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Fixed some indenting


%%* AbandonedHospital: The Asylum location is essentially this.

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%%* * AbandonedHospital: The Asylum location is essentially this.takes place in a long-abandoned mental hospital.



* AntiFrustrationFeatures: To balance out the added difficulty Nightmare mode brings to the game, players can still communicate with one another over their walkie-talkies when a Hunt is in progress.

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* AntiFrustrationFeatures: AntiFrustrationFeatures:
**
To balance out the added difficulty Nightmare mode brings to the game, players can still communicate with one another over their walkie-talkies when a Hunt is in progress.



* AttackAttackAttack: 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.

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* AttackAttackAttack: AttackAttackAttack:
**
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.



* BullyingADragon: Might as well be the mascot for this trope. 1-4 investigators poke and prod a spirit that can kill them in one hit, all to lay the groundwork for a future exorcism.
** Some objectives actively encourage this behavior, such as capturing a photo of the ghost and escaping a hunt.
* CreepyChild: One of the possible forms a ghost can take. They are no less dangerous.

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* BullyingADragon: Might as well be the mascot for this trope. 1-4 investigators poke and prod a spirit that can kill them in one hit, all to lay the groundwork for a future exorcism.
**
exorcism. Some objectives actively encourage this behavior, such as capturing a photo of the ghost and escaping a hunt.
* CreepyChild: One of the possible forms a ghost can take. They are no less dangerous.dangerous than ghosts that resemble adults.



* TheDreaded: Demons and Banshees,among the player community. They hunt early and often, and will not stop until somebody is dead. Revenants are also greatly disliked by players, as they move faster than the player can at their fastest. You can only pray that it spawns far enough away for you to hide before it starts the chase. Jinns also move super fast, and the Twins can be in two locations at once.

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* TheDreaded: Demons and Banshees,among Banshees, among the player community. They hunt early and often, and will not stop until somebody is dead. Revenants are also greatly disliked by players, as they move faster than the player can at their fastest. You can only pray that it spawns far enough away for you to hide before it starts the chase. Jinns also move super fast, and the Twins can be in two locations at once.



* ElectromagneticGhosts: Ghost activity in general can be measured with an Electromagnetic Frequency reader, and ghosts can also turn radios and televisions off and on, and make phones ring, if any are present in the map. When the ghost starts an attack, nearby electronic devices are affected: lights and flashlights will flicker, video feeds become shaky and clogged with static, and the players' radios are jammed with static until the hunt ends. They can also sense active electronics carried by players too.

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* ElectromagneticGhosts: ElectromagneticGhosts:
**
Ghost activity in general can be measured with an Electromagnetic Frequency reader, and ghosts can also turn radios and televisions off and on, and make phones ring, if any are present in the map. When the ghost starts an attack, nearby electronic devices are affected: lights and flashlights will flicker, video feeds become shaky and clogged with static, and the players' radios are jammed with static until the hunt ends. They can also sense active electronics carried by players too.



* EvilOldFolks: A few of the ghosts are this, two notable examples being a shriveled old man with an ax and a wrinkly old woman wielding a sickle.

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* EvilOldFolks: A few of the ghosts are this, two notable examples being a shriveled shrivelled old man with an ax and a wrinkly old woman wielding a sickle.
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* TheAllSeeingAI: Before Willow Street House was added, the ghost was able to see through doors (other than lockers and closets) and furniture. After the update, colliding furnature and doors only serve as a line-of-sight blocker. Doors still don't block ghosts from going through them, thus a ghost could seem to still see through a door.

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* TheAllSeeingAI: Before Willow Street House was added, the ghost was able to see through doors (other than lockers and closets) and furniture. After the update, colliding furnature furniture and doors only serve as a line-of-sight blocker. Doors still don't block ghosts from going through them, thus a ghost could seem to still see through a door.
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* EpilepticFlashingLights: The game does have a warning about it using flashing lights, so this does count for the trope, though it's hardly as offensive as some in the horror genre like to employ flickering to signal a paranormal event to an audience. There are times flashlights and overhead lights will flicker, but most people will be fine (the warning is more of the StayingOutofLegalTrouble aspect than anything else).

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* EpilepticFlashingLights: The game does have a warning about it using flashing lights, so this does count for the trope, though it's hardly as offensive as some in the horror genre like to employ flickering to signal a paranormal event to an audience. There are times flashlights and overhead lights will flicker, but most people will be fine (the warning is more of the StayingOutofLegalTrouble [[UsefulNotes/StayingOutOfLegalTrouble Staying Out of Legal Trouble]] aspect than anything else).
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Added DiffLines:

* EpilepticFlashingLights: The game does have a warning about it using flashing lights, so this does count for the trope, though it's hardly as offensive as some in the horror genre like to employ flickering to signal a paranormal event to an audience. There are times flashlights and overhead lights will flicker, but most people will be fine (the warning is more of the StayingOutofLegalTrouble aspect than anything else).
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** Even the most passive types of ghosts will usually respond aggressively to their names being called. It's implied this causes them some form of pain, so they lash out to whoever's causing it.

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** Even the most passive types of ghosts will usually respond aggressively to their names being called. It's implied this causes them some form of pain, so they lash out to whoever's causing it. [[note]]The game actually encourages this to some extent as a way to get activity and allow you to get evidence or a clue to the type of ghost, as this is the easiest and most non-vulgar way to do so, though it poses obvious risks.[[/note]]
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** Hantu are problematic on difficulties where the fuse box is turned off by default, which means the temperature will always be at colder levels. They are faster in cold environments, and if they hunt while the fuse box is off, odds are one of your teammates will get caught by it due to its increased speed.

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** Hantu are problematic on difficulties where the fuse box is turned off by default, which means the temperature will always be at colder levels. They are faster in cold environments, and if they hunt while the fuse box is off, odds are one of your teammates will get caught by it due to its increased speed. They are also more dangerous to encounter in snowing or raining weather as the entire environment will be consistently lower temperature than normal unless there are heat sources nearby to warm it up.
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* DeathAsGameMechanic: Dying lets you continue playing as a friendly ghost who can clearly see the enemy ghost and hint living players to its location by moving objects like a poltergeist.
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* VoodooDoll: One of the cursed items. Using it pushes a pin into the doll and will cause a ghost interaction no question, however there's a chance (guaranteed if sanity is below 10%) that it will push the pin into the doll's heart, immediately starting a cursed hunt.

