所有鬼魂的独特行为

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Phasmophobia 恐鬼症
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This guide will teach you how to identify ghosts by their behavior which can help you in doing no evidence runs. Introduction In Phasmophobia, identifying ghosts is all about observing behaviors, using equipment, and matching evidence with ghost types. Below is a breakdown of ghost-identifying behaviors and clues to help you deduce the ghost type effectively: General Approach 1. Collect Evidence: Use tools to gather three pieces of evidence (e.g., EMF Level 5, Ghost Writing, etc.). 2. Observe Behavior: Pay attention to unique traits or habits. 3. Consult the Journal: Use the in-game journal to narrow down the possibilities. Key Observational Tips • Interaction with Items: • Check for fingerprints on doors, light switches, or windows after interactions. • Use salt to track walking ghosts; Wraiths won’t leave footprints. • Sanity Changes: Watch how fast your sanity drops (e.g., Yurei drains faster). • Speed and Movement: During hunts, notice if the ghost moves faster or slower under certain conditions (e.g., Jinn moves faster at range). • Hunting Preferences: • Mare hunts in the dark. • Yokai hunts if players speak nearby. Ghost Types and Behavioral Traits Here’s a guide to the specific behaviors and evidence for each ghost type: Spirit • Spirits are the most basic of ghost types.They only have one unique feature: 𝐒𝐩𝐢𝐫𝐢𝐭𝐬 𝐚𝐫𝐞 𝐫𝐞𝐧𝐝𝐞𝐫𝐞𝐝 t𝐨𝐭𝐚𝐥𝐥𝐲 𝐢𝐧𝐚𝐜𝐭𝐢𝐯𝐞 𝐟𝐨𝐫 𝟏𝟖𝟎 𝐬𝐞𝐜𝐨𝐧𝐝𝐬 𝐚𝐟𝐭𝐞𝐫 𝐠𝐞𝐭𝐭𝐢𝐧𝐠 𝐬𝐦𝐮𝐝𝐠𝐞𝐝. • Lower the average sanity to below 50%, and smudge the ghost while it is not hunting; if it hunts before the three minutes is up, it is not a Spirit. Wraith • The Wraith is a floating ghost. 𝐖𝐫𝐚𝐢𝐭𝐡 𝐧𝐞𝐯𝐞𝐫 𝐬𝐭𝐞𝐩𝐬 𝐨𝐧 𝐬𝐚𝐥𝐭. This is the easiest way to confirm a Wraith from behavior. • Can Teleport to any player and give EMF 2 or EMF 5 reading Phantom • Long Blink periods. • Can roam to random player leaving EMF 2. • This ghost plays on the idea of visibility. The Phantom's strength will 𝐯𝐚𝐧𝐢𝐬𝐡 𝐚𝐟𝐭𝐞𝐫 𝐢𝐭𝐬 𝐩𝐡𝐨𝐭𝐨 𝐢𝐬 𝐭𝐚𝐤𝐞𝐧. Check your journal to see if the image shows signs of glitching. 𝐈𝐟 𝐭𝐡𝐞 𝐠𝐡𝐨𝐬𝐭 𝐩𝐡𝐨𝐭𝐨 𝐢𝐬 𝐜𝐥𝐞𝐚𝐫 𝐚𝐧𝐝 𝐠𝐥𝐢𝐭𝐜𝐡-𝐟𝐫𝐞𝐞, 𝐢𝐭 𝐢𝐬 𝐚 𝐏𝐡𝐚𝐧𝐭𝐨𝐦. Poltergeist • The well-known Poltergeist can throw multiple items in a room at a markedly faster speed than other types. It can throw these items simultaneously, especially when piled up on the floor. • Throws items every 0.5 seconds. • Pile up items in Ghost Room for easier visual. Banshee • The Banshee targets a single member of your party and will gun for that person during a hunt, ignoring nearby teammates. It will hunt depending upon its target's individual sanity rather than the average. The Banshee tends to follow its target around the map. • Hunts TARGETED PLAYER when sanity is 50% or lower. • Scream on Parabolic microphone. • Prefers singing Ghost Events. Jinn • Jinn are power-centric ghosts that use electricity to quickly reduce the sanity of anyone nearby. If you suddenly experience a 25 percent drop in sanity for seemingly no reason, this may be why. • The Jinn will never turn the breaker box off since it needs electricity to use its special abilities. However, it might accidentally short-circuit the breaker by turning on too many lights at once. The breaker will also register on your EMF meter after the Jinn has used its ability, which it will do when you come within three meters of it. • 𝐂𝐚𝐧𝐧𝐨𝐭 𝐭𝐮𝐫𝐧 𝐛𝐫𝐞𝐚𝐤𝐞𝐫 𝐨𝐟𝐟. Mare • Being more likely to attack in the dark, the 𝐌𝐚𝐫𝐞 𝐰𝐢𝐥𝐥 𝐧𝐞𝐯𝐞𝐫 𝐭𝐮𝐫𝐧 𝐭𝐡𝐞 𝐛𝐫𝐞𝐚𝐤𝐞𝐫 𝐛𝐨𝐱 𝐨𝐫 𝐚𝐧𝐲 𝐥𝐢𝐠𝐡𝐭𝐬 𝐨𝐧. It instead will turn off as many as it can and has a chance of using its 𝐮𝐧𝐢𝐪𝐮𝐞 𝐚𝐛𝐢𝐥𝐢𝐭𝐲 𝐭𝐨 𝐢𝐦𝐦𝐞𝐝𝐢𝐚𝐭𝐞𝐥𝐲 𝐭𝐮𝐫𝐧 𝐨𝐟𝐟 𝐚 𝐥𝐢𝐠𝐡𝐭 𝐲𝐨𝐮 𝐡𝐚𝐯𝐞 𝐣𝐮𝐬𝐭 𝐬𝐰𝐢𝐭𝐜𝐡𝐞𝐝 𝐨𝐧. It will also perform the light- shattering ghost event more frequently. Revenant • The Revenant is a fairly straightforward ghost but one of the most dangerous. It hunts slowly if it isn't giving chase (listen for slower footsteps), but it is impossible to outrun if it spots you. Its chasing speed is around twice as fast as your average ghost. Shade • Shades are shy ghosts. They are less likely to create ghost evidence. When doing a ghost event, they are more likely to appear as mist. When forced to appear (like through a summoning circle), they will appear in