The Demon
One of the most dangerous ghosts you will encounter. The Demon will attack without provocation — no patience required. It hunts earlier and more often than any other entity on this list.
You are a paranormal investigator. Enter abandoned locations, gather evidence, identify the ghost — and try to make it out before it finds you.
Phasmophobia is a 4-player co-op psychological horror game developed by Kinetic Games. You and your team step into haunted locations — suburban homes, asylums, schools, prisons — armed with flashlights and a bag of ghost-hunting equipment. Your job is simple: figure out what kind of spirit you're dealing with, collect three pieces of evidence, and get out alive.
The catch? The ghost is real, it's hostile, and it's listening. Speak too loud, linger too long, or push your luck during a hunt — and the investigation ends with a body bag. Immersive voice recognition means the ghost can hear you. Ask it a question. See what answers.
Every ghost leaves a different trail of evidence. Misidentify it, and you walk into a hunt unprepared. Here are four of the most feared entities you'll encounter.
One of the most dangerous ghosts you will encounter. The Demon will attack without provocation — no patience required. It hunts earlier and more often than any other entity on this list.
One of the most deceptive ghosts. The Wraith can fly and travel through walls, leaving no footprints. It is the only ghost that cannot be tracked by salt — a detail that has killed many overconfident investigators.
A natural hunter that targets one victim at a time. The Banshee will sing to lure its prey before striking. If you hear a unique whisper through the parabolic microphone — you may already be chosen.
The most unpredictable ghost in the game. The Mimic copies the behaviour and evidence of other ghosts — and even produces a fake Ghost Orb to throw you off. No two Mimic encounters play the same way.
Three pieces of evidence identify a ghost. Seven tools reveal them. Choose your loadout carefully — you can't carry everything, and every second in the dark costs you sanity.
Detects electromagnetic fields. A reading of 5 — not the maximum 4 — is ghost evidence. Many investigators die checking the difference.
A radio that scans frequencies. If the ghost responds — a voice through the static counts as evidence. Turn off the lights first. Always.
Reveals Ghost Orbs — small floating spheres visible only through the lens in the dark. Also the only way to see a D.O.T.S. silhouette in some conditions.
Freezing temperatures are evidence for many ghosts. Watch for breath vapor in the cold — if you can see your breath, you're in the right room. Or the wrong one.
Reveals fingerprints left on doors, switches, and windows. The ghost touches things you'd never expect. Check every surface you pass through.
Leave it open in a room and wait. If the ghost has something to say, it'll write it down — drawings, warnings, or illegible scrawl. Patience kills. So does curiosity.
Lasers project a grid of dots on the wall. If a ghost passes through, the silhouette is briefly visible. Crouch, stay still, and watch the wall breathe.
Every contract follows the same structure. Mastery is in the execution — and in knowing when to run.
Drive to the location. Find the front door. Walk in with your flashlight low and your team close. Identify the ghost's favourite room — the coldest spot, the place where your EMF spikes. That's where you'll set up.
Deploy your equipment in the ghost room. Watch the EMF, scan with the Spirit Box, check the thermometer, leave the writing book open. Collect three confirmed pieces of evidence to narrow the ghost type. Check and re-check — the game doesn't confirm your guess until you commit.
Log the ghost type on your job board. Complete optional objectives and cursed possession photos for bonus money. But the moment the lights flicker and the front door locks — run. The hunt has started. Hide. Don't speak. Don't look at it. Wait for the silence.
The contract pays the same whether you live or die. These are the rules that separate a payday from a pine box.
Keep your sanity above 50%. Below that threshold, the ghost hunts more often and you start seeing things that aren't there. Stay in the light. Leave the dark rooms to the brave — and the dead.
Mute your mic during a hunt. The ghost hears you. It homes in on sound. If you scream — and you will — it knows exactly where you are. Push to talk. Or don't talk at all.
Smudge sticks save lives. Light one during a hunt and the ghost will wander aimlessly for six seconds. That's enough time to reach a closet, a corner, or the front door. Carry two. Always.
Never solo a large location. High schools and prisons swallow lone investigators. If you must go alone, stay near the exit, and never — ever — go upstairs.
The van is sanctuary. The ghost cannot enter the truck. If your sanity is crashing and you've got your evidence, retreat to the van, close the door, and finish the job from safety. Pride kills. Pragmatism pays.