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* VoodooDoll: One of the cursed items. Using it pushes a pin into the doll and will cause a ghost interaction no question, however there's a chance (guaranteed if sanity is below 10%) that it will push the pin into the doll's heart, immediately starting a cursed hunt.hunt, or the brain, which causes a bigger sanity hit than normally using a cursed item (which can [[DisasterDominoes make it easier to get low enough the next pin picks the heart]]).
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* VoodooDoll: One can be found on farmhouse maps. Its effects are currently unknown, but it seems to affect sanity negatively and may be more susceptible to ghost activity. At the very least, there's a cash bonus for finding and taking a picture of it.

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* VoodooDoll: One can be found on farmhouse maps. Its effects are currently unknown, but of the cursed items. Using it seems to affect sanity negatively pushes a pin into the doll and may be more susceptible to will cause a ghost activity. At the very least, interaction no question, however there's a cash bonus for finding and taking chance (guaranteed if sanity is below 10%) that it will push the pin into the doll's heart, immediately starting a picture of it.cursed hunt.
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Correcting some mechanics on the Onryo. The candle actually prevents it from hunting sort of like a crucifix for a regular ghost.


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

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* GhostlyWail: Averted, ghosts do not ''wail''. They may, however, make ''other'' noises that are no less creepy.

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* GhostlyWail: Averted, Some ghosts do not ''wail''. They may, however, make ''other'' noises that are no less creepy.can be quite noisy while manifesting, including loud groans, sobs, and even ethereal singing. Banshees, in particular, have a unique wail, though it can only be detected using a parabolic microphone.


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* WhisperingGhosts: Some ghosts whisper a bizarre gabble of threats and warnings while hunting.
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Cleaning up more inaccurate information.


** Wraiths are the only ghosts that can fly, meaning that it will very rarely make the footstep sounds that other ghosts make. More dangerously, they can see through closed doors and pass through solid objects. This makes some hiding spots like closets that rely heavily on the door useless, and eliminates the possibility of kiting it around an object like a table. Its indifference to doors also means it can casually path into a closed room during a hunt, something other ghosts won't do unless they hear hunters within. All of this makes hiding from a Wraith a tricky prospect, though while Wraiths can pass through walls, they can't see through them, so breaking line of sight to lose them is still possible. Salt has a particularly strong effect on Wraiths, and they will immediately cease attacking if they touch a salt pile. However, this will ''anger'' them, manifesting in a permanent increase in activity levels.

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** Wraiths are have the only ghosts that can fly, meaning that it will very rarely make ability to teleport to players, described in the footstep sounds that other ghosts make. More dangerously, they can Journal as 'being able to see through closed doors and pass through solid objects. This makes some hiding spots like closets that rely heavily on the door useless, and eliminates the possibility of kiting it walls'. They have unique behaviors around an object like a table. Its indifference salt. They are described as being able to doors also means it can casually path into a closed room during a hunt, something other ghosts won't do unless they hear hunters within. All of this makes hiding from a Wraith a tricky prospect, though while Wraiths can pass through walls, they can't see through them, so breaking line of sight to lose fly, resulting in them is still possible. Salt has a particularly strong effect on Wraiths, and they not leaving footprints when stepping in salt. At the same time, salt will immediately cease attacking if they touch a salt pile. However, this will ''anger'' them, manifesting in a permanent increase in activity levels.cause them to become more agressive.



** 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. Demons are [[MightyGlacier quite slow]], however, and can be repelled with Smudge Sticks and Crucifixes if you're prepared. 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. Demons However, they are [[MightyGlacier quite slow]], however, and can be more easily repelled with Smudge Sticks and Crucifixes if you're prepared.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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** Banshees are the ''other'' incredibly dangerous ghost, alongside Demons, being very aggressive and difficult to consistently detect. Banshees are unique in that they fixate on a single player to the exclusion of all others until the target is dead or has left the building. Banshees have different Hunt mechanics than other ghosts, operating independently of sanity levels. Instead, they will mark their target's present location and travel to that fixed location, and if they see the target within ~20 seconds of arriving at the fixed location, they will begin a hunt. This means that nowhere is safe from a Banshee for the target, as they can start a hunt next to the target even if they are on the opposite side of the building from their room; by extension, it also makes for false positives on the ghost room, as players may be led to believe the room is near where it hunted. While Banshees are very dangerous for the targeted player, if the team is able to deduce that they are dealing with a Banshee, they can take advantage of its fixation to gather evidence, secure in the knowledge that it doesn't care about the rest of the team. Banshee, true to their real life mythology, have a distinctive scream that can be picked up by the parabolic microphone.

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** Banshees are the ''other'' incredibly dangerous ghost, alongside Demons, being very aggressive and difficult to consistently detect. Banshees are unique in that they fixate on a single player to the exclusion of all others until the target is dead or has left the building. Banshees have different Hunt mechanics than other ghosts, operating independently of sanity levels. Instead, they will mark their target's present location and travel to that fixed location, and if they see the target within ~20 seconds of arriving at the fixed location, they will begin a hunt. This means that nowhere is safe from a Banshee for the target, as they can start a hunt next to the target even if they are on the opposite side of the building from their room; by extension, it also makes for false positives on the ghost room, as players may be led to believe the room is near where it hunted. building. While Banshees are very dangerous for the targeted player, if the team is able to deduce that they are dealing with a Banshee, they can take advantage of its fixation to gather evidence, secure in the knowledge that it doesn't care about the rest of the team. Banshee, true to their real life mythology, have a distinctive scream that can be picked up by the parabolic microphone.
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Started to remove some out of date or incorrect information.


* TheDreaded: Demons and Banshees, among the player community. They hunt early and often, and will not stop until somebody is dead. Revenants are also greatly disliked by players, as they move faster than the player can at their fastest. You can only pray that it spawns far enough away for you to hide before it starts the chase. Jinns also move super fast, and the Twins can be in two locations at once.

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* TheDreaded: Demons and Banshees, among Banshees,among the player community. They hunt early and often, and will not stop until somebody is dead. Revenants are also greatly disliked by players, as they move faster than the player can at their fastest. You can only pray that it spawns far enough away for you to hide before it starts the chase. Jinns also move super fast, and the Twins can be in two locations at once.



* HellIsThatNoise: As of the August 29, 2021 patch, when the ghost begins a hunt, you will hear the ghost start to sing, which lets players know when to hide.

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* HellIsThatNoise: As of the August 29, 2021 patch, when the ghost begins a hunt, you will sometimes hear the ghost start to sing, which lets players know when to hide.



* NeverSplitTheParty: Sometimes this is sound advice, as some ghosts do not act around multiple people. Other times this is ''bad'' advice, as some ghosts have no problem becoming aggressive in front of a crowd, and Onis explicitly hate crowded players enough to go on a hunt more often when facing them.

