Current Contract Guide

Phasmophobia Field Guide

Ghost tells, cursed item routes, equipment tiers, and a current map planner built to make contracts faster to read mid-run.

Showing all ghosts.

Quick Start

Contract Flow

Use this to move from truck setup to a clean identification without digging through every section in the middle of a hunt.

Openers

First Trip

  • Lead with Thermometer, EMF, and UV on houses and farmhouses.
  • On medium and large maps, split the first sweep and keep one player watching sanity and sensors.
  • Drop a camera early so Orbs and DOTS keep working while you rotate tools.

Hunt Reads

When Evidence Stalls

  • Read speed, line-of-sight behavior, and electronics range before forcing more evidence.
  • Watch breaker state, salt footsteps, and whether the ghost hard-targets one player.
  • Smudge first, then break sight or loop only when the ghost behavior supports it.

Truck Tools

Read the Site Map

  • The truck site map tracks player positions, CCTV cameras, and the fuse box.
  • Motion and sound sensors display their coverage on the site map after placement.
  • Newer and reworked locations use the more detailed bird's-eye site map view.

Ghost Directory

Ghost Matchups

Filter by evidence above, then use the cards below for definitive tells, hunt patterns, and room behavior.

Banshee

Ghost OrbUltravioletD.O.T.S Projector

Identification Clues

  • Tell: Has a chance for a unique, scream-like sound on the Parabolic Microphone.
  • Hunt Behavior: Fixates on one player (its target) for the entire game. It will ignore other players during a hunt, even if they are closer.

Demon

UltravioletGhost WritingFreezing Temperatures

Identification Clues

  • Hunt Behavior: Can hunt at 70% sanity normally, or at any percentage using its rare ability.
  • Tell: Cooldown between hunts is only 20 seconds. Smudge sticks only stop it for 60 seconds.

Deogen

Spirit BoxGhost WritingD.O.T.S Projector

Identification Clues

  • Tell: Guaranteed unique Spirit Box response of heavy breathing when asked a question near the ghost.
  • Hunt Behavior: Always knows the player's location. Moves very fast when far away, but slows down to a crawl when it gets close to you. You cannot hide, you must loop it.

Goryo

EMF Level 5UltravioletD.O.T.S Projector

Identification Clues

  • Tell: D.O.T.S evidence is ONLY visible through a video camera and when no players are in the room.
  • Behavior: Rarely wanders far from its favorite room.

Hantu

UltravioletGhost OrbFreezing Temperatures

Identification Clues

  • Speed: Speed depends on room temperature. Very fast in cold rooms, slow in warm ones.
  • Tell: Emits freezing breath (visible mist) during a hunt in any room if the breaker is off.

Jinn

EMF Level 5UltravioletFreezing Temperatures

Identification Clues

  • Strength: Moves faster when the fuse box is on and it is chasing a distant player.
  • Weakness: Turning off the fuse box disables its speed ability.
  • Ability: Can zap 25% sanity from a player near it (EMF 2 reading at fuse box).

Mare

Spirit BoxGhost OrbGhost Writing

Identification Clues

  • Hunt Behavior: Hunts at 60% sanity in the dark, but only 40% in the light.
  • Tell: Frequently turns off lights and breaks light bulbs. Cannot turn lights ON.

Moroi

Spirit BoxGhost WritingFreezing Temperatures

Identification Clues

  • Weakness: Becomes "blind" for longer when smudged during a hunt.
  • Hunt Behavior: Its speed is tied to the team's average sanity. The lower the sanity, the faster the Moroi.
  • Curse: A successful Spirit Box response will curse the player, doubling their passive sanity drain. This can be cured with Sanity Pills.

Myling

EMF Level 5UltravioletGhost Writing

Identification Clues

  • Hunt Behavior: Very quiet footsteps. You will likely hear its vocalizations before you hear its steps.
  • Tell: If you hear footsteps only when your flashlight starts flickering, it's likely a Myling.

Obake

EMF Level 5UltravioletGhost Orb

Identification Clues

  • Tell: Can leave a unique 6-fingered handprint on doors/windows.
  • Ability: Has a chance to shapeshift into a different ghost model for a split second during a hunt.

Oni

EMF Level 5Freezing TemperaturesD.O.T.S Projector

Identification Clues

  • Tell: Cannot do the "airball" ghost event. If you see an airball, it's not an Oni.
  • Hunt Behavior: Visible for longer periods during the blinking phase of a hunt. Very active when people are nearby.

Onryo

Spirit BoxGhost OrbFreezing Temperatures

Identification Clues

  • Weakness: Fears fire. A lit candle acts like a crucifix.
  • Tell: Blowing out a candle (or it going out) can trigger an instant hunt, even at high sanity.

