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Ghost Evidence and Identification Guide

Every ghost in Phasmophobia possesses a unique combination of three evidence types selected from a pool of seven total evidence indicators. Identifying these three clues narrows down the entity list in your journal to a single ghost type.

This guide details testing procedures for all seven evidence types, equipment tier variations, Photo Journal mechanics, and zero-evidence identification tactics.

The 7 Evidence Types Overview

Evidence TypePrimary Detection ToolKey Visual or Audio Trigger
EMF Level 5EMF ReaderReader lights up all 5 LEDs or beeps rapidly at maximum frequency
Spirit BoxSpirit BoxVoice response through speaker when asking questions in the dark
Ultraviolet (UV)UV Flashlight / GlowstickGlowing green fingerprints on doors/switches or footprints in salt
Ghost WritingGhost Writing BookScribbles, symbols, or text written on open book pages
Freezing TempsThermometerRoom temperature below 0°C (32°F) or visible player breath
D.O.T.S. ProjectorD.O.T.S. ProjectorTranslucent green silhouette running through laser grid
Ghost OrbVideo Camera (Night Vision)Floating white orb visible on camera display in dark room

Detailed Testing Procedures

1. EMF Level 5

EMF readers detect electromagnetic disturbances left behind by ghost interactions. A ghost interaction has a 25% chance to output an EMF 5 signal if EMF 5 is one of its core evidence types.

  • How to Test: Place an active EMF Reader next to doors, thrown cups, or flipped switches immediately after an interaction sound.
  • Tier Distinctions: Tier I uses an analog needle that swings to 5. Tier II provides a clear digital display with 5 lit LEDs. Tier III tracks direction and distance to the disturbance.
  • Common Trap: Board activity spikes of 10 on the truck monitor indicate a hunt or double interaction, not guaranteed EMF 5. Always confirm with an in-room reader.

2. Spirit Box

Spirit Box responses require specific conditions to trigger. The ghost must be within three meters of the player, room lights must be turned completely off, and the response rule (alone vs. group) listed on the truck board must be respected.

  • How to Test: Stand in the ghost room with room lights off, turn on the box, and ask "Where are you?", "How old are you?", or "Give us a sign."
  • Response Indicator: Tier I displays a red light for no answer and white light for a response. Tier II and III play distinct static audio voices and show screen icons.
  • Pro Tip: If the ghost turns the room lights back on while holding the box, your test fails until you switch off the lights again.

3. Ultraviolet (UV / Fingerprints)

Ghosts leave UV evidence on surfaces they touch during interactions. Fingerprints remain visible for two minutes after a door, window, or light switch interaction.

  • How to Test: Shine a UV Light or Glowstick onto doors, light switches, keyboards, and window glass right after hearing an interaction sound. Step in salt to check for glowing footprints.
  • Special Entity Rules: The Obake has a 75% chance to leave UV prints (25% chance to obscure evidence) and a 1-in-6 chance to leave a unique 6-fingered handprint.
  • Wraith Salt Rule: Wraiths float directly over salt piles without disturbing them. A salt pile that remains untouched after a ghost walks through rules out all other ghosts. Wraiths will also never generate UV footprints.

4. Ghost Writing

Ghost Writing requires placing a notebook inside the ghost's interaction radius.

  • How to Test: Drop the open book on a flat surface or table inside the ghost room. Place a Crucifix nearby to prevent hunts while waiting.
  • Patience Factor: Thaye and Demon write almost immediately. Shade or Goryo may take minutes to interact with the book.
  • Tier Differences: Tier I has a small interaction radius. Tier III boasts a large interaction zone and higher write probability.
Evidence Interaction Chain:
[Ghost Interaction] ──► [Ghost checks room items] ──► [Ghost Writing Book priority] ──► [Book closes & scribbles appear]

5. Freezing Temperatures

Freezing temperatures confirm when the room ambient drops below 0.0°C (32.0°F).

  • How to Test: Hold a Thermometer in the ghost room and wait for values to drop.
  • Visual Breath Rule: Visible player breath occurs at 3.0°C or lower. Breath indicates cold rooms, but only sub-zero numeric readings count as official Freezing evidence.
  • Breaker Requirement: The fuse box must be turned on to allow rooms to warm up to normal temperatures (10°C-20°C). Freezing rooms stand out sharply against heated house baselines.

6. D.O.T.S. Projector

D.O.T.S. projectors emit a grid of laser dots. When a ghost enters its D.O.T.S. state, a white ghostly figure walks across the grid.

  • How to Test: Place the projector on the floor pointing across a wide area. Watch through a handheld Video Camera or monitor from the truck.
  • Goryo Special Rule: Goryo D.O.T.S. is visible ONLY through a video camera lens while no players are physically in the room.

7. Ghost Orbs

Ghost Orbs present as small glowing white balls floating randomly through the ghost room.

  • How to Test: Place a Video Camera on a tripod in the corner of the room, turn off all room lights, and view the camera feed in Night Vision mode.
  • The Mimic Fake Orb: The Mimic always displays Ghost Orbs as a secondary fake evidence, even on Nightmare, Insanity, or Custom 0-Evidence difficulty.

Photo Journal Tiering and Star Rating System

The Chronicle update replaced arbitrary photo scoring with a distance-based detection matrix.

Photo Subject3-Star Reward (Close Range)2-Star Reward (Mid Range)1-Star Reward (Far Range)
Ghost Photo$20$15$10
Bone / Cursed Possession$10$7$5
Burned Crucifix / Dirty Water$10$7$5
Fingerprints / Interaction / Salt$5$3$2

Photo Curation Rules

  • Proximity & Centering: 3-Star photos require capturing the subject centered in the lens at close range (within 3 meters).
  • Photo Deletion: You can manually delete up to two flawed (1-star or 2-star) photos from the physical journal to free up slots for perfect captures.
  • 3-Star Lock: 3-Star photos are permanently locked into the journal and cannot be deleted accidentally.

Low and Zero Evidence Identification Strategies

On Nightmare (2 evidence), Insanity (1 evidence), or Custom Zero-Evidence difficulties, identification relies on behavioral traits rather than gear reads.

Evidence Elimination Flowchart:
┌───────────────────────────────────┐
│ 1. Collect Available Evidence │
└─────────────────┬─────────────────┘


┌───────────────────────────────────┐
│ 2. Test Secondary Ghost Traits │
│ - Hunt Speed (Revenant/Deogen) │
│ - Sanity Threshold (Demon/Thaye) │
│ - Ability Triggers (Phantom/Oni) │
└─────────────────┬─────────────────┘


┌───────────────────────────────────┐
│ 3. Confirm Entity Identity │
└───────────────────────────────────┘

Behavioral Trait Testing

  • Footstep Speed: Listen to footstep cadence during hunts. Revenant moves extremely slowly until spotting a player, then accelerates to maximum speed. Hantu moves faster in cold rooms and slower in warm rooms without establishing line-of-sight acceleration.
  • Sanity Thresholds: Demons can hunt at 70% average sanity (or any sanity via rare ability). Shades cannot initiate hunts if players are present in the same room.
  • Light Switch Refusal: Mares cannot turn on light switches. If a light switch flips on immediately after you turn it off, rule out Mare.
  • Phantom Disappearance: Taking a photo of a Phantom during a ghost event causes the ghost to vanish immediately, and the photo shows no ghost model or distortion.