For Phasmophobia players, this guide provides a comprehensive breakdown of all the ghosts currently in the game. We’ll explore their strengths, weaknesses, abilities, and most importantly, the level of danger they pose. Read on to find out!
Ghost Danger Scale: EMF Rankings
To assess the danger level of each ghost, I’ll utilize an EMF reading, ranging from 1 (“chill vibes”) to 5 (“urgent exit needed”). Let’s get started.
Spirit
Strengths: Absolutely Nothing
Weaknesses: Cleansing effect is doubled
Abilities: None
Evidence: EMF Level 5, Spirit Box, Ghost Writing
Wraith
Strengths: Teleportation
Weaknesses: Doesn’t step in salt
Abilities: Teleportation
Evidence: EMF Level 5, Spirit Box, D.O.T.S
Interestingly, the Wraith has a glaring weakness – it can’t step in salt. While most ghosts (23 out of 24) can, the Wraith can’t. So, if a ghost doesn’t step in salt, it’s not a Wraith. You can use methods like Motion Sensors, luring during a fake-hunt ghost event, or bravely luring during a hunt to 100% confirm if a ghost is a Wraith by getting it to walk over salt.
That’s why the EMF Level is only 2. Despite being labeled as dangerous, the Wraith is relatively benign compared to other ghosts, especially considering how quickly you can discover it even with no evidence.
Phantom
Strengths: Drains sanity much faster when manifesting/hunting
Weaknesses: Camera shy
Abilities: Deliberately walks to a random player
Evidence: Spirit Box, Ultraviolet, D.O.T.S
Lastly, the Phantom can wander to a nearby player. Unlike the Wraith’s teleporting ability, the Phantom simply picks a location near a player and walks there. This spot will have an EMF Reading of 2. That’s all there is to it. Simple. This ability can make it a bit more dangerous than other ghosts since, combined with its sanity drain, you might experience hunts sooner. Otherwise, the Phantom isn’t too troublesome!
So, basically, keep a camera handy. And whatever you do, don’t look directly at it – you might just lose your sanity.
Poltergeist
Strengths: Throws SO MANY objects
Weaknesses: Gets sad when no objects
Abilities: Can throw a bunch of objects at once
Evidence: Spirit Box, Ghost Writing, Ultraviolet
The Poltergeist is all about causing chaos with its ability, but truth be told, it’s not that threatening. Basically, if there’s a bunch of stuff in one place, the Poltergeist can make it explode, sending objects flying around the room like they’ve got a mind of their own. If you happen to be close to this “multi-throw,” your sanity takes a hit based on the number of objects thrown, multiplied by 2 (for instance, if it throws 5 objects, your sanity drops by 10%).
Additionally, the Poltergeist can toss objects with a force of 2-6, which is double the 1-3 force regular ghosts can muster. And here’s the kicker: during a hunt, the Poltergeist has a 100% chance to throw objects it passes by, unlike regular ghosts with only a 50% chance.
The thing is, this ghost isn’t all that dangerous. Aside from the sanity drop caused by its ability, its main act is just throwing stuff. Clear the room of objects, and it loses its special move, essentially becoming a Spirit without the weakness. A bit mischievous, but not too harmful, relatively speaking.
Banshee
Strengths: Targets one player at a time
Weaknesses: Can only kill it’s target
Abilities: Is a literal siren
Evidence: Ultraviolet, Ghost Orb, D.O.T.S
Now, this one is a real threat! Every ghost (except the Spirit, lol) has its own little quirk, and the Banshee’s quirk is pretty deadly. It picks one player at a time, treating them like they’re in a Singleplayer game. Only the target’s sanity matters when checking for a hunt. This means the Banshee can trigger a hunt even if the average sanity is way above the regular 50%, as long as the target’s sanity is below 50%. Plus, the Banshee might decide to stroll over to its target, catching them off guard and making for an easy takedown.
The catch is that during a hunt, the Banshee totally ignores all other players. Seriously, you can walk right through it, and you won’t die as long as you’re not the target. It also won’t hunt unless the target is inside. So, if you figure out who the target is, you can have them hang out outside, neutralizing the Banshee’s threat. This doesn’t matter if you’re on Singleplayer, so no sweat there!
Apart from its unique hunting style, the Banshee, true to its name, does some Banshee stuff. It has a special scream that shows up on the Parabolic Microphone, and it’s more likely to pull off singing ghost events, which happen to be the best events for getting photos.