Phantom

Spirit BoxUltravioletD.O.T.S Projector

Identification Clues

  • Tell: Taking a photo of a Phantom will make it disappear, but the photo will not have the typical ghost distortion.
  • Ability: During a hunt, it is less visible, blinking slower/less often than other ghosts.
  • Looking at a Phantom drops sanity faster than normal.

Poltergeist

Spirit BoxGhost WritingUltraviolet

Identification Clues

  • Ability: Can throw multiple objects at once (Multi-throw).
  • Tell: Throws objects with significantly more force than other ghosts. Seeing a "pile" of items explode is a dead giveaway.

Raiju

EMF Level 5Ghost OrbD.O.T.S Projector

Identification Clues

  • Strength: Moves faster during a hunt when near active electronic equipment (player's flashlight, cameras, etc).
  • Ability: Can initiate a hunt at 65% average sanity (instead of 50%) if near active electronics.
  • Causes electronics to flicker from a greater distance during a hunt.

Revenant

Ghost OrbGhost WritingFreezing Temperatures

Identification Clues

  • Hunt Behavior: Moves very slowly when it does not have line of sight on a player.
  • Strength: Upon seeing a player, it becomes one of the fastest ghosts in the game. The speed change is dramatic and easy to notice.

Shade

EMF Level 5Ghost WritingFreezing Temperatures

Identification Clues

  • Behavior: Very shy. Hard to find.
  • Tell: Will not initiate a hunt if multiple people are in the same room as it.

Spirit

EMF Level 5Spirit BoxGhost Writing

Identification Clues

  • Weakness: Using a Smudge Stick near a Spirit will prevent it from hunting for 180 seconds, double the normal duration.
  • Lacks unique behaviors, making it a "default" ghost. Often identified by ruling out others.

Thaye

Ghost OrbGhost WritingD.O.T.S Projector

Identification Clues

  • Behavior: Ages over time. Starts very active and fast. As the match progresses (and players are near), it becomes slow and inactive.
  • Tell: Asking "How old are you?" on the Ouija board will show different ages throughout the match.

The Mimic

Spirit BoxUltravioletFreezing Temperatures

Identification Clues

  • Tell: Will always show Ghost Orbs as a fourth, hidden piece of evidence, even on difficulties that hide one evidence.
  • Ability: Copies the behaviors and traits of other ghosts, changing every few minutes. Can be a Revenant one minute and a Raiju the next.

The Twins

EMF Level 5Spirit BoxFreezing Temperatures

Identification Clues

  • Behavior: Interactions often happen in two different locations simultaneously (Main ghost and Decoy).
  • Hunt Behavior: Either twin can hunt. The main ghost is slightly slower than average, the decoy is slightly faster.

Wraith

EMF Level 5Spirit BoxD.O.T.S Projector

Identification Clues

  • Tell: Will not leave UV footprints after stepping in salt. It will still disturb the salt pile. This is a definitive test.
  • Ability: Can teleport to a random player, creating an EMF 2 or 5 reading at the player's location.

Yokai

Spirit BoxGhost OrbD.O.T.S Projector

Identification Clues

  • Hunt Behavior: Can hunt at 80% sanity if players are talking near it.
  • Weakness: Has very poor hearing during a hunt. It can only sense your voice/electronics from close range (approx 2.5m).

Yurei

Ghost OrbFreezing TemperaturesD.O.T.S Projector

Identification Clues

  • Ability: Can drain a significant amount of sanity (15%) by slamming a door fully shut.
  • Weakness: Smudging it in its room traps it there, preventing it from wandering for a long time.

Cursed Possessions Guide

Tarot Cards

  • Effect: Draw 10 cards with random effects (sanity restore, ghost interaction, etc).
  • Risk: Can trigger a cursed hunt or instantly kill the player (The Hanged Man).

Ouija Board

  • Effect: Ask questions to get information (Location, Bone, etc) at the cost of sanity.
  • Risk: Breaks and starts a cursed hunt if sanity reaches 0 or if you leave without saying "Goodbye".

Music Box

  • Effect: Plays a melody. The ghost will sing along, revealing its position.
  • Risk: Triggers a cursed hunt if the ghost touches the box or if dropped while playing.

Monkey Paw

  • Effect: Grants wishes (Revive player, See ghost, etc).
  • Risk: Every wish has a severe negative side effect (Blindness, 1 HP, Locked doors).

Haunted Mirror

  • Effect: Shows a live view of the ghost's room.
  • Risk: Rapidly drains sanity. Breaks and hunts if sanity hits 0.

Summoning Circle

  • Effect: Lighting 5 candles summons the ghost for a photo opportunity.
  • Risk: Ghost is trapped for 5 seconds, then immediately starts a cursed hunt.

Voodoo Doll

  • Effect: Pushing pins forces ghost interactions.
  • Risk: Pushing the heart pin starts a cursed hunt. Drains sanity with each use.