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* NeverSplitTheParty: Sometimes this is sound advice, as some ghosts do not act around multiple people. Other times this is ''bad'' advice, as some ghosts have no problem becoming aggressive in front of a crowd, and Onis explicitly hate crowded players enough to go on a hunt more often when facing them. crowd.



** Phantoms drain your Sanity if you look at them. They have also been documented manifesting as doppelgangers of investigators, which can trick players into looking at it. Taking a photo of a Phantom will cause it to temporarily disappear, though this will ''not'' stop a Hunt in progress, but rather only delay it.

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** Phantoms drain your Sanity if you look at them. They have also been documented manifesting as doppelgangers of investigators, which can trick players into looking at it. Taking a photo of a Phantom will cause it to temporarily disappear, though this will ''not'' stop a Hunt in progress, but rather only delay it.



** 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. You can use a Ouija board to communicate with a Demon without losing Sanity, which can help you quickly identify it (if you have someone in the van), as well as locate its Ghost Room. Demons are [[MightyGlacier quite slow]], however, and can be repelled with Smudge Sticks, Salt, and Crucifixes if you're prepared. Note that while a Demon's aggression leads to frequent Hunts, other ghosts under appropriate circumstances may attack just as often.
** Banshees are the ''other'' incredibly dangerous ghost, alongside Demons, being very aggressive and difficult to consistently detect. Banshees are unique in that they fixate on a single player to the exclusion of all others until the target is dead or has left the building. Banshees have different Hunt mechanics than other ghosts, operating independently of sanity levels. Instead, they will mark their target's present location and travel to that fixed location, and if they see the target within ~20 seconds of arriving at the fixed location, they will begin a hunt. This means that nowhere is safe from a Banshee for the target, as they can start a hunt next to the target even if they are on the opposite side of the building from their room; by extension, it also makes for false positives on the ghost room, as players may be led to believe the room is near where it hunted. While Banshees are very dangerous for the targeted player, if the team is able to deduce that they are dealing with a Banshee, they can take advantage of its fixation to gather evidence, secure in the knowledge that it doesn't care about the rest of the team. Banshees are also easier to affect with a crucifix and, true to their real life mythology, have a distinctive scream that can be picked up by the parabolic microphone.
** Jinn are empowered from having the lights ''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. Jinn also tend to stick around their Ghost Room, reacting only when players intrude on their territory.

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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. You can use a Ouija board to communicate with a Demon without losing Sanity, which can help you quickly identify it (if you have someone in the van), as well as locate its Ghost Room. Demons are [[MightyGlacier quite slow]], however, and can be repelled with Smudge Sticks, Salt, Sticks and Crucifixes if you're prepared. Note that while a Demon's aggression leads to frequent Hunts, other ghosts under appropriate circumstances may attack just as often.
** Banshees are the ''other'' incredibly dangerous ghost, alongside Demons, being very aggressive and difficult to consistently detect. Banshees are unique in that they fixate on a single player to the exclusion of all others until the target is dead or has left the building. Banshees have different Hunt mechanics than other ghosts, operating independently of sanity levels. Instead, they will mark their target's present location and travel to that fixed location, and if they see the target within ~20 seconds of arriving at the fixed location, they will begin a hunt. This means that nowhere is safe from a Banshee for the target, as they can start a hunt next to the target even if they are on the opposite side of the building from their room; by extension, it also makes for false positives on the ghost room, as players may be led to believe the room is near where it hunted. While Banshees are very dangerous for the targeted player, if the team is able to deduce that they are dealing with a Banshee, they can take advantage of its fixation to gather evidence, secure in the knowledge that it doesn't care about the rest of the team. Banshees are also easier to affect with a crucifix and, Banshee, true to their real life mythology, have a distinctive scream that can be picked up by the parabolic microphone.
** Jinn are empowered from having the lights ''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. Jinn also tend to stick around their Ghost Room, reacting only when players intrude on their territory.



* SupernaturalRepellent: You can bring in crucifixes, smudge sticks, and [[SaltSolution salt]] to prevent the ghost from attacking. Crucifixes are the most powerful, but the hardest to use: ghosts that are within 3 meters (5 meters for Banshees) of a crucifix (on the ground or in-hand) will not start a hunt. If the ghost is already on an active hunt, or if it isn't close enough to the crucifix when it started, it does absolutely nothing. Smudge sticks have a larger area of effect and prevent ghosts from beginning a hunt, while also limiting their movement and making them slightly more active. They require a lighter to light, though, meaning two of your three inventory spots are occupied. Salt has a similar but stronger effect on Wraiths.

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* SupernaturalRepellent: You can bring in crucifixes, crucifixes and smudge sticks, and [[SaltSolution salt]] sticks to prevent the ghost from attacking. Crucifixes are the most powerful, but the hardest to use: ghosts that are within 3 meters (5 meters for Banshees) Demons) of a crucifix (on the ground or in-hand) will not start a hunt. If the ghost is already on an active hunt, or if it isn't close enough to the crucifix when it started, it does absolutely nothing. Smudge sticks have a larger area of effect and prevent ghosts from beginning a hunt, while also limiting their movement and making them slightly more active. They require a lighter to light, though, meaning two of your three inventory spots are occupied. Salt has a similar but stronger effect on Wraiths.
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** Banshees are the ''other'' incredibly dangerous ghost, alongside Demons, being very aggressive and difficult to consistently detect. Banshees are unique in that they fixate on a single player to the exclusion of all others until the target is dead or has left the building. Banshees have different Hunt mechanics than other ghosts, operating independently of sanity levels. Instead, they will mark their target's present location and travel to that fixed location, and if they see the target within ~20 seconds of arriving at the fixed location, they will begin a hunt. This means that nowhere is safe from a Banshee for the target, as they can start a hunt next to the target even if they are on the opposite side of the building from their room; by extension, it also makes for false positives on the ghost room, as players may be led to believe the room is near where it hunted. While Banshees are very dangerous for the targeted player, if the team is able to deduce that they are dealing with a Banshee, they can take advantage of its fixation to gather evidence, secure in the knowledge that it doesn't care about the rest of the team. Banshees are also easier to affect with a crucifix.

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** Banshees are the ''other'' incredibly dangerous ghost, alongside Demons, being very aggressive and difficult to consistently detect. Banshees are unique in that they fixate on a single player to the exclusion of all others until the target is dead or has left the building. Banshees have different Hunt mechanics than other ghosts, operating independently of sanity levels. Instead, they will mark their target's present location and travel to that fixed location, and if they see the target within ~20 seconds of arriving at the fixed location, they will begin a hunt. This means that nowhere is safe from a Banshee for the target, as they can start a hunt next to the target even if they are on the opposite side of the building from their room; by extension, it also makes for false positives on the ghost room, as players may be led to believe the room is near where it hunted. While Banshees are very dangerous for the targeted player, if the team is able to deduce that they are dealing with a Banshee, they can take advantage of its fixation to gather evidence, secure in the knowledge that it doesn't care about the rest of the team. Banshees are also easier to affect with a crucifix.crucifix and, true to their real life mythology, have a distinctive scream that can be picked up by the parabolic microphone.
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** 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 game).

