The Jinn is a Ghost that requires the generator to use its ability in Phasmophobia. The Ghost has two unique abilities, one of which isn’t stated in the Journal at all. The Jinn is able to turn on the power and use it to drain the Sanity of players randomly, causing an EMF 2 reading at the generator. This is how to identify a Jinn in Phasmophobia.
All Jinn Evidence in Phasmophobia
The Jinn has EMF 5, Fingerprints, and Freezing Temperatures as its unique evidence. It relies fully on the generator being turned on for use of both of its abilities. While Hunting, the Jinn can increase its speed to 2.5 m/s as soon as it spots the player, rather than having a gradual build up like other Ghosts. This speed slows down once the Jinn is close enough to the target, but testing that can be dangerous. Additionally, the Jinn can drain the Sanity of players, creating an EMF reading at the generator when it does so. The reading can be EMF 2 or EMF 5 and can only occur if the generator is turned on.
Jinn Strengths and Weaknesses and what they mean in Phasmophobia
The Jinn‘s Strengths and Weaknesses are written in the Journal as:
- Strength – A Jinn will travel at a faster speed if its victim is far away.
- Weakness – Turning off the location’s power source will prevent the Jinn from using its ability.
The Strength refers to the Jinn’s ability to chase players immediately at a speed of 2.5 m/s. This will slow down when closer to a player and can be prevented by simply turning off the generator in the investigation area. The Weakness refers to this, as well as the Jinn’s other ability to drain the Sanity of players while the generator is on. This will occur randomly and cause an EMF reading of either 2 or 5 at the generator. Players can look for drops in their Sanity as clues to identifying the Ghost or leaving their EMF Readers at the generator to see if they get a reading while the generator is on.
Related: How to identify a Yurei in Phasmophobia – All Evidence and Tips
Is it safer to leave the generator off in Phasmophobia?
If players aren’t sure that they are dealing with a Jinn, leaving the generator off can be just as dangerous as leaving it on. Ghosts like the Mare or Hantu prefer to have the generator off, and being in lit rooms will reduce the amount of Sanity that players lose. Turning off the generator knowing full well that players are dealing with a Jinn can seem risky, but good Crucifix placements and having Smudge Sticks around can reduce these risks.
The Jinn’s biggest threat then becomes its ability to lower the player’s Sanity while the generator is on. When dealing with a Jinn, players can choose to light Candles to preserve their Sanity instead, completely removing their reliance on having the lights powered on.
For more Phasmophobia guides, check out How to identify a Hantu in Phasmophobia – All Evidence and Tips on GameTips.PRO.