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The game is available on Steam as an Early Access title. On June 13, 2023, it was announced to be receiving console ports for the UsefulNotes/XboxSeriesXAndS and UsefulNotes/PlayStation5.

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The game is available on Steam as an Early Access title. On June 13, 2023, it was announced to be receiving console ports for the UsefulNotes/XboxSeriesXAndS Platform/XboxSeriesXAndS and UsefulNotes/PlayStation5.
Platform/PlayStation5.
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* BrandishmentBluff: While investigating a haunted location, the ghost may become agitated enough by an investigator's mere presence that they'll materialize for a few seconds and charge them while making all manner of unpleasant noises, and sometimes with a weapon raised while flickering in and out of existence. Inexperienced players may mistake this for a hunt and flee in fear, while experienced players can tell the difference between this scary bluff and a genuine hunt that puts lives in danger.

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* BrandishmentBluff: While investigating a haunted location, the ghost may become agitated enough by an investigator's mere presence that they'll materialize for a few seconds and charge them while making all manner of unpleasant noises, and sometimes with a weapon raised while flickering in and out of existence. Inexperienced players may mistake this for a hunt and flee in fear, while experienced players can tell the difference between this scary bluff and a genuine hunt that puts lives in danger. [[spoiler: The key is to look at the lights. If it's a hunt, they'll be flickering. If it's a bluff, they'll be steady.]]
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** In the Nightmare Update, among the new locations is an abandoned camp which is chock full of horror franchise Easter Eggs. If you go to the dock near the lakehouse and look over the edge, [[Franchise/FridayThe13th a familiar jockey mask will float up to the surface]]. If you go over by the fire pit in one of the map's corners, you will see a twig effigy nearby, similar to the one found in ''Film/TheBlairWitchProject''. You can also occasionally peer out into the woods beyond the map borders and be treated to the sight of [[Franchise/TheSlenderManMythos Slender Man]] staring back at you. Finally, if the player turns the TV on in the cabin, the nearby phone will ring, once again referencing ''The Ring''.

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** In the Nightmare Update, among the new locations is an abandoned camp which is chock full of horror franchise Easter Eggs. If you go to the dock near the lakehouse and look over the edge, [[Franchise/FridayThe13th a familiar jockey hockey mask will float up to the surface]]. If you go over by the fire pit in one of the map's corners, you will see a twig effigy nearby, similar to the one found in ''Film/TheBlairWitchProject''. You can also occasionally peer out into the woods beyond the map borders and be treated to the sight of [[Franchise/TheSlenderManMythos Slender Man]] staring back at you. Finally, if the player turns the TV on in the cabin, the nearby phone will ring, once again referencing ''The Ring''.
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Daylight Horror is a disambiguation


* DaylightHorror: Jinns aren't necessarily more dangerous in the light, but they are less dangerous in the dark, because if the circuit breaker is off, a Jinn cannot use its special power at all.
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* RealityIsUnrealistic: The Ascension update changed the spirit box to function closer to how real-world spirit boxes function by taking the recordings of several content creators and streamers they had arrangements with, cutting the recordings to pieces and mashing them together to get the something like the effect of the box grabbing audio snippets from different radio stations. This caused a wave of complaints in the forums that this was "immersion breaking."
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** In the Nightmare Update, among the new locations is an abandoned camp which is chock full of horror franchise Easter Eggs. If you go to the dock near the lakehouse and look over the edge, [[Franchise/FridayThe13th a familiar jockey mask will float up to the surface]]. If you go over by the fire pit in one of the map's corners, you will see a twig effigy nearby, similar to the one found in ''Film/TheBlairWitchProject''. You can also occasionally peer out into the woods beyond the map borders and be treated to the sight of [[Franchise/TheSlenderManMythos Slenderman]] staring back at you. Finally, if the player turns the TV on in the cabin, the nearby phone will ring, once again referencing ''The Ring''.