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** 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 game).round).
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** 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.

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** 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.hunt (in addition to causing the board to catch fire and burn up, rendering it unusable for the rest of the game).
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* HauntedHouse: Houses are the most common levels players will find themselves investigating. They are either regular houses in a town or city, or farmhouses - both of which are designed to look normal. The variant buildings (school, prison and asylum) are abandoned or run-down.

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* HauntedHouse: Houses are the most common levels players will find themselves investigating. They are either regular houses in a town or city, or farmhouses - both of which are designed to look normal. The variant buildings (school, prison and asylum) are abandoned or run-down.



* TheHunterBecomesTheHunted: A ghost may, at any time after the preparation phase, initiate a Hunt, causing EMF activity to spike, the lights to flicker and the front door to lock as they stalk a particular target through the location. If the ghost reaches their target, that person dies ''immediately''. The only hope you have is to avoid their attention until the Hunt is over or, in multiplayer, to not be in the house when it starts.

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* TheHunterBecomesTheHunted: A ghost may, at any time after the preparation phase, initiate a Hunt, causing EMF activity to spike, the lights to flicker flicker, and the front door to lock as they stalk a particular target through the location. If the ghost reaches their target, that person dies ''immediately''. The only hope you have is to avoid their attention until the Hunt is over or, in multiplayer, to not be in the house when it starts.



* NumericalHard: The differences between Amateur, Intermediate and Professional difficulty are based on how long certain things take. As the game has updated, professional difficulty has drifted away from this though, with unique changes.
** Preparation Time[[note]]The amount of time before a ghost can start being aggressive[[/note]]: five minutes on Amateur, two minutes on Intermediate, immediately on Professional.

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* NumericalHard: The differences between Amateur, Intermediate Intermediate, and Professional difficulty are based on how long certain things take. As the game has updated, professional difficulty has drifted away from this though, with unique changes.
** Preparation Time[[note]]The amount of time before a ghost can start being aggressive[[/note]]: five minutes on Amateur, two minutes on Intermediate, immediately 0 seconds on Professional.Professional[[note]]yes, this means that the ghost can get aggressive ''immediately'' if you're particularly stupid and/or unlucky[[/note]].



** Hunt Phase[[note]]How long a Hunt lasts[[/note]]: 25 seconds on Amateur, 35 seconds on Intermediate, 50 seconds on Professional[[labelnote:Explanation]]This is particularly insidious at lower sanity: the time between hunts is determined by sanity, with the minimum being 1 minute at 0% sanity. That's 1 minute from the ''end'' of the last Hunt phase, meaning that every two minutes, you could be hunted for ''half that time''[[/labelnote]].
** Other changes on professional; The board will no longer tell you if the ghost prefers players grouped up or alone. The AI is ''significantly'' smarter and more aggressive, and more likely to patrol where it last saw players to try to catch them doing it again, ghosts also gain speed as long as the player is in sight to prevent looping. Also, houses start with their breakers turned off and at a low temperature, which means the breaker has to be switched and the lights left running for it to warm up enough to tell temperature dips from the thermometer.

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** Hunt Phase[[note]]How long a Hunt lasts[[/note]]: 25 seconds on Amateur, 35 seconds on Intermediate, 50 seconds on Professional[[labelnote:Explanation]]This Professional.[[labelnote:Explanation]]This is particularly insidious at lower sanity: the time between hunts is determined by sanity, with the minimum being 1 minute at 0% sanity. That's 1 minute from the ''end'' of the last Hunt phase, meaning that every two minutes, you could be hunted for ''half that time''[[/labelnote]].
time''.[[/labelnote]]
** Other changes on professional; The board will no longer tell you if the ghost prefers players grouped up or alone. The AI is ''significantly'' smarter and more aggressive, and more likely to patrol where it last saw players to try to catch them doing it again, ghosts again. Ghosts also gain speed as long as the player is in sight to prevent looping. Also, houses start with their breakers turned off and at a low temperature, which means the breaker has to be switched and the lights left running for it to warm up enough to tell temperature dips from the thermometer.



* OurGhostsAreDifferent: Ghosts come in different classes and exhibit different behaviors and weaknesses. All ghosts however are frightening and hostile to the investigators.
** Spirits are the most "basic" ghosts with no particular strengths or behaviors. However, this same lack of distinctiveness can make them among the hardest ghosts to identify without hard evidence, as they can adopt a wide range of behaviors characteristic to other types. As usual, the longer it takes to identify a ghost, the more dangerous it gets. Though they do have one weakness that can be used to confirm their ghost type: burning a smudge stick in the vicinity of any other ghost type will prevent them from hunting for 90 seconds (1.5 minutes), while, for a Spirit, this instead works for twice as long, 180 seconds (3 minutes).
** Wraiths are the only ghosts that can fly, meaning that it will very rarely make the footstep sounds that other ghosts make. More dangerously, they can see through closed doors and pass through solid objects. This makes some hiding spots like closets that really heavily on the door useless, and eliminates the possibility of kiting it around an object like a table. Its indifference to doors also means it can casually path into a closed room during a hunt, something other ghosts won't do unless they hear hunters within. All of which makes hiding from a Wraith a tricky prospect, though while Wraiths can pass through walls, they can't see through them, so breaking line of sight to lose them is still possible. Salt has a particularly strong effect on Wraiths, and they will immediately cease attacking if they touch a salt pile. However, this will ''anger'' them, manifesting in a permanent increase in activity levels.

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* OurGhostsAreDifferent: Ghosts come in different classes and exhibit different behaviors and weaknesses. All ghosts however ghosts, however, are frightening and hostile to the investigators.
** Spirits are the most "basic" ghosts with no particular strengths or behaviors. However, this same lack of distinctiveness can make them among the hardest ghosts to identify without hard evidence, as they can adopt a wide range of behaviors characteristic to other types. As usual, the longer it takes to identify a ghost, the more dangerous it gets. Though However, they do have one weakness that can be used to confirm their ghost type: burning a smudge stick in the vicinity of any other ghost type will prevent them from hunting for 90 seconds (1.5 minutes), while, for a Spirit, this instead works for twice as long, 180 seconds (3 minutes).
** Wraiths are the only ghosts that can fly, meaning that it will very rarely make the footstep sounds that other ghosts make. More dangerously, they can see through closed doors and pass through solid objects. This makes some hiding spots like closets that really rely heavily on the door useless, and eliminates the possibility of kiting it around an object like a table. Its indifference to doors also means it can casually path into a closed room during a hunt, something other ghosts won't do unless they hear hunters within. All of which this makes hiding from a Wraith a tricky prospect, though while Wraiths can pass through walls, they can't see through them, so breaking line of sight to lose them is still possible. Salt has a particularly strong effect on Wraiths, and they will immediately cease attacking if they touch a salt pile. However, this will ''anger'' them, manifesting in a permanent increase in activity levels.



