[Music] oh heat Hey Hey [Music] Banshee is a ghost type that picks and chooses who it wants to kill and makes that target its immediate priority This ghost type has EMF5 freezing temperatures and SLS anomaly evidences This ghost can begin hunting naturally when the player this ghost is targeting sanity reaches 50% or lower The target player is determined at the beginning of the match and will only change once the target is fully killed This means if the target has cat kit or is revived they will still be the target after their first death During hunts Banshee will only chase their target player If this player is not inside the investigation zone it will chase other players as normally If the player is a parab block microphone within 28 studs of the ghost room there's a chance for Banshee to make a distinct screech into the microphone This is the most consistent way to test for this ghost type in single player In addition to this Banshee is more likely to throw the parabolic microphone than other ghosts when doing a throw interaction Banshee is also more likely to do the crying ghost event than most other ghost [Music] types Demon is a ghost type with fierce and unpredictable activity This ghost type has freezing temperatures ghost riding and spirit box evidences This ghost can begin hunting naturally when the average sanity of all players reaches 90% or lower Demons are extremely aggressive in terms of their personalities often doing ghost events and interactions at amplified rates Demons traits are very centered around the crucifix item For starters when a crucifix is placed a circle showing a range can be seen around it For demon this range is actually 40 studs further out than each direction than the circle shows Meaning demon's range to burn a crucifix is actually much greater Testing for demon's range can be as simple as leaving the crucifix in the location where the range of the crucifix does not overlap with the ghost room When you leave a crucifix for a demon odds are it will stay in place as although it can throw them demon has a heavily reduced chance to throw the crucifix Upon actually burning the crucifix there is a 1 in30 chance for its secret reaction to occur from demon The crucifix will turn crimson red and be launched followed by a loud roar Additionally after crucifix is used if you are not using the no crucifixes challenge demo will be unable to attempt to hunt for another 80 seconds as opposed to the 40 second cool down that other ghosts [Music] have Baker is a ghost type centered around deception and mimicry This ghost type has EMF5 freezing temperatures and ghost riding evidences This ghost type will begin to hunt naturally when the average sanity of all players is 50% or lower Locating the ghost room is a key aspect of how this ghost type can be identified Surrounding its source location Faker is listening to a variety of sounds made by you or itself It can mimic a wide variety of different sounds that I will go into detail about at the end of this segment Overall though Faker will listen to sounds and remember them keeping any sounds it hears in its memory for 2 minutes These sounds are important as every 20 seconds or so Faker will choose a position in the ghost room at random and relay one of relay one of the sounds in its memory bank at a lower pitched volume This could be any location meaning in larger spaces it may be important to constantly be moving around the ghost room to catch one It's also important to note that the parabolic microphone cannot pick up cannot pick up Faker's own mimicked sounds Sometimes it is too unsafe to stay in the ghost room In this scenario I highly recommend the use of the trail camera After placing a trail camera in a room you as a player can either view that camera via the fan laptop or the tablet game pass The ghost will frequently encourage this camera to make noise through interacting with it The sound it makes being one that Faker can remember and mimic Although Faker's mimic sound cannot be heard through the paran mic they can however be heard through the video cameras So you can use these cameras to listen for faker sounds Additionally Faker also has the ability to create false footsteps while hunting About halfway through hunting this ghost type will trigger trigger an ability dropping it at a location on the map When the ghost walks away from this location that point will begin to make footstep noises then travel in a random direction Finally sounds that Faker can mimic in full are the car alarm a closet closing a closet opening a door closing a door opening a door slamming the fling sound effect from a ghost throwing something ghost knocking the leave a message after the beep sound from the phone a locker closing a locker opening a light switch a metal door closing like the door on Area 51 although we don't have the map right now Metal doors opening Phone ringing Salt placed Salt stepped on TV static The tent zipping sound Typing like the computer on Roadhouse Water running Window shattering Wooden door closing Wooden door opening like the sounds of the doors on the chapel Candle igniting and candle blowing out A basketball bouncing Glass the large the metal pipe uh metal uh the plastic bottle the plate crashing sound soda can the toy item of the throwables and Maxwell the cat Otherwise it can mimic things like the EMF reader the spirit box uh the burning crucifix and the trail