Ghost

**Ghosts** are the main focus of *Phasmophobia*. Each ghost will have a set of unique characteristics, including personal identifiers, abilities, and evidences. Players must investigate some of these aspects to correctly identify the ghost. The ghost can interact with its environment or cause ghost events, and even attempt to kill the player by initiating hunts.

## Characteristics

Each ghost in a contract has a randomly generated unique identity consisting of the type of the ghost, gender, name, age, length of death, shyness (with respect to the Spirit Box), and a physical model that is determined at the start of the contract. Most of its general behavior (such as movement speed, hunting patterns, activity etc.) is based on the type of ghost, except for its willingness to respond to the spirit box in the presence of multiple people in the room, which is randomly set.

## Behavior

Each contract, one ghost will spawn within the map in a selected favorite room. After an exit door is opened for the first time, the ghost will be "activated" and be able to interact with the environment or the player. The ghost may stand still, roam or walk to another place, interact with objects and doors, use its abilities, and initiate ghost events or hunts. If a player attempts to enter the house without unlocking the exit door, the ghost will not be "activated" and cannot do interactions, ghost events, nor hunt, though some types of evidence (most notably Ghost Orbs) can be obtained. The ghost can however still be forced into initiating a cursed hunt using cursed possessions. Ghosts cannot exit the investigation area; they cannot walk out of the exit doors even if they are wide open. The following is a non-exhaustive list of "states" or "phases" that the ghost can enter (these may not be the actual terms):

* **Idling:** The ghost stays still
* **Roaming:** The ghost chooses to perform either a short roam or a long roam, which are both defined by a smaller or larger spherical area, respectively. It then randomly picks a waypoint within that sphere, then checks the path distance to that waypoint. If successful, the ghost walks to that point, else it repeats the steps if the path distance is too long
* **Favorite room:** The ghost returns to its favorite room
* **Interaction:** The ghost interacts with an object nearby
* **Ghost event:** The ghost performs a ghost event
* **Hunt:** The ghost initiates a hunt
* **Ability:** The ghost uses a specified ability, if any
* **D.O.T.S:** If the ghost has D.O.T.S Projector evidence, it will occasionally enter this state, and be visible via a D.O.T.S. Projector if it passes through its light

It is important to note that certain phenomena often are generally not limited to one single type of ghost. For example, all ghosts can throw objects around in a room, manipulate doors, make Dirty Water appear in sinks, and present itself in any form. However, certain ghosts are more likely to exhibit certain behaviors than others, or have unique abilities. For example, a Poltergeist will be more likely to throw objects and can throw several at once.

### Visibility

In normal gameplay, ghosts are usually invisible, and will only physically appear during (manifestation) ghost events and hunts. In a hunt, the ghost will repeatedly flash in and out. For ghost events, the ghost can be fully visible, appear as a shadow, or have a dark translucent-like appearance. Ghosts will appear in only its full form during hunts. Also, no singular ghost model is tied to any type of ghost, meaning that their appearance should not be used to judge the type of ghost.

Ghosts with the D.O.T.S Projector evidence can be visible while passing through a D.O.T.S Projector's light during a D.O.T.S state.

### Interference

When a ghost manifests or hunts, all electronic equipment (brought in from the van), such as flashlights and global chat, will malfunction within a 10 meter radius for most ghosts (15 for the Raiju). Room lights may also flicker at the same distance.

### Sounds

When a ghost event or hunt occurs, the ghost will produce a vocalization that may differ between ghost events (but not hunts). If it is walking during such events (or walks after stepping in salt), it will also produce footstep sounds. For most ghosts, these sounds can be heard from up to 20 meters away by the player.

Ghosts will also occasionally produce footstep sounds and "paranormal sounds" that can only be heard through a Parabolic Microphone. These paranormal sounds are different from ghost event/hunt vocalizations, while the footstep sounds are the same.

There are *at least* eight male and five female sounds produced by the ghosts during manifestations. There may be more that are not listed here:

For males:

* Male "death rattle" (raspy gurgling) which is a semitone lower than the original;
* A heavy moaning sound typical to zombies;
* Three variants of breathing sounds: one deep (almost horn-like), another heavy and another one accompanied by words like "help me", "run", etc.;
* Two variants of growling-croaking: one very low and tubular, another echoing.

For females:

* Female "death rattle" (raspy gurgling) which is a semitone higher than the original;
* Two variants of the ghost humming certain tunes;
* A choking and wheezing sound reminiscent of someone's heavy cough;
* A weeping sound;
* Child-like laughter.

Every contract, the ghost gets a random but specific hunting sound. In every following hunt it will use the very same sound again. Remembering this sound from a former hunt can help the player tell a hunt apart from a ghost event.

If a player is within 10 meters of the ghost and would be considered "visible" to the ghost when not considering furniture, the player will hear their own heartbeat. Note that this does not necessarily correlate with actual line-of-sight.

## Types of ghosts

There are currently 24 types of ghosts in the game. The following table provides a list of these ghosts along with a summary of their strengths and weaknesses.

