  • Campsites lanterns
  • Televisions
  • Computers

Interacting with the fuse box directly does not change the physical state of any electrical equipment (e.g. light switches will remain in their on/off state).

The fuse box can support a maximum number of lights, depending on map size:

  • Small maps: 9
  • Medium maps: 8
  • Large maps: 7

This refers to the number of light switches or lamps that can be turned on, and not the physical number of light bulbs or tubes that are turned on. If the number of lights turned on is greater than the limit, the fuse box will instantly trip (turn off), as well as all light switches and lamps.

Temperature is affected by the fuse box's state. When it is on, the temperature within indoor areas will slowly rise to 20°C (68°F). When it is off, the temperature will slowly drop to the ambient temperature, which depends on the weather. Outdoor temperatures are not affected.

Ghost interactions[]

When a ghost performs an interaction, it has a chance of interacting with the fuse box remotely. Most ghosts can turn on and off the fuse box. This will generate an EMF Level 2 reading at the fuse box, with a 25% chance for this to be EMF Level 5 for ghosts with this evidence.

Where applicable, ghosts can also interact with the fuse box's door. The ghost must be nearby for this to happen.

Some ghosts have special interactions or abilities concerning the fuse box:

  • The Jinn will never turn off the fuse box directly (but it can still trip). If the fuse box is on, the Jinn can:
    • Chase players in line-of-sight further than 3 metres at a fixed speed of 2.5 m/s
    • Occasionally use a special ability to drain the sanity of nearby players by 25%
  • The Hantu cannot turn on the fuse box and has a doubled chance of turning it off.
    • If it is hunting while the fuse box is off or broken, it will emit freezing breath near its ghost model's head.

Related custom difficulty options[]

  • Fuse box at start of contract: Broken/Off/On
  • Fuse box visible on map: Off/On (option only shows if 'Fuse box at start of contract' is not set to Broken)

Gallery[]

Trivia[]

  • The limit on the number of lights was added mainly to prevent low framerates, rather than hindering the player's investigation.[1]

History[]

Early Access Alpha
30 January 2020 Halved the chance of ghosts turning off the fuse box.
12 March 2020 Increased the chance of ghosts turning off the fuse box.
20 March 2020 Moved the Asylum's fuse box to near the top floor middle elevator.
27 May 2020 The fuse box is now displayed on the Site Map.
27 June 2020 The fuse box now has a random spawn location.
30 June 2020 Decreased the chance of ghosts turning off the fuse box.
Early Access (Steam)
0.4.0 The fuse box now has two separate lights to indicate its power state.
0.7.0 Added two new fuse box models for small maps and Sunny Meadows.
0.8.0 The fuse box no longer affects radios.

References[]

Map Features
Car AlarmDoorExit DoorFuse BoxGhost RoomKeyPotatoPropSinkVan
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