** Shades are noted for their shyness and will rarely perform any action in the presence of two or more people, forcing players to split up. They're very unlikely to start a Hunt if there's more than one person in the same room, but they have ''no problem'' immediately starting a hunt as soon as everyone else leaves.
** 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. You can use a Ouija board to communicate with a Demon without losing Sanity, which can help you quickly identify it (if you have someone in the van), as well as locate its Ghost Room. Demons are quite slow however, and can be repelled with Smudge Sticks, Salt and Crucifixes if you're prepared. Note that while its aggression leads to frequent Hunts, other ghosts under appropriate circumstances may attack just as often.
** Banshees are the ''other'' incredibly dangerous ghost, alongside Demons, being very aggressive and difficult to consistently detect. Banshees are unique in that they fixate on a single player to the exclusion of all others until the target is dead or has left the building. Banshees have different Hunt mechanics than other ghosts, operating independently of sanity levels. Instead, they will mark their target's present location and travel to that fixed location, and if they see the target within ~20 seconds of arriving at the fixed location they will begin a hunt. This means that nowhere is safe from a Banshee for the target, as they can start a hunt next to the target even if they are on the opposite side of the building from their room; by extension it also makes for false positives on the ghost room, as players may be led to believe the room is near where it hunted. While Banshees are very dangerous for the targeted player, if the team is able to deduce that they are dealing with a Banshee they can take advantage of its fixation to gather evidence, secure in the knowledge that it doesn't care about the rest of the team. Banshees are also easier to affect with a crucifix.
** Jinn are empowered from having the lights ''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. Jinn also tend to stick around their Ghost Room, reacting only when players intrude on their territory.

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** Shades are noted for their shyness and will rarely perform any action in the presence of two or more people, forcing players to split up. They're very unlikely to start a Hunt if there's more than one person in the same room, but they have ''no problem'' immediately starting a hunt Hunt as soon as everyone else leaves.
** 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. You can use a Ouija board to communicate with a Demon without losing Sanity, which can help you quickly identify it (if you have someone in the van), as well as locate its Ghost Room. Demons are [[MightyGlacier quite slow slow]], however, and can be repelled with Smudge Sticks, Salt Salt, and Crucifixes if you're prepared. Note that while its a Demon's aggression leads to frequent Hunts, other ghosts under appropriate circumstances may attack just as often.
** Banshees are the ''other'' incredibly dangerous ghost, alongside Demons, being very aggressive and difficult to consistently detect. Banshees are unique in that they fixate on a single player to the exclusion of all others until the target is dead or has left the building. Banshees have different Hunt mechanics than other ghosts, operating independently of sanity levels. Instead, they will mark their target's present location and travel to that fixed location, and if they see the target within ~20 seconds of arriving at the fixed location location, they will begin a hunt. This means that nowhere is safe from a Banshee for the target, as they can start a hunt next to the target even if they are on the opposite side of the building from their room; by extension extension, it also makes for false positives on the ghost room, as players may be led to believe the room is near where it hunted. While Banshees are very dangerous for the targeted player, if the team is able to deduce that they are dealing with a Banshee Banshee, they can take advantage of its fixation to gather evidence, secure in the knowledge that it doesn't care about the rest of the team. Banshees are also easier to affect with a crucifix.
** Jinn are empowered from having the lights ''on'': they move much faster 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. Jinn also tend to stick around their Ghost Room, reacting only when players intrude on their territory.



** Onis act similar to Demons but only become more aggressive when players are grouped together, forcing you to split up if you want to play it safe. Like Poltergeists, they may also throw around objects, though this does not lead to a noticeable decrease in sanity levels. They also tend to wander far from their Ghost Room.
** Revenants are usually quite slow but move faster than the players while hunting, and unlike every other ghost, they can ''switch targets'' if another is closer by. That said, they will move much slower during a Hunt if they cannot maintain line-of-sight to a player, which makes hiding even more effective against them.

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** Onis act similar to Demons Demons, but only become more aggressive when players are grouped together, forcing you to split up if you want to play it safe. Like Poltergeists, they may also throw around objects, though this does not lead to a noticeable decrease in sanity levels. They also tend to wander far from their Ghost Room.
** Revenants are usually quite slow slow, but move faster than the players while hunting, and unlike every other ghost, they can ''switch targets'' if another is closer by. That said, they will move much slower during a Hunt if they cannot maintain line-of-sight to a player, which makes hiding even more effective against them.



** Yokai are unique in that they turn aggressive if players talk near them, allowing them to start hunts even at high sanity levels. They have however the shortest hearing radius of all ghosts.
** The Goryo is difficult to detect as it requires a [=D.O.T.S=] projector. It will also refuse to show itself on camera if anybody is currently near it usually meaning a remote viewing setup would be required to record it. The trade off is that it often doesn't wander far from its room meaning once you locate its preferred spot you can safely start to focus your evidence gathering around that area.
** Myling are all about the noises that they produce. They are often very loud and make paranormal noises when wandering and a parabolic microphone will allow a hunter to track it quite easily. However the trade off is that Myling become silent when hunting. You will not hear its footsteps or growls while hunting until it is close enough to be a threat which could make it a deadly ambush hunter.
** Onryo are spirits that are afraid of fire. Lighting a candle and holding it in the presence of an Onryo will immediately cause it to blow out the candle and begin hunting. This behavior can be exploited into provoking Onryo to begin hunting at a hunter's leisure and control which room they are in as Onryo do not leave a room with an open flame.
** Obake are spirits that are hard to gather evidence for. Often they will return items that they interact with to their original state. Unobservant ghost hunters might miss this behavior and assume nothing paranormal has happened. However the Obake does leave a unique piece of evidence when it interacts. It will leave a unique six-fingered hand-print which will correctly identify it as an Obake making the blacklight a crucial tool to detect it.
** Raiju are ghosts that are empowered by electromagnetic energy. Whenever they hunt their speed is boosted greatly if electronic equipment is left on in their vicinity. However they often interfere with Electronic devices so much while wandering that tracking them becomes a much easier task. Often you can tell where a Raiju is by what electronic devices in the area are currently showing paranormal activity.
** The Twins are a pair of ghosts that rely on misdirection. One twin will stay in the starting ghost room while the other can cause disturbances roaming around the area. They also react to different detection tools depending if you find the stationary or roaming twin which could lead investigators to incorrect or conflicting conclusions. However their strength can be overcome by good teamwork and communication. If ghost hunting team members are experiencing two rooms with paranormal activity and keep each other aware of paranormal occurrences happening simultaneously in different areas it can be relatively easy to nail down this ghost type.
** The Mimic can copy the hunting behaviors of other ghosts and changes its hunting behavior randomly for each hunt. It is however the first ghost that can have a fourth evidence as it also generates ghosts orbs in whatever room it is in in addition to the three primary evidences which can make it easier to identify.