A word of caution: if you interrupt a Banshee’s ghost event (and you’re the target), walking into it will drop your sanity by a whopping 15%, 5% more than the usual 10% penalty for interrupting a ghost event. So, don’t fall for the siren’s song – for your sake and your friends’!
Jinn
Strengths: Travels really fast when at a distance
Weaknesses: Fuse box is it’s power source, and useless when turned off
Abilities: Can zap sanity of nearby victims
Evidence: EMF Level 5, Ultraviolet, Freezing Temperatures
This ghost becomes really dangerous by using the location’s power. During hunts, if it sees you and is more than 3 meters away, it moves at a fixed speed of 2.5m/s (normal ghosts go at 1.7m/s). Within 3 meters, it follows normal speed rules.
Outside of hunts, the Jinn can “zap” nearby sanity, taking away 25%. Indicated by an EMF Reading of 2 (potentially 5 if you’re lucky) at the fuse box.
To combat this, turn off the breaker. None of the above will happen, and the Jinn becomes a regular ghost. Whether it’s worth losing all your light sources to get rid of the Jinn’s full power is up to you.
The Jinn will NEVER directly turn off the fuse box; if it seems like it did, you probably broke the fuse box, not the ghost. Still, it’s more dangerous than previously covered ghosts. Take away its power.
Mare
Strengths: Loves the dark
Weaknesses: Hates the light
Abilities: Stops you from bringing the light
Evidence: Spirit Box, Ghost Orb, Ghost Writing
The Mare, labeled as “the source of all nightmares” by the Journal, despises light with a passion. It goes to great lengths to avoid dealing with it, and the lengths are pretty hilarious.
The Mare can initiate a hunt at 60% sanity or lower in an unlit room, and it can only hunt at 40% sanity or lower. Consequently:
– The Mare can’t turn on the lights.
– It’s more likely to turn off the lights.
– It’s more prone to roam to a room with the lights off.
– It’s more inclined to change its favorite room when the current one is lit.
– It’s more likely to execute light-shattering ghost events, breaking the lights.
What’s the Mare’s special power? It denies your access to light. Seriously. When within 4 meters of the light switch while you’re trying to turn on the lights, the Mare has a chance to immediately turn off the light switch. That’s just plain rude.
I find it amusing how much this ghost detests light. It’s kind of inspirational to witness the lengths it will go to prevent that light switch from turning on.
Revenant
Strengths: Extremely fast with line of sight
Weaknesses: Extremely slow without line of sight
Abilities: None
Evidence: Ghost Orb, Ghost Writing, Freezing Temperatures
The Revenant is one of the simpler ghosts, with the only twist being its speed during hunts.
Here’s the snag: the speed is the darn problem. When not in sight (roaming mode), the Revenant moves at a sluggish 1m/s. That’s painfully slow. Very few ghosts crawl at such a pace, especially when actively seeking victims. But, once it spots someone, it instantly rockets to a steady 3m/s. That’s… really fast. Outrunning the Revenant is nearly impossible.
The moment the Revenant starts a hunt, you better hide and stay hidden. If it catches you, it’ll reach you and do its business faster than you can say, “Oh darn this mess!” Once it loses sight of you, it decelerates to 1m/s over about 2.7 seconds. Take a breath of relief… until you hear it start running again.
That’s the whole story on the Revenant, really. Despite its straightforward nature, it’s still one of the most perilous ghosts in the game. It’s not a 5, though, because outside of a hunt, it can’t do much.
Shade
Strengths: Really hard to find
Weaknesses: So unthreatening it hurts
Abilities: Hides it’s physical form more
Evidence: EMF Level 5, Ghost Writing, Freezing Temperatures
This is the least threatening ghost in the game, hands down. The Shade is all about being as non-threatening as possible.
First off, the Shade won’t pull off ghost events at 100% sanity. All its attempts have a 0% chance of succeeding. This chance increases as sanity drops, going up by 2% for every 1% of sanity lost. At 50% sanity, each attempt to do a ghost event will succeed.
The events themselves are equally feeble. It prefers mist events (with a hissing sound) over manifesting, often appearing as a shadow rather than in its physical form. If you use a cursed object to trigger a ghost event (like a Summoning Circle or Music Box), it might show up as a shadow instead of its full form! This won’t affect hunts; all ghosts fully form when hunting.