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** In the Nightmare Update, among the new locations is an abandoned camp which is chock full of horror franchise Easter Eggs. If you go to the dock near the lakehouse and look over the edge, [[Franchise/FridayThe13th a familiar jockey mask will float up to the surface]]. If you go over by the fire pit in one of the map's corners, you will see a twig effigy nearby, similar to the one found in ''Film/TheBlairWitchProject''. You can also occasionally peer out into the woods beyond the map borders and be treated to the sight of [[Franchise/TheSlenderManMythos Slenderman]] Slender Man]] staring back at you. Finally, if the player turns the TV on in the cabin, the nearby phone will ring, once again referencing ''The Ring''.
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* PsychopathicManchild: Sometimes ghosts will sing or hum [[IronicNurseryTune Ironic Nursery Tunes]], including those whose character models are of grown men and women.
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The game is available on Steam as an Early Access title.

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The game is available on Steam as an Early Access title.
title. On June 13, 2023, it was announced to be receiving console ports for the UsefulNotes/XboxSeriesXAndS and UsefulNotes/PlayStation5.

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** The Summoning Pentagram, drawn in blood on the floor surrounded by candles. Lighting all of the candles forces the ghost to appear in a harmless state within the pentagram, making it easy to get photographs. However, once the 3 seconds ends, it ''immediately'' begins hunting.
** The Music Box, which will attract a ghost and make it sing. However, if it touches the box, it will begin a hunt, even killing the player immediately if they turn it on right near the ghost.
** The Tarot Cards, which have ten random effects, including setting off an immediate hunting, immediately killing the player, restoring sanity to 100 or reducing it to zero, or even resurrecting a dead team member.
** The Spirit Mirror, which, if turned on, reveals the ghost's room. However, it drains 8 sanity a second to look at it, and it will shatter if the player's sanity hits zero, immediately starting a hunt.
** The Voodoo Doll now has pins in it, and using it costs 10% sanity and forces the ghost to do an interaction. However, there is a 10% chance that the heart pin is stuck in, causing an immediate hunt. If the player using it has 10% sanity or lower, the hunt is guaranteed.
** The Ouija Board now never fails to answer a question, but it drains a lot of sanity for asking it about the ghost's room (Demons, however, still drain less, keeping their identifying marker), less sanity is drained for other questions like the ghost's age. The player must tell the board "goodbye" for it to shut off; leaving a board that is on immediately starts a hunt. A player can also ask the ghost to play hide and seek, which will start a countdown to a hunt (in addition to causing the board to catch fire and burn up, rendering it unusable for the rest of the round).
** The Monkey Paw will grant the user five wishes out of a set list. These wishes can be of great aid to the investigator in gathering evidence, evading the ghost, or trying to change the environment to be more advantageous for the investigators. However each wish comes with a unique consequence which can include sanity loss, trapping them in a room, giving the ghost bonuses, and almost all the wishes kick off a cursed hunt.

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** The [[SummoningRitual Summoning Pentagram, Pentagram]], drawn in blood on the floor surrounded by candles. Lighting all of the candles forces the ghost to appear in a harmless state within the pentagram, making it easy to get photographs. However, once the 3 seconds ends, it ''immediately'' begins hunting.
** The [[OminousMusicBoxTune Music Box, Box]], which will attract a ghost and make it sing. However, if it touches the box, it will begin a hunt, even killing the player immediately if they turn it on right near the ghost.
** The [[TarotTroubles Tarot Cards, Cards]], which have ten random effects, including setting off an immediate hunting, immediately killing the player, restoring sanity to 100 or reducing it to zero, or even resurrecting a dead team member.
** The [[MirrorMonster Spirit Mirror, Mirror]], which, if turned on, reveals the ghost's room. However, it drains 8 sanity a second to look at it, and it will shatter if the player's sanity hits zero, immediately starting a hunt.
** The Voodoo Doll VoodooDoll now has pins in it, and using it costs 10% sanity and forces the ghost to do an interaction. However, there is a 10% chance that the heart pin is stuck in, causing an immediate hunt. If the player using it has 10% sanity or lower, the hunt is guaranteed.
** The Ouija Board OuijaBoard now never fails to answer a question, but it drains a lot of sanity for asking it about the ghost's room (Demons, however, still drain less, keeping their identifying marker), less sanity is drained for other questions like the ghost's age. The player must tell the board "goodbye" for it to shut off; leaving a board that is on immediately starts a hunt. A player can also ask the ghost to play hide and seek, which will start a countdown to a hunt (in addition to causing the board to catch fire and burn up, rendering it unusable for the rest of the round).
** [[BeCarefulWhatYouWishFor The Monkey Paw Paw]] will grant the user five wishes out of a set list. These wishes can be of great aid to the investigator in gathering evidence, evading the ghost, or trying to change the environment to be more advantageous for the investigators. However each wish comes with a unique consequence which can include sanity loss, trapping them in a room, giving the ghost bonuses, and almost all the wishes kick off a cursed hunt.



