Phasmophobia Wiki

Male Ghost -1.png

Ghosts are the main focus of Phasmophobia. A ghost is the incorporeal spiritual essence of a dead person that lingers on Earth, often having suffered a sudden and violent death. It is the main objective of the player(s) to enter and explore abandoned haunted Locations to gather Evidence, search for Ghost Activity and come to a conclusion about the Ghost's presence and classification. Ghosts will not remain passive and will begin Hunting once agitated or threatened. During a Hunt, it will become corporeal and begin seeking players to kill them. The ghost will flash in and out of existence while Hunting, appearing for 0.08 to 0.3 seconds every 0.3 to 1 seconds (save for Phantoms, which only appear every 1 to 2 seconds). Ghosts feed off of players' Sanity, draining it and making them more likely to Hunt.

It is important to note that certain phenomena often are generally not limited to one single type of Ghost. For example, all Ghosts can make Dirty Water appear in Sinks, throw objects around in a room, turn off lights, manipulate doors, and turn off the Fuse Box. However, certain Ghosts are more likely to exhibit certain behaviors than others; a Poltergeist will be more likely to throw objects and can affect several at once, and a Jinn will more frequently interact with electronics such as telephones and lights. Also, no singular Ghost Model is tied to a type of Ghost, meaning that their appearance should not be used to judge the type of Ghost.


The Ghost will have a randomly-generated unique identity consisting of gender, name, age, length of death, personality, favorite room and a physical model that is determined at the start of each level. Its general behavior (such as speed, move and kill pattern, etc.) is based solely on these traits and in no way can be predetermined by the player(s).

All types of Ghosts will make their first appearance regardless of the number of players involved and will never hunt at that time. Being near a Ghost at any time (from 3 to 5-meter radius) will produce a heart throbbing sound coupled with the Ghost's gargling "vocalization" (reminiscent of the Death Rattle from The Grudge franchise). During Hunts, both these effects occur only when the Ghost has chosen its target within the visible sight range (except for Banshees and Wraiths), otherwise only faint footsteps will be heard as an indication that one is near.

As of the current patch, there are three types of sounds produced by the Ghosts:

  • Male models retained the "death rattle" gargle, but it's not much more detailed (i.e. going in pitches) and seems to intensify whenever they see a victim;
  • Female models now faintly chant something indiscernible, coupled with a reverberated echo;
  • The nude slender "stickman" model (that the game still identifies as male) now makes a very low croaking "ooh" when it hunts.

Types of Ghosts

These are the types of ghosts currently in the game, along with their in-game descriptions.


"A Banshee is a natural hunter and will attack anything. It has been known to stalk its prey one at a time until making its kill.

Unique Strengths: A Banshee will only target one person at a time.

Weaknesses: Banshees fear the Crucifix and will be less aggressive when near one.

Evidence: Ghost Orbs, Fingerprints, DOTS Projector"


"A Demon is one of the worst Ghosts you can encounter. It has been known to attack without a reason.

Unique Strengths: Demons will attack more often than any other Ghost.

Weaknesses: Asking a Demon successful questions on the Ouija Board won't lower the user's sanity.

Evidence: Freezing Temperatures, Ghost Writing, Fingerprints"


"Using a video camera is the only way to view a Goryo, when it passes through a DOTS projector.

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

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

Evidence: EMF Level 5, Fingerprints, D.O.T.S. Projector"


โ€œA rare ghost that can be found in hot climates. They are known to attack more often in cold weather

Unique Strengths: Moves faster in colder areas.

Weaknesses: Moves slower in warmer areas.

Evidence: Fingerprints, Ghost Orb, Freezing Temperatures"


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

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

Weaknesses: Turning off the locations power source will prevent the Jinn from using its ability.

Evidence: EMF Level 5, Freezing Temperatures, Fingerprint"


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

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

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

Evidence: Ghost Orbs, Ghost Writing, Spirit Box"


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

Unique Strengths: A Myling is known to be quieter when hunting.

Weaknesses: Mylings more frequently make paranormal sounds.

