Phasmophobia‘s Mare has some unique mechanics compared to some of the other ghosts you have to discern, though they’re subtle. Some ghosts are most easily determined when they hunt, and others by how they present their evidence. In the case of this entity, it’s how it interacts with electricity. Here’s how to identify a Mare in Phasmophobia.
How to Identify a Mare in Phasmophobia
Mare Evidence Detailed
The Mare has the following evidence for you to collect:
- Ghost Orbs
- Spirit Box
- Ghost Writing
Getting Ghost Orbs and a Spirit Box is easy, but getting Ghost Writing can take some time. There are a few other behaviors that can help you identify a Mare before you get Ghost Writing. Indeed, others are available on Nightmare or Insanity difficulties.
The Mare is light-adverse, meaning it tries to stay out of lit rooms. You can tell if a ghost is in a lit room because the lights will blink. You’ll see this less often with a Mare. Not only are Mares less likely to walk through or stay in lit rooms, but they’ll under no circumstances turn on the lights in a room. If a ghost turns on a light, you can immediately assume it’s not a Mare. It can still turn electronics on, though.
On the flip side, the Mare’s adversity toward light means it can flip a light switch off as soon as you turn it on. The chance isn’t great, but higher-skill players on Nightmare and Insanity test out flipping light switches to see if the ghost will turn them off.
- This is done by flipping a light switch and waiting a moment, then doing it again. It may have to be done several times if you’re not lucky with your last evidence or are playing on higher difficulties.
A Mare is also more likely than any other ghost to trigger ghost events that burst a room’s light bulb. This isn’t only done in the ghost room, and it gives the Mare more room to roam. It doesn’t necessarily mean it’s a Mare if you get a ghost event where a light bulb gets blown out. But it can be a strong indicator.
The Mare is one of a handful of ghosts with a fluctuating Sanity threshold.
- When the lights are on in the ghost room, the Mare’s Sanity threshold is 60%. This means it can start hunting as soon as your team’s average Sanity is 60% or below.
- If the lights are on in the ghost room, the Mare’s Sanity threshold is 40% instead.
Mare Movement Speed
The Mare has a perfectly average movement speed of 1.7 meters per second. This means you won’t be able to discern it by the speed of its footsteps unless the other choices for your evidence have dynamic hunt speeds.