Jinn

## Evidence

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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.*”
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—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, the fuse box can still be indirectly turned off by overloading it with too many lights on, whether by the player or the Jinn.

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 the Jinn uses its ability and the fuse box is on, it will lower the sanity of all players in the same room or otherwise within 3 meters of it by 25%. An EMF 2/5 reading will be generated at the fuse box.

### 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: if the Jinn has line-of-sight with a player while meeting all three criteria, the speed increase from continuous line-of-sight adds in the background, and will only 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

* EMF Level 5
* Ultraviolet
* Freezing Temperatures

## 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. The Jinn will also slow down once it gets within 3 meters of its target, but be wary as testing this can be very risky.
* 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).

## 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

 7 March 2020
 10 August 2020
 24 August 2020
 The EMF will now be generated at the fuse box when anyone's sanity is drained, instead of just the host