Phasmophobia Wiki
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* A piano key being pressed
 
* A piano key being pressed
   
Some maps have "ambient" sounds that play randomly at random locations. These ambient sounds are not produced by the Ghost although they may initially be confused for Ghost sounds. For example, the little "cling" sounds that are often heard in [[Prison]] are ambient sounds that are not produced by the Ghost and that do not help in locating the Ghost.
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Some maps have "ambient" sounds that play randomly at random locations. These ambient sounds are not produced by the Ghost although they may initially be confused for Ghost sounds. For example, the little "cling" sounds that are often heard in [[Prison]] are ambient sounds that are not produced by the Ghost and that do not help in locating the Ghost. In contrast, the sound of a cell door opening can only be caused by either the Ghost or a player opening a cell door.
   
 
=== Visual clues ===
 
=== Visual clues ===

Revision as of 23:26, 27 February 2021

The Ghost Room, also known as a Ghosts' Favorite Room, is a term used for the general area, usually a room, where a ghost will linger when not stalking players or hunting, and the location that players must find in order to make progress and complete the main objective of identifying the ghost.

Depending on which type of ghost is present, the Ghost Room will have Ghost Activity occur in it frequently, allowing players to gather any kind of evidence available and identify the ghost. Other phenomena can happen in Ghost Rooms, such as doors being found open, objects being moved, or the lights being turned on or off without player interaction. These events can make the room, and by extension the Ghost, easier to recognize as the correct area if it is the Hunter's first time searching the building.

False positives

Ghosts are able to 'roam' from their Ghost Room, and thus are able to initiate Ghost Activity in areas away from where they are actually housed. This can produce red herrings of where players should look, and can result in time wasted on larger maps. Some Ghosts do not stray from their room much, and a few will never leave save for when they Hunt.

Freezing temperatures sometimes "spread out" from the Ghost Room, which may lead to a room being misidentified as a Ghost Room. Both the Ghost Room and the room in which the Ghost currently happens to be occupying may have below average temperatures (in particular, at or below 5 degrees Celcius) and/or have ghost interactions/events take place in them, such as:

If "Smudge the Ghost Room with Smudge Sticks" is an optional objective but was not marked complete even after seemingly doing so, then this is a good indication that the Ghost Room has been misidentified.

Assuming that there are no freezing temperatures or that the freezing temperatures have not spread to other areas, the Thermometer may be used to determine which room is the Ghost Room because that room will consistently have a below-average temperature. In contrast, a room that the Ghost happens to be in, but is not the Ghost Room, will only have a below average temperature while the Ghost is present.

All of the following are good, but not guaranteed indicators of a room being a Ghost Room:

  • A phone repeatedly ringing.
  • The lights repeatedly being turned on or off.
  • The Ghost repeatedly manifesting.
  • Ghost Interactions or Events occurring repeatedly.

What is and is not a Ghost Room

It is possible that the Ghost Room is not necessarily always in a room, but rather a hallway or corridor. The article dedicated to each map lists all Ghosts Rooms for that map; static and interactive maps can also be found here.

Ghost rooms that are not separated by visible walls

Some rooms that may seem like a single room are actually broken down into multiple rooms (with no obvious visual way to know this). For example:

  • The Kitchen and Dining Room in Bleasedale Farmhouse are actually two different Ghost Rooms (despite no wall or barrier visually separating them).
  • In the Prison Map,
    • Cell Block A is broken up into 5 different rooms: A Block Hallway, A Block Bottom Left, A Block Bottom Right, A Block Top Left, and A Block Top Right. The same is true of Cell Bock B.
    • On the Second/Top Floor, the "Infirmary" Ghost Room actually consists of the two rooms that contain medical beds.
  • In Ridgeview Road House, upon first entering the house, what appears to be one room actually consists of three different Ghost Rooms: The "Foyer", "Kitchen", and "Dining Room".

