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All 30 Ghost Types and Their Evidence in Phasmophobia

Updated on November 1, 2026 (3 days ago)

Phasmophobia is a co-op horror game where you and your friends investigate haunted places and try to work out what is haunting them. Each investigation is assigned one ghost type at random, and every type leaves its own clues, moves at its own speed, and attacks in its own way. Knowing which ghost you're dealing with is the heart of the game, because it tells you what to look for and how to stay safe.

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AAswang

Aswang

A slower-starting ghost that accelerates quickly and stops hunting when it finds a player in an official hiding spot.

Evidence
D.O.T.S. Projector; Freezing Temperatures; Ghost Writing
Forced Evidence
-
Hunts Below
50% average sanity
Hunt Speed
1.53 m/s without line of sight; accelerates to about 2.53 m/s in roughly 8.7 seconds, faster than standard line-of-sight acceleration.
Strength
Builds line-of-sight speed faster than any other ghost.
Weakness
Its base hunt speed is below normal, and reaching a player in an official closet or locker ends the hunt.
How to Identify It
Listen to its first hunt: it starts near 1.53 m/s and accelerates unusually fast. If it reaches a player in an official hiding spot, the hunt ends.

Banshee

A target-focused ghost that pursues one player and can make a distinctive scream.

Evidence
D.O.T.S. Projector; Ghost Orb; Ultraviolet
Forced Evidence
-
Hunts Below
50% of its chosen target's sanity, not the team average
Hunt Speed
1.7 m/s base; sustained line of sight can raise it to about 2.8 m/s.
Strength
Chooses one player to pursue and is more likely to use singing ghost events.
Weakness
Its distinctive scream can be captured with a Parabolic Microphone or Sound Recorder.
How to Identify It
Record paranormal sounds with a Parabolic Microphone or Sound Recorder; about one in three can be its distinctive scream. In multiplayer, it also passes through everyone except its target while that player stays inside.
DDayan

Dayan

Its hunt speed and threshold change with the nearest player's movement.

Evidence
EMF Level 5; Ghost Orb; Spirit Box
Forced Evidence
-
Hunts Below
65% when the nearest player within 10 m is moving; 45% when that player stands still; 50% when nobody is within 10 m
Hunt Speed
1.2 m/s when a nearby player stands still; 2.25 m/s when they move; otherwise 1.7 m/s with standard line-of-sight acceleration.
Strength
A moving player within 10 m makes it faster and raises its hunt threshold.
Weakness
A still player within 10 m slows it and lowers its hunt threshold.
How to Identify It
During a hunt, compare its speed with the nearest player within 10 m: it locks to about 2.25 m/s when they move and 1.2 m/s when they stand still.
DDeildegast

Deildegast

A very fast ghost that slows down when players move different objects.

Evidence
EMF Level 5; Ghost Writing; D.O.T.S. Projector
Forced Evidence
-
Hunts Below
50% average sanity
Hunt Speed
Starts each hunt at 3.0 m/s. Each different movable object used or moved outside a hunt lowers its speed by 0.1 m/s, to a 0.4 m/s minimum; the speed resets after every hunt or a Crucifix burn. It does not gain line-of-sight acceleration.
Strength
Starts hunts at 3.0 m/s before players have moved objects.
Weakness
Moving different objects slows it by 0.1 m/s each, and dead players can move objects too.
How to Identify It
Its first hunt starts at 3.0 m/s without line-of-sight acceleration. Move several different objects before the next hunt and listen for the drop in speed.

Demon

An aggressive ghost that can hunt early and rarely ignores sanity limits.

Evidence
Ghost Writing; Ultraviolet; Freezing Temperatures
Forced Evidence
-
Hunts Below
70% average sanity; a rare ability can start a hunt at any sanity
Hunt Speed
1.7 m/s base; sustained line of sight can raise it to about 2.8 m/s.
Strength
Hunts more often than other ghosts and can rarely hunt at any sanity.
Weakness
Crucifixes work at 50% greater range than usual.
How to Identify It
An uncursed hunt above 70% average sanity strongly points to a Demon. Incense only blocks its hunts for 60 seconds, and its Crucifix has 50% extra range.

Deogen

A ghost that always finds players but slows down when it gets close.

