The short version
Ghost Girl haunts one player at a time, and nobody else can see her.
If she appears to you, leave. There is no fight, and the crew cannot help you see her — they can only help you get out.
What Ghost Girl is
She is a female humanoid entity, also known as Dress Girl.
She appears at a distance first, then closes in gradually on the person she has picked.
When she arrives, she kills by instant decapitation. There is no health to trade and no struggle.
Only one player sees her
This is the defining feature, and it drives everything else.
She is invisible to everyone except her target. Your crew cannot confirm what you are seeing.
She does not show up on a scan. There is no bestiary entry for her either, so the usual identification tools do not apply.
At a moderate distance she can look like a flat image. That is often the first sign for the player being haunted.
She follows one employee at a time. Picking a new target resets the experience for somebody else.
The consequence is social rather than tactical. A crew has to believe the player who reports her, immediately, without being able to check.
Who she targets
The targeting is not random.
She tends to go after the employee with the highest insanity level, or the one who has collected the most profit.
That means the diver carrying the most valuable haul, or the one who has been deepest and longest, is the likely pickup.
It also means the player most useful to the run is the one who has to walk out early. Accept that trade. The haul is not worth the diver.
What the crew can and cannot do
Since nobody else can see her, help looks different here.
They cannot fight her. There is nothing to swing at.
They can escort. Walking out with the haunted player keeps them oriented and keeps them moving.
They can take the load. If the target is carrying the haul, someone else carries it so the target can move fast.
They can believe them. The worst outcome is a crew arguing about whether she is real while she closes the distance.
Escort and load-sharing are the two things that actually help. Everything else is noise.
What the target should do
If she appears to you, the sequence is short.
Say it once. “Ghost Girl, on me, going out.” Then stop explaining and start moving.
Head for the exit immediately. She closes gradually, so you have time — but only if you start now.
Do not finish the room. The scrap on the floor is already lost.
Do not wait for confirmation from the crew. They will not see her, and waiting is what kills you.
Get on the ship. Boarding is the reliable end.
The mistake players make is standing still describing what they see. The description does not matter. The walking does.
Why there is no counter
Worth stating plainly, because crews waste time looking for one.
She cannot be scanned, cannot be fought, and cannot be blocked. Weapons do nothing, doors do nothing, and there is no item that helps.
The only variables are distance and time. Distance she closes on her own schedule, so time is the one you control.
That is why the advice is one word — leave — and why every other approach costs divers.
Where she appears
She is rare, and she favours the harder destinations.
The highest published base spawn chances are on Rend, Dine, Titan and Artifice, with very small chances on Experimentation, Assurance and Adamance.
So a crew on the starting moons is unlikely to meet her at all. The habit worth building before then is simple: when someone says they are haunted, the crew moves with them without debate.
Mistakes that get people killed
- Arguing about whether she is real. Nobody else can see her. Trust the report.
- Waiting for a scan confirmation. She cannot be scanned.
- Finishing the room first. The room is over when she appears.
- Staying to keep the haul. She targets whoever holds the most value, which is the reason to hand it over.
- Trying to fight something invisible. There is nothing to hit.
Reading it in the bestiary
Ghost Girl is one of the 16 indoor entities in the monster database, and the one with no scan entry available.
Our source data does not populate hazard or health fields for her. We describe behaviour and published spawn chances rather than invent numbers.
Why people search for a “little girl”
Ghost Girl is the bestiary name. The other name in circulation is Little Girl — sometimes “the little girl in the dress” — and it describes exactly what you see before you know what it is.
Three numbers make the nickname make sense:
- She waits 20 seconds, then tries to pick a spot to appear, retrying every 4 seconds.
- She keeps an internal timer of 15 seconds indoors or 25 seconds outdoors.
- The chase lasts 20 seconds, or ends if the target gets more than 50 units away.
She is immune to all damage and cannot be stunned. There is no fight here, only distance and the 20-second clock.
Related guides
- Indoor monsters guide — all 16 facility entities and how they differ.
- How to beat Masked — the other entity that defeats your usual checks.
- Co-op guide — trusting a call-out you cannot verify.
- Survival guide — leaving early, and why it is usually correct.