Evidence: EMF Level 5, Fingerprints, Ghost Writing"


"Onis are a cousin to the Demon and possess extreme strength. There have been rumours that they become more active around their prey.

Unique Strengths: Oni's are more active when people are nearby and have been seen moving objects at great speed.

Weaknesses: Being more active make the Oni easier to find and identify

Evidence: EMF Level 5, Freezing Temperature, DOTS Projector"


"A Phantom is a ghost that can possess the living, most commonly summoned by a Ouija Board. It also induces fear into those around it.

Unique Strengths: Looking at a Phantom will considerably drop your sanity.

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

Evidence: Spirit Box, Fingerprints, DOTS Projector"


"One of the most famous Ghosts, a Poltergeist, also known as a noisy ghost can manipulate objects around it to spread fear into its victims.

Unique Strengths: A Poltergeist can throw huge amounts of objects at once.

Weaknesses: A Poltergeist is almost ineffective in an empty room.

Evidence: Ghost Writing, Spirit Box, Fingerprints"


"A Revenant is a slow but violent ghost that will attack indiscriminately. It has been rumoured to travel at a significantly high speed when hunting.

Unique Strengths: A Revenant will travel at a significantly faster speed when hunting a victim.

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

Evidence: Ghost Orbs, Ghost Writing, Freezing Temperatures"


"A Shade is known to be a Shy Ghost. There is evidence that a Shade will stop all paranormal activity if there are multiple people nearby.

Unique Strengths: Being shy means the Ghost will be harder to find.

Weaknesses: The Ghost will not enter hunting mode if there is multiple people nearby.

Evidence: EMF 5, Ghost Writing, Freezing Temperatures"


"A Spirit is the most common Ghost you will come across however it is still very powerful and dangerous. They are usually discovered at one of their hunting grounds after an unexplained death.

Unique Strengths: Nothing

Weaknesses: Using Smudge Sticks on a spirit will stop it attacking for a long period of time.

Evidence: EMF Level 5, Ghost Writing, Spirit Box"


"A wraith is 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.

Unique Strengths: Wraiths almost never touch the ground meaning it can't be tracked by footsteps.

Weaknesses: Wraiths have a toxic reaction to Salt.

Evidence: EMF Level 5, Spirit Box, DOTS Projector"


"A common type of ghost that is attracted to human voices. They can usually be found haunting family homes.

Unique Strengths: Talking near a Yokai will anger it and cause it to attack more often.

Weaknesses: While hunting, it can only hear voices close to it

Evidence: Ghost Orbs, Spirit Box, DOTS Projector"


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

Unique Strengths: Yurei's have been known to have a stronger effect on people sanity.

Weaknesses: Smudging the Yurei's room will cause it to not wander around the location for a long time.

Evidence: Ghost Orbs, Freezing Temperatures, DOTS Projector"


Please see Evidence or a Ghost's page for detailed information about identifying different ghost types.

๐Ÿ‘ปGhost ๐ŸšฅEMF 5
๐Ÿ“ŸSpirit Box
๐Ÿ–๏ธFingerprints ๐Ÿ•ฎWriting
D.O.T.S Projector
Banshee Orb โŒ Fingerprints D.O.T.S Projector
Demon โŒ Freezing Fingerprints Writing
Goryo EMF 5 โŒ Fingerprints D.O.T.S Projector
Hantu Orb Freezing Fingerprints โŒ
Jinn EMF 5 Freezing Fingerprints โŒ
Mare Orb Spirit Box โŒ Writing
Myling EMF 5 โŒ Fingerprints Writing
Oni EMF 5 Freezing โŒ D.O.T.S Projector
Phantom โŒ Spirit Box Fingerprints D.O.T.S Projector
Poltergeist โŒ Spirit Box Fingerprints Writing
Revenant Orb Freezing โŒ Writing
Shade EMF 5 Freezing โŒ Writing
Spirit EMF 5 Spirit Box โŒ Writing
Wraith EMF 5 Spirit Box โŒ D.O.T.S Projector
Yokai Orb Spirit Box โŒ D.O.T.S Projector
Yurei Orb Freezing โŒ D.O.T.S Projector

The table above can be sorted by any column. It can then be sorted by a second column without making the first column go out of order (by holding down the shift key). This extends to consecutively sorting three or more columns.