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** Yokai are unique in that they turn aggressive if players talk near them, allowing them to start hunts even at high sanity levels. They However, they have however the shortest hearing radius of all ghosts.
** The Goryo is difficult to detect detect, as it requires a [=D.O.T.S=] projector. It will also refuse to show itself on camera if anybody is currently near it it, usually meaning a remote viewing setup would be required to record it. The trade off trade-off is that it often doesn't wander far from its room room, meaning once you locate its preferred spot spot, you can safely start to focus your evidence gathering around that area.
** Myling are all about the noises that they produce. They are often very loud and make paranormal noises when wandering wandering, and a parabolic microphone will allow a hunter to track it quite easily. However However, the trade off trade-off is that Myling become silent when hunting. You will not hear its footsteps or growls while hunting until it is close enough to be a threat threat, which could make it a deadly ambush hunter.
** Onryo are spirits that are afraid of fire. Lighting a candle and holding it in the presence of an Onryo will immediately cause it to blow out the candle and begin hunting. This behavior can be exploited into provoking to provoke an Onryo to begin hunting at a hunter's leisure and control which room they are in in, as Onryo do not leave a room with an open flame.
** Obake are spirits that are hard to gather evidence for. Often Often, they will return items that they interact with to their original state. Unobservant ghost hunters might miss this behavior and assume nothing paranormal has happened. However However, the Obake does leave a unique piece of evidence when it interacts. It will leave a unique six-fingered hand-print which will correctly identify it as an Obake Obake, making the blacklight a crucial tool to detect it.
** Raiju are ghosts that are empowered by electromagnetic energy. Whenever they hunt hunt, their speed is boosted greatly if electronic equipment is left on in their vicinity. However However, they often interfere with Electronic electronic devices so much while wandering that tracking them becomes a much easier task. Often you can tell where a Raiju is by what electronic devices in the area are currently showing paranormal activity.
** The Twins are a pair of ghosts that rely on misdirection. One twin will stay in the starting ghost room while the other can cause disturbances roaming around the area. They also react to different detection tools depending on if you find the stationary or roaming twin twin, which could lead investigators to incorrect or conflicting conclusions. However However, their strength can be overcome by good teamwork and communication. If ghost hunting team members are experiencing two rooms with paranormal activity and keep each other aware of paranormal occurrences happening simultaneously in different areas areas, it can be relatively easy to nail down this ghost type.
** The Mimic can copy the hunting behaviors of other ghosts and changes its hunting behavior randomly for each hunt. It is is, however the first ghost that can have a fourth evidence evidence, as it also generates ghosts orbs in whatever room it is in in addition to the three primary evidences evidences, which can make it easier to identify.



** If you throw the ball through the hoop in your base 666 times, you'll be treated to the sound of thunder cracking and the sky turning red. Ultimately downplayed though as nothing beyond that happens.

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** If you throw the ball through the hoop in your base 666 [[NumberOfTheBeast 666]] times, you'll be treated to the sound of thunder cracking and the sky turning red. Ultimately downplayed though downplayed, though, as nothing beyond that happens.



** 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 nearby a twig effigy 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 corners, you will see nearby a twig effigy nearby, similar to the one found in Film/TheBlairWitchProject.''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 Finally, if the player turns the TV on in the cabin cabin, the nearby phone will ring, once again referencing The Ring.''The Ring''.



* SpookySeance: Necessary since the spirit box only works in the dark. Adding candles for atmosphere is actually a good idea too since they'll reduce the sanity drain from being in the dark.

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* SpookySeance: Necessary since the spirit box only works in the dark. Adding candles for atmosphere is actually a good idea too too, since they'll reduce the sanity drain from being in the dark.



* SuperPersistentPredator: Banshees will single out a player and fixate on them to the exclusion of other players, and will hunt aggressively and frequently to try to kill their chosen fixation, only moving on to attack another player once they've gotten their prey. This is a double-edged sword as it allows the team to work around it for the most part during investigations, but means the chosen party member has to willfully put themselves in danger to make paranormal activity happen.

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* SuperPersistentPredator: Banshees will single out a player and fixate on them to the exclusion of other players, and will hunt aggressively and frequently to try to kill their chosen fixation, only moving on to attack another player once they've gotten their prey. This is a double-edged sword sword, as it allows the team to work around it for the most part during investigations, but means the chosen party member has to willfully put themselves in danger to make paranormal activity happen.



* SupernaturalRepellent: You can bring in crucifixes, smudge sticks and [[SaltSolution salt]] to prevent the ghost from attacking. Crucifixes are the most powerful but the hardest to use: ghosts that are within 3 meters (5 meters for Banshees) of a crucifix (on the ground or in-hand) will not start a hunt. If the ghost is already on an active hunt, or if it isn't close enough to the crucifix when it started, it does absolutely nothing. Smudge sticks have a larger area of effect and prevent ghosts from beginning a hunt, while also limiting their movement and making them slightly more active. They require a lighter to light though, meaning two of your three inventory spots are occupied. Salt has a similar but stronger effect on Wraiths.

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* SupernaturalRepellent: You can bring in crucifixes, smudge sticks sticks, and [[SaltSolution salt]] to prevent the ghost from attacking. Crucifixes are the most powerful powerful, but the hardest to use: ghosts that are within 3 meters (5 meters for Banshees) of a crucifix (on the ground or in-hand) will not start a hunt. If the ghost is already on an active hunt, or if it isn't close enough to the crucifix when it started, it does absolutely nothing. Smudge sticks have a larger area of effect and prevent ghosts from beginning a hunt, while also limiting their movement and making them slightly more active. They require a lighter to light light, though, meaning two of your three inventory spots are occupied. Salt has a similar but stronger effect on Wraiths.
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** Spirits are the most "basic" ghosts with no particular strengths or behaviors. However, this same lack of distinctiveness can make them among the hardest ghosts to identify without hard evidence, as they can adopt a wide range of behaviors characteristic to other types. As usual, the longer it takes to identify a ghost, the more dangerous it gets.