All ghosts have an equal chance of being chosen per contract in all difficulties. It is normal and expected for the number of ghosts encountered by type to vary, the sums of which will roughly be shaped like a bell curve graph with an increasing number of rounds played. Only new ghosts will generally have an increased chance of being chosen in the first few weeks of their introduction.

## Evidence

Please see Evidence or a ghost's page for detailed information about identifying different ghost types.

The table above can be sorted by any column. It can then be sorted by a second column without making the first column go out of order (by holding down the shift key). This extends to consecutively sorting three or more columns.

## Random characteristics

These characteristics are randomized for every contract and are unrelated to the ghost type.

### Gender

There is a 50/50 chance of the ghost being either male or female.

### Length of death

The length of death of a ghost (i.e. the age it would have today if it were still alive) is a randomly generated number between 50 (overlapping with their death age between 50 and 90) and 1000 years.

### Age

The age of the ghost (at their time of death) is a randomly generated number between 2 and 90 years. Note that this is not correlated with the ghost model.

### Spirit box responsiveness

If the ghost is indicated to respond only to "people who are alone", the ghost will only respond to the Spirit Box if there is only one player in the room when the question is asked. A ghost which responds to everyone means that the number of people in the room does not affect its ability to respond. This characteristic is not indicated if there is no setup time (e.g., on Professional and Nightmare difficulties). This characteristic is only relevant for ghosts with the Spirit Box evidence, and is not synonymous with ghost activity.

### Ghost's name

The name of the ghost consists of their first (given) name and a surname. The first name is determined randomly according to their gender, while the surname is randomly chosen and not based on their gender. Saying the ghost's name near it will raise its activity level and cause it to get angry, possibly causing it to interact with its surroundings.

#### Possible male names

* Alex
* Amit
* Andrew
* Anthony
* Benjamin
* Billy
* Bradley
* Brenden
* Brian
* Carlos
* Charles
* Christopher
* Corey
* Daniel
* Dave
* David
* Donald
* Edward
* Eric
* Gary
* George
* Grant
* Gregory
* Harold
* Hugo
* Jack
* James
* Jan
* Jason
* Jay
* Jerry
* John
* Joseph
* Justin
* Keith
* Kenneth
* Kenny
* Kevin
* Kyle
* Larry
* Leslie
* Luke
* Mark
* Michael
* Paul
* Peter
* Raymond
* Richard
* Robert
* Robin
* Ronald
* Russell
* Steven
* Thomas
* Ted
* Tim
* Walter
* William

#### Possible female names

* Ann
* April
* Barbara
* Becky
* Betty
* Carla
* Carol
* Catiana
* Cora
* Donna
* Doris
* Dorothy
* Edie
* Elizabeth
* Ella
* Ellen
* Emily
* Emma
* Eva
* Georgia
* Gloria
* Heather
* Helen
* Holly
* Jane
* Jennifer
* Jennise
* Jessica
* Jo
* Josefine
* Judy
* Julie
* Karen
* Kelly
* Kim
* Leslie
* Linda
* Lisa
* Livy
* Lori
* Lucy
* Marcia
* Margaret
* Maria
* Marie
* Mary
* Megan
* Michelle
* Nancy
* Nellie
* Patricia
* Robin
* Rose
* Ruth
* Sandra
* Sarah
* Shannon
* Sharne
* Shelly
* Sophie
* Stacey
* Susan
* Tricia

#### Possible surnames

* Alexander
* Anderson
* Bailey
* Baker
* Barber
* Barton
* Bellfield
* Birch
* Bishop
* Bowen
* Brock
* Brooks
* Brown
* Buckley
* Carey
* Carter
* Clark
* Clarke
* Cordero
* Corrigan
* Davis
* Dexter
* Dixon
* Doe
* Douglas
* Dyer
* Elliott
* Emmett
* Everly
* Gacy
* Garcia
* Gayton
* Hans
* Harris
* Hill
* Holland
* Holmes
* Huntley
* Jackson
* Johnson
* Jones
* Kemper
* Knight
* Kraft
* Kray
* Lancaster
* Lavender
* Lee
* Lewis
* Manson
* Marsh
* Martin
* Martinez
* Maudsley
* Miller
* Mills
* Moore
* Myers
* Nilsen
* Norris
* Pettit
* Ramirez
* Rhoades
* Roberts
* Robinson
* Rook
* Roswell
* Schelin
* Shawcross
* Shipman
* Skinner
* Smith
* Stevens
* Straffen
* Sweeney
* Taylor
* Thomas
* Thompson
* Todd
* Walker
* Watts
* West
* White
* Williams
* Wilson
* Winter
* Wright
* Young

## Trivia

* The initial list of names in the game were included based on American name popularity in the past 100 years, making the same name frequency more realistic. The list of possible names have since been expanded to include mostly the names of the developers, as well as of various staff and content creators on the official *Phasmophobia* Discord server.

## See also

* Guides/Identifying ghosts
* Guides/Locating the ghost

## References

1. ↑ *How ghosts roam.* Clipped from cjdxn (on Twitch). 10 July 2022.