Evidence
D.O.T.S. Projector; Ghost Writing; Spirit Box
Forced Evidence
Spirit Box
Hunts Below
40% average sanity
Hunt Speed
Runs at 3.0 m/s beyond about 5.3 m along its path, then slows continuously to 0.4 m/s within about 2.4 m; it does not gain line-of-sight acceleration.
Strength
Always knows where living players are during a hunt.
Weakness
Slows to a crawl as it gets close to its target.
How to Identify It
Ask the Spirit Box within about 1 m; its distinctive heavy-breathing response confirms it. During a hunt, it cannot be hidden from and slows sharply as it approaches.
GGallu

Gallu

A state-changing ghost that reacts to Crucifixes, Incense, and Salt.

Evidence
EMF Level 5; Ultraviolet; Spirit Box
Forced Evidence
-
Hunts Below
50% in its normal state; 60% enraged; 40% weakened
Hunt Speed
1.7 m/s in its normal state; 1.955 m/s base while enraged, with line-of-sight acceleration up to about 3.2 m/s; 1.36 m/s while weakened.
Strength
Crucifix, Incense, and Salt can push it into an enraged state that weakens protective equipment.
Weakness
After a hunt that ends while enraged, it becomes weakened, slower, and more affected by protective equipment.
How to Identify It
Watch how it responds to protection: Crucifix, Incense, or Salt changes its state. An enraged Gallu moves faster and can pass over later Salt piles without disturbing them; it slows again when weakened.

Goryo

A ghost whose D.O.T.S. silhouette only appears on camera when the room is empty.

Evidence
EMF Level 5; Ultraviolet; D.O.T.S. Projector
Forced Evidence
D.O.T.S. Projector
Hunts Below
50% average sanity
Hunt Speed
1.7 m/s base; sustained line of sight can raise it to about 2.8 m/s.
Strength
Its D.O.T.S. silhouette can only be seen through a Video Camera when no player is in the room.
Weakness
It cannot change its favourite room and only makes short roams.
How to Identify It
Leave the room and watch D.O.T.S. through a Video Camera; the silhouette only appears on camera with the room empty. D.O.T.S. is forced on reduced-evidence runs.

Hantu

A cold-loving ghost that moves faster in colder rooms.

Evidence
Ghost Orb; Ultraviolet; Freezing Temperatures
Forced Evidence
Freezing Temperatures
Hunts Below
50% average sanity
Hunt Speed
Moves at about 1.4 m/s in warm rooms and up to 2.7 m/s in freezing rooms; it does not gain line-of-sight acceleration.
Strength
Colder rooms make it faster.
Weakness
Warm rooms slow it, and its breath is visible during hunts when the fuse box is off.
How to Identify It
Turn off the fuse box and watch its mouth during a hunt: visible cold breath identifies the Hantu. Its speed also rises as the room gets colder.

Jinn

A ghost that can rush distant players while the fuse box is on.

Evidence
EMF Level 5; Ultraviolet; Freezing Temperatures
Forced Evidence
-
Hunts Below
50% average sanity
Hunt Speed
1.7 m/s normally; with the fuse box on, it moves at a fixed 2.5 m/s when it sees a player more than 3 m away. Otherwise, standard line-of-sight acceleration can raise it to about 2.8 m/s.
Strength
With the fuse box on, it can rush a distant player at 2.5 m/s.
Weakness
Turning off the fuse box prevents its speed ability; it cannot switch the fuse box off directly.
How to Identify It
With the fuse box on, let it see a player more than 3 m away; the Jinn switches to 2.5 m/s. Turning the fuse box off removes that ability.
KKormos

Kormos

A nearly blind ghost that tracks player movement by sound.

Evidence
Ghost Orb; Spirit Box; Ultraviolet
Forced Evidence
-
Hunts Below
50% normally; 70% if a player sprints in its room
Hunt Speed
1.7 m/s normally; it moves about 1.3 times faster toward heard footsteps (about 2.2 m/s), and built-up line-of-sight acceleration can combine with that boost to reach about 3.7 m/s.
Strength
Hears player footsteps over long distances, especially sprinting.
Weakness
Nearly blind during hunts; it only sees a moving player within about 5 m.
How to Identify It
During a hunt, stay still and quiet away from its path: it can hear sprinting from up to 30 m but normally ignores a stationary player unless it is right beside them.

Mare

A ghost that is more dangerous in dark rooms and cannot turn lights on.

