Guías Cartas del Tarot en Phasmophobia: Cómo encontrarlas y por qué son necesarias

Cartas del Tarot en Phasmophobia: Cómo encontrarlas y por qué son necesarias

Vladislav Sham
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Phasmophobia is a cooperative horror game where players hunt ghosts. Among the spirits, there are both harmless and aggressive entities. In addition to standard equipment, in the haunts of demons, you can find various occult items. In this guide, we will tell you why they are needed and how to use Tarot cards.

Why and How to Find Tarot Cards in Phasmophobia

A Tarot card deck can appear at a location in a specific place with a 16.67% chance. Before interacting with it, it's advisable to photograph the deck to preserve evidence and receive an additional reward.

There are a total of 10 cards in the deck. As soon as a player draws one, it will disappear. When the deck runs out, all subsequent ghost hunts will last 20 seconds longer, regardless of which cards you drew.

It's worth noting that using the deck during a hunt is pointless. At this moment, all cards will be blank. You will always draw The Fool.

Cards allow you to receive both positive and negative effects. It all depends on what exactly you draw. We will tell you more about this below.

It's impossible to predict in advance which card you will draw. Their use can lead to defeat or to the completion of all assigned tasks. Tarot cards are worth using for those who want to introduce an element of randomness into the game.

The Meaning of All Tarot Cards in Phasmophobia

  • The Tower. Chance of drawing: 20%. Forces the ghost to interact with the environment (turn on or off electronics, throw objects, or make phone calls).
  • The Wheel of Fortune. Chance of drawing: 20%. If the card is green, the player's sanity increases by 25%; if red, it decreases by 25%.
  • The Fool. Chance of drawing: 15% outside of hunts, 100% during hunts. Appears as a Tarot card but is essentially a blank. No effect.
  • Death. Chance of drawing: 10%. Initiates a Cursed Hunt, i.e., turns ghosts into an aggressive phase.
  • The Hermit. Chance of drawing: 10%. Transports the ghost to its haunt, where it will stay for exactly one minute. During this time, a hunt cannot be activated.
  • The Devil. Chance of drawing: 10%. Makes the ghost perform a paranormal phenomenon. If you see it, you will complete the task of Witnessing a paranormal event.
  • The Moon. Chance of drawing: 10%. Reduces the sanity of all players to 0%.
  • The Sun. Chance of drawing: 5%. Restores the sanity of all players to 100%.
  • The Highest Priest. Chance of drawing: 2%. Revives a random dead player at the place where they died. If everyone is still alive, the one who dies first will be revived.
  • The Hanged Man. Chance of drawing: 1%. Kills the player who drew this card.

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