* RoamingEnemy: Every single ghost that you can encounter in Phasmophobia does this to varying degrees. Ghosts tend to roam around the locations such as to their favorite room, [[StalkerWithoutACrush a specific player]], or anywhere at all.



* TarotTroubles: One of the six {{Cursed Item}}s a player can find is the deck of tarot cards, containing 10 randomly-chosen cards that have ranging effects on the player(s). A few of the cards play the "troubles" very straight, while others completely invert it:

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* TarotTroubles: One of the six seven {{Cursed Item}}s a player can find is the deck of tarot cards, containing 10 randomly-chosen cards that have ranging effects on the player(s). A few of the cards play the "troubles" very straight, while others completely invert it:
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* SenseImpairedMonster: Some ghosts more than others. Most ghosts have below-average hearing ranges[[note]]Some ghosts, like the Yokai, are moreso than others.[[/note]], but due to the way that the game is programmed, ghosts can see everything around them from a 360 degree angle, including what's behind them. They can also see you from an infinite distance, in theory. When a ghost spots you, its walking speed is the same as your running speed[[note]]with some exceptions; see the entry for "OurGhostsAreDifferent" above for more info[[/note]]. In other words, if you can see the ghost, the ghost can also see you, and you ''literally'' can't outrun a ghost.
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* AbandonedHospital: The Asylum location takes place in a long-abandoned mental hospital.

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* AbandonedHospital: The Asylum location takes place in a long-abandoned mental hospital. This map was removed in the 0.7.0 patch, replaced by the Sunny Meadows Mental Institution.
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** Deogen is constantly aware of the player's location at all times and is not affected by obstacles like doors, making them the first ever ghost in the game where hiding from it is completely useless. The trade-off is that the Deogen takes a lot of energy to manifest its form and will significantly slow down when nearby a ghost hunter, allowing them to evade it until the hunt ends. Deogen also have a unique Spirit Box response where instead of speaking back, it will breathe heavily and aggressively into the box, immediately identifying it (though they will still answer normally as well, so you may have to fish for a response if you suspect the ghost is one).

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** Deogen is constantly aware of the player's location at all times and is not affected by obstacles like doors, making them the first ever ghost in the game where hiding from it is completely useless. The It essentially works like a reverse Revenant in that, when pursuing a player who is hiding or it otherwise doesn't have direct line-of-sight to, the Deogen moves at some of the fastest speeds in the game to get to them, meaning that players will have to exit their hiding places very quickly to avoid being killed there; the trade-off is that the Deogen takes a lot of energy to manifest its form and will significantly slow form, so once it ''does'' have line of sight, its speed goes down when nearby to a ghost hunter, crawl, allowing them players to simply loop and evade it until the hunt ends.ends as long as they're not caught in a tight space. Deogen also have a unique Spirit Box response where instead of speaking back, it will breathe heavily and aggressively into the box, immediately identifying it (though they will still answer normally as well, so you may have to fish for a response if you suspect the ghost is one).
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** The cards that play this straight, giving players negative effects, include The Moon (instantly drains the user's sanity to 0%), Death (immediately triggers a hunt), and The Hanged Man (kills the player on the spot). The Wheel of Fortune has a 50% chance of being this as well; if the card burns red when it disintegrates, it drops the player's sanity by 25%.
** There are just as many cards, though, that completely invert this by having positive effects: The Sun (instantly restores the user's sanity to 100%), The Hermit (prevents a ghost from hunting or leaving its current room for a brief period), and The High Priestess ([[BackFromTheDead brings a dead player back to life]], if applicable). The Wheel of Fortune also has a 50% chance of being this; if the card glows green when it burns up (instead of red), it ''raises'' the player's sanity by 25% instead of lowering it.