In terms of interactions, the Shade won’t do any while even one person is in its current room. While it can reach from different rooms and roam to separate rooms to interact, if a player is in the same room as a Shade, it won’t be able to interact at all, except for Ghost Writing (likely to prevent player frustration).
The saddest part? It can’t even hunt when players are in the same room. Natural hunts from a Shade are rare, mainly because it has one of the lowest sanity thresholds in the game: 35%. If we’re only looking at default thresholds, it actually has the lowest of all ghosts.
This ghost is as shy as they come. Just don’t get hunted, because that’s when the shy nerd gets their revenge.
Demon
Strengths: Much more likely to hunt than other ghosts
Weaknesses: Fears the crucifix
Abilities: Can hunt at any sanity
Evidence: Ultraviolet, Ghost Writing, Freezing Temperatures
The Demon is all about hunting. Its hunting threshold is a whopping 70%, the highest default in the game, and the cooldown between hunts is 20 seconds instead of the regular 25 seconds. Cleansing won’t save you; the Demon only has to wait 60 seconds (1 minute) before it can hunt again, instead of the regular 90 seconds.
Here’s the kicker – all this might not even matter if the Demon decides to start hunting the moment you step foot in its territory! That’s right, the Demon’s ability is to hunt, no matter the sanity. Yep, it can just decide, “Forget you, you’re toast” and slam the front door shut to kick your behind, even at 100% sanity!
Cleansing will block the ability, as with all hunts. Additionally, the one weakness a Demon has is the Crucifix; the effective distance of the Crucifix is 1.5 times that of any other ghost. Because of this, the Demon is more likely to trigger the Crucifix, both due to its weakness and strength.
Of course, you only have at most 4 charges of a Crucifix. Once that’s worn out… well, pray to whatever super-God you believe in that you won’t get ambushed. Good luck.
Yurei
Strengths: Hates your sanity
Weaknesses: Cleansing traps it
Abilities: ♥♥♥♥ your sanity
Evidence: Ghost Orb, Freezing Temperatures, D.O.T.S
There are plenty of ghosts that aim to bring down your sanity rapidly. The Yurei, however, takes an unconventional approach.
The Yurei possesses an ability that, if its victims are within 7.5 meters, will reduce their sanity by 15%. Moreover, if the room has an open door, the Yurei will slam it shut. While all ghosts can close doors, the Yurei can do it more frequently due to this ability. Additionally, it can close the front door outside of a ghost event and hunt, making it the only ghost capable of doing so.
When it comes to cleansing, performing this action will confine the Yurei to its favorite room for 60 seconds, in addition to the other effects of using Incense. Beyond this, the Yurei doesn’t pose much of a threat. It’s a somewhat underwhelming ghost, to be honest.
Oni
Strengths: Extremely active
Weaknesses: Loves being seen
Abilities: Becomes more active with more victims present
Evidence: EMF Level 5, Freezing Temperatures, D.O.T.S
The Oni is the complete opposite of a Shade. While the Shade tends to stay inactive, especially when someone is nearby, the Oni is hyperactive, especially in the presence of others. Unlike the Shade, which prefers mist events and appearing in shadow form when manifesting, the Oni NEVER opts for mist events and favors manifesting in its full form. Moreover, making contact with the ghost during an event results in a 20% sanity drop instead of the usual 10%. This ghost takes great pleasure in depleting your sanity.
Interestingly, the main weakness of the Oni is that it loves being seen. During hunts, it materializes more frequently than other ghosts, the opposite of the Phantom, which materializes less often. This characteristic makes capturing a photo of the Oni, combined with D.O.T.S evidence, almost effortless.
The true threat of an Oni lies in its proficiency at draining sanity. Unlike other ghosts that focus on sanity, such as the Phantom and Yurei, the Oni excels at its intended purpose—diminishing your sanity to snuff out your feeble existence. However, this also makes dealing with the Oni one of the more enjoyable ghost encounters; it’s a personal favorite of mine!