Ghost rooms composed of multiple walled rooms

Some Ghost Rooms actually consist of two or more (visually) different walled rooms (connected by doorways). For example:

  • On the first floor of both Tanglewood Street House and Ridgeview Road House, the Ghost Room called "Master Bedroom" actually consists of the room with the bed, together with the both attached Restroom and the attached Closet. Despite being separated by walls with doors, these three rooms actually form a single Ghost Room called "Master Bedroom".
  • In Edgefield Street House, the "Basement" Ghost Room consists of both the hallway and the attached storage room. Also, every upstairs bedroom together with its attached bathroom (if any) is considered to be a single Ghost Room.
  • On the first floor of Grafton Farmhouse:
    • The Ghost Room called "Master Bedroom" consists of the main room with the bed together with the attached Bathroom and also the attached Closet.
    • The Ghost Room called "Twin Bedroom" consists of room with the twin beds together with the attached Closed.
    • However, the "Kitchen" and its adjacent "Storage" room are two different Ghost Rooms: One is called "Kithen" and the other is called "Storage".
  • In Brownstone High School, each Science Class Room (i.e. Science Class Room 1, 2, 3, and 4) is a Ghost Room that consists of two rooms separated by a wall and a door.

In any Ghost Room that consists of two or more walled rooms, any Ghost Orbs, Freezing Temperatures, or other Evidence, may appear in any of the walled rooms and the Ghost may also spawn in any of these rooms. This is is important to know, for example, in order to complete the Crucifix Objective.

Finding the Ghost Room

Ouija Board

A Ouija Board, if it spawned, can be used to get a direct answer of the Ghost's location or of its room by asking it a question in the "Location Category" of questions, such as:

  • "Where is your favorite room?"

The answer to this question that it spells out with the planchette will be the name one of the map's Ghost Rooms. The name of the room that it gives is sometimes obvious (e.g. "Kitchen", "Foyer") but other times, the name of an unfamiliar room can be only determined by looking at an annotated online map. The possible Ghost Room names are listed in the article of each Map and they can also be found on dedicated Phasmophobia websites; for example, both static and interactive maps listing the Ghost Rooms can be found here.

To ask the Ouija Board a question, turn it on and then hold down the Local Chat key (usually "V") while asking it a valid question. If nothing happens then using Global Chat (usually "B") instead of Local Chat will usually result in a reponse. On some rare occations (usually if it was turned on and used by another player), it is necessary to turn the Ouija Board off and on again to get it to work. If a question fails (which has a 33% chance) then it is recommended to wait a few second before turning it on and asking the question again because otherwise, the chance of the second question also failing is very high (this is likely a bug).

Asking the Ouija Board the (same) question

  • "Where are you?"

multiple times sometimes result in different answers being given. This is because the Ghost can, and often does, move freely around the building. Because of this, the room named in the Ouija Board's response is occasionally not the Ghost Room but instead just the room that the Ghost happened to be in when the question was asked. However, more often than not, the room named by the Ouija Board will be the Ghost Room.

Thermometer

The Thermometer is useful for finding the Ghost room, especially when playing on a non-Professional Difficulty. On Professional difficulty, the Thermometer becomes useful after the Fuse Box has been turned on and the building has warmed up enough, which takes a few (typically around 3) minutes. At that point, any room with a temperature above approximately 10 degrees Celsius can be ruled out as being the Ghost Room while any room below approximately 5 degrees Celcius is a candidate for (1) being the Ghost Room, and/or (2) being a room in which the Ghost is present. This is especially true if a room is freezing, meaning below 0 degrees Celcius. However, given enough time, it is possible for Freezing Temperatures to "spill over" into adjacent rooms, at which point the Thermometer becomes less useful for identifying which of the freezing rooms is the Ghost Room.

If it is not clear which room is the Ghost Room, then repeatedly checking (over time) the Thermometer's temperature in these candidate Ghost Rooms is a useful strategy for eliminating wrong candidate rooms. This is especially true if there are no Freezing Temperatures (because Freezing Temperatures may "spill out" of the Ghost Room).

