Investigation Assistant
Evidence + behavior recommendations
25 / 25 Possible
Reference Resources
Gameplay
Tools
Lore
Notes
Hunt heartbeat: hearing a heartbeat during a hunt means the ghost sees you. Break line-of-sight and RUN!
Stamina: a full stamina sprint is about 11 steps. Avoid draining the bar completely because regeneration takes longer. A useful rhythm is roughly 10 steps, stop for 3–4 seconds, then sprint again. Revenant permanently reduces a targeted player's stamina by half for the remainder of the contract.
Electronics during hunts: the cellphone, including its flashlight, can safely be used during a hunt. Turn off or drop other electronics you are carrying.
Favorite room: ghosts have a favorite room, but evidence can appear elsewhere inside the location. The Infrasound Receiver must be in the favorite room to capture Audio evidence.
Sanctified Cross: can only be flipped in the ghost's favorite room.
Hunt heart-rate threshold: most ghosts can normally hunt at a 100 BPM average team heart rate. Demon, Hupia, and Wiederganger can hunt as early as 77 BPM. The threshold uses the average BPM of players inside the location.
Holy Water hunt blocks: special ghosts may temporarily replace their normal hunt cooldown after being sprayed. Demon and Wisp are blocked for 2 minutes; Tariaksuq is blocked for 90 seconds. Puca can imitate the Holy Water Effectiveness of the ghost it is copying during a hunt, so Holy Water Effectiveness alone does not rule Puca out. Check the ghost's Unique Behaviors for special Holy Water or cooldown rules.
Real vs Diminishing Evidence: real evidence reappears several times at full strength. Diminishing evidence may first appear at full strength a couple of times, then appears weaker over time. Freezing can never be Diminishing.
Diminishing filtering: on limited-evidence runs, a Diminishing evidence type can also be one of the ghost's assigned evidence types, so it does not rule that ghost out. When the run has all 3 Real Evidence, extra Diminishing evidence can be treated as outside the ghost's three assigned evidence types.
Marid evidence exception: Marid can add exactly 1 behavior-generated Diminishing evidence beyond the configured Diminishing limit. It can overlap one of Marid's assigned evidence types, cannot be Freezing, and can occur on 0 Real Evidence runs.
Forced Evidence: forced evidence applies whenever the run has Real Evidence, regardless of the configured Diminishing Evidence count. It does not apply on 0 Real Evidence runs.
0-evidence behavior tells: Bhoot can still cause its pre-hunt freezing-temperature behavior and Sluagh can still show Ghost Orbs on 0 Real Evidence runs. Treat those as special ghost behaviors rather than ordinary Real Evidence.
Ghost Orbs: normally require infrared vision to see, but an orb can also be photographed using the cellphone camera flash. Sluagh can produce Orbs on 0 Real Evidence runs and has a 33% chance to show a cluster of 4 when displaying them.
Puca: imitates the full hunt behavior of another ghost, never passive behaviors. This includes Base Speed, LOS Speed, and Holy Water Effectiveness. Hunt LOS Range and Hunt Cooldown stay locked to Puca's own values. Forced-hunt behavior and Wiederganger's nearby anxiety-rate effect are not copied, and Puca cannot imitate the same ghost type back-to-back.
Candles: Can Light is a specific identifying behavior for ghosts whose Notes list it. Puca cannot extinguish candles and is not a Can Light ghost, so observing either Can Extinguish or Can Light rules Puca out.
Main Breaker: this is the main switch that controls the entire breaker box. Treat Direct Off/On/Both as direct ghost interaction only. Echo, Wewe Gombel, and Wisp cannot directly use the main breaker normally. The automatic end-of-hunt breaker trigger shared by all ghosts is not identifying. If the power goes out, check the light-switch positions before recording Direct Off or Direct Both: an overload from too many active lights can trip the breaker without the ghost directly using it. If all light switches have reset to OFF, treat an overload as possible and do not use that event to rule out ghosts that cannot use the main breaker.
Individual Breakers: these are the room-specific switches inside the breaker box. Wisp cannot interact with individual breakers. Echo and Wewe Gombel can only turn individual breakers off; every other ghost can turn individual breakers both on and off.
Radio interactions: TVs and alarm clocks do not count as Radio interactions. The Old Tape Recorder and Gramophone do count as Radio interactions.
Lights: a light exploding counts as the ghost turning a light off. Wisp can turn lights on but cannot turn them off. Players can also turn lights on, and too many active lights can trip/overload the main breaker; that resulting power loss is not a direct main-breaker interaction. Player illumination is dynamic, so being closer to active light sources provides more protection from anxiety than simply standing somewhere in a lit room.
