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

The Journal

The Jinn is a type of ghost in Phasmophobia. The Jinn can be empowered by an active Fuse Box to quickly close in on targets that it is chasing during a Hunt.

Behavior[]

Activity[]

The Jinn cannot directly turn off the fuse box. However, it can still indirectly turn off the fuse box by turning too many lights on and overloading it.

There is a popular myth claiming the Jinn will interact with electronics often rather than other interactions; this is not true. The Jinn has an equal chance of interacting with anything nearby.

Ability[]

When near a player[1] and the fuse box is on, the Jinn will occasionally use an ability that lowers the sanity of one player in the same room or otherwise within 3 meters of it by 25%.[note 1] The player who will lose sanity is the first in the list (established by the order the players joined the lobby) among players in range. An EMF 2 or 5 reading will then be generated at the fuse box.

Hunt[]

Jinn raiju hunt ghost speed 0.11.0.3

Example graph of Jinn's ghost speed during a hunt

During a hunt, if all of the following three criteria are satisfied:

  • The fuse box is turned on
  • The Jinn has line-of-sight with a player it is targeting
  • The Jinn is further than 3 metres from that player

Then its speed will be fixed at 2.5 m/s while the criteria are met. Otherwise, it will obey standard ghost speeds with one particularity: while it is travelling at the fixed 2.5 m/s speed, the speed increase from continuous line-of-sight adds in the background, and will be applied once one criteria is no longer satisfied.

Whether there are lights turned on or not does not affect the Jinn's abilities.

Evidence[]

Strengths and weaknesses[]

These are the strengths and weaknesses as listed in the journal:

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

Weakness: Turning off the location's power source will prevent the Jinn from using its ability.

Strategies[]

Turning off the location's breaker will prevent the Jinn from using any of its abilities. However, this will render the map's electrical lights inactive, leading to players' sanity draining as a consequence of being in the dark more often. Players will need to decide if preventing the Jinn from using its abilities is worth dealing with more frequent hunts as a result of lower average sanity, though this loss can be mitigated by holding lit candles to reduce passive sanity drain.

Identification[]

There are two ways to identify a Jinn, both methods with the breaker turned on:

  • Wait for a hunt at the end of a long room or corridor, standing far away from where the ghost is expected to enter the room, and with line-of-sight all the way through. Listen for its footsteps and observe its speed before and after it sees the player. If it instantly gains speed to chase the player, then it is likely a Jinn; use Incense if needed.
  • Leave an EMF reader at the fuse box while the fuse box is on; if it picks up a reading but the fuse box never turned off, then it is very likely the Jinn using its ability, barring any other items that could have caused the reading (such as the fuse box door itself).

Keep in mind that a fuse box turning off on its own does not rule out a Jinn, as they can still indirectly turn off fuse boxes by turning on too many lights and causing the fuse box to trip. If a fuse box trips, all light switches will also turn off, which can be used to distinguish from a ghost manually turning the fuse box off, which leaves light switches untouched.

In custom difficulties with the fuse box broken, or if it is broken with the Monkey Paw's "I wish for activity" wish, a Jinn becomes impossible to identify through behavior, and thus can only be identified with evidence; in 0 evidence runs in particular, this makes a Jinn almost completely impossible to identify, as the only way to identify a Jinn under these conditions is to painstakingly rule out every other ghost type - depending on the room the ghost is in, this sometimes can become impossible (e. g. Mare in a room with no lights).

Trivia[]

  • Jinns are derived from Arabic mythology, and were later integrated as part of Islamic theology. They are a type of spirit/being created before mankind out of smoke-free fire. Usually invisible, they can take shape in many forms including serpents, winged beings, giants, insects, or humanoids. Jinns are not undead, and they live, eat, age, and have children like humans. Like mankind, they were made to worship God, and they are not innately good nor innately evil.

History[]

Early Access Alpha
2 February 2020 Changed the Jinn's ability from affecting the weather to running if its target is also running.
7 March 2020 Increased the Jinn's running speed.
10 August 2020 Jinns no longer turn the fuse box off.
24 August 2020 Changed the Jinn's ability to having a faster speed when far away from its target.
Early Access
0.3.0 Prior to 0.3.0, the evidence was EMF Level 5, Spirit Box, and Ghost Orb.
0.5.0 Increased the Jinn's chasing speed to 2.5 m/s.
Decreased the slowdown gap to 3 metres.
0.6.2.0 When using its ability, the Jinn will now leave EMF on the fuse box rather than its current place.
0.7.0 Ability will now apply if the player is in the same room as the ghost, or within 3 metres.
The EMF will now be generated at the fuse box when anyone's sanity is drained, instead of just the host.

References[]

Notes[]

  1. There is a bug where the Jinn can use its ability on a player in a room directly below it.
Ghosts
BansheeDemonDeogenGoryoHantuJinnMareMoroiMylingObakeOniOnryoPhantomPoltergeistRaijuRevenantShadeSpiritThayeThe MimicThe TwinsWraithYokaiYurei
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