Evidence
Ghost Writing; Ghost Orb; Spirit Box
Forced Evidence
-
Hunts Below
60% in a dark room; 40% when its room is lit
Hunt Speed
1.7 m/s base; sustained line of sight can raise it to about 2.8 m/s.
Strength
Has a higher chance to attack in the dark and hunts at a higher sanity threshold there.
Weakness
Lighting its room lowers the hunt threshold, and it cannot turn light switches on.
How to Identify It
A ghost that turns a light switch on is not a Mare. A Mare is more likely to turn lights off and hunts earlier in darkness.

Moroi

A cursed ghost that drains sanity faster and speeds up as the team loses sanity.

Evidence
Ghost Writing; Freezing Temperatures; Spirit Box
Forced Evidence
Spirit Box
Hunts Below
50% average sanity
Hunt Speed
About 1.5 m/s while team average sanity is 45% or higher; it speeds up as average sanity falls, to about 2.3 m/s below 5%, then line-of-sight acceleration can raise it to about 3.7 m/s.
Strength
Curses players who hear it through the Spirit Box or recorded paranormal sounds, doubling their passive sanity drain; it gets faster as team sanity falls.
Weakness
Incense blinds it for about 7 seconds during a hunt, longer than most ghosts, and Sanity Medication removes its curse.
How to Identify It
After a Spirit Box response or a paranormal sound recording, watch the affected player's sanity drain twice as fast. Its hunt speed also rises as team average sanity drops.

Myling

A quiet hunter whose footsteps become audible only when it is close.

Evidence
EMF Level 5; Ultraviolet; Ghost Writing
Forced Evidence
-
Hunts Below
50% average sanity
Hunt Speed
1.7 m/s base; sustained line of sight can raise it to about 2.8 m/s. Its hunt footsteps and noises carry only about 12 m, compared with about 20 m for most ghosts.
Strength
Its footsteps and hunting sounds are quieter and carry a shorter distance.
Weakness
It makes paranormal sounds more frequently for Parabolic Microphones and Sound Recorders.
How to Identify It
Stand where your equipment starts flickering, about 10 m away: a Myling's footsteps are barely audible until roughly 12 m, leaving a small gap between interference and sound.

Obake

A shapeshifting ghost that can leave a six-fingered Ultraviolet handprint.

Evidence
EMF Level 5; Ghost Orb; Ultraviolet
Forced Evidence
Ultraviolet
Hunts Below
50% average sanity
Hunt Speed
1.7 m/s base; sustained line of sight can raise it to about 2.8 m/s.
Strength
It can leave fewer Ultraviolet traces than other ghosts, even when UV is one of its evidence types.
Weakness
It sometimes changes its ghost model during a hunt and can leave a six-fingered handprint.
How to Identify It
Check UV prints: one in six handprints has six fingers. During a hunt, watch for a one-blink model change; Ultraviolet is forced on reduced-evidence runs.
OObambo

Obambo

A ghost that switches between a slow calm state and a faster aggressive state.

Evidence
Ghost Writing; Ultraviolet; D.O.T.S. Projector
Forced Evidence
-
Hunts Below
10% while calm; 65% while aggressive
Hunt Speed
About 1.445 m/s while calm; 1.955 m/s base while aggressive, with line-of-sight acceleration up to about 3.2 m/s. It changes state one minute after the front door opens and then every two minutes, including during hunts.
Strength
Its aggressive state raises the hunt threshold to 65% and makes it faster.
Weakness
Its calm state hunts only below 10% sanity and is slower and easier to track.
How to Identify It
Watch for abrupt speed changes: it begins calm, turns aggressive one minute after the door opens, then alternates states every two minutes, even during a hunt.

Oni

An active ghost that is easy to see during hunts and cannot appear as mist.

Evidence
EMF Level 5; Freezing Temperatures; D.O.T.S. Projector
Forced Evidence
-
Hunts Below
50% average sanity
Hunt Speed
1.7 m/s base; sustained line of sight can raise it to about 2.8 m/s. During hunts it flickers rapidly and stays visible more often than most ghosts.
Strength
It is more active near players, and its ghost events drain sanity faster.
Weakness
It cannot produce the mist ghost event and is visible more often during hunts.
How to Identify It
It never produces the mist ghost event. If it hunts, its rapid flicker keeps it visible for much more of the hunt than usual.

Onryo

A fire-fearing ghost whose flame interactions can delay or trigger hunts.

