Gaming Guide

Point Hope Ferryman of the Drowned Easter Egg Walkthrough in Phasmophobia

Solve the lighthouse pool table puzzle, ring the bell, and shine UV on the lantern to unlock the Ferryman of the Drowned Badge.

Solve the lighthouse pool table puzzle, ring the bell, and shine UV on the lantern to unlock the Ferryman of the Drowned Badge.

The Point Hope lighthouse hides a multi-step puzzle that ends with ghostly figures floating outside the top-floor windows. Complete every stage and you claim the Ferryman of the Drowned Badge and ID Card once the contract ends. The whole sequence runs across several floors, so expect a lot of climbing.

Quick answer: Throw the green, blue, then orange pool balls into any pocket, grab the key, unlock the top-floor cabinet, insert the gear from the Maintenance Room, ring the outdoor bell three times, then shine a UV light on the spinning lantern until it turns purple.


Set up a Friendly Ghost run first

The puzzle takes several minutes and forces you to move around the whole lighthouse, which is dangerous during a hunt. Start a Custom Difficulty game with a Friendly Ghost enabled so you can focus on the steps without worrying about being chased. Several stages also need working power, so note where the fuse box is in case the ghost flips the breaker.

For the final UV step, bring a Tier II or Tier III UV Light if you have one. A Tier I light can work, but it takes far longer to charge the lantern and is not reliable.


Solve the pool table puzzle for the key

Head to the Games Room to find the pool table and three shell paintings on the wall. The paintings read green, blue, and orange from left to right. That color order is the exact sequence you must follow with the pool balls.

Find the correct three balls on the table. Look for the ball with a green stripe, the one with a blue stripe, and the solid bright orange one. Many orange, yellow, and red balls are scattered around, so be certain about the orange one before you throw it.
Pick up the green ball and throw it into any pocket on the table. Throwing all three into the same pocket is the safest approach.
Throw the blue ball into a pocket, then throw the orange ball last. When the orange ball drops, you will hear a click and jingle as a hidden box opens.
Walk to the end of the table by the fireplace and look down into the ball return. A key now sits in the slot that was empty before. Pick it up.
Pool table with cue lined up among the billiard balls in the Point Hope Games Room
The pool table where you pot the green, blue, and orange balls in order to release the key. Image: Kinetic Games

Note: If you throw a wrong ball, the puzzle will not trigger and you have to exit the contract and start over. If the balls go into separate pockets and nothing happens, try putting all three into one pocket instead.


Find the gear and unlock the lantern cabinet

The key opens the Lantern Cabinet at the top of the lighthouse, but that cabinet has an empty gear slot. You need to grab the missing gear first, which sits in the Maintenance Room where the Monkey Paw can spawn.

Go to the Maintenance Room and look for the cluttered desk with the wooden rocking horse on it, positioned between the up and down stairs. The gear is on the left edge of that desk, behind a spilled metal bucket of red paint.
The gear sits in the dark, so shine a torch or use your headset light to spot it. Pick up the golden gear.
Interaction cursor over a wire-mesh gear panel on the Maintenance Room floor near a paint bucket
The missing gear hidden by the paint bucket in the Maintenance Room. Image: Kinetic Games
Climb to the Lantern Room Bottom, turn right at the top of the stairs, and use the key to open the cabinet. Insert the gear into the empty cog. If the game will not place it, press F to place the gear.

Once the gear is in, the large gears above your head start turning and the lighthouse lantern begins to blink. That is your cue to move to the next stage quickly.


Ring the bell three times outside

As soon as the gears start turning, rush down to the first floor and head outside. The bell sits on the walkway between the lighthouse entrance and your truck. Ring it three times at a steady, medium pace.

You will know it worked when you hear a loud swooshing or fire sound cue. If you ring too fast or too slow, the cue may not play. Some players have reported needing five rings rather than three, so keep ringing if the sound does not trigger. If you still cannot get the cue after messing up the timing, you may need to restart the contract.


Read the UV cave clue at the top

After the bell cue, climb all the way to the very top of the lighthouse and step out onto the balcony. That fire sound you heard was a cave lighting up on the shoreline below.

Walk around the balcony and look out at the ocean until you spot the cave. Rocks in front of it spell out “UV,” which confirms the puzzle is ready for its final step. In foggy or rainy weather the letters may be hard to read, but the fire should still be visible.


Shine UV on the lantern to trigger the ghosts

The final step activates the Easter egg. The lantern must be on and spinning for this to work, so if the fuse box has tripped, turn the power back on before you start.

Take out your UV Light and get as close as you can to the large rotating lantern on the top floor. Aim toward the center-lower part of the light and follow it as it spins.
Keep the beam on the lantern while it charges. The whole lantern will highlight and turn purple, and you need to hold it there for about five seconds. Chase the light around as it rotates so the beam stays on it.
Cursor highlighting the segmented lighthouse lantern mechanism as a flashlight beam hits it
Aim your UV Light at the rotating lantern and hold until it charges purple. Image: Kinetic Games
Once the lantern glows purple you will hear faint whispers. Step back out onto the balcony and you will see floating green ghosts swirling around the lighthouse wherever the purple light shines. That confirms the Easter egg is complete.

Claim the Ferryman of the Drowned Badge

The reward unlocks automatically once you finish the puzzle and end the match. It does not matter whether you correctly identified the ghost. When the contract summary screen appears with your statistics, the Ferryman of the Drowned Badge, title, and ID Card become available and can be equipped right away.

The ID Card has a sea green, nautical theme covered in floating ghosts that match the ones you saw outside the lighthouse. The circular badge shows three ghosts standing together, and the whole card is animated with a shimmer that ripples across the design.

To equip it, click the edit button above your currently equipped card in the lobby, then choose the Ferryman of the Drowned card and badge. Your title comes bundled with whichever ID Card you equip, so it swaps automatically when you select the card.


Common reasons the puzzle stalls

StageWhy it fails
Pool table keyWrong ball thrown, or balls split across different pockets. Restart and use one pocket.
Cabinet gearGear not placed. Press F to insert it into the empty cog.
BellRung too fast or slow. Ring at a medium pace; some players needed five rings.
UV lanternPower off or beam not held. Restore the fuse box, then hold UV on the spinning lantern for several seconds.

Work through the stages in order and keep the ghost friendly, and the whole run can be finished in a single quick trip up the lighthouse. Once the green figures appear outside the windows, the badge is as good as yours.