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Ghost 27 of 30

The Twins

They look like two, but it’s just one ghost: it interacts near and far at the same time, and each hunt it picks slow or fast.

Hunt threshold
50%
Speed
1.5 to 1.9 m/s
Speeds up on sight
Yes
On this page

The journal

StrengthEither Twin can be angered and initiate an attack on their prey.

WeaknessThe Twins will often interact with the environment at the same time.

How it hunts

Hunt sanity threshold

  • Always: 50%

Standard: 50% average sanity.

Speed

Each hunt it picks at random: slow at 1.5 m/s (starts where it is) or fast at 1.9 m/s (teleports near its last long-range interaction).

Standard: 1.7 m/s; speeds up with line of sight to 2.8 m/s over 13 s.

All its footsteps
  • Mechanically it’s a single ghost: there are never two hunts at once; normal 25 s cooldown.
  • The “fast” one checks for a Crucifix where it was standing, so it can start the hunt right on top of another Crucifix. No other ghost can.

How it behaves

  • When it interacts: 50% a normal interaction, 30% a long-range interaction (1-2 s later), 20% both.
  • Long-range interactions reach 8.5 m (17 m on large maps).
  • Where it interacts from afar there are no Freezing Temperatures and no Spirit Box responses: the ghost isn’t there.

How to test it

  • Two at once

    Conclusive

    How: Keep an eye on the interactions.

    Result: Two interactions less than 2 s apart = the Twins (other ghosts need at least 2 s).

  • Long-range hunt

    Conclusive

    How: During a hunt, watch doors or objects far from the ghost.

    Result: If things move far from the ghost during the hunt, it’s the Twins.

  • Two speeds

    Hint

    How: Compare the speed between hunts.

    Result: Some a little slower and others a little faster than normal.

Often confused with

Share two evidence

If those two are all you’ve found, it could still be any of these.

How to survive

  • Plan for the hunt starting far from the ghost room.
  • If it hunts from outside its room, hiding inside its room can save you.

More facts

Mechanics

  • With the Voodoo Doll, 30% of the time nothing happens: its long-range interaction can’t be forced.

    Wikiphasmophobia.fandom.com
  • It’s the only ghost that can cancel its own ghost events or roams without anyone doing anything, because of how its long-range interaction is delayed. (The wiki marks this as “not officially verified.”)

    Doubtfulphasmophobia.fandom.com

Edge cases

Myth

  • Myth: they’re two ghosts. False: it’s just one. There’s no “decoy twin” to set off sensors, step in Salt or give temperatures where it interacts from afar.

    Wikiphasmophobia.fandom.com

In depth

Based on the article “The Twins” on the Phasmophobia Wiki on Fandom (version of September 22, 2026, authors), under the CC BY-SA 3.0 license. Rewritten and adapted by Phasmopedia.

They’re a single ghost

Despite the name and the journal, in the game the Twins are a single ghost. There’s no “decoy twin” that can:

  • Set off Motion Sensors or step in Salt.
  • Give Freezing Temperatures (or change the temperature at all) or Spirit Box responses.
  • Perform ghost events or hunts at the same time as the other.

Ability: long-range interactions

When they try to interact with something, one of these happens:

Chance What they do Range on small and medium maps Range on large maps
50% One interaction within the normal range up to 2.12 m up to 4.24 m
30% One interaction within a larger range, 1 to 2 s later up to 8.48 m up to 16.97 m
20% Their ability: one within the normal range and another within the larger range 1 to 2 s later both both
  • All of them follow the normal rule: a 1/3 (33%) chance of giving EMF Level 5 instead of 2 or 3, regardless of the range.
  • The Voodoo Doll can’t force the long-range interaction, so there’s a 30% chance that nothing happens when a pin is pushed in.
  • Advanced mechanic (not officially verified): the long-range interaction arrives with a delay, and in that time the ghost may already have started another action (a roam, a ghost event…). When it arrives, it interrupts that action (except hunts). That’s why the Twins are the only ghost that can cut a ghost event or a roam short without any player doing anything.

Hunt

  • Since it’s a single ghost, there are never two hunts at once, and the cooldown between hunts is the standard 25 s.
  • When it tries to hunt, it first checks for a Crucifix where it is. Then it picks, 50/50, to be slow or fast:
    • Slow: it hunts from where it is.
    • Fast: it teleports near its last long-range interaction and hunts from there.
  • In a hunt triggered by a cursed possession it always hunts from where it is, but it still picks its speed at random.
  • Speed: the standard 1.7 m/s ±0.2 m/s, meaning 1.5 m/s (slow) or 1.9 m/s (fast). The modifier is applied after line-of-sight acceleration, so they reach 2.605 m/s and 3.005 m/s (not 2.475 and 3.135).
  • During the hunt they use the interaction range they last used before hunting.

Strategy

  • Their strength is misdirection. Their long-range interactions create false leads far from their favorite room and slow down the investigation, especially on large maps like Sunny Meadows.
  • But that gives them away. The ghost isn’t in those places, so you can’t get anything there beyond EMF Level 5. If there’s activity but the Thermometer shows no Freezing Temperatures (or big drops), the Spirit Box gets no response nearby, or Motion Sensors and Salt don’t pick it up, it’s probably the Twins.
  • Two back-to-back interactions less than 2 s apart are the Twins: other ghosts need at least 2 s between one and the next.
  • By speed. A small change in base speed between hunts can point to the Twins. Watch out for line-of-sight acceleration and for other ghosts that also change speed. With experience you can tell in a single hunt that their speed isn’t the standard one, but don’t rely on it too much: the Moroi at 20% to 25% sanity runs at 1.915 m/s, almost the same as the fast Twin’s 1.9 m/s.
  • Since they can attack from two places, plan for them coming down your escape route (keep Incense handy).
  • Because it checks for a Crucifix where it is before teleporting, it can start a hunt right on top of a Crucifix, something no other ghost can do (except with cursed possessions).
  • If there’s a hiding spot in their room, it’s useful: when the hunt starts outside the room, you can hide inside.
  • Seeing objects thrown or doors moving far from the ghost during a hunt confirms the Twins, because their interaction range can be larger.

Change history

Version Change
0.4.0 Added the Twins.

Source: phasmophobia.fandom.com/wiki/The_Twins. Verified for game version v0.19.0.2 (September 26, 2026).