Evidence
Freezing Temperatures; Ghost Orb; Spirit Box
Forced Evidence
-
Hunts Below
60% normally; 40% within 4 m of a flame; extinguishing three flames can arm an any-sanity hunt
Hunt Speed
1.7 m/s base; sustained line of sight can raise it to about 2.8 m/s.
Strength
Extinguishing flames can arm a hunt that ignores the normal sanity threshold.
Weakness
A flame within 4 m can block a regular hunt, and Incense blocks its flame-triggered hunt.
How to Identify It
Place flames near it: a hunt attempt within 4 m blows out a flame instead of starting, and every third extinguished flame can arm an any-sanity attempt.

Phantom

A ghost that drains sanity when seen and vanishes briefly when photographed.

Evidence
Ultraviolet; D.O.T.S. Projector; Spirit Box
Forced Evidence
-
Hunts Below
50% average sanity
Hunt Speed
1.7 m/s base; sustained line of sight can raise it to about 2.8 m/s. It flickers slowly during hunts and is visible for less time than most ghosts.
Strength
Looking at it during a manifestation drains sanity faster.
Weakness
A successful photo makes it disappear temporarily.
How to Identify It
Take a photo during a D.O.T.S. appearance or ghost event: the Phantom disappears and does not appear in the photo.

Poltergeist

An object-throwing ghost that can scatter a whole pile at once.

Evidence
Ultraviolet; Ghost Writing; Spirit Box
Forced Evidence
-
Hunts Below
50% average sanity
Hunt Speed
1.7 m/s base; sustained line of sight can raise it to about 2.8 m/s.
Strength
Can throw several nearby objects at once and with more force than other ghosts.
Weakness
With no objects to throw, it loses its signature ability.
How to Identify It
Pile several items in its room; a single burst that scatters multiple objects points to a Poltergeist.

Raiju

An electronics-powered ghost that hunts earlier and moves faster near active equipment.

Evidence
EMF Level 5; D.O.T.S. Projector; Ghost Orb
Forced Evidence
-
Hunts Below
50% normally; 65% near active electronic equipment
Hunt Speed
1.7 m/s normally; on the same floor as active equipment, it moves at a fixed 2.5 m/s within 6 m on small maps, 8 m on medium maps, or 10 m on large maps. Outside that range, standard line-of-sight acceleration applies.
Strength
It siphons power from active electronics to hunt earlier and move at 2.5 m/s.
Weakness
Its attacks disrupt electronics over a wider area, making it easier to track.
How to Identify It
Put active electronic equipment on the same floor as the ghost. A Raiju can hunt at 65% sanity and move at 2.5 m/s inside its map-size-dependent range; interference reaches about 15 m.

Revenant

A slow ghost that suddenly rushes at 3.0 m/s when it detects a player.

Evidence
Ghost Writing; Ghost Orb; Freezing Temperatures
Forced Evidence
-
Hunts Below
50% average sanity
Hunt Speed
Moves at 1.0 m/s until it detects a player, then jumps to a fixed 3.0 m/s; it does not gain standard line-of-sight acceleration.
Strength
It moves much faster once it detects its prey.
Weakness
If it loses the player and reaches their last known position, it slows back down.
How to Identify It
Listen during a hunt: widely spaced 1.0 m/s footsteps suddenly become a 3.0 m/s rush when it detects sight, voice, or active electronics.

Shade

A shy ghost that stops interacting when a player is in its room.

Evidence
Ghost Writing; EMF Level 5; Freezing Temperatures
Forced Evidence
-
Hunts Below
35% average sanity
Hunt Speed
1.7 m/s base; sustained line of sight can raise it to about 2.8 m/s.
Strength
Its low activity makes it harder to find.
Weakness
It cannot hunt, interact, or cause ghost events while a player is in its current room.
How to Identify It
Stay in the current ghost room: a Shade cannot interact, create events, or start a normal hunt while a player is there. It also cannot hunt above 35% average sanity.

Spirit

A standard-speed ghost that stays blocked from hunting longer after Incense.

Evidence
Ghost Writing; EMF Level 5; Spirit Box
Forced Evidence
-
Hunts Below
50% average sanity
Hunt Speed
1.7 m/s base; sustained line of sight can raise it to about 2.8 m/s.
Strength
None; it follows standard ghost behavior.
Weakness
Incense prevents it from hunting for 180 seconds, twice the usual 90-second period.
How to Identify It
Use Incense at low sanity and time the next hunt: a Spirit cannot start one for 180 seconds after being smudged, unless a cursed hunt overrides the delay.