Yokai
Strengths: Agitated by talking
Weaknesses: Hard of hearing while hunting
Abilities: Gets sensory overload when anyone talks near it
Evidence: Spirit Box, Ghost Orb, D.O.T.S
The Yokai ghost is all about voice chat. It gets more active when you engage in local chat. Its hunt sanity threshold is super high at 80%, way more than usual. This makes it a big danger, especially if you chat a lot without using Discord. During hunts, the Yokai can only hear voices and gadgets within 2.5 meters. So, you can hide easily as long as it doesn’t walk right into your hiding spot. Even though it has a high sanity threshold, it can’t hear well during hunts beyond that small range. This makes it less risky than ghosts with lower thresholds. Dealing with the Yokai means being smart about how you communicate, considering its sensitivity to local chat and its struggle with distant sounds. Finding the right balance is important to face the Yokai, making sure its high sanity threshold doesn’t overshadow its specific weaknesses.
Hantu
Strengths: Moves fast in the cold
Weaknesses: Moves slow in the warmth
Abilities: Breathes whilst hunting in extreme cold
Evidence: Ultraviolet, Ghost Orb, Freezing Temperatures
The Hantu ghost is all about temperature. The colder it gets, the faster the Hantu moves during a hunt. Instead of listing specific stats about its speed in different temperatures, let’s refer to a table from the Phasmopedia.
This basically tells you: Hantu is faster during hunts in colder rooms, with a top speed of 2.7m/s and a slowest speed of 1.4m/s. During hunts, you might notice frosty breath if you’re brave enough to look. This chilling detail happens only when the breaker is off. Speaking of the breaker, the Hantu is more likely to turn it off, and it never turns it on, unlike the Jinn. So, keeping the breaker on can keep you reasonably safe, unless you’re in the ghost room. Watch out for that frosty breath!
Goryo
Strengths: Shows itself only on camera in the absence of others
Weaknesses: Never leaves it’s place of death
Abilities: None
Evidence: EMF Level 5, Ultraviolet, D.O.T.S
The Goryo is a bit odd. Its main strength is that it rarely provides D.O.T.S evidence. To spot it, you not only need to use a camera but also ensure no one is in the room. Dealing with D.O.T.S can be a hassle with this ghost, and the worst part is, you can’t easily capture a ghost photo with D.O.T.S since it doesn’t physically appear to others.
On the flip side, the main weakness of this ghost is that it almost never leaves its favorite room. While most other ghosts can roam both short and long distances, the Goryo can only do a short roam. Plus, it can’t change its favorite room on its own, so unless you have a Monkey Paw, it’s stuck where it is.
That’s pretty much it. The Goryo isn’t much of a threat because it does so little. Spotting D.O.T.S in person instantly rules out this ghost anyway.
Myling
Strengths: Very quiet during hunts
Weaknesses: Louder outside of hunts
Abilities: None
Evidence: EMF Level 5, Ultraviolet, Ghost Writing
The Myling is a relatively harmless ghost but has some interesting traits during hunts. Its footsteps and sounds are much quieter compared to other ghosts. You can only hear it within 12 meters, unlike other ghosts that can be heard from 20 meters away. This means the Myling might surprise its victims, catching them off guard because they only hear it when it’s closer than they might expect.
The Myling’s weakness is the Parabolic Microphone. When it’s not hunting, the Myling loudly vocalizes its intentions for the supernatural or, in the case of an investigator, the Parabolic Microphone’s speakers. You’ll likely hear a lot more sounds than other ghosts make, signaling the presence of a Myling.
In reality, encountering a Myling isn’t the most thrilling unless you use the Parabolic Microphone frequently.
Onryo
Strengths: Blows out flames with more successful kills
Weaknesses: Fears fire
Abilities: Can hunt after blowing out a flame
Evidence: Spirit Box, Ghost Orb, Freezing Temperatures
Quite interesting one. It’s known for its interactions with candles and fire in general, and depending on the situation, flames can either stop a hunt or trigger one.
When the Onryo tries to hunt within 4 meters of a candle, it won’t go for it. Instead, it blows out the flame, preventing the hunt. Because the Onryo has a 60% sanity threshold, which is higher than the usual 50%, it’s more likely to blow out flames in general.
However, every third time the Onryo blows out a flame, it will start a hunt, but you can stop it with normal measures. Also, after each successful hunt, the Onryo increases how often it blows out flames.
With its higher sanity threshold and the surprise factor of its flame-related hunts, this ghost can be dangerous if you’re not prepared. For those in the know, though, you can easily control it by using fire wisely, keeping it in check. Just make sure that last candle stays lit!