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** The cards that play this straight, giving players negative effects, include The Moon (instantly drains the user's sanity to 0%), Death (immediately triggers a cursed hunt), and The Hanged Man (kills the player on the spot). The Wheel of Fortune has a 50% chance of being this as well; if the card burns red when it disintegrates, it drops the player's sanity by 25%.
** There are just as many cards, though, that completely invert this by having positive effects: The Sun (instantly restores the user's sanity to 100%), The Hermit (prevents a ghost from hunting or leaving its current room for a brief period), and The High Priestess ([[BackFromTheDead brings a dead player back to life]], life]] if applicable).applicable, or otherwise, revives the next player who dies). The Wheel of Fortune also has a 50% chance of being this; if the card glows green when it burns up (instead of red), it ''raises'' the player's sanity by 25% instead of lowering it.
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** Onis are incredibly active ghosts, often performing more frequent interactions and events than any other. They also tend to be fully visible when they manifest. Oni are also incapable of the ghost event where they hiss in your ear, which will let you know to immediately disqualify it regardless of other evidence if the ghost hisses.

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** Onis are incredibly active ghosts, often performing more frequent interactions and events than any other. They also tend to be fully visible when they manifest. Oni are also incapable of the ghost event where they appear as a ball of smoke, or an "airball" event. Note that there are other events that they can do that can cause them to hiss in your ear, which will let you know to immediately disqualify it regardless of other evidence if the ghost hisses.like chasing events.
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* LightsOffSomebodyDies: Tends to happen a lot, especially on harder missions. One moment you're in the ghost's room with your group, then a hunt will start causing the lights to go out, and one or more of your party members is likely to die. Hunts happen a lot faster if the lights are already off for most of the mission.
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** Ghosts with unique evidence identifiers will ''always'' have that evidence turned on, even if the difficulty has the evidence selection down to two, one, or even no evidence. This is especially important with the Mimic on low/no evidence runs, since they imitate another ghost's behavior a forced Spirit Orb is the only thing keeping it from being an unavoidable coinflip.
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** The aversion of this can be a huge relief on difficulty presets or custom runs where evidence is limited - if a ghost has a unique evidence, like Mimic ghost orbs, Goryo D.O.T.S or Obake handprints, they ''will'' be forced on. This can result in a second or third evidence showing up instead of the 1 or 2 limited evidences, solving the ghost instantly.
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* NonIndicativeName: The Twins ghost isn't ''actually'' a pair of Twins like the name and the game's description of them would suggest. Rather, it's one ghost that has a much wider area of wandering and will interact with two objects at once to give the illusion of there being two ghosts present, as well as having two hunting speeds to make it seem like there's a faster and slower twin.
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* CrossMeltingAura: As of a visual redesign with the Tempest update, whenever a Crucifix prevents a ghost from hunting, it visibly catches on fire and melts, even forcing the player to drop it from the sudden heat. It can be picked up right after, but will remain a glowing red hot and gradually cool off over time, serving as an indicator of how long until most ghosts can hunt again.
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slight correction


** Mares work best in the dark. They will turn off the lights and Fuse Box when they get the chance so that they may move faster and hunt more frequently in the dark. Keeping the lights on (particularly in its Ghost Room) is key to reducing its aggression. Mare have the unique ability of ''immediately'' turning the light off in its ghost room when you turn it on, which while not conclusive (others may do it that quickly as a coincidence) can be a major tell towards its identity if you're already suspicious.