Thaye

A fast, aggressive ghost that grows slower and less dangerous as it ages.

Evidence
D.O.T.S. Projector; Ghost Writing; Ghost Orb
Forced Evidence
-
Hunts Below
75% displayed when young (74% actual trigger), falling by 6 points per age to 15% displayed (14% actual) when fully aged
Hunt Speed
Starts at about 2.75 m/s and slows by 0.175 m/s per age to 1.0 m/s; it does not gain line-of-sight acceleration.
Strength
When young, it is highly active, fast, and can hunt early.
Weakness
It ages while players stay near, becoming slower and less aggressive.
How to Identify It
Check its age with a Ouija Board or compare its hunts over time: it starts fast, then loses speed and hunt threshold as it ages near players.

The Mimic

A copycat ghost with three real evidence types and always-visible fake Ghost Orbs.

Evidence
Ultraviolet; Freezing Temperatures; Spirit Box
Forced Evidence
No real evidence is forced; it always produces fake Ghost Orbs, even with zero evidence enabled
Hunts Below
Varies with the ghost it is currently copying
Hunt Speed
Copies the current ghost's speed and behavior; its neutral state follows standard 1.7 m/s speed with line-of-sight acceleration, and a copied Moroi can reach about 3.7 m/s.
Strength
Copies another ghost's traits, behavior, speed, and hunt threshold, changing its imitation periodically.
Weakness
Always produces extra Ghost Orbs that are not part of its real evidence set.
How to Identify It
Treat Ghost Orbs as a fake fourth clue: they always appear, even on zero-evidence settings. Its behavior may change as it switches imitations.

The Twins

One ghost that can interact from near and far and alternates between two hunt speeds.

Evidence
EMF Level 5; Freezing Temperatures; Spirit Box
Forced Evidence
-
Hunts Below
50% average sanity
Hunt Speed
Each hunt is either 1.5 or 1.9 m/s before line-of-sight acceleration; with acceleration the speeds can reach about 2.6 or 3.0 m/s.
Strength
Either twin can trigger a hunt, and it can create interactions in two places.
Weakness
It often creates two interactions close together, making its split behavior easier to notice.
How to Identify It
Watch for two interactions at separate locations within about 2 seconds; the distant one is EMF-only. Hunt speed also alternates between 1.5 and 1.9 m/s base.

Wraith

A ghost that can teleport near players and never disturbs Salt.

Evidence
EMF Level 5; D.O.T.S. Projector; Spirit Box
Forced Evidence
-
Hunts Below
50% average sanity
Hunt Speed
1.7 m/s base; sustained line of sight can raise it to about 2.8 m/s.
Strength
Can teleport to a player outside hunts and leave EMF near them; it does not leave footprints.
Weakness
It never disturbs Salt piles, and Tier III Salt does not slow it during a hunt.
How to Identify It
An EMF reading appearing at a player's feet without an interaction can reveal a Wraith teleport. An undisturbed Salt pile is another clue, but not while an enraged Gallu is possible.

Yokai

A voice-sensitive ghost that hunts early when players talk nearby but hears poorly during hunts.

Evidence
D.O.T.S. Projector; Ghost Orb; Spirit Box
Forced Evidence
-
Hunts Below
50% normally; 80% when a player talks near it
Hunt Speed
1.7 m/s base; sustained line of sight can raise it to about 2.8 m/s.
Strength
Talking near it increases its chance of attacking and can raise its hunt threshold to 80%.
Weakness
During hunts, it only detects voices and active electronics within about 2.5 m.
How to Identify It
If it hunts while players talk in its room above 50% average sanity, suspect Yokai. During a hunt, voices and electronics farther than about 2.5 m do not attract it.

Yurei

A ghost that can silently close a door and drain nearby players' sanity.

Evidence
Freezing Temperatures; D.O.T.S. Projector; Ghost Orb
Forced Evidence
-
Hunts Below
50% average sanity
Hunt Speed
1.7 m/s base; sustained line of sight can raise it to about 2.8 m/s.
Strength
A smooth full door close drains 15% sanity from players nearby.
Weakness
Incense traps it in its favourite room for 90 seconds, limiting its movement.
How to Identify It
Look for a full, smooth, silent close of an open door; it drains sanity from nearby players. A door slam is not this ability.