The Twins
Strengths: Either Twin can hunt
Weaknesses: Either Twin can interact with the environment
Abilities: Both Twins move at different speeds
Evidence: EMF Level 5, Spirit Box, Freezing Temperatures
This ghost is seriously intriguing. Technically, there’s only one ghost – there aren’t “twins.” The other “twin” just has a much larger interaction radius. But for the sake of fun, let’s talk about them as if they’re two separate ghosts.
So, there are two Twins. One likes to stick to a favorite room, and the other enjoys wandering around. Both can go on a hunt; the staying Twin is slower, about 1.5m/s, while the moving Twin is faster, around 1.9m/s. The moving Twin can’t escape the Crucifix near the staying Twin, but if it succeeds, it can catch investigators off guard.
To spot the Twins, look for interactions. Both Twins can mess with the environment, sometimes doing it simultaneously – these are called “twinteractions.” These peculiar occurrences are a clear sign of these mischievous ghosts, and it’s crucial to take note of them quickly because they can attack from any direction.
Raiju
Strengths: Thrives on electronics
Weaknesses: Interferes with electronics from further away
Abilities: None
Evidence: EMF Level 5, Ghost Orb, D.O.T.S
The Raiju can be really dangerous under specific conditions. If there’s at least one active electronic device nearby, its sanity threshold goes up to 65%. Considering all its evidence relies on active electronics, this ghost can start hunting pretty early.
Moreover, during a hunt, the Raiju can move at a fixed speed of 2.5m/s as long as there’s at least one active electronic nearby. Having unnecessary active electronics around can lead to trouble.
However, there’s a catch. While manifesting, the Raiju messes with electronics from a greater distance – 15 meters instead of 10 meters. This can help you figure out where it is during a hunt, giving you a chance to get out of there and hide. Just make sure you’re fast enough!
Obake
Strengths: Hides it’s fingerprints
Weaknesses: Can leave behind unique fingerprints
Abilities: Shapeshifts in the middle of hunts
Evidence: EMF Level 5, Ultraviolet, Ghost Orb
The Obake is my absolute favorite ghost, no doubt. Despite its disruptive effects, the way this shapeshifter behaves is incredibly interesting and enjoyable.
Its ability revolves around Ultraviolet (UV) evidence. While ghosts with UV evidence always have a 100% chance of leaving fingerprints on objects, the Obake only has a 75% chance. This could mislead investigators into thinking there’s no UV evidence. What’s more, the Obake can cut the remaining time of existing UV evidence in half, and it can do this multiple times in a row. These factors make it really good at hiding its UV evidence, leaving no trace behind.
But when it does leave a trace, that’s when it gets interesting. The shapeshifter can sometimes possess an additional digit on its hand while touching an object, creating a unique type of fingerprint exclusive to the Obake. The chance of this happening is about 1 in six, so you might not see it every time. But when you do, you can confidently identify it as an Obake… maybe.
Here’s a final note: During a hunt, there’s a 1 in fifteen chance that the Obake will literally shapeshift between flickers, changing its ghost model for a split second before reverting. This happens every hunt, but it’s likely hard to notice because you’ll probably be hiding while it tries to find you. Dead players won’t see this happen.
The Mimic
Strengths: Can mimic the traits and abilities of any ghost at any time
Weaknesses: Creates fake ghost orbs
Abilities: All of them
Evidence: Spirit Box, Ultraviolet, Freezing Temperatures
♥♥♥♥.
Encountering a Mimic in the game is super risky because it’s like facing every ghost at the same time. Well, not exactly all at once – it can only copy one ghost at a time. But here’s the kicker: The Mimic is unpredictable. It might copy a Shade one time and then a Demon the next.
And when I say it copies a ghost, I mean everything about it. If a ghost has a different sanity threshold, behaves in a specific way, or has a unique ability, the Mimic can and will copy that. The only thing it can’t copy is evidence. It won’t copy something like the Goryo’s use of D.O.T.S because it doesn’t have that evidence. If it copies a ghost that shares evidence with another ghost and that evidence has a unique trait, it can still copy that.
The real danger of the Mimic is the mystery. You never know what it’s up to. But it has a big weakness – it creates ghost orbs. Now, this isn’t evidence. The Mimic doesn’t list ghost orbs as evidence. If you see ghost orbs, it should theoretically rule out a Mimic. But here’s the twist – the Mimic’s unique ability is creating ghost orbs. So, be extra careful and really look closely at the appearance of ghost orbs until you can confirm it’s not a Mimic with other evidence.