shadow form instead of the full model. They cannot hunt until the sanity threshold falls under 35 percent. And even then, they will never start a hunt if someone is in the same room as them. Demon • Unlike most ghosts who may start hunting when you drop below 50 percent sanity, Demons can begin hunting at any time from 70 percent sanity or lower, starting the moment you enter the map. It also has a special ability to perform a hunt at any percent sanity. They have slightly shorter cooldowns for things like normal hunts, ghost activity, and smudge suppression. Yurei • The Yurei has a secret ability to slam many doors at once. Unlike regular door touches, snapping a picture of a slammed door shows that this ability does not count as an interaction and will not give photo evidence — but will drain your sanity by a steep 15 percent. Oni • Oni are harder to identify on behavior alone. The most noticeable difference is that during its hunting phase, the Oni will appear for longer when flickering. They also will use their full model instead of a shadow or spectral form. Yokai • The Yokai is very reactive to the sound of human voices, making it more likely to hunt from up to 80 percent sanity if you are too liberal with the push-to-talk button. Keep the group nattering to a minimum until you rule this one out. Hantu • Hantu prefer the cold. They move faster in cold places and will have a colder-than-average ghost room. They will never turn the fuse box on but are twice as likely to turn it off. You can see a rare hantu's leaving a cold breath while hunting. Goryo • The Goryo is a stationary ghost. Mechanically, they are unable to wander far from the ghost room. They also are unable to change ghost rooms on any difficulty setting. If the ghost seems very limited to one area, it might be a Goryo. Myling • Myling are ghosts that are very quiet. The intended game mechanic is that they will make more frequent ghost sounds through the parabolic microphone. • Hunt audio and footsteps become silent at 12m. Onryo • The Onryo is a fire-based ghost. A lit candle is to the Onryo what the crucifix is to a regular ghost. If an Onryo attempts a hunt near a flame, the hunt will fail, and the fire will be put out. When the flame is extinguished outside of that, the Onryo will try to hunt again. The Twins • The Twins are tricky, with one stationed in the ghost room to give key evidence and the other clattering about elsewhere to throw you off. They tend to perform back-to-back interactions two different locations. They can also begin a hunt from either the ghost room or a nearby room. Raiju • They give themselves away due to their weakness in triggering electrical devices during a hunt, differing from the Jinn, which will conduct this behavior outside the hunting phase. The range to trigger electronics is about 50 percent further. Obake • Described as shapeshifters, the Obake have a handful of unique mechanics that give it identifiable behavior. The most frequent one is that their ghost model has a chance to change. This can be hard to notice, though. • The more reliable but somewhat rare option is to check for extra fingers on the hand prints. This can be six-fingered hand prints, two on light switches instead of one, and so on Additionally, their fingerprints, normal or not, have a chance to disappear over time. Watch the fingerprints, and you should be able to identify an Obake. Mimic • As the name implies, the Mimic will copy the behavior of other ghosts. They can change what behavior they copy, as well, and as often as every 30 seconds. Gives ghost orbs as false evidence. Moroi • A Moroi's primary feature is their speed. The lower the average sanity of the party, the faster they are during a hunt. • Their main ability is to 'curse' you through either the Spirit Box or the Parabolic Microphone. When cursed, your sanity drains twice as fast and will still drain when in a well-lit area. Taking pills will cure the curse. You can use this as a way to confirm the presence of a Moroi. Deogen • Deogen can sense your presence no matter where you hide. Can only hunt when sanity is less than 50%. Thaye • Also known as the "aging ghosts". They weaken over time; starts aggressive and becomes passive. Thanks for reading!