How Ghost Types Differ From One Another

Every ghost type has its own speed, its own habits, and its own point at which it starts a hunt. Most ghosts begin hunting once the team's average sanity, which is how calm the group is, falls to about 50%. The Demon starts much earlier, at around 70%, while Deogen holds off until sanity drops to about 40%. Speed varies too: Deogen moves fast when it's far from you and slows right down as it gets close, and Moroi picks up speed as the team's average sanity drops.

That's why a plan that works against one ghost can fail against another. If you're new, learn the Demon and Deogen first, since they break the usual pattern the most.

How to Identify a Ghost From Its Clues

Each ghost type normally leaves three clues, picked from a shared pool: EMF Level 5, Spirit Box, Ultraviolet, Ghost Writing, Freezing Temperatures, Ghost Orbs, and the D.O.T.S. Projector. No two ghost types share the same three, so the combination is what gives the ghost away. A single clue can fit several types, which is why you usually need the full set before you can be sure.

The in-game journal helps you keep track. It has a checklist of every clue, so you can mark what you've found and cross off the ones you've ruled out. EMF only counts at Level 5, so a lower reading doesn't count as evidence. When the clues don't settle it, watch how the ghost acts, since behavior often gives it away.

When a Ghost Starts a Hunt

A hunt is the ghost's attack on the team. Sanity drops as you wander through dark areas, and standing in lit areas helps keep it up. That's why keeping the team calm matters so much: once the average sanity reaches the ghost's threshold, the ghost can begin a hunt, though it doesn't always start one right away.

Once a hunt begins, the exit doors lock, so you have to outrun the ghost or hide from it. Hunts run longer on bigger maps, so a large location means a longer chase.

How to Stop a Ghost From Hunting

A crucifix is the main way to stop a hunt before it starts. When a ghost decides to attack, it checks whether a crucifix is within a few meters of it. If one is, the hunt is cancelled and the crucifix uses up one charge. Timing matters because the check happens at that moment, and a crucifix does nothing once a hunt is already running.

Incense, which many players still know as the smudge stick, works differently. When it's lit, it can keep a ghost from starting a hunt for a short time, and it can briefly blind a ghost that's already hunting. That gives the team a moment to get clear and regroup.

Ghost Types That Change During a Visit

Some ghost types change as the investigation goes on, so what worked early may not work later. Gallu moves between normal, enraged, and weakened states. It starts hunting at around 60% when enraged and around 40% when weakened, compared with 50% when normal.

Dayan keeps track of the closest player. If that player is walking nearby, Dayan's threshold rises to around 65%, and if they stand still, it drops to around 45%.

Obambo switches between calm and aggressive. It hunts at around 10% sanity when calm and around 65% when aggressive. It starts calm, switches about a minute after an exit door first opens, and then about every two minutes, even during a hunt.

Thaye starts young, fast, and quick to hunt at around 75%. It ages in steps, slowing down and dropping its threshold to around 15% by its final stage. It only ages while players are close by, so staying near it is what wears it down.

FAQ

Q.

How long does a ghost wait before it hunts again?

A ghost has to wait at least 25 seconds after a hunt ends before it can start another, or 20 seconds for the Demon. That wait is a minimum, so the next hunt won't start the moment the timer runs out. Use that time to get to a safer room and regroup, not to assume the danger has passed.

Q.

Which clues stay visible on Nightmare and Insanity?

On Nightmare, the game hides one of a ghost's three clues at random, so you see two. On Insanity, it hides two, leaving only one. Forced clues are the exception, since they can't be hidden: Deogen and Moroi always leave Spirit Box evidence, Goryo always leaves D.O.T.S., Hantu always leaves Freezing Temperatures, and Obake always leaves Ultraviolet. Seeing one of those is a strong lead, but not proof, since other ghost types can share the same clue.

Q.

Are Ghost Orbs ever fake?

Yes, with The Mimic. Its real clues are Spirit Box, Ultraviolet, and Freezing Temperatures, and its Ghost Orbs are a decoy that appear on every difficulty. Since many ghost types leave real orbs, seeing orbs alone tells you little, but four clues at once points to the Mimic, because no other ghost type shows more than three. It also copies other ghosts' behavior and switches which one it copies, so don't rely on behavior alone either.

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  • EvidenceEvery Phasmophobia evidence type, how three clues identify each ghost, and how to find them quickly during an investigation, even if you're new.
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  • Cursed PossessionsEvery Phasmophobia cursed possession explained: what each one does, how most of them cost sanity, what a cursed hunt is, and which are worth the risk.
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