camera Haro is a territorial ghost type whose strength is centered around its ghost room This ghost type has ghost riding ghost orbs and SLS anomaly evidences This ghost type will begin hunt naturally when the average sanity of all players is at 50% or lower Haru will choose one room in a location and make that room its favorite room Haro cannot roam the way other ghosts can only ever spawning or doing ghost events in its favorite room Given that Haro can never change rooms the chariot card will always be ineffective if you're dealing with a Haro always showing the fool This means that if you pull the chariot and it works you may rule out Haro as a ghost type As it is territorial Har will become more aggressive with each additional player that is present in the ghost room increasing the number of ghost events it will do as well as increasing the speed it will hunt at if within the hunting threshold The most notable trait of this ghost comes from its hunting ability Haru will never speed up when in line of sight of a player but will rather base its speed on the distance that it is to the ghost room Our h will start at a fast speed within the ghost room and get progressively slower as it gets further away from the ghost room Lament is a ghost type full of jokes and trickery This ghost type has EMF5 spirit box and ghost orbs This ghost type will begin to hunt naturally when the average sanity of all players is at 50% or lower Lment will engage in activity as all normal ghosts do When l performs the manifestation ghost event there's a small chance that this ghost type will deplete the stamina of all players nearby Its most notable trait occurs in its hunting phase For starters Lament is one of few ghosts that will not speed up in line of sight meaning as it sees you for longer periods of time its speed will stay exactly the same making it a very loopable ghost Tying this ghost tip apart can be very simple yet very scary if you aren't keeping an eye out for it Midway through hunting Lament will fake end its hunting phase ending disruption of electronic equipment lights and hunt effects EMF readers will stop beeping lights will all turn off and things like your heartbeat night vision disruption and SLS disruption among other things will all stop occurring The ghost will continue to move for the duration of the hunt and the door will stay locked Noticing the stopping and disruption is key to differentiating lament from other ghost types If you aren't very face to face with the ghost or want to help from outside note that the van itself will make disruption noises when the ghost is hunting When Lament Fay begins hunting this will stop If the van disruption stops but the front door is still locked you can instantly tell that you are dealing with a lament Mare is a ghost type who embraces darkness at every opportunity This ghost type has freezing temperatures spirit blocks and ghost orb evidences This ghost type will begin to hunt naturally when the average sanity of all players is at 50% or lower Mare loves to exist in darkness greatly preferring to inhabit rooms without light May will never turn on light switches and are more likely to turn off the breaker than other ghosts Mare is very unlikely to hunt in a room with lights on and is more likely to prioritize turning lights off when one is on in its current room When Mar does turn off a light though there is a 1 in20 chance that it will force the light breaking ghost event where the lights instantly blow out When the player turns the light on there is a small chance for Mar to instantly flick the light switch back off which can also trigger the 1 in 20 chance of the lights breaking Meaning if you dedicate enough time to forcing Mare to turn off the light it'll take a while but eventually it will break the lights When the lights are off Mare is more likely to engage in ghost events and activity Mar's activity will exclude some throwing events though as Mare will be far less likely to throw flashlights strong flashlights burnt crucifixes and lighters Finally Mare has a trait where it has an increased range of 90 studs rather than 40 to blow out all candles This means that Mare will blow out candles that cross over much greater distances in the location Nook is a ghost type born from souls of extreme greed This ghost type has EMF5 freezing temperatures and ghost orbs This ghost type will begin to hunt naturally when the average sanity of all players is at 50% or lower but also has a trait where when this ghost is happy it hunting threshold decreases to 25% Nook is a ghost type that spawns into a completely random room just as all ghost types do but is immediately likely unhappy When Nook spawns it instantly checks each and every room counting up the total number of items in each room These items count up both naturally spawning items like plates or stuffed animals and etc and equipment from the van Everything counts as one singular item Nooks will be happiest when they are in a room that they feel has the most items in it satisfying their greed Nook is one of the roomiest ghost types in the game while it is in his unhappy state Capable of switching rooms perhaps up to twice a minute in order to make its way closer to a room that makes it happy Nook will really only roam locally So if it does not spawn anywhere near the room that it knows has the most items it will settle with a room close to where it spawned