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** Mares work best in the dark. They will turn off the lights and Fuse Box when they get the chance so that they may move faster and hunt more frequently in the dark. Keeping the lights on (particularly in its Ghost Room) is key to reducing its aggression. Mare have the unique ability of ''immediately'' turning the light off in its ghost room when you turn it on, which while not conclusive (others may do it that so quickly as that the light won't even come on for a coincidence) second, which no other ghost can be a major tell towards its identity if you're already suspicious.do.
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** Demons are extremely aggressive ghosts and attack very often, sometimes as soon as the player steps outside of the van[[note]] Most ghosts require players to be below a certain sanity threshold before they can begin a hunt, but as a special ability Demons can begin to hunt no matter the sanity, even if every hunter is at 100% sanity, which can be a good way to identify it if you keep tabs on everyone's sanity levels [[/note]]. However, they are more easily repelled through the use of a crucifix [[note]] the effective range of the crucifix is increased to 5m instead of 3m- this means a Demon will be stopped from beginning a hunt if it is within 5m of a crucifix when it is supposed to begin hunting, whereas for other ghosts this radius is only 3m [[/note]].

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** Demons are extremely aggressive ghosts and attack very often, sometimes as soon as the player steps outside of the van[[note]] Most ghosts require players to be below a certain sanity threshold before they can begin a hunt, but as a special ability Demons can begin to hunt no matter the sanity, even if every hunter is at 100% sanity, which can be a good way to identify it if you keep tabs on everyone's sanity levels [[/note]]. However, they are more easily repelled through the use of a crucifix [[note]] the effective range of the crucifix is increased to 5m instead of 3m- this means a Demon will be stopped from beginning a hunt if it is within 5m of a crucifix when it is supposed to begin hunting, whereas for other ghosts this radius is only 3m [[/note]]. Note however that just because a demon ''can'' be a aggressive doesn't mean it ''will'' due to the way the AI works; it's entirely possible to have a "shy" demon that is so passive it can throw off even a veteran player's intuition.
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** The Thaye works like a reversed Shade in that it will be very active at first, but then become more reserved and shy as the investigation continues. The Thaye will trigger many ghost events and hunts early on in the investigation that hunters will have to quickly capitalize on, because afterwards these events and opportunities to capture supporting evidence will become fewer and further between. Thaye have an unique identifier of being able to "age" as the investigation goes on; if you ask them their age on an Ouija Board (assuming one is accessible) it might give a different age if you wait a few minutes and ask it again.

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** The Thaye works like a reversed Shade in that it will be very active at first, but then become more reserved and shy as the investigation continues. The Thaye will trigger many ghost events and hunts early on in the investigation that hunters investigators will have to quickly capitalize on, because afterwards these events and opportunities to capture supporting evidence will become fewer and further between. Thaye have an unique identifier of being able to "age" as the investigation goes on; if you ask them their age on an Ouija Board (assuming one is accessible) it might give a different age if you wait a few minutes and ask it again.
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** For the truly masochistic and hardcore among the fanbase the developers added Insanity difficulty. Now instead of two evidences to work off the ghost will only reveal one piece of evidence to work with. The rest will only have to be worked out from its behavior as there are no cursed possessions to give you extra hints. In addition you start with less sanity than nightmare difficulty, pills heal even less sanity, the ghost room changes more often, there is no beginning grace period to set up, the ghost has a longer hunt period and starts off at almost max aggression (meaning practically every ghost can be as aggressive as a demon), the fuse box is turned off at the start, and there are almost no hiding spots on any of the maps. Even veteran players have played on this difficulty and have died often due to how incredibly challenging it is.

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** For the truly masochistic and hardcore among the fanbase the developers added Insanity difficulty. Now instead of two evidences to work off the ghost will only reveal one piece of evidence to work with. The In most cases this means only half the list of potential ghosts get ruled out and the rest will only have to be worked out from its behavior as there are no cursed possessions to give you extra hints. In addition you start with less sanity than nightmare difficulty, pills heal even less sanity, the ghost room changes more often, there is no beginning grace period to set up, the ghost has a longer hunt period and starts off at almost max aggression (meaning practically every ghost can be as aggressive as a demon), the fuse box is turned off at the start, and there are almost no hiding spots on any of the maps. Even veteran players have played on this difficulty and have died often due to how incredibly challenging it is.
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** For the truly masochistic and hardcore among the fanbase the developers added Insanity difficulty. Now instead of two evidences to work off the ghost will only reveal one piece of evidence to work with. The rest will only have to be worked out from its behavior as there are no cursed possessions to give you extra hints. In addition you start with less sanity than nightmare difficulty, pills heal even less sanity, the ghost room changes more often, there is no beginning grace period to set up, the ghost has a longer hunt period and starts off at almost max aggression (meaning practically every ghost can be as aggressive as a demon), the fuse box is turned off at the start, and there are almost no hiding spots on any of the maps. Even veteran players have played on this difficulty and have died often due to how incredibly challenging it is.
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* BeCarefulWhatYouWishFor: The new Monkey Paw cursed possession has multiple wishes that could aid players in the course of their investigation. That said, each wish also has drawbacks that can severely hamper them the rest of the time.