Identifying Traits of Ghosts

Jinns, Yureis, Phantoms, and Poltergeists can all quickly drain Sanity, although they accomplish this by different means.

The following traits may help to identify the ghost:

  • Poltergeists tend to interact with objects much more frequently than other ghosts. They also can move multiple objects at once, which will decrease a player's Sanity when witnessed (the decrease is by twice the number of objects moved).
  • Jinn tend to interact with electronics (e.g. phones, radios, light switches, TVs, car alarms) more frequently than any other ghost. Being within 3 meters of a Jinn can instantly decrease your Sanity by 25%.
    • If the breaker is on during a Hunt and player is in the line of sight of the Jinn, it will rush to the player with twice the speed, until it reaches a close distance to him/her, after that it will move with the standard ghost speed. This ability can be disabled, if the breaker is off.
    • A Jinn never turns the breaker off, except in the rare case of overloading it with too many lights. If the breaker stays on despite high Ghost activity for a long period of time, the Ghost could be a Jinn. Conversely, if the Ghost turns the breaker off directly, it cannot be a Jinn.
  • Revenants: During a Hunt, if any player is in the Line of Sight of the Revenant, it will move twice the speed of the standard ghost speed. But if nobody is in LoS, it will move much slower than other ghosts.
  • Oni are more active when people are nearby. They are more likely than other ghosts to move objects at great speed.
    • If the Ghost could possibly be an Oni and if the Ghost is being very inactive, then consider increasing the number of players inside the Ghost Room.
  • Shades rarely perform actions in the presence of 2+ people. It will also not initiate a Hunt if this is the case.
    • If the Ghost could possibly be a Shade and if the Ghost is being very inactive, then consider decreasing the number of players inside or near the Ghost Room to only one (unlucky) player.
  • Mare tend to turn lights, and especially the Fuse Box, off more than any other ghost. What distinguishes it the most from other ghosts is that it never turns lights on. If the ghost turns lights on, then it is much more likely to be a Poltergeist or Jinn.
  • Yurei drain the Sanity of nearby players faster than other ghosts when manifested or hunting. Specifically, if a Yurei is within 10 meters of a player and if it is visible or hunting then it will drain Sanity at a rate twice that of other ghosts.
  • Phantoms
    • Like the Yurei, it drains Sanity twice as fast as other ghosts when looked at.
    • Taking a photo of a Phantom will make it instantly and temporarily disappear (although this will not stop a hunt if one is already in progress).
    • During a hunt, a phantom will flash visible every 1 to 2 seconds as opposed to every 0.3 to 1 seconds for other Ghosts.
  • Demons hunt more frequently than other ghosts. This is much less useful as a distinguishing feature if the team's average sanity is very low (for example, if all players' Sanities are very low) because in this case, all ghosts will Hunt very frequently.
    • If a Ouija Board was found: Have one player ask the Ouija Board a question while another monitors the questioner's Sanity from inside the van. If the question is successfully answered (i.e. the planchette spells out a response on the board) and if the questioner's sanity does not decrease then the Ghost must be a Demon. However, if the question was not successfully answered (in which case the room's lights will flash and the board will turn off) then the questioner's sanity will decrease, even if the Ghost is a Demon.
      • If the Ouija Board is turned on (i.e lit up) and it is in the middle of spelling out a response with the planchette, then it is possible to ask it another question (usually accidentally) and have that second question fail. In this case, the room's lights will flash, the Ouija Board will turn off, and the questioner's Sanity will decrease but the planchette on the Ouija Board will continue to spell out the answer to the first question. Be careful to not wrongly conclude from this situation that the Ghost is not a Demon. This situation can be avoided by turning the Ouija Board off after it starts spelling out an answer to the (first) question.
  • Wraiths: Footstep walking sounds from a Wraith are (supposed to be) rare to non-existent. Wraiths additionally do not leave Footprints when walking through Salt.
  • Banshees: If a Hunt starts very soon after the Setup Phase has finished (this depends on the Difficulty) and at a time when all players have high Sanity, then this may indicate a Banshee.
    • During Hunts, if the Banshee's target is in the building, a Banshee can only notice, chase, or kill its target. So if a hunting Ghost seems to ignore nearby players to look for or chase a distant player, then the Ghost may be a Banshee. If a hunting Ghost passes through some players without killing them, then the Ghost is almost certainly a Banshee.
    • If the Banshee's target is not in the building then the Banshee will hunt just like any other ghost, with no bonuses or maluses to its aggression.
    • A Banshee will teleport to its target at the start of a Hunt if the target is not outside, no matter how far away its target is from the Ghost Room. The Ghost suddenly appearing near a player who is far away from its Ghost Room may indicate that it is a Banshee, especially if this happens repeatedly to only one player.
      • However, Ghosts are allowed to 'wander' away from their Ghost Room (which happens especially often at the start of the game, before the first Hunt) so a single such occurrence is not a guarantee that the Ghost is a Banshee. Information about its location (for example, by seeing it visually manifest in a particular room, or seeing the Ghost move items in a room) can be used to more confidently conclude that the Ghost did in fact teleport far away and consequently, that it is in fact a Banshee.
    • The Total Activity (as seen on the Site Activity Monitor in the Van) of a Banshee usually increases when its target enters the building.
  • Hantu: During a Hunt in cold rooms, the Hantu moves slightly faster than player, although in warm rooms it moves at the standard ghost speed.
  • Yokai is very sensitive to human voices, allowing it to initiate a Hunt even at very high sanity levels when players talk near it. However, it has a greatly-reduced hearing range during a Hunt, and will not hear players talking that the other ghost types would otherwise pick up on.
  • Mylings: Players can hear paranormal sounds, such as murmuring or growling, by pointing a Parabolic Microphone at an idle Ghost. If these sounds are more frequent than usual, the Ghost may be a Myling.