with a significant amount of items more than its current room When Nook is finally in the room that it considers the most full of items it will switch dates from unhappy to happy This is when Nook will change its hunting threshold to 25% instead of 50% It's important to note that Nook will change its favorite room when it roams not just the ghost room When Nook is happy it will no longer care to roam and will stay in its favorite room that makes it happy Unless of course it detects there is another room nearby with more items than its current one Nook can actually contribute to the number of items in each room itself As when it does a throwing interaction there is a 50% chance that it will steal an item it throws instead of throwing it making the item vanish from the map leaving a brief clot of air Nook can steal both natural items and vital van equipment [Music] Poltergus is a ghost type that loves to be an active part of the environment around it This ghost type has spirit blocks ultraviolet and ghost orbs This ghost type will begin to hunt naturally when the average sanity of all players is at 50% or lower Pulterus loves to engage with its surroundings often participating in interactions Poltergeist has the super rare ability to perform two interactions at the same time Keep an eye out for increased rates of interactions mid hunt as poltergeist may perform interactions often regardless of if it's hunting or not Poltergeist has an exclusive ability when many items are detected in the ghost room where it can throw as many as 10 objects at the same time Popularly known as a pole explosion This does not mean that there have to be 10 items in a room but just that it can throw that many objects in a single pull explosion Revenant is a ghost type deadly to those who are lucky enough to be in its sights This ghost type has EMF5 ultraviolet and ghost riding This ghost type will begin on naturally when the average sanity of all players is at 50% or lower Revenant is a simple but deadly ghost type being identifiable during hunts exclusively Revenant will begin hunting in its ghost room at an extraordinarily slow speed and continue at this speed indefinitely unless it gains line of sight of the player When Revenant gains line of sight of a player for a duration of time that is within within line of sight it will gain an incredible speed boost and chase the player To best survive this ghost type I recommend always having an incense burner on hand They are lifesaving After using a burner or in the event that you are trying to outrun a Revenant use walls to break line of sight with Revenant in order to force it back to its slower speed Then continue moving as fast as possible either to a hiding spot or to a room further away from Revenant Take advantage of how slow Revenant moves while out of line of sight in order to survive its deadly speed [Music] Shade is a ghost type that prefers to be left alone and isn't so active This ghost type has EMF5 ghost writing and SLS anomaly evidences This ghost type will begin to hunt naturally when the average sanity of all players is at 35% or lower Shade being very shy really only enjoys interacting with his environment when it's all alone When a player is in the ghost room activity from Shade will be reduced by 80% This ghost is also incapable of performing manifestations or performing fake hunt events Shade is much more likely to perform crying events similar to the way that Banshee is Shade will generally have a slower hunt rate than other ghosts meaning it may take much longer for Shade to decide to hunt than other ghosts when it's within its hunting threshold or below When the summoning circle is present and the ghost is summoned Shade will never actually hunt for being summoned but rather appear in a transparent form and then vanish a few seconds after being manifested at the circle Spirit is a ghost type that heavily revolves around the incense burner item This ghost type has ultraviolet ghost writing and spirit box This ghost type will begin to hunt naturally when the average sanity of all players is at 50% or lower Spirit is a ghost type that has a unique reaction to the burner both inside and outside of the hunting phase When cleansing spirit an extra 2 minutes will be added to the time that the ghost cannot hunt bringing it up to 3 minutes During hunts when you use an incense burner against a spirit it will be stunned for 6 seconds instead of the normal two for all of their ghosts Finally if you happen to have used all of your burners without being able to tell if the ghost is a spirit there is still a risky way to tell it apart from other ghosts Spirit will have a much lower chance to throw the incense burner when doing a throw interaction So one could be placed either in the ghost room or out in the open for a ghost to throw in order to test for spirit Stragoi is an aquatically centered ghost type who thrives around water This ghost type has EMF5 ultraviolet and ghost orbs This ghost type will be on a hunt naturally when the average sanity of all players is at 50% or below Stragoi is often associated with sinks given that it loves to interact with them It will turn on active sources of water frequently Stragoi has a special response to sinks being turned off potentially enraged the player turning them off There's a small chance for the ghost to be in a cursed hunt if the sink is turned off Otherwise if a cursed