Phasmophobia: How to identify a ghost

With the release of the difficulty level ”nightmare” the ghost has to be identified by 2 evidence. This guide will help with this question..

 

How to identify a ghost

Spirit
In short: stupid. Behavior: usually calm. Reason for the hunt: 50%. Speed: standard. Ability: absent. Complexity: lack of ability. Weakness: if you clean up his room, then the following 3 minutes a person with a level of reason below 50% will spend in absolute peace.

Mirage
In short: cheater. Behavior: active. Reason for the hunt: 50%. Speed: standard. Ability: sees through walls. Complexity: cabinets and doors during the hunt will not save. Weakness: does not leave foot prints after exposure to salt.

Phantom
In short: autogonistophobic. Behavior: usually calm. Reason for the hunt: 50%. Speed: standard. Ability: disappears when the camera flashes ( snapshot counts, the hunt continues ). Complexity: lowers the mind with his appearance. Weakness: flashes every 1-2 seconds, Unlike 0,3-1 seconds for other ghosts.

Poltergeist
In short: suetologist. Behavior: active. Reason for the hunt: 50%. Speed: standard. Ability: throws everything, what he sees. Complexity: every item thrown lowers the sanity. Weakness: in a room without objects becomes weak.

Banshi
In short: atheist. Behavior: active. Reason for the hunt: 50%. Speed: standard. Ability: chooses one specific victim and until it is overtaken, other players will not be touched ( as part of the hunt ). Complexity: if you play solo. Weakness: crucifixes operate in a radius 5 meters, but not 3, like other ghosts.

Jinn
In short: an electrician. Behavior: active. Reason for the hunt: 50%. Speed: Lightning McQueen on minimalki. Ability: there is light in the room, radio, television? He will turn everything on! Complexity: he is at the other end of the school hallway? No problem, through 3 seconds he will catch up with you. Weakness: with the electricity off, he will forget how to run fast.

Mara
In short: heliophobic. Behavior: usually calm. Reason for the hunt: 40%/60% ( from the presence of light in her room ). Speed: standard. Ability: can start hunting immediately after the end of the previous. Complexity: constantly turns off the electricity. Weakness: never turns on the light.

Revenant
In short: racer. Behavior: usually calm. Reason for the hunt: 50%. Speed: 40-summer man, running to Pyaterochka for beer in 21:59. Ability: the fastest ghost in the game. Complexity: if he noticed you, and you are without incense - order a coffin. Weakness: if he doesn't see you, then it turns into a turtle.

Shadow
In short: sociophobic. Behavior: usually calm. Reason for the hunt: 50%. Speed: standard. Ability: scare you shit with evidence ‘sub-zero temperature’ ’. Complexity: if you play solo. Weakness: afraid of crowds, so, if you burst into her room, as Gigan to Miron and Bamberg, then she won't even throw objects, you can forget about the attack at all.

Demon
In short: They taught Madara. Behavior: active. Reason for the hunt: 100%. Speed: incredibly fast. Ability: give luli to 4 players in one hunt through 5 seconds after entering the house. Complexity: it's crazy, leave. Weakness: does not lose his mind for answering a question on the Ouija board, so there are no weaknesses, save yourself!

Yuri
In short: madness. Behavior: usually calm. Reason for the hunt: 50%. Speed: fast. Ability: reason? Not, did not hear. He takes it away stronger than other ghosts.. Complexity: watch your mind, unexpected attacks are guaranteed to you. Weakness: ghosts move around the house. If his room is cleansed, then he's on 90 seconds will sit in his room and be offended. It may still start to rape the door because, what can't come out. Check with a motion sensor outside the Jura's room.

Onny
In short: party-goer. Behavior: active. Reason for the hunt: 50%. Speed: fast. Ability: unlike Poltergeist considers, what matters is not the quantity, and the quality. Therefore, it throws things over long distances with great force.. Complexity: Onni is a partygoer, so if you as a whole team come to him, he will throw a party with constant activity on his part and hunting for dessert. Weakness: if you come to him alone, then he will get upset and stop being active.

Yokai
In short: DEVIL. Behavior: active. Reason for the hunt: 50%/80%. Speed: standard. Ability: DEVIL. If the ghost CHORT, then this youkai. How to understand, that he CHORT? You will understand with experience. Complexity: DEVIL. Weakness: when trying to dialogue with him, it will turn into CHORT ( precisely through O ) and start hunting, even if you have a high sanity.

Hunt
In short: якутянин. Behavior: usually calm. Reason for the hunt: 50%. Speed: fast. Ability: lived all his life in Yakutsk in -35 and used to. Complexity: worn down, like a demon. Weakness: leaving your room, it begins to melt from above-zero temperature and he stops running. P.S. Steam will come out of his mouth in his room..

Gore
In short: shy. Behavior: usually calm. Reason for the hunt: 50%. Speed: standard. Ability: his silhouette on a laser projector can be seen ONLY through the camera. Complexity: it is at the same time its complexity. Weakness: and weakness.

Müling
In short: quiet. Behavior: usually calm. Reason for the hunt: 50%. Speed: standard. Ability: makes sounds more often than other ghosts on a directional microphone. Complexity: define it. Weakness: quiet steps while hunting. If footsteps are heard all over the map, then this is not Mühling. If they are heard only then, when electrical appliances start to interfere ( flashlights, EMF ), then at Mühling.

Onryo
In short: shizik. Behavior: active. Reason for the hunt: 100%. Speed: fast. Ability: pile at once ( they are brothers with the Demon, therefore, the Onryo-Izuna campaign ). Complexity: define it and survive it. Weakness: the game has a very crooked mechanic associated with it and fire. A lit candle in Onry's room can provoke him to hunt immediately after, how he extinguishes it. Or vice versa to work, how to crucify and dodge the attack. In short, you cannot rely on it.. I would recommend this option: if they fuck you right away and it's not a Demon, and not Mimic, then by elimination is Onryo.

Twins
In short: 2 ghost. Behavior: active. Reason for the hunt: 50%. Speed: fast. Ability: interact with the environment in radically different places. Complexity: any of them can start the hunt. Weakness: cabinets. More precisely, their doors. They are ALWAYS closed in the beginning.. If you've already found a ghost on the first floor, and the cabinet doors are open on the second ( and you didn't open them yourself ), then you can safely put twins.

Raiju
In short: Silantius ( from the subway ). Behavior: usually calm. Reason for the hunt: 50%/65%. Speed: Lightning McQueen at maximum. Ability: when he walks near electrical appliances, he starts to get angry and speed up. Complexity: survive the trap. Weakness: you can make a trap for him. Throw all the lights in one place, EMF, etc.. If after that, how will he pass by them, he will turn into Revenant, then at Raiju.

Obake
In short: mutant. Behavior: usually calm. Reason for the hunt: 50%. Speed: standard. Ability: leave prints with 6 fingers. Complexity: he rarely leaves these prints. Weakness: his ability is his weakness.

Mimic
In short: cosplayer. Behavior: depends on cosplay. Reason for the hunt: 100%. Speed: depends on cosplay. Ability: cosplay ANY OF 20 GHOSTS and use ANY ABILITIES at will. In one attack, he can be a revenant, into another demon, in the third muhling, and in the fourth shadow. Complexity: are you sure throughout 30 minutes, what are you playing with banshee, and this is MIMIK because, that you didn't see the light. Weakness: 3 clues in the nightmare, 4 on the rest. He always has a ghostly flame.

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