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In Phasmophobia, the Hunt is a phase when the Ghost becomes corporeal, and will seek to kill a player. For the duration of the Hunt, lights will flicker (including the Flashlight, Strong Flashlight, and UV Light), EMF Reader will get random readings, the radio will stop transmitting messages and make a static noise, and all Exit Doors will close and become locked.

Requirements

A Ghost can only initiate a Hunt after the round's Setup Phase has ended. The Setup Phase can be ended early using an Ouija Board which has a 33% chance of doing so each time a player uses it.

Note: There is no Setup Phase in Professional Difficulty.

Hunts will happen more often at lower Sanity levels. Hunt frequency is also influenced by the type of Ghost:

  • Demons are stated to hunt more often than any other Ghost type.
  • Mares hunt more often if the lights are turned off at the Ghost Room.
  • Shades won't hunt when there is more than one player in the Ghost Room.

If there is a Crucifix within a 3 meter range of the Ghost (or 5 meters for a Banshee) when it attempts to hunt, the Crucifix will stop the Ghost from hunting up to two times; you can identify if a Crucifix has been used if there is a piece of the side missing. After two uses, both sides of the Crucifix will be missing. In Version 0.28, successful hunt preventions with the Crucifix will cause a 5 second delay in between each hunt attempt.

Note: A Crucifix will not affect the Ghost if a hunt has already started, it can only prevent a hunt before it happens.

How It Works

Difficulty Duration of Setup Phase Duration of Hunt
Amateur 5 minutes 25 seconds
Intermediate 2 minutes 35 seconds
Professional None 50 seconds

After the Setup Phase ends, the Ghost can initiate a Hunt at random. A Hunt is partially determined by the average of all player's sanity as well as the "hunting modifier" of a Ghost. Dead players do not count towards the average team sanity.

How Dangerous They Are

Ghost Condition Hunting Modifier
Demon Always 15
Mare Lights turned off at Ghost's room 10
Lights turned on at Ghost's room -10
  • When the Ghost's idle timer ends, there is a 50% chance to check for :
    • If is less than 50, the Ghost cannot initiate a Hunt.
    • If the resulting is between 50 and 75, the Ghost has a 16.6% (1/6) chance to initiate a Hunt.
    • Otherwise, if the resulting is equal to or greater than 75, the Ghost will instead have a 25% (1/4) chance to Hunt.
  • The activity level of a Ghost does not increase the chance of a Ghost initiating a Hunt.

Note: The Banshee follows these rules ONLY if their target is outside. See Banshee for details if the target is inside the building.

When the Hunt starts, players have about eight seconds to run and hide before the Ghost manifests in their physical form and begins to search for players to kill. The Hunt will end shortly after the Ghost successfully kills a player or when time runs out. The Ghost will chase one player at a time in its line of sight, except the Banshee, who targets one specific player.

As of Version 0.28, the ghost will no longer move at the start of the hunting phase when it is manifesting. This is to prevent confusion when the hunt has actually started. The ghost will stand still for 5 seconds before moving.

The ghost also has a 50% chance to remember where it last saw a player during the last hunt and will search that area in the next hunt.

Dying

When the Ghost kills a player, grotesque hands will appear on the player's screen before they are teleported into an otherworldly room alone with the Ghost. The dead player will then return to their location with their entire screen covered in bright fog. Any items in the dead player's inventory will drop on the ground around them. Dead players are reportedly still able to see the Bone Evidence if it has not yet been picked up.

Attracting the Ghost

What attracts the Ghost
  • Being seen by the Ghost.
    • Certain places like windows or cell doors in Prison
  • A player talking loud enough for the Ghost to hear attracts the Ghost's attention towards the player's location.
    • This is dependent of the player's loudness and microphone sensitivity.
    • Whispering has a lower chance of attracting the Ghost's attention.
    • The Ghost (currently) can not hear a player talking on a different floor.
What does NOT attract the Ghost

Chase Mechanics

In the past, Ghosts did not have object permanence. This means that if the Ghost lost sight of the player that it was chasing (such as if this player turned a corner) then the Ghost would walk in a randomly chosen direction. This is no longer the case. Now when the Ghost loses line of sight to the player then it will travel to the player's last known location and start searching around it.

Additionally in Version 0.28, the ghost, except Revenants, will move increasingly faster over time as long as it maintains line of sight with a player. The speed will drop at the same rate if it is unable to find a player after they check their last known location.

Surviving a Hunt

The Hunt mechanics were changed in the most recent patch. The strategies below need to be re-verified and likely also altered.