Heart Rate Calculator & Status Ranges
Team Average BPM (Inside Only)
0 BPM
No Players Inside
Normal: Anxiety 0% - 17% | Heart Rate 60 - 76 BPM | Hunt Chance 0%
Anxious: Anxiety 17% - 40% | Heart Rate 77 - 99 BPM | Demon, Hupia, and Wiederganger can hunt | Hunt Chance 33%
Panicked: Anxiety 40% - 70% | Heart Rate 100 - 129 BPM | All ghosts can hunt | Hunt Chance 33% - 50%
Distressed: Anxiety 70% - 100% | Heart Rate 130 - 160 BPM | All ghosts can hunt | Hunt Chance 50% - 66%
Spirit Box Phrases
HELLO BE SEEN HEAR US MANIFEST
TALK NOW KNOCK ONCE MAKE NOISE TOUCH THIS
WE SEE YOU ARE YOU OLD SPEAK TO US WHO'S THERE
ARE YOU HERE CAN YOU TALK DO SOMETHING MAKE A SOUND
ARE YOU ANGRY ARE YOU CLOSE ARE YOU YOUNG SHOW STRENGTH
WHERE ARE YOU SHALL WE LEAVE GIVE US A SIGN HOW DID YOU DIE
HOW OLD ARE YOU REVEAL YOURSELF SHOULD WE LEAVE ARE YOU FRIENDLY
WHAT DO YOU WANT WHY ARE YOU HERE IS THIS YOUR HOME
DO YOU WANT US HERE IS THERE ANYONE HERE
IS THERE A GHOST HERE WHAT IS YOUR LOCATION
DO YOU WANT TO HURT US
Skia Unique Audio Responses
“That wasn't very friendly.”
“I don't want to hurt you.“
“Don’t be sad, it will be over soon.”
“Be nice. I don’t want to hurt you.”
“Hm. I’m very sorry, dear stranger.”
"Shh. You have to be quiet."
"Skia cry"
Henry's Special Responses
"I don't want to hurt you."
"Please, you should leave now."
"I'm sorry, she made me like this."
Iblis Shapeshifting Information
St. Joseph’s Orphanage (Henry) Normal model: Dirty face, white eyes and red eye bags, dirty plaid baby blue shirt, dark gray Scottish overalls, dark blue knee socks and brown leather shoes. Shapeshift cosmetics: Clean face, blue eyes, clean plaid baby blue shirt, dark gray Scottish overalls, dark blue knee socks and brown leather shoes.
Abaddon Hallows (Abigail) Only ghost model that has only 1 change. Normal model: Black habit and white collar. Shapeshift cosmetics: Red habit and black collar.
Summerhill Psychiatric Institution (Stevie) Normal model: White straight jacket dress, with brown leather belts. Shapeshift cosmetics: Black straight jacket dress, with red leather belts // Red straight jacket dress, with black leather belts.
Stone Manor Plantation (Victoria) Normal model: Dark purple flower crown, black dress, veiny décolleté and black mesh fingerless gloves. Shapeshift cosmetics: Red flower crown, red hair tips, bloody mouth, red ruffles on a black dress, translucent mesh fingerless gloves and red shoes // White flower crown, bloody mouth, white dress, white mesh fingerless gloves and white shoes.
317 Aspen Heights (Jennifer) Normal model: Black hair, black jacket, white crop top, cropped 3/4 white gym pants and black sneakers. Gray face, eyes and lips. Shapeshift cosmetics: Red hair, red jacket, red top, cropped 3/4 pink gym pants and red shoelaces // Red hair, blue jacket, blue top, cropped 3/4 gray gym pants and blue shoelaces
1205 Cedar Street (Jebediah) Normal model: White t-shirt and dark blue pants and bloody mouth and cheeks. Shapeshift cosmetics: White tank top with dark pants, bloody elbows and left mouth side showing teeth // Striped gray shirt and dark pants, bloody right eye and chest area.
12 Ravenwood Lane (Gary) Normal model: White polka dot jester hat and pants, with white face makeup, bloody spots on face, arms and upper body. Shapeshift cosmetics: Green jester hat and green plaid pants, with different makeup // Beige polka dot jester hat and pants, with no makeup.
Map Picker
9 of 9 maps included
Real-World Ghost Lore
Optional folklore and mythology for players who want to learn more. This section is educational bonus content only and is never used by the identification, evidence, behavior, speed, or voice systems.
No lore entries match that search.