![]() Phantoms display similar characteristics to wraiths, such as the roaming behavior outside of the ghost room.Will set a destination on a player, and walk to that point, rather than teleporting.Typical blinks are between 0.3 and 1 second duration. ![]() Short blinks can rule out this ghost type. Phantoms have long blinking behavior, between 1 and 2 seconds of invisibility between its reveals.I also created a guide covering all the equipment types, uses and tiers added in the Ascension Update overhaul, so if you're curious about the new systems or want to learn the basics, check it out.Īdditionally, if you want to learn about cursed possessions and their spawn locations, check out this other guide I made on the topic. If a specific sanity percentage or speed is not listed, assume the standard 50% sanity, and normal 1.7 m/s speed with slight increase on line of sight. Feel free to post corrections/updates in the comments. While it is my intention to avoid instances like this, I do apologize if it becomes an issue or misleads. Any inconsistency or inaccuracy is likely on my part due to misinterpretation, or certain paraphrasing language. The maker of this video, Insym, has over 2,200 in-game hours, and is quite knowledgeable on the game. The purpose of this guide is to have a quick reference based on the information in his video, on hand during a game. The following information was gathered from this video (all credit goes to him): Additionally, due to the nature of the game, some inconsistencies in these methods may occur. Most of the tips are geared towards professional difficulty or lower. ![]() Be sure to avoid confounding factors such as line-of-sight acceleration, or a few other ghosts which may also change base speeds between hunts.ĭue to The Twins having two possibilities in regards to angles of attack for any given hunt, it is recommended to plan for the event that The Twins approaches from a planned escape route, such as through use of Incense.This information pertains to Phasmophobia update v0.8 and is subject to change in future updates. Noticing a subtle change in base speed from one hunt to another might indicate that the player is dealing with The Twins. Using a thermometer and noting a lack of Freezing Temperatures (or, at the very least, notable temperature drops) where ghost activity is noted, or failing to receive Spirit Box responses in rooms near where interactions occurred, are strong signs of the antics of The Twins trying to cause trouble. However, these misleading interactions can be used against it: as the ghost is not physically in the room where these long-ranged interactions occur, evidence past EMF Level 5 cannot be obtained in the area. This can be be especially troublesome on larger maps like Sunny Meadows Mental Institution when trying to locate the Ghost Room. The Twin's primary strength is its ability to misdirect: its core ability can very easily conjure red herring interactions at parts of the map far from the Ghost Room where it would give evidence, misleading hunters and delaying their efforts to identify it. Weakness: The Twins will often interact with the environment at the same time. Strength: Either Twin can be angered and initiate an attack on their prey. ![]() These are the strengths and weaknesses as listed in the journal: If The Twins decides to start its hunt at the site of its last large radius interaction, it will teleport to that location after the crucifix check. When The Twins attempts to hunt, the crucifix check will be applied at the ghost's current location. If it hunts from its present location, it will have a base speed of 1.5 m/s, and if it hunts from the area where its large radius interaction occurred, it will have a base speed of 1.9 m/s. As The Twins is only one ghost, two hunts cannot occur simultaneously, and it will follow the standard 25 second cooldown between hunts.ĭepending on where the hunt begins from, The Twins will move at two different speeds. Regardless of where The Twins hunts from, it will follow standard hunting rules. When The Twins attempts to initiate a hunt, there is a 50% chance for it begin at its current location, and a 50% chance for it to begin close to the area where it last interacted using its ability. All such interactions follow the standard 25% chance of producing EMF 5 instead of 2 or 3, regardless of which radius was used to perform the interaction. When The Twins uses its ability, it will perform one interaction in the normal radius (up to 3 metres) and one within a larger radius (up to 16 metres). Perform ghost events or hunts at the same time.Produce evidence of Freezing Temperatures (or even affect temperatures to begin with) or Spirit Box.Despite its name and accompanying flavor text, mechanically, The Twins is simply one ghost. ![]()
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