hunt is not started Stgoy has a one in three chance to perform an interaction of some kind instead of starting a cursed hunt Through Shory's ultraviolet evidence there's a chance for it to leave behind a four-fingered print on doors rather than the standard five-fingered handprint that other ghosts do If the ghost interacts with the same door multiple times there's a chance for this five-fingered handprint to stack with the four-fingered handprint and show an odd six-fingered handprint A little bit of a tongue twister but yes this would instantly indicate a stragoy Once Dragoy performs the phone call ghost where the phone rings for a while there is a 50% chance forgoy to answer and only play a water sound in the phone instead of the standard voice response So don't be so quick to decline a phone call if you're lucky enough to get one Otherwise Shgoy is mostly popularly identified during the hunting phase Shgoy will have a noticeably longer period of time where it is both visible but then invisible while blinking in and out of sight The invisibility period makes it very difficult to loop this ghost So I recommend having a burner present to make this ghost more dangerous When you're a source of water mid hunt Shgoy will become completely invisible So definitely be careful near sinks Volt is a ghost type that depends on the perfect amount of electrical charge This ghost type has EMF5 ghost orbs and SLS anomaly evidences This ghost type will begin to hunt naturally based on its own system known as charge charge is a system that is exclusive to volt where different electronic sources contribute to the total amount that volt is charged at Volt will start its match off at zero charge and try to reach an ideal amount of it Each piece of electrical equipment in the van such as the MF readers SLS cameras and etc A full list will be included at the end of the segment will all contribute to charge to volt strength They will only add to the charge count when they are dropped in the ghost room They don't count if they're in your hands In addition every player themselves also counts for one charge Very importantly the breaker contributes five charge when turned on no matter how far from the ghost it is Now that you have an idea of how charge works let's talk about the sanity threshold system B will begin at a 0% sanity threshold meaning it will only hunt if the average sanity of all players is at 0% For every charge level that Volt gets it will increase the hunting threshold up by 10% For example the breaker adds five charge to vault So if turned on V will start hunting when the average sanity of all players is at 50% instead Vault if at 10 charge or more can hunt players at 100% sanity making this one of the most deadly ghosts in a wellpowered house Volt's activity is based on its charge Meaning when it's at a low charge it may perform pure ghost events or just be less active in general But at lower charges a bolt is also more likely to turn on the breaker wanting to be at a higher charge So look out for early breaker interactions when suspecting a volt On the other hand when volts charged gets to a higher point it'll start to do more interactions and spike up in the rate that it's doing them So as you bring more electronics in you might start to compare your volt to say demon or other active ghosts who are doing lots of interactions As a volt reaches a higher charge it will also be more likely to turn off the breaker and it will stop turning on light switches as well Although light switches and lights being on do not affect charge whatsoever at all When the ghost reaches 16 charge through your electronics being brought inside the ghost unlocks an ability it can do with the EMF reader Firstly the ghost will be more likely to throw the EMF reader at this charge But the real interest comes from the fact that if the ghost throws an EMF reader when at 16 charge it will actually have a chance to completely smash the EMF reader Now for testing this what I recommend doing is once you're at 16 charge take an EMF reader out of the ghost room and put it in the center of somewhere that you're going to loop the ghost so that you can manually force the ghost to actually throw the EMF reader Now clear out every other item from the looping spot so you know that the ghost has a higher chance to only throw that EMF reader Now you can rule you can very very safely rule out vault if you actually see it toss the EMF reader Maybe you do it maybe if it does it twice But if it actually throws the MF reader you can probably rule out Volt It's also important to note that for the ghost to actually be able to smash the MF reader it the ghost room has to be at 16 charge before the hunt starts And that charge can't include the EMF reader that you're using to loop with cuz the charge has to fully come from the ghost room Equipment that Volt is affected by includes the EMF reader parabolic microphone trail camera video camera spirit box flashlight strong flashlight thermometer UV light and the SLS camera Wraith is a sneaky ghost type that hovers around locations quickly This ghost type has freezing temperatures ghost orbs and SLS anomaly evidences This ghost type will begin to hunt naturally when the average sanity of all players is at 50% or lower Wraith loves to roam around moving around decently quickly though slightly less than the fastest rors like Nook or Yama Wraiths love to move