Phasmophobia beginner guide: preparation, searching, hunt escape routes, and leaving

Connect carrying, using, and placing equipment with room searches and returning to the truck on a standard Amateur contract. Covers keys, lighting, events versus hunts, and checking the final answer.

Edition: PC Steam app 739630, standard release, no mods. First example: standard Amateur settings, three evidence, Tier I starter equipment, keyboard/mouse. Solo and co-op for up to four; Voice/Text recognition addressed separately. VR, consoles, Custom, and weekly challenges are not treated as identical conditions.

Verification scope: Official standard v0.19.0.2, dated September 16, 2026, checked October 4, 2026. Incorporates v0.18.0.1 equipment bindings and v0.19.0.0 shared Journal displays. The event update scheduled for October 6 and planned 1.0 are not treated as already implemented. Equipment details use public-source checks, not exhaustive gameplay testing.

Sources checked: 2026-10-04

19 / 19 rows

Check difficulty and loadout in the lobby

The first example uses a small indoor map, Amateur, and three evidence. If doing Training first, follow each room's whiteboard and control notes. Training and ordinary contracts do not share identical progression requirements.

  1. Check Amateur before starting. For Custom or Challenge, separately read evidence count, setup time, and supplied equipment.
  2. In equipment management, check types, Tiers, and quantities. Starter equipment includes one of each basic tool, but prepare extra flashlights and equipment separately for the group.
  3. For an example first trip, take a flashlight, thermometer, and EMF Reader. Narrow down activity locations before returning for books or cameras.
  4. For Voice, check the input microphone and voice settings. To isolate question-recognition issues, choose Text and test the displayed questions.

Buying and adding to the loadout are separate. If a tool is missing from the shelf, check the Equipment Manager's added quantity as well as the in-game purchase.

Do not confuse picking up, using, and placing

Default PC bindings are examples. Follow the prompts if you changed settings. Equipment picked up with E does not all begin measuring automatically.

Wide tables scroll horizontally.

Do not confuse picking up, using, and placing: 7 entries
SymptomDisplay/phenomenon to inspectActionSuccess check
Cannot pick up equipmentIs your inventory full?Approach and press E. Drop unneeded held items with G.Equipment appears in hand
Equipment does not respondPower/indicator lightHold it and right-click (Primary Use)EMF/Box power indication changes
Book stays closedWas it only dropped?Aim at a surface and hold F for placement preview, position it, then releaseBook is placed open
Confused by switching equipmentYour pickup orderQ/wheel, or PC 1–3; igniters use 4Intended tool selected; flashlight in left hand
Cannot drop the flashlightSomething else is in your right handEmpty the right hand first, then use G to dropLeft-hand flashlight leaves your hand
Front door will not openKey collected/locked-door soundsTake the key, grab the door with left-click, and move itDoor moves; if hunt-locked, prioritize retreat
Cannot open the JournalKey bindingsOpen with J and select the evidence pageYour checks/final selection are visible

From v0.18.0.1, equipment 1–3 follows pickup order. Do not use old advice that a flashlight is always 1, or interpret 4 as an extra ordinary equipment slot.

Separate clues for locating rooms from evidence

EMF near moved objects and a room cooling below surrounding rooms suggest where to bring equipment. One small reaction does not mean one identification evidence type is confirmed.

  1. When you hear a noise, remember the general room and read EMF near the moved object or touched door.
  2. Do not judge a room by its thermometer reading immediately on entry. Leave it there or remain long enough to compare with other rooms.
  3. Place a book and D.O.T.S. in the candidate room and check camera coverage. Reposition if activity shifts toward an adjacent room.
  4. Check Sanity on the truck monitor, or use H to check your watch if enabled for the contract. Do not stand in darkness just to check it.

A flashlight illuminates your footing, but merely carrying it does not prevent Sanity drain in darkness. Manage room lighting and search time separately.

Secure a retreat instead of judging from flickering alone

Ghost events can also produce appearances, heartbeat sounds, and electronic interference. If a hunt is possible, move away from danger before remaining there to identify the ghost.

Wide tables scroll horizontally.

Secure a retreat instead of judging from flickering alone: 5 entries
PhenomenonWhat it establishes aloneNext action
Flashlight/EMF flickersInterference from a nearby manifestation, hunt, or similar eventStop measuring and move toward the escape route. Do not record flickering as evidence.
Exit shuts, locks audibly, and will not openImportant sign to check for a huntTake the identified escape route rather than repeatedly trying the entrance
Cannot operate light switchesClue for judging a huntGain distance and cover rather than staying to verify danger
While fleeingLine of sight may remainTurn a corner to break sight and switch off/drop held electronics and lights
After hidingAny voice or electronics still active?Stop talking and check microphone state for your settings. Do not assume safety.

Hiding does not guarantee survival against every ghost. Crucifixes prevent hunts before they start; they do not end an active hunt. Even once Incense is available, use its effect window to move to an escape route.

You can leave even with incomplete evidence

You are not locked in until every optional objective is finished. If equipment is insufficient or danger increases, review your answer using available information and choose to leave.

  1. Open J somewhere safe and record only confirmed evidence on the evidence page.
  2. Do not stop at viewing candidate names. Select your answer's ghost name and confirm the selection indication.
  3. In co-op, ask everyone to check their own selection. Seeing another player's choice does not submit an answer for them.
  4. Once all survivors return to the truck, operate the rear keypad to close the door. Check your answer in the contract-completion/results screen.

Dead players returning to the truck is not an exit requirement. Equipment losses and rewards depend on death, difficulty, and other conditions; do not summarize a wipe as always erasing all information and rewards.

Frequently asked questions

Must I switch on the breaker first every time, even on Amateur?

Standard Amateur starts with it ON. First check whether room light switches work. If not, inspect the breaker, but do not assume it started OFF.

I dropped equipment, but measurement has not started

Requirements differ by tool. Books must be placed open with F, while electronics need power. Separate dropping with G from placement with F.

Do flickering and heartbeats always mean a hunt?

Events can cause them too. Exit locking and light-switch state help distinguish them, but first move to your escape route rather than staying somewhere dangerous to verify.

Can I not leave until I identify the ghost?

You can leave. Everyone selects a candidate using what is known, gathers all survivors in the truck, and operates the keypad. Completing every optional objective is not mandatory for departure.

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Based on site-wide views, captured July 6, 2026 (previous 28 days plus capture day).