Door

**Doors** play an important role in *Phasmophobia*. They are crucial to the game's mechanic and provide help during investigations.

## Types of doors

All maps contain doors of some sort. There are three types of doors in the game: hiding spot (locker/closet/small tent flap), passageway (room/hallway/stall/cell) and exit/entrance. Each of them serves a different purpose.

Non-VR players can left-click on a door and move their mouse in a sweeping manner to open or close the door. VR players can aim for the handle (or the edge for a tent door) to do so. VR players cannot move doors with a non-empty hand.

### Hiding spot doors

Like the name implies, these doors serve to protect hidden players. Both players and ghosts have to manipulate hiding spot doors in order to open or close them. Ghosts will usually not enter hiding spots when hunting because they don't need to: a ghost can reach out and kill the player just as these doors are in open position. Therefore, the challenge for the players is to keep these doors closed for as much as possible and as long as they remain hidden.

### Passageway doors

Passageway doors will usually (but not always) delimit a room/area and serve as sight blockers. Unlike players, ghosts can phase through passageway doors, both during and outside of hunts. However, just like with hiding spot doors, ghosts cannot see through passageway doors. The only exception to that is the Deogen who can set waypoints to the closest player's location, disregarding sight rules.

### Exit doors

Exit doors can be locked or unlocked by players or the game itself. They serve only one purpose: to trap the ghost inside the investigation area at all times and to trap players inside the said area during hunts.

The cabin door on Maple Lodge Campsite or the wing doors in Sunny Meadows Mental Institution are not exit doors - even if they lead outside - and thus will not serve that purpose.

## Gameplay mechanics

All doors are interactable and will provide for an additional investigation:

* Depending on the difficulty, a random number of doors will be open or ajar at the start of the game. This is important because a wide open passageway door or several wide open hiding spot doors tend to indicate the presence of the ghost in this room/area. If many doors are selected to be randomly opened at the start of the game, then players will have a harder time finding the ghost through this method.
* Ghosts will sporadically interact with doors. Witnessing any door close by itself is considered an interaction and can give out certain evidence, such as en EMF Level 2 reading (25% chance of being EMF Level 5) or fingerprints, for applicable ghosts. Moreover, a door that is closed shut from a wide open position can be an indicator for the Yurei.
* During ghost events, all passageway doors in the room/area (including the exit door, if applicable) will close. This does not affect hiding spot doors.
* When a hunt begins, all exit doors and restricted area wing doors in Sunny Meadows will close and lock for the duration of the hunt. This is also not considered as an interaction.
* Holding hiding spot doors closed while hiding behind them will reduce the risk of being found by the ghost. Adversely, ghosts cannot "interact" with hiding spot doors that are being held and must open them manually if they detect a hidden player. Because the Deogen can always detect players, it will always be able to forcefully open a hiding spot door if its current target is the player behind that door.
* If the ghost is near a player holding an open passageway door, it will override the player to close the door and check behind the door. Hence, hiding behind open passageway doors can be risky.

There is currently a bug where ghosts interacting with closed doors sometimes do not open them.

### Photo rewards

*Main article: Photo rewards*
Taking a photo of the "interaction point" of a door that was recently moved will yield a photo labelled as **Interaction**, and reward up to $5 and 5XP depending on the distance and angle it was taken from. If the ghost has Ultraviolet evidence, the ghost has a chance to leave fingerprints on the door. In this case, players may reveal the fingerprint using a UV Light before snapping a quick photo labelled **Fingerprints**. The "interaction point" is the same location as where the fingerprint would appear on the door; if the fingerprint appears on the middle, the photo must contain the location where the fingerprint would appear to obtain an Interaction photo, even if the ghost does not have Ultraviolet as evidence.

## Specific description

Exit door
*Main article: Exit Door*
The exit door for 6 Tanglewood Drive.
Map: All

White wooden door
The fingerprint is located in the middle.
Map: 42 Edgefield Road, 10 Ridgeview Court, 6 Tanglewood Drive

Wooden brown door (first variant)
The fingerprint is located on the upper-left corner.
Map: Bleasdale Farmhouse, Grafton Farmhouse

Wooden brown door (second variant)
The fingerprint is located besides the door handle.

Map: 13 Willow Street

Wooden brown door (third variant)
The fingerprint is located besides the door handle.
Map: Brownstone High School

Glass door
The fingerprint is located on the third row from the bottom.The fingerprint is located on the second row from the bottom.
Map: 13 Willow Street, Maple Lodge Campsite

Cell door (first variant)
Map: Prison

Cell door (second variant)
Map: Prison

Windowed white door (first variant)
The fingerprint is located in the middle.
Map: Prison

Windowed white door (second variant)
The fingerprint is located besides the door handle.
Map: Sunny Meadows Mental Institution

Windowed brown door (first variant)
The fingerprint is located to the left of the window.
Map: Prison

Windowed brown door (second variant)
The fingerprint is located below the window.
Map: Brownstone High School

Large swing doors

Map: Prison

Tent door
The fingerprint is located on the left edge besides the door.
The fingerprint can also be located further above on the corner.

Map: Maple Lodge Campsite, Camp Woodwind

Mini tent door
Map: Maple Lodge Campsite, Camp Woodwind

Closet door
The fingerprint is located in the middle.
Map: 42 Edgefield Road, 10 Ridgeview Court, 6 Tanglewood Drive

Locker door
The fingerprint is located besides the door handle.
Map: 42 Edgefield Road, 10 Ridgeview Court, 6 Tanglewood Drive, Bleasdale Farmhouse, Grafton Farmhouse, Prison, Sunny Meadows Mental Institution

Toilet stall door
The fingerprint is located besides the door handle.
Map: Brownstone High School, Maple Lodge Campsite, Prison, Camp Woodwind

Green door
Map: Sunny Meadows Mental Institution

## Related difficulty settings

*Main article: Difficulty*
* **Doors starting open:** How many doors are randomly moved at the start of the contract

## Trivia

* Doors may "teleport" if the host or any player disconnects under certain conditions, such as while loading into the map.
* Most types of doors can be easily "broken" by walking into them from a certain angle.
* Walking into a closed door while another player tries to open it from the other side will result in the player standing on that door as if it were a platform area. Players can then try to walk on furniture, ramps, plinthes, etc. Trying to leave the investigation area from these objects (if they lead outside) will then result in the said player teleporting to the area the ghost has first spawned in. This is a known bug that has not been fixed to date.