around but they also love to do so stealthily leaving behind as little evidence of their presence as possible When the salt item is used against Wraith it will not step in it at all completely avoiding it When hunting the same applies as when Wraith walks over a ply of salt it will not be stepped in A very simple test for Wraith is to set up salt in its path and see if it is stepped in Wraith's ability to float is easily noticeable when it performs the manifestation ghost event or proceed to float above the ground rather than stand posed Finally Wraith has a secret ability with the EMF reader that will choose a player and teleport to their current location so long as they're inside This is picked up on the EMF reader via an EMF2 reading [Music] Yama is a ghost type that loves to roam more than anything and forces you to be the one who's really hunting it down This ghost type has freezing temperatures spirit blocks and sless anomaly evidences This ghost type will begin to hunt naturally when the average sanity of all players is at 50% or lower Yammen absolutely loves to constantly move around making it a very tough ghost to pinpoint the location of Prior to the update introducing the SLS camera it was known to roam very little but this was heavily buffed in set update Yama will roam at approximately the same rate that Nook does while looking for its favorite room but Yama will constantly do so without any direction Every time Yama roams rather than make its new destination a temporary ghost room it will make its new destination the favorite room until it changes positions again While in its favorite room temperatures will noticeably drop much faster than in other rooms being a key way to identify if it's in a room When you find a Yama's current room you don't have much time before it moves on so you have to collect evidences quickly Fortunately when collecting spirit box evidence from Yama Yama has a distinct roar it can do into the box making it very easily identified If you find without a yamama in a room that has left a doubt you may want to cleanse the room as a cleansed yama cannot roam at all for 2 minutes following being cleansed A card like the hermit or the chariot may also help greatly in identifying the ghost room as the hermit will keep the ghost in the ghost room or in Yama's case the favorite room for one hold in it while a chariot will bring the ghost to you until it roams again which may be very quick making the chariot a little less reliable than the hermit in no evidence the roaming nature of this ghost minus having direction like nook dice would very easiest way of identifying Granted of course you do a salt check for Wraith to make sure you're definitely dealing with the Yama A little bit of process of elimination between the Romeiest Ghosts Here is a ghost type that both has a hard time seeing and chasing This ghost type has freezing temperatures spear bugs and ultraviolet evidences This ghost type will begin hunt naturally when the average sanity of all players is at 50% or lower Yuri is a ghost type similar to lame who will not speed up when in line of sight of a player meaning as the ghost sees you for longer will stay the same speed Yuri is a much simpler ghost than most others mainly only being tested by its speed and whether or not it does anything beyond not speeding up Often compared to lament for having the same speed trait Basically if you have a non-speing ghost that simply chases you with no signs of the Met you're dealing with a Yuri Yuri additionally has a trait where if the player stood still completely still the ghost will ignore you unable to see you This trade is a little finicky and is often difficult to rely on making its speed trait much more reliable during game play Zoozo is a ghost type you don't want to turn your back on This ghost type has EMF5 spirit box and ultraviolet This ghost type begin naturally when the average sanity of all players is at 80% or lower So Zoa ghost type whose lore is deeply connected to the spirit board cursed objects When the ghost type is a zoo the odds of having the spirit board are doubled as opposed to the other cursed objects When actually interacting with the spirit board with each question type there is a 50% chance for Zoza to override the normal response you are going to count and just say Zoza The text on the board will go red and you'll be forced to break the board unable to say goodbye A consequence of revealing the ghost type During hunts Zozo has a unique behavior will begin hunting at a faster speed comparable to Haro at its quicker speed and when stared at directly by a player will slow down significantly to a lower than the player's speed go speed Depending on the average sanity level as shown on screen Zoza will become less tolerant to being stared at over time After a time dependent on sanity has passed Zo will become enraged into a distinct roar followed by the ghost becoming extremely fast regardless of if stared at or not for about 10 seconds If you wish to loop Zo it is recommended that you control how long both you and your teammates are staring at the ghost to prevent it from becoming enraged Additionally Zozo will never perform the crying ghost event and is more likely to perform the red light ghost event Overall Zuzu is a very active ghost similar to the demon but you'll likely discover Leia Hunt before you ever need to base judgment on activity [Music]