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* BeCarefulWhatYouWishFor: The new Monkey Paw cursed possession has multiple wishes that could aid players in the course of their investigation. That said, each wish also has drawbacks that can severely hamper them the rest of the time.
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** The Monkey Paw will grant the user five wishes out of a set list. These wishes can be of great aid to the investigator in gathering evidence, evading the ghost, or trying to change the environment to be more advantageous for the investigators. However each wish comes with a unique consequence which can include sanity loss, trapping them in a room, giving the ghost bonuses, and almost all the wishes kick off a cursed hunt.

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CJ (the developer) confirmed that the long held belief that Yurei passively drain sanity is not true.


* BeCarefulWhatYouWishFor: The new Monkey Paw cursed possession has multiple wishes that could aid players in the course of their investigation. That said, each wish also has drawbacks that can severely hamper them the rest of the time.
** "I wish to see the ghost": Causes a ghost event to occur, spawning somewhere near the player for five seconds, before starting a cursed hunt. The player's vision will be darkened during this time.
** "I wish for activity": Increases ghost activity, but breaks the fuse box permanently and locks all exit doors for two minutes.
** "I wish to trap the ghost": Temporarily darkens the player's vision, and traps the ghost in its ghost room for one minute, and locks all doors to the player's current room for one minute. After the one minute elapses, the ghost will begin a cursed hunt.
** "I wish to be sane": Sets all players' sanities to 50% (whether above or below that mark) and permanently increases the amount of passive sanity drain from being in the dark. The ghost has a chance to change its ghost room.
** "I wish to be safe": All lights in the current room burst. The nearest blocked hiding spot will unlock, but for future hunts, the ghost can now hear voices from any distance and detect held electronic equipment from any distance for any future hunts.
** "I wish to leave": Immediately unlocks all exit doors, even during a hunt. Darkens the player's vision and decreases their movement speed significantly for five seconds.
** "I wish for [weather]": Darkens the player's vision temporarily for a few seconds before changing the weather type to the desired type. An example would be to say "I wish for heavy rain". The player loses 30% sanity.
** "I wish for life": Revives a dead player with a chance of killing the living player in return.
** "I wish for knowledge": Eliminates one type of evidence in the journal and all ghost types that have that evidence. The player's vision will darken and sounds will be muffled permanently and the ghost will begin a cursed hunt.



** Yurei behave much like a vanilla Spirit, but they passively drain sanity faster than any other ghost. They are particularly susceptible to smudge sticks, which have the unique effect of preventing the ghost from wandering in addition to their usual effect.

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** Yurei behave much like a vanilla Spirit, but they passively drain have an ability to hit an investigator with a 15% sanity faster than any other ghost.drain. They are particularly susceptible to smudge sticks, which have the unique effect of preventing the ghost from wandering in addition to their usual effect.
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** Onryo are spirits that are afraid of fire. Lighting a candle and holding it in the presence of an Onryo may immediately cause it to blow out the candle and prevent a hunt, acting as the Onryo's unique version of a crucifix. This behavior can be exploited to prevent an Onryo hunting.

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** Onryo are spirits that are afraid of fire. Lighting a candle and holding it in the presence of an Onryo may immediately cause it to blow out the candle and prevent a hunt, acting as the Onryo's unique version of a crucifix. crucifix, but after three candles are blown out the Onyro ''will'' become enraged and hunt regardless of sanity. This behavior can be exploited to prevent an Onryo hunting.hunting and reliably causing a hunt on the third candle can be an indicator of its identity.
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** This is the primary strategy for Demons, one of the most aggressive ghosts. They hunt often and, as a result, kill often. At the same time, their aggressiveness makes them easy to identify, and crucifixes nullify them for some time. Demons also have the unique ability to start a hunt regardless of player sanity. While this power is exceedingly rare, Demons can, and have, initiated hunts within seconds of the premises being entered.

