Guides/Identifying ghosts

This guide will teach you how to identify ghosts in *Phasmophobia*.

## Using evidences

The standard way of identifying a ghost is by collecting evidence. The list below presents a brief overview on how to collect evidences; more information may be found in their respective pages.

### D.O.T.S Projector

A silhouette will appear when the ghost enters a "D.O.T.S state".

### EMF Level 5

When the ghost interacts with a door or object, take an EMF reader and check for any EMF level 5 readings at that spot. If the ghost has EMF Level 5 as one of its evidences, there is a 25% chance for that interaction to show level 5 instead of level 2 or 3. You can also use a Ouija Board to check for EMF level 5 by repeatedly asking questions with a reader nearby. Note that electronic interference during hunts or ghost events will never result in a reading of level 5, though it *can* be obtained if the ghost leaves EMF 5 on an object and moves far enough during a hunt.

### Ultraviolet

When a ghost interacts with a door, light switch, or window, take a UV Light and shine it around the object it interacted with. In Maple Lodge Campsite, the ghost can leave fingerprints on many more objects, including string light poles, cooler boxes, tent windows, and more. Be aware that each fingerprint will only last 2 minutes (or 1 minute on Insanity difficulty) before disappearing, and some could last for much shorter if the ghost is an Obake. Alternatively, the ghost can leave footprints behind after stepping in salt.

### Freezing Temperatures

Freezing Temperatures can be confirmed using the thermometer with a reading of less than 0°C or 32°F. The player's cold breath does not count as Freezing Temperatures.

### Ghost Orb

Ghost Orbs can be viewed via video cameras and appear as a small dot that glides around slowly, flashing in and out of existence. Unless the ghost room changes on higher difficulties, they will remain in the same room, but will move around the room from time to time. Take care in observing them in snow or foggy weather; snow will never go upwards while Ghost Orbs may move in any direction, while fog may make it harder to see.

### Ghost Writing

Ghost Writing works similar to the D.O.T.S. Projector in that the player simply waits for it appear. However, Ghost Writing can take a much longer time to appear than the D.O.T.S. Projector silhouette. Removing all others props in the room (excluding player equipment) may help to increase the chance of the ghost choosing the book to interact with.

### Spirit Box

When asking questions using the Spirit Box, ensure that the lights are off in the room, have only the questioner in the room if the ghost is stated to respond only to people who are alone (or on Professional difficulties and higher), and ask multiple times per room to improve accuracy. The ghost must be within the Spirit Box's range. Doing this only after the ghost has been located is usually less tedious.

## Using traits

If the ghost refuses to give certain evidence, and when some pieces of evidence are hidden, observing the ghost's abilities and traits may be advantageous in finding out the ghost type. Certain ghosts will exhibit traits and behavior exclusive to their type, such as Mares interacting with lights more often, or Onis being more active and causing more ghost events. However, some of these traits are also subject to the game's random nature, and may or may not manifest itself because of this.

### General tips

On Nightmare difficulty, after having obtained two pieces of evidence, it is generally best practice to compare the "tests" that can be performed, and first conduct those that are more objective, or easier to observe. For example, when given a choice between Mare and Revenant, it is usually easier to check the ghost's speed during a hunt, as the Revenant's slow wander or fast chase speed can identify it immediately, instead of looking for abilities from the Mare like instant light-switching or light-shattering ghost events, as these are more prone to error due to the game's random nature. In addition, certain behaviours that the ghost exhibits any time in the contract may allow for instant identification or elimination, such as the Obake's six-fingered handprints or the Oni's inability to produce a smoke ball ghost event.

Since the rate of ghost footsteps is tied to its speed, listening to the rate of footsteps will be useful in eliminating or confirming ghosts.

### Narrowing ghosts to one with specific traits

The following section is for ways to identify ghosts via specific traits and behaviours. A list of *mechanics* of each ghost can be found in their respective pages.

## Other tips

### Elimination by negatives

If you can be sure that the ghost will not provide a particular piece of evidence, you can eliminate all ghosts that have that piece of evidence. This also works on Nightmare difficulty, but requires two negatives instead; for example, if you can be sure that the ghost will not give both Fingerprints and Freezing Temperatures, then you can eliminate four ghosts: Demon, Hantu, Jinn, and The Mimic. Conclusively eliminating evidence may be trickier for chance-related evidence like EMF Level 5, for example. This strategy is more useful if you are unable to easily find evidence in the first place.

### Speed-altering defensive equipment

Some higher-tier defensive equipment, such as Tier III Salt and Tier II and III Incense, can temporarily reduce or even halt the ghost's movement entirely, potentially masking the unique movement behavior of several ghost types. Past being mindful of these attributes, if the ghost needs to be identified through its speed or movement, using lower tier defensive items that do not affect the ghost's movement can be considered, although this will require giving up the significant power of these higher tier items.

## See also

* Ghost#Evidence
* Ghost#Ghost types