This guide breaks down the best equipment loadouts for Phasmophobia based on map size, telling you exactly what to bring for small (6 Tanglewood Drive), medium (Prison), and large (Sunny Meadows) maps. You enter with a budget, and the loadout determines your early-game survival and evidence-gathering speed. The core rule is simple: small maps favor speed and a single trip, medium maps require a balanced kit with a second trip, and large maps demand a staged approach with a supply cache.
Understanding Map Tiers in Phasmophobia
Phasmophobia categorizes maps into three sizes, and each changes your loadout strategy fundamentally. Small maps (Tanglewood, Edgefield, Ridgeview, Willow, Grafton, Bleasdale) have a single building with a small footprint, so you can reach any room in under 10 seconds. Medium maps (Prison, High School) have long corridors and multiple floors, requiring a second trip to the truck. Large maps (Sunny Meadows, Sunny Meadows Restricted) are sprawling, with dozens of rooms, multiple staircases, and a high chance of getting lost. The loadout isn’t just about what you carry; it’s about how many trips you plan to make and where you set up a base of operations.
Best Loadout for Small Maps (Tanglewood, Willow, etc.)
On small maps, speed is everything. You can identify the ghost room within 60 seconds if you move fast. Your loadout should be a single-trip kit that covers all evidence types without weighing you down.
- Essential: EMF Reader, Spirit Box, UV Flashlight, Photo Camera, Thermometer.
- Recommended: Video Camera (for Ghost Orbs), Motion Sensor (for triangulation).
- Optional: Salt Shaker, Smudge Sticks, Lighter.
For a small map, you can carry all of this in one trip if you use a teammate or make two quick runs. The key is to place the Video Camera on a tripod facing the ghost room door, then use the EMF and Thermometer to confirm the room. You should have all three pieces of evidence within 5 minutes. A common mistake is bringing a Parabolic Microphone—it’s useless on a small map because you can hear the ghost anyway.
Best Loadout for Medium Maps (Prison, High School)
Medium maps are where the game gets serious. You have to walk long distances, and the ghost can hunt from anywhere. Your loadout must be split into two phases: reconnaissance and confirmation.
- Phase 1 (Initial Sweep): EMF Reader, Thermometer, Video Camera, Photo Camera.
- Phase 2 (Evidence Confirmation): Spirit Box, UV Flashlight, Ghost Writing Book, D.O.T.S Projector.
- Survival Gear: Crucifix, Smudge Sticks, Lighter, Sanity Medication.
For medium maps, you’ll make at least three trips to the truck. The first trip is to find the ghost room. The second trip is to bring in the evidence gear. The third trip is to bring in survival gear once you know the ghost type. A good strategy is to leave a small cache of items at the entrance (like a smudge stick and lighter) so you can grab them during a chase. Don’t waste money on a Parabolic Microphone or Motion Sensor on medium maps—the rooms are too spread out for them to be effective.
Best Loadout for Large Maps (Sunny Meadows)
Large maps are a different beast. You have a huge budget in a real match, but you also have a huge risk of dying. The loadout is less about evidence and more about survival and logistics.
- Base Cache (near entrance): 2x Smudge Sticks, 2x Lighters, 1x Crucifix, 1x Sanity Medication.
- Evidence Kit (for the ghost room): Video Camera, D.O.T.S Projector, Ghost Writing Book, Spirit Box, UV Flashlight.
- Tracking Gear: 2x Motion Sensors, 1x Parabolic Microphone, 1x Salt Shaker.
On Sunny Meadows, you will not find the ghost room in the first minute. You’ll spend 5-10 minutes just searching. The Parabolic Microphone is actually useful here because it lets you hear sounds from two floors away. Place Motion Sensors at key intersections to track the ghost’s patrol path. The most important item is the Crucifix—you need at least two, because the ghost can hunt from anywhere and you might be far from the exit. A common mistake is to bring a single smudge stick; on a large map, you need three or four because you’ll trigger hunts accidentally.
How to Choose Based on Your Playstyle
Your loadout should also reflect whether you’re the team’s hunter (finds the ghost) or support (stays alive). A hunter on a small map should take the EMF and Thermometer first. A support player should take the Video Camera and Photo Camera to document evidence. On medium and large maps, one player should be the designated survivalist, carrying only smudge sticks, a lighter, and a crucifix. This player’s job is to stay alive and revive teammates. The other players focus on evidence. If you’re playing solo, always prioritize the EMF and Spirit Box first, as they give the fastest evidence.
Common Loadout Mistakes and Misconceptions
One of the biggest misconceptions is that you need every piece of evidence to identify the ghost. In many cases, two pieces plus a behavior (like freezing temps or ghost writing) are enough. Another mistake is buying a Parabolic Microphone on small maps—it’s a waste of money. A third mistake is not bringing a lighter with smudge sticks; a smudge stick without a lighter is useless. Also, don’t buy a Tripod unless you have a Video Camera—the tripod alone does nothing. Finally, don’t forget the Photo Camera: it’s the only way to earn money back, and on a large map, you can take 3-5 photos of interactions to fund your next loadout.
Frequently Asked Questions
What is the best single item to bring on any map?
The EMF Reader is the most versatile item. It detects ghost interactions, confirms the ghost room, and works on every map size. It’s cheap and fast, making it the best first purchase.
Should I bring a Parabolic Microphone on small maps?
No. On small maps, you can hear the ghost’s footsteps and interactions without it. The microphone is only useful on medium and large maps where the ghost can be several rooms away and you need to triangulate its position.
How many smudge sticks should I bring to Sunny Meadows?
Bring at least three smudge sticks and three lighters. On a large map, you’ll trigger multiple hunts, and you need the smudge sticks to break line of sight. One is never enough.
Is the Video Camera worth the money on a small map?
Yes, if you can afford it. Ghost Orbs are a common evidence type, and the camera lets you check the ghost room without going in. But if you’re short on cash, skip it and rely on the EMF and Spirit Box.
What’s the best way to save money on loadouts?
Take photos of interactions, bones, and the ghost during a hunt. Each photo earns you money at the end of the round. Also, don’t buy items you don’t need—if you’re playing with a team, coordinate so you don’t have three EMF readers.
Can I use the same loadout for every map?
You can, but it’s inefficient. A small-map loadout will leave you underprepared on Sunny Meadows, and a large-map loadout is overkill on Tanglewood. Adjust your loadout based on the map size and your team’s roles.
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