Equipment Tiers Guide

EMF Reader

  • Tier I: Basic meter with a needle. Beeps increase with EMF level. Short range.
  • Tier II: Digital display shows the exact EMF value. Increased range and accuracy.
  • Tier III: Large screen can detect multiple EMF sources, shows direction, and has the largest range.

Thermometer

  • Tier I: Slow to update temperature. Must be held to read.
  • Tier II: Faster temperature updates with a digital screen.
  • Tier III: Instant readings. Can scan an area for the coldest spot and provides a temperature range.

Spirit Box

  • Tier I: Handheld device with short range. Requires lights to be off in the room.
  • Tier II: Clearer audio and slightly increased range.
  • Tier III: Greatly increased range and significantly reduced static. Provides a visual display for responses.

Ghost Writing Book

  • Tier I: A small notebook with a limited interaction range.
  • Tier II: A larger leather journal with an increased interaction range.
  • Tier III: A large grimoire with a very large interaction range. Can force a ghost interaction for a sanity cost.

UV Light

  • Tier I: A standard UV flashlight with a focused beam.
  • Tier II: A glowstick that provides area lighting. Can be placed or held.
  • Tier III: A heavy-duty UV flashlight (Pro) with a much wider and brighter beam.

Video Camera

  • Tier I: Standard camera with a grainy image. Must be placed on a surface or tripod.
  • Tier II: Better image quality and can be mounted on walls/surfaces.
  • Tier III: High-definition camera with an integrated, remotely rotatable tripod base.

D.O.T.S. Projector

  • Tier I: A small, placeable laser grid projector with a limited cone.
  • Tier II: Wider projection area and can be mounted on walls/surfaces.
  • Tier III: A large, placeable scanner that covers a huge area and can highlight detected silhouettes.

Salt

  • Tier I: A container with 2 charges. Creates small piles that show footprints.
  • Tier II: A container with 3 charges. Creates larger piles that also slow the ghost if it steps in them.
  • Tier III: A container with 3 charges. Creates lines of salt that the ghost cannot cross during a hunt (Wraiths are an exception).

Crucifix

  • Tier I: Prevents a hunt within a 3m radius. Has 1 use.
  • Tier II: Increased 4m radius. Has 1 use.
  • Tier III: Greatly increased 5m radius. Prevents cursed hunts. Has 2 uses before breaking.

Flashlight

  • Tier I: Small, weak beam. Low intensity.
  • Tier II: Tactical light. Brighter, wider beam.
  • Tier III: Heavy duty. Very bright, wide beam.

Firelight

  • Tier I: Candle. Short duration, low light. Provides sanity protection.
  • Tier II: Lantern. Medium duration, better light.
  • Tier III: Waterproof Lantern. Long duration, best light. Works in rain.

Igniter

  • Tier I: Matches. 10 uses. Short burn time.
  • Tier II: Lighter. 10 minute duration.
  • Tier III: High-powered Igniter. 10 minute duration, waterproof, instant use.

Incense

  • Tier I: Smudge Stick. Confuses ghost for 6s during hunt.
  • Tier II: Confuses ghost for longer. Slows ghost during hunt.
  • Tier III: Freezes ghost in place for a short time during hunt.

Motion Sensor

  • Tier I: Linear beam sensor.
  • Tier II: Cone-shaped sensor with visual indicator.
  • Tier III: Circular sensor that tracks ghost position on map.

Parabolic Microphone

  • Tier I: Small dish. High background noise.
  • Tier II: Larger dish. Reduced noise. Display screen.
  • Tier III: High-tech sensor. Visualizes sound location.

Photo Camera

  • Tier I: Polaroid. Slow recharge, long delay.
  • Tier II: Digital. Faster recharge, display screen.
  • Tier III: Pro DSLR. Very fast recharge, minimal delay.

Sanity Medication

  • Tier I: Sanity Oil. Restores sanity slowly over time.
  • Tier II: Sanity Pills. Restores sanity quickly.
  • Tier III: Sanity Injection. Instantly restores sanity and provides sprint boost.

Sound Sensor

  • Tier I: Small range area microphone.
  • Tier II: Adjustable range.
  • Tier III: Large range, tracks multiple sounds.

Tripod

  • Tier I: Basic tripod. Can be knocked over by the ghost.
  • Tier II: Sturdy tripod. Cannot be knocked over.
  • Tier III: Motorized tripod. Allows rotation of attached cameras.

Head Gear

  • Tier I: Head Camera. Video feed only.
  • Tier II: Headlamp. Light source.
  • Tier III: Night Vision Goggles. See in dark without light.

Current Locations

Map Planner

Filter the active map pool by size and open a tactical note for search flow, pressure points, and the best use case for each location.

14 Current maps

Seven small, five medium, and two large locations in the live rotation.

9 / 8 / 7 Light limits

Small, medium, and large maps overload the breaker at different active light counts.

5 Outdoor zones

Bleasdale, Camp Woodwind, Maple Lodge, Point Hope, and Sunny Meadows can place the ghost outside.