Random Characteristics

These characteristics are not dependent on the type of ghost, but are randomized for every ghost.


There is about a 50/50 chance of the Ghost being either male or female each time you begin a contract.

Death Length

The length of death of a Ghost (i.e. the age it would have today if it were still alive) is a randomly generated number between 50 (overlapping with their death age between 50 and 90) and 1000 years.


The age of the Ghost (at their time of death) is a randomly generated number between 4 (for ages 4 to 14 the child model will be used regardless) and 90 years.


Whether a Ghost is shy or not determines how it behaves around multiple players. If a Ghost is indicated as shy, it will only respond to people who are alone. This characteristic is not indicated on Professional difficulties and require players to determine the Ghost's shyness on their own.

Ghost's name

The name of the Ghost consists of a name and a surname. Their first name is determined randomly by their gender, unlike their surname. Speaking the Ghost's full name aloud via local push-to-talk will alert the Ghost and cause it to attack more frequently. It is not recommended to say their names multiple times, especially in a room with any noticeable evidence or proof that one is nearby, at risk of triggering a Hunt.

All names in the game were included based on American name popularity in the past 100 years, making the same name frequency more realistic.

Possible Male Names

  • Charles
  • Christopher
  • Daniel
  • David
  • Donald
  • George
  • James
  • John
  • Joseph
  • Kenneth
  • Mark
  • Michael
  • Paul
  • Richard
  • Robert
  • Steven
  • Thomas
  • William

Possible Female Names

  • Barbara
  • Betty
  • Carol
  • Donna
  • Dorothy
  • Elizabeth
  • Helen
  • Jennifer
  • Karen
  • Linda
  • Lisa
  • Margaret
  • Maria
  • Mary
  • Nancy
  • Patricia
  • Ruth
  • Sandra
  • Susan

Possible Surnames

  • Anderson
  • Brown
  • Clark
  • Davis
  • Garcia
  • Harris
  • Jackson
  • Johnson
  • Jones
  • Martin
  • Martinez
  • Miller
  • Moore
  • Robinson
  • Smith
  • Taylor
  • Thomas
  • Thompson
  • Williams
  • Wilson
  • White