Sounds

A good strategy for finding the Ghost or its room, especially on large to medium sized Maps (like Asylum, Prison, and Brownstone High School) and at the start of any map when playing on Professional Difficulty, is to silently walk around and carefully listen for sounds produced by the Ghost. For example:

  • (Ghost) Footstep sounds
  • Doors opening or closing
  • The sound of a faucet running (i.e. Dirty Water)
  • The sound of an item hitting the floor (such as an item falling off a shelf)
  • Electronic equipment being activated, such as:
    • Phones ringing
    • Car alarms or televisions being turned on
    • Light switched being turned on/off
  • A piano key being pressed

Some maps have "ambient" sounds that play randomly at random locations. These ambient sounds are not produced by the Ghost although they may initially be confused for Ghost sounds. For example, the little "cling" sounds that are often heard in Prison are ambient sounds that are not produced by the Ghost and that do not help in locating the Ghost. In contrast, the sound of a cell door opening can only be caused by either the Ghost or a player opening a cell door.

Visual clues

Visually noticing things that are unexpectedly out of place is also a good strategy for find the Ghost or its room. For example,

  • Noticing a light in a room that is unexpectedly turned on.
  • Noticing a door that is unexpectedly open or closed.
    • It is a good idea to always either open a door all the way or else keep the door fully closed (and never something in between) because this will guarantee that any door that is only partially open/closed was opened by the Ghost.
  • Noticing items that are unexpectedly on the ground, especially items that appear to have fallen off of a shelf (bottles, cans) or a table (e.g. plates, dining utensils).

Increasing the chance of being given a clue

Saying "Show us/me a sign" is thought to increase the chance of the Ghost doing something that makes a sound or produces a visual clue.

Ghost Orbs

If Ghost Orbs appear inside some room then that room will be the Ghost Room. However, there are currently several bugs, which are currently being worked on, in which Ghost Orbs appear outside of the Ghost Room. It's possible for Ghost Orbs to appear at the start of the game. However, sometimes Ghost Orbs will only appear after the Ghost has Hunted once (or sometimes, twice or more), or they may only appear after enough time has passed.

Spirit Box

Walking from room to room and asking the Spirit Box questions may help locate the Ghost or its room if the Ghost (1) is capable of responding to the Spirit Box (which is about half of all Ghost types), and (2) the Spirit Box is within a few meters of the Ghosts actual location when the question is asked (if the Ghost is not close enough to the Spirit Box then it will not give a response). If the lights are turned on in the player's current room then the Spirit Box will not give a response; the lights in the room must be turned off (although Flashlights and UV Lights are allowed to be on). If the Ghost is an "alone Ghost" then in addition, the Ghost will not respond to the Spirit Box if multiple people are in the same room as it.

This use of the Spirit Box is actually a reasonably good strategy, especially on smaller maps. It has the added benefit that if the Ghost does give a response, then this also immediately gives Evidence for its Ghost type; if another player is nearby, then the Spirit Box can be used to determine whether or not it is an "alone Ghost". It is in general a good idea to check for Spirit Box evidence early in the game anyways because it is during this time that the risk of the Ghost starting a Hunt is (typically) low. This is more dangerous later in the game (when the average Sanity is low) becuase checking for Spirit Box evidence requires a player to walk around the Ghost Room asking the Spirit Box questions (walking around is often necessary because the Spirit Box will not work if the Ghost is too far away) while (s)he is in the dark, phsycially near the Ghost, and possibly also all alone in the Ghost Room.

One drawback of using the Spirit Box is that Sanity is slowly drained by any active (i.e. turned on) Spirit Box that a player is close to.

On rare occations, the Spirit Box will give a response only after enough time has passed or only when certain players ask the questions. It is not known if this is a bug or by design.

EMF Reader

EMF Readers can be used to locate the Ghost or its room. Any EMF Level higher than 1 (meaning two or more lights being lit up) indicates that the Ghost interacted with the environment recently and is consequently nearby. However, it is possible for a Ghost to be nearby but for the EMF reader to not give any indication of this; that is, for the reader to always have only 1 (green) light lit up despite being near the Ghost.

Hunts

After enough time has passed, the Ghost will eventually start to hunt, at which point it will be easy to find its location and/or room.

Trivia

  • Reports from the community state that the ghost room can sometimes be either a corridor or hallway. Depending on the size of the map this might present difficulties for the players especially when it comes to the accurate use of equipment such as crucifixes and smudge sticks.
Map Features
Car AlarmDoorExit DoorFuse BoxGhost RoomKeyPotatoPropSinkVan