Phasmophobia – Locked Inside The Asylum | Escape Room Challenge



Twitch: https://www.twitch.tv/nuzzgard

Welcome to the Escape Room challenge, this time on the big menace itself, The Asylum. How it works: Once you enter the building, you can’t leave until you successfully identify the ghost and complete all of the optional objectives. You are essentially locked inside.
This now works amazingly since the Exposition update as you can use the video camera inside to look for ghost orbs.
I’ll also briefly touch on the upcoming Nightmare difficulty. What would you like to see added for this? Let me know in the comments!

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28 thoughts on “Phasmophobia – Locked Inside The Asylum | Escape Room Challenge”

  1. What would you like to see in the upcoming Nightmare difficulty?
    This was the criteria from the Devs:
    "We're looking for ways to make finding the ghost-type harder, without just lowering the chance of the ghost interacting. Hunts should stay as close to other difficulties as possible.
    Don't include extra content (such as extra things to find) as this excludes other difficulties from content."

    Reply
  2. To be honest, I want to feel like I'm constantly in danger. Make the ghosts hunt sooner and make early hunt ghosts be able to hunt from the moment you walk through the door. Make it so that the ghost also fling open everything so that the player has no chance to react. I want to actually feel like the ghost wants to kill me.

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  3. What if on the new nightmare difficulty the game forced you to stay until all objectives are completed, or if there was no way to tell whether the ghost was hunting or not unless it was close

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  4. Might be tedious but I’ve always thought it’d be cool if you had to bring out all equipment you brought in the house or your lose it. Would make things more difficult because you couldn’t instantly leave once you for the ghost type

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  5. My ideas for Nightmare difficulty: faster sanity drain, faster ghost speed (and acceleration) during hunts, ghost can hear your voice and detect active electronics from further away during hunts, hunts last longer, shorter delay between hunts (I'm thinking it could scale with sanity), and, if in multiplayer, the ghost can continue hunting after killing a player (though I think this shouldn't extend the length of the hunt overall — or only by a small amount).

    I don't really like the idea of making it more difficult through fewer ghost interactions, less consistent evidence gathering, and such. I think "tedious" describes that kind of difficulty quite well: it makes the game harder, but not in a fun way, particularly since a lot of it is out of your control. "Nightmare" should be difficult because the ghost is better, faster, stronger — scarier! — and because you have less time to figure them out and less room for mistakes. Not difficult because you have to stand around waiting longer for orbs to appear or for the ghost to give you an autograph.

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  6. For Nightmare I think the simplest and likely effective approach would be to hide your sanity. Or at the start of the hunt let the ghost know where you are, so you have to find a new hiding spot mid-hunt.

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  7. Ideas I like:
    not showing the sanity or activity meters.
    Touching the ghost model if it manifests outside of hunts will kill you
    The ghosts only ever giving 2 evidences so you have to guess based off of behaviour
    No ouija board spawns
    Sanity drains faster

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  8. Have two new modes introduce nightmare mode, you wake up inside the house with starter items, sanity drains a little faster, you have to locate hidden sanity pills. And tedious mode, where you start in the truck with everything and have complete more than four objectives.

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  9. A way they could make 2 ghosts work would be having both be the same type occupying the same ghost room, like the Davis Twins 🙂
    It would make running away and staying sane much harder. It could also be a small but random chance to happen on higher difficulties.

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  10. I think anything that makes the ghost harder to identify or locate is out of the question. I've seen missions last hours because the ghost was not very active and hard to identify, and some missions can last a few minutes. i think the balance they have on that front is fine. I guess it isn't easy at all to make adjustments to this game that will make it harder but not tedious

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  11. New nightmare:
    Ghost talking much more often (both normal / paranormal)
    Ghost clapping doors and tossing objects more often (not necessary means more ghost events)
    Ghost clapping doors like open – close – open – close in sequence in corridor for a moment
    Batteries for flashlight (rechargeable for weak one, finite for stronger flashlight)
    Ghost can turn off the flashlight
    Ghost can throw objects off from player's hands
    Ghost hissing from crucifix
    Ghost laughing from burning crucifix
    Ghost tries to throws crucifix from hands while you enter his room
    Ghost randomly turns on visible for a moment walking on the house
    Ghost can kill not only during the hunt (adding mikrohunt mechanic ~<10seconds hunts)
    Ghosts have chance of blowing salt so they don't walk in it
    Ghost turning cameras 180° in their room so you can see orbs only by hand
    During hunt every door in the building closes

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  12. Hunt feints would be something interesting to see. "I'm gonna git ya." kinda thing, but the ghost doesn't actively try to kill you, but if it catches up to someone it just scares them silly. That would make the players stay on their toes at all times.

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  13. 2 ghosts topic:
    Having 2 ghosts would better fit to a new ghost type instead (a ghost that can split in 2 entities). In hunts or in none hunts, that is open for ideas.
    But not having 2 separated ghosts by themselves.

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  14. If they aren't going to eliminate the predictability of hunts with sanity in the general game play, then I think they should eliminate the sanity factor in nightmare and make hunts truly random and completely unpredictable, but they should also make it so that you're not guaranteed constant chain hunts bc that is ridiculous also. Or to simplify that a bit, just turn off the ability to see your sanity so you never know with a faster drain. That would be my opinion anyway bc my least favorite aspect of the game is that I can make it so I never get hunted unless I want to be and I don't think that should be an option in a good horror game.

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  15. I do like the idea of a second, non-evidence-based ghost to throw people off. Maybe it throws things in different rooms, interactions, and such (like EMF 2). But yeah, nothing that would be a second ghost to discover, just a separate entity. In nightmare difficulty, it could definitely aid in sanity drain.

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  16. My idea for nightmare difficulty would be something like this

    No visible sanity meter to mitigate meta gaming
    Random activity chart spikes to mitigate meta gaming
    All ghost are generally faster during hunts
    At 0% sanity there is a permanent hunt
    Sanity drains to the base hunt chance value in the truck or with a candle

    With this you can't always know if it's a demon or the like. You can't always know if it's EMF in the truck. This will make truck camping less viable in MP. Candles are pretty much a requirement. Sanity pills become something you take into the house with you rather than popping on your trip back. Being careless and not using lights or not setting up properly means you will kill yourself or possibly the party. After a permanent hunt has started, a player has 5 minutes to increase their sanity before everyone inside dies immediately.

    EDIT: Also, over all difficulties I think the average sanity of whoever is in the house should effect the hunt, not average sanity of everyone. Truck camping makes MP too easy and there needs to be something to either get the person in the truck out, or for people to take turns, or something.

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  17. What I'd like to see in Nightmare difficulty, is something along these lines:
    – Players can only bring a limited amount of items to each mission (for example, each player can only bring up to 4 items). It might need to scale based on # of players and map size.
    – Some randomly chosen items are forbidden and can't be brought to each mission (the item names would be crossed, and the buttons would not be there or just greyed out).

    Either one would be fine, maybe even both. It would force players to adapt and mix up their strategies, making it more replayable while adding difficulty.

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  18. I'd like to have a tablet instead of a journal. That way you can see your sanity. Would also be useful when doing these challenges.
    You could also flick through cameras while in the building too. Which saves going back to the van to see if you are dealing with a goryo.
    I like the idea of big risk big reward, having to retrieve your items or they are lost. Pills, smudges and crucifixes once used are gone. But to compensate you get a bigger payout.

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