Investigators can survive the Hunt in several ways:

  1. Hiding in a room or closet and closing the door.
    • All Ghosts can pass through doors as if they do not exist. Ghosts can open doors, closets and lockers during a hunt. Holding the door closed can prevent the Ghost from opening a door, but will not stop the ghost from going through a room.
    • Lockers and closets are safer than rooms because the Ghost can go in a random room regardless of holding the door shut. The Ghost will not go inside a locker or a closet unless it has line of sight of you.
    • All Ghosts have a small chance to open both closet doors at the same time during a hunt.
    • All Ghosts can hear players if they speak during a hunt, regardless of their hiding spots, and will follow the location of the player's voice. In singleplayer, the ghost will always hear the player.
      • As of Version 0.28, if the player(s) keep talking inside a locket or closet and the ghost knows they are in there, it will now fully open both closet or locker doors on its second attempt, even if the doors are being grabbed shut.
  2. Hiding behind furniture.
    • Furniture changes in Version 0.28 now block line of sight between the player and the ghost. This means that there are now a lot more places to hide in all maps rather than only closets and lockers.
  3. Lighting a Smudge Stick near the Ghost, while not ending a Hunt, will cause the Ghost to stop chasing and wander for a few seconds before resuming.
  4. Running.
    • Although survival rates are low if a player is caught out in the open with no hiding places nearby, it is still possible to outrun most Ghosts.
    • The Revenant is the only ghost that can outrun the player completely. The Jinn moves faster to catch up, but at 3 meters, holds the same pace as you.
    • Against slower Ghosts, breaking line of sight by turning corners and closing doors can help to escape, though running in a straight line as long as possible is much more reliable. A player must be ready to either run or hide the moment the Ghost starts a hunt.
      • The Ghost will follow your last seen location—instead of wandering away—when breaking line of sight. This means turning one corner may not be enough to be safe.
    • It is also possible to survive by running around in circles with the ghost. This can be achieved with tables, cars, or any other object with space to go around. Just be mindful when the Ghost changes its direction.
  5. Being outside when the Hunt begins.

A Ghost may attack players outside of the location's walls if they stay too close to the walls. This is true even if the player is standing outside but too close to a wall or door.

Tips for Surviving a Hunt Based on Map Size

On smaller maps:

  • Turning enough corners has a chance of causing the Ghost to lose track of you and to stop chasing you.
    • As mentioned previously, the Ghost will go to the location where it last saw you and start searching around it.
    • After turning enough corners, take the opportunity to hide, preferably inside a locker or a closet (because hiding in say, a bathroom, carries the risk that the Ghost will enter your room simply because of pure RNG).
  • Players must remain silent since the Ghost can now hear players during hunts and go to their location.
  • It is possible to run around in circles on the first floor of Grafton Farmhouse. It is also possible to run around on the kitchen counter or around the car in the garage in certain maps.

On larger maps:

  • Assuming that you do not get cornered, the only Ghost in the game that will be able to catch you while you are running away from it is the Revenant.
    • You run a little bit faster than all but 2 Ghosts. The Jinn is the only Ghost other than the Revenant that can catch up to you, but unlike a Revenant, a Jinn will slows down to Ghost's default speed when it gets close enough to you.
  • Knowing the layout of Brownstone High School, Prison, and Asylum, specifically knowing how to avoid dead ends while running (such as by running circles around the map) will allow you to not get caught by every Ghost except for the Revenant, which is why it is considered the most dangerous Ghost on these maps.
    • Freezing Temperatures allows you to immediately rule out the possibly that the Ghost is a Revenant. The same is true of getting a response from the Spirit Box. Evidence for both Freezing Temperatures and the Spirit Box are often discovered early in the game.
    • Unless the Ghost is a Revenant or a Jinn, running is often a better strategy than hiding because of the Ghost's inability to catch up with players. This, however, will result in needing a longer time to return to the Ghost Room.
  • Whether a player is standing or crouching, they will run at the same speed. The same is true whether the player is running forwards or backwards (or even running backwards while crouched).
    • Because of this, to capture a photo of a non-Revenant Ghost on these maps, a good strategy is to get yourself chased by the Ghost and then (when it is close enough) run backwards while taking photos of it with the Photo Camera.
  • The closer you are to the Ghost, the more intense your heartbeat gets.

Identifying a Ghost by its Hunting patterns

Taking a photo of a Phantom with the Photo Camera will make the Phantom disappear, but it will not stop a Hunt or end a manifestation (the ghost will continue to manifest, as evidenced by the sounds that it will continue to make, although it will become invisible after a photo is taken).

At the start of a Hunt, a Banshee will wander to a location close to its target (if its target is not outside) so the Ghost starting a Hunt near a player and far away from its Ghost Room may indicate that it is a Banshee. 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 such an occurrence is not a guarantee that the Ghost is a Banshee. If the Ghost responds to the Spirit Box then this indicates that the Ghost is within a few meters of the Spirit Box. Such information (as well as other information like seeing items being moved in a particular 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.

Sanity and Hunts

As of the current patch, average sanity is calculated from all alive players, whether inside or outside the building. It is possible to prevent a Ghost from ever hunting by keeping the average sanity above the threshold. This can be achieved by having only a single player enter a building while the other players (in a group of three or four) stay in the van to preserve their sanity at 100%. Note that if the Ghost is a Banshee, the target player must be outside for this trick to work.

Trivia

  • Hunts do not count toward witnessing a Ghost Event.
  • The maximum distance a player can hear ghost footsteps during a hunt is 20 meters, adjusted for volume rolloff.
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