Even with this weakness, the Mimic is seriously dangerous. If you think you’re dealing with one, be super cautious because it can change its game at any moment.
Moroi
Strengths: Hunting speed is directly linked to team sanity
Weaknesses: Becomes disorientated if incensed during hunts
Abilities: Can curse an investigator
Evidence: Spirit Box, Ghost Writing, Freezing Temperatures
The Moroi, just like many other ghosts, enjoys messing with your sanity. But there’s a specific reason behind it: the Moroi’s basic speed is directly tied to the team’s average sanity. I’ll share a table from Phasmopedia, and then I’ll break down what it means.
Average Sanity %
The Moroi lowers your sanity through curses. If you hear a sound with the Parabolic Microphone or get a Spirit Box response, you’ll be cursed. This doubles the passive sanity drain and stops light or candles from preventing it. The good news is, you can cure the curse by taking sanity pills, which will bring the sanity drain back to normal.
What’s really intense is that the Moroi’s speed isn’t fixed. It can get faster with Line of Sight, reaching a whopping 3.71m/s. That’s insanely fast! At this speed, it can cover 20 meters in just 5.3 seconds.
But there’s a trick to slow it down. Using Incense during a hunt messes up the Moroi for 7.5 seconds instead of the usual 5. This gives you a bit more time to break Line of Sight and hide. However, you’ve got to be quick, especially if your sanity is low. The Moroi doesn’t forgive easily!
Deogen
Strengths: Always knows where the living are when hunting
Weaknesses: Speed decreases significantly as it closes distance on victims
Abilities: Unique response on Spirit Box
Evidence: Spirit Box, Ghost Writing, D.O.T.S
The Deogen is a seriously dangerous ghost. It always knows where you are, making it seem like it should be the scariest one in the game. But there are two big things that make it less scary than you’d think: its sanity threshold and speed.
Its sanity threshold is 40%, which is typical for ghosts with lower sanity thresholds. More importantly, its speed depends on how far it needs to travel, not on what it can see. Beyond 6 meters, it moves at a steady 3m/s. From 6 to 2.5 meters, it slows down, dropping from 3m/s to a super slow 0.4m/s. When it’s within 2.5 meters, it stays slow at 0.4m/s. That’s really, really slow! So, if you hide from this ghost, you’re actually in more danger than if you face it head-on. It’s so slow up close that you can easily outmaneuver it unless you freeze in fear.
Knowing these things about the Deogen lets you plan to stay safe. Also, it has a unique Spirit Box response—there’s a 1 in 3 chance it’ll make a heavy, bull-like breathing sound if you’re within 1 meter of it. That’s pretty much it. The Deogen is fascinating because it can be super dangerous if you don’t know what you’re up against.
Thaye
Strengths: Starts out very active and aggressive
Weaknesses: Becomes weaker and more passive over time
Abilities: Ages over the course of an investigation
Evidence: Ghost Orb, Ghost Writing, D.O.T.S
Let’s talk about the Thaye, a ghost that adds a cool twist to the game. The Thaye ages when it’s around the living. At first, it’s aggressive, but with time, it gets weaker, less aggressive, and less of a threat.
Now, I’ll share some big tables from Phasmopedia. After you read them, I’ll break down what they’re all about.
Let’s break it down. The tables tell us how a Thaye changes as it gets older. They become slower, less sane, and not as social.
When a Thaye starts, it has a sanity level of 75%, interacts at a rate of 200%, and moves at a speed of 2.75 m/s. After aging 10 times, its sanity drops to 15%, interaction rate to 50%, and speed to 1 m/s.
A 15% sanity level is super low, even lower than the Shade’s 35%. This makes Thaye a tricky ghost. Depending on how close you are, it can be really dangerous or not so much.
Thayes try to get older every 1 to 2 minutes when investigators are in the room. If they fail, they’ll try again in 30 seconds.
So, Thayes can be pretty risky, but if you manage your time well, you can calm them down. Just be sure you have the right evidence before letting them get too old.
And that wraps up our share on Phasmophobia: Terrifying Ghosts & How to Find Them. If you have any additional insights or tips to contribute, don’t hesitate to drop a comment below. For a more in-depth read, you can refer to the original article here by JustAGamerPerson, who deserves all the credit. Happy gaming!