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** This is the primary strategy for Demons, one of the most aggressive ghosts. They hunt often and, as a result, kill often. At the same time, their aggressiveness makes them easy to identify, and crucifixes nullify them for some time.work better against them. Demons also have the unique ability to start a hunt regardless of player sanity. While this power is exceedingly rare, Demons can, and have, initiated hunts within seconds of the premises being entered.



** Demons are probably the worst kind of ghost to encounter. They are extremely aggressive and may attack unprovoked, sometimes as soon as the player steps outside of the van. Most ghosts require players to be below a certain sanity threshold before they can begin a hunt, but as a special ability Demons can begin to hunt no matter the sanity, even if every hunter is at 100% sanity, which can be a good way to identify it if you keep tabs on everyone's sanity levels. However, they are more easily repelled through the use of a crucifix. Note that while a Demon's aggression leads to frequent Hunts, other ghosts under appropriate circumstances may attack just as often.

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** Demons are probably the worst kind of ghost to encounter. They are extremely aggressive ghosts and may attack unprovoked, very often, sometimes as soon as the player steps outside of the van. van[[note]] Most ghosts require players to be below a certain sanity threshold before they can begin a hunt, but as a special ability Demons can begin to hunt no matter the sanity, even if every hunter is at 100% sanity, which can be a good way to identify it if you keep tabs on everyone's sanity levels. levels [[/note]]. However, they are more easily repelled through the use of a crucifix. Note that while a Demon's aggression leads crucifix [[note]] the effective range of the crucifix is increased to frequent Hunts, 5m instead of 3m- this means a Demon will be stopped from beginning a hunt if it is within 5m of a crucifix when it is supposed to begin hunting, whereas for other ghosts under appropriate circumstances may attack just as often.this radius is only 3m [[/note]].



** Jinn are empowered from having the power box on: they move much faster, allowing them to quickly "sprint" to a player's location during a hunt, and have the ability to sharply drain the sanity of nearby players. This makes them the only type of ghost where it's better to do most of the investigation in complete darkness, turning off the power box to keep it from switching on any lights.

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** Jinn are empowered from having the power box on: they move much faster, allowing them to quickly "sprint" to a player's location during a hunt, and have the ability to sharply drain the sanity of nearby players. This makes them the only type of ghost where it's better to do most of the investigation in complete darkness, turning off the power box to keep since it from switching on any lights.cannot "sprint" in darkness.



** Onryo are spirits that are afraid of fire. Lighting a candle and holding it in the presence of an Onryo may immediately cause it to blow out the candle and prevent a hunt, acting as the Onryo's unique version of a crucifix. This behavior can be exploited to prevent an Onryo hunting and control which room they are in, as Onryo do not leave a room with an open flame.

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** Onryo are spirits that are afraid of fire. Lighting a candle and holding it in the presence of an Onryo may immediately cause it to blow out the candle and prevent a hunt, acting as the Onryo's unique version of a crucifix. This behavior can be exploited to prevent an Onryo hunting and control which room they are in, as Onryo do not leave a room with an open flame.hunting.
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** Demons are probably the worst kind of ghost to encounter. They are extremely aggressive and may attack unprovoked, sometimes as soon as the player steps outside of the van. However, they are more easily repelled through the use of a crucifix. Note that while a Demon's aggression leads to frequent Hunts, other ghosts under appropriate circumstances may attack just as often.

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** Demons are probably the worst kind of ghost to encounter. They are extremely aggressive and may attack unprovoked, sometimes as soon as the player steps outside of the van. Most ghosts require players to be below a certain sanity threshold before they can begin a hunt, but as a special ability Demons can begin to hunt no matter the sanity, even if every hunter is at 100% sanity, which can be a good way to identify it if you keep tabs on everyone's sanity levels. However, they are more easily repelled through the use of a crucifix. Note that while a Demon's aggression leads to frequent Hunts, other ghosts under appropriate circumstances may attack just as often.

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