Ghost Exile

Ghost Exile

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In-Depth Ghost Exile Guide [1.4.2]
By Cave
This is an extensive guide of Ghost Exile (Up to Version 1.4.2).
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1. The Basics
You've decided to give Ghost Exile a go? Well this guide aims to explain as much as possible, to help clarify things, and be a good reference point if you are stuck with a task. There is now an in game tutorial too.

Your job is to uncover which Ghost is occupying the house, and remove it. However, removing the Ghost isn't an easy task, and you will need to level up first.

You can gain money and experience by completing the tasks on the missions.

I am currently updating this to be correct with 1.4.2 - What does this mean? It means I am updating Images to match the new Equipment designs, and I plan on doing the Maps too. This may take some time.

HOWEVER,
The information on how everything works should still be correct!

1.1. Ghost Types
This section contains a list of the ghosts found in Ghost Exile, the evidence attributed to them as well as any potential additional abilities or behaviours I have discovered so far. These are based on my own experiences, your experiences may be far different to mine.

1.1.1. Amonjaku
1.1.2. Caoineag
1.1.3. Dibbuk
1.1.4. Djinn
1.1.5. Doppler
1.1.6. Kijo
1.1.7. Mara
1.1.8. Mogwai
1.1.9. Mononoke
1.1.10. Myling
1.1.11. Obake
1.1.12. Oni
1.1.13. Onryo
1.1.14. Piru
1.1.15. Pishachi
1.1.16. Poltergeist
1.1.17. Reiki
1.1.18. Revenant
1.1.19. Shinigami
1.1.20. Shiryo

1.2. Equipment
Ghost Exile offers you a variety of equipment to use. However, you don't start with every piece of equipment. Some can only be obtained after levelling up. The items in yellow are starter items (these are also noted in the table below).




This section will cover the basic and most common use for each item, and what they look like. While most of these are intuitive, this guide will cover each piece for those who might be a little unsure about each piece. Rituals will be covered in a separate section.

It is important to remember that some items have secondary uses, or fit into the other categories too. However, the items have been split into 3 main categories: Evidence Gathering, Objectives, Rituals, Safety, and Support.

You can obtain these items at the shop in the Equipment tab. Below is a table which illustrates the level required, how much and the total cost of each equipment at max load-out. Currently a max load-out costs $6,410. This does not include modules, or insurance.



Item
Starter Item
Category
Level Required
Number
Individual Price
Total Price
EMF Reader
🗸
Evidence Gathering
1
2
$80
$80
Motion Sensor
🗸
Evidence Gathering
1
2
$90
$90
Notebook
🗸
Evidence Gathering
1
2
$80
$80
PEK Machine
🗸
Evidence Gathering
1
2