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** Spirits are the most "basic" ghosts with no particular strengths or behaviors. However, this same lack of distinctiveness can make them among the hardest ghosts to identify without hard evidence, as they can adopt a wide range of behaviors characteristic to other types. As usual, the longer it takes to identify a ghost, the more dangerous it gets. Though they do have one weakness that can be used to confirm their ghost type: burning a smudge stick in the vicinity of any other ghost type will prevent them from hunting for 90 seconds (1.5 minutes), while, for a Spirit, this instead works for twice as long, 180 seconds (3 minutes).
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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 (which 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%.

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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 (which kills (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%.
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* 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:
** 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 (which 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.
** There are also a few cards that subvert this by being largely neutral, like The Tower (causes a ghost interaction), The Devil (triggers a Ghost Event), and The Fool (does absolutely nothing at all).
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** The first 16 ghosts in the game in the game could have either Freezing Temperatures or Spirit Box (or neither) as evidence, but not both, meaning that if players could see their breaths (indicating subzero temps), they wouldn't need to bother checking a Spirit Box at all, or vice versa. This is no longer the case as of the Nightmare Update, which added the Onryo and The Twins, both of which do use both. Still, this does mean that if you find freezing temps and hear Spirit Box voices, you can narrow it down to only these two choices.

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** The first 16 ghosts in the game in the game could have either Freezing Temperatures or Spirit Box (or neither) as evidence, but not both, meaning that if players could see their breaths (indicating subzero temps), they wouldn't need to bother checking a Spirit Box at all, or vice versa. This is no longer the case as of the Nightmare Update, which added the Onryo and The Twins, both of which do use both, and then the holiday update added The Mimic, which also uses both. Still, this does mean that if you find freezing temps and hear Spirit Box voices, you can narrow it down down, and it's quite easy to only these two choices.figure out from there which ghost you're dealing with.
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** Ghosts generally react and plan around what type of entity they are. Mares are more active in the dark, and will actively try and shut off the power in order to plunge the entire map into darkness for instance. '
** Hunting ghosts generally pick a player at the start of the hunt and try to run them down, but if they've yet to lock eyes on said victim (or are a Revenant, who has the unique behavior of freely switching targets or a Banshee who will always stick to their chosen target) and hear another one yelling their head off, they'll stop looking for their original target and go for the juicy yelling player that they now know the exact location of. Ghosts will also remember where hunters were if it sees them during a non-aggressive phase and go to check those areas on their next hunt to see if they're still hanging out there.

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** Ghosts generally react and plan around what type of entity they are. For instance, Mares are more active in the dark, and will actively try and shut off the power in order to plunge the entire map into darkness for instance. '
darkness.
** Hunting ghosts generally pick a player at the start of the hunt and try to run them down, but if they've yet to lock eyes on said victim (or are a Revenant, who has the unique behavior of freely switching targets targets, or a Banshee Banshee, who will always stick to their chosen target) and hear another one yelling their head off, they'll stop looking for their original target and go for the juicy yelling player that they now know the exact location of. Ghosts will also remember where hunters were if it sees them during a non-aggressive phase and go to check those areas on their next hunt to see if they're still hanging out there.



* AttackAttackAttack: 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.

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* AttackAttackAttack: 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 time, their aggressiveness makes them easy to identify, and crucifixes nullify them for some time.



** Threatening a ghost with violence is another that causes the ghosts to get upset. Phrasing it more realistically and saying you're going to exorcise them also works.
* BigBoosHaunt: Given the nature of the game, every level qualifies as one as every location is haunted by a ghost (or two in the event you're after the Twins).
* BodyHorror: Most of the ghosts physical appearances are not at all pleasant to look at. Some have their face split open with what looks like bloodied tumors strewn across half their face, one's lower jaw has been snapped in two and dangles uselessly from their hinges, and others are starved into nothing but skin and bone. By far the freakiest ones are the ghosts whose face has a giant and hollowed out gap dug into it.

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** Threatening a ghost with violence is another thing that causes the ghosts to get upset. Phrasing it more realistically and saying you're going to exorcise them also works.
* BigBoosHaunt: Given the nature of the game, every level qualifies as one one, as every location is haunted by a ghost (or two in the event you're after the Twins).
* BodyHorror: Most of the ghosts ghosts' physical appearances are not at all pleasant to look at. Some have their face split open with what looks like bloodied tumors strewn across half their face, one's lower jaw has been snapped in two and dangles uselessly from their hinges, and others are starved into nothing but skin and bone. By far the freakiest ones are the ghosts whose face has a giant and hollowed out gap dug into it.



** The Spirit Mirror, which if turned on reveals the ghosts' room. However, it drains 8 sanity a second to look at it, and it will shatter if the players sanity hits zero, immediately starting a hunt.

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** The Spirit Mirror, which which, if turned on on, reveals the ghosts' ghost's room. However, it drains 8 sanity a second to look at it, and it will shatter if the players player's sanity hits zero, immediately starting a hunt.



** If you find a Cursed Object on the map, you can use its unique properties to aid your investigation. Cursed objects are a great way to capture paranormal evidence, find the ghost or its room, witness ghosts events, and even set up easy opportunities for photos. However, using cursed objects comes at the cost of a large sanity drain and when they are used at low sanity levels can cause a cursed hunt which is much longer in duration than a regular hunt, makes the ghost extremely aggressive, and increases the duration of regular hunts afterward. The preparation phase timer is also no protection against invoking a hunt using one.
** If you're ''really'' determined to get a picture of the ghost you can try intentionally causing a hunt, since they'll become visible at regular intervals while in hunting mode. Also works for the [[LuckBasedMission dirty water optional objective]] if the ghost doesn't normally hang out around sinks, since they'll chase players they spot.
* DangerTakesABackseat: After a fashion. Thanks to [[GameBreakingBug some of the occasional bugs]][[note]][[ParanoiaFuel or a secret feature...]][[/note]] even the van can be manipulated by a sufficiently pissed-off ghost.

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** If you find a Cursed Object on the map, you can use its unique properties to aid your investigation. Cursed objects are a great way to capture paranormal evidence, find the ghost or its room, witness ghosts ghosts' events, and even set up easy opportunities for photos. However, using cursed objects comes at the cost of a large sanity drain drain, and when they are used at low sanity levels levels, can cause a cursed hunt which is much longer in duration than a regular hunt, makes the ghost extremely aggressive, and increases the duration of regular hunts afterward. The preparation phase timer is also no protection against invoking a hunt using one.
** If you're ''really'' determined to get a picture of the ghost ghost, you can try intentionally causing a hunt, since they'll become visible at regular intervals while in hunting mode. Also works for the [[LuckBasedMission dirty water optional objective]] if the ghost doesn't normally hang out around sinks, since they'll chase players they spot.
* DangerTakesABackseat: After a fashion. Thanks to [[GameBreakingBug some of the occasional bugs]][[note]][[ParanoiaFuel or a secret feature...]][[/note]] ]][[/note]], even the van can be manipulated by a sufficiently pissed-off ghost.



** Besides dealing with a Jinn, ghost attacks will usually be heralded by either a total blackout or the lights flickering uncontrollably. However with the exception of the aforementioned Jinn, ghost activity is usually higher in the dark which makes it easier to witness paranormal events.

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** Besides dealing with a Jinn, ghost attacks will usually be heralded by either a total blackout or the lights flickering uncontrollably. However However, with the exception of the aforementioned Jinn, ghost activity is usually higher in the dark dark, which makes it easier to witness paranormal events.



* DaylightHorror: Raiju are more dangerous when the lights are on, because their unique feature is draining electrical current to move faster, so the more items on, the faster they will go. 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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* DaylightHorror: Raiju are more dangerous when the lights are on, because their unique feature is draining electrical current to move faster, so the more items are on, the faster they will go. 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.



* TheDreaded: Demons and Banshees, among the player community. They hunt early and often, and will not stop until somebody is dead. Revenants are also greatly disliked by players as they move faster than the player can at their fastest. You can only pray that it spawns far enough away for you to hide before it starts the chase. Jinns also move super fast, and the Twins can be in two locations at once.
* EldritchLocation: Get killed by a ghost, and before you're allowed to spectate you get a nice view of a hollowed out cave with no exit you've been dragged into, with wrapped up corpses of who were presumably past victims hanging from the ceiling. The light eventually goes out and everything becomes dark before you're spawned back in the map to watch your colleagues continue without you.

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* TheDreaded: Demons and Banshees, among the player community. They hunt early and often, and will not stop until somebody is dead. Revenants are also greatly disliked by players players, as they move faster than the player can at their fastest. You can only pray that it spawns far enough away for you to hide before it starts the chase. Jinns also move super fast, and the Twins can be in two locations at once.
* EldritchLocation: Get killed by a ghost, and before you're allowed to spectate spectate, you get a nice view of a hollowed out hollowed-out cave with no exit you've been dragged into, with wrapped up wrapped-up corpses of who were presumably past victims hanging from the ceiling. The light eventually goes out and everything becomes dark before you're spawned back in the map to watch your colleagues continue without you.



** The Raiju is a particularly nasty variant of this as it actively siphons energy from electrical equipment to boost its movement speed. This comes at the price of constantly disrupting equipment when it is near, meaning it is easier to track and evade.

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** The Raiju is a particularly nasty variant of this this, as it actively siphons energy from electrical equipment to boost its movement speed. This comes at the price of constantly disrupting equipment when it is near, meaning it is easier to track and evade.
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* DaylightHorror: Obakes are more dangerous when the lights are on, because their unique feature is draining electrical current to move faster, so the more items on, the faster they will go. 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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* DaylightHorror: Obakes Raiju are more dangerous when the lights are on, because their unique feature is draining electrical current to move faster, so the more items on, the faster they will go. 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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* DaylightHorror: Jinns stand out as the only type of ghosts who become more dangerous when the lights are ''on'', and as such will attempt to light up the level during a hunt.

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* DaylightHorror: Jinns stand out as the only type of ghosts who become Obakes are more dangerous when the lights are ''on'', and as such on, because their unique feature is draining electrical current to move faster, so the more items on, the faster they will attempt to light up go. Jinns aren't necessarily more dangerous in the level during light, but they are less dangerous in the dark, because if the circuit breaker is off, a hunt.Jinn cannot use its special power at all.
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* AndIMustScream: [[ImpliedTrope Implied]]. If the ghost writing[[note]]which primarily consists of ''pleas for help''[[/note]] is to be believed, being a ghost is ''not'' a pleasant fate.
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Updating the DFT entry to include all the objects. They are very powerful but misusing them can put a player in danger. CJ, the game dev, explained cursed hunts in his livestreaming with Insym.


** If you find a Ouija Board on the map, you can turn it on and use it to get specific answers to questions, even if the ghost you're hunting doesn't use the Spirit Box (the only other way to get specific answers). However, getting a response will negatively affect your sanity. There is one ghost that lessens the sanity decrease. Unfortunately, that ghost is a Demon, and it's probably going to get aggressive soon. The preparation phase timer is also no protection against invoking a hunt using a cursed artifact.

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** If you find a Ouija Board Cursed Object on the map, you can turn it on and use it its unique properties to get specific answers aid your investigation. Cursed objects are a great way to questions, even if capture paranormal evidence, find the ghost you're hunting doesn't use the Spirit Box (the only other way to get specific answers). or its room, witness ghosts events, and even set up easy opportunities for photos. However, getting a response will negatively affect your sanity. There is one ghost that lessens using cursed objects comes at the cost of a large sanity decrease. Unfortunately, that drain and when they are used at low sanity levels can cause a cursed hunt which is much longer in duration than a regular hunt, makes the ghost is a Demon, extremely aggressive, and it's probably going to get aggressive soon. increases the duration of regular hunts afterward. The preparation phase timer is also no protection against invoking a hunt using a cursed artifact.one.
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* BackFromTheDead: The Tarot Cards, when used, have a random chance of reviving a dead player.
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** As long as other conditions are met (within range of the ghost, lights off, the player is alone if it's a shy ghost) when using the Spirit Box, if the game does not detect any microphone input, the Spirit Box will attempt to obtain a response approximately every 10 seconds, randomly selecting an answer for one of the basic question types. This prevents players from being unable to use the Spirit Box if they don't have a microphone, or if their microphone is broken or stops working.
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ouija no longer fails


* OuijaBoard: It is one of the cursed items that can be found. It'll give you a truthful answer to any question, but it comes at a price. Using it at all will drain your sanity; not getting an answer will dramatically lower it, and [[DangerousForbiddenTechnique may end the preparation phase instantly]]. If the ghost is a Demon, the Sanity drop is 20% less, but then [[OhCrap you have bigger problems]].

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* OuijaBoard: It is one of the cursed items that can be found. It'll give you a truthful answer to any question, but it comes at a price. Using it at all will drain your sanity; not getting an answer will dramatically lower it, and [[DangerousForbiddenTechnique may end the preparation phase instantly]].sanity. If the ghost is a Demon, the Sanity drop is 20% less, but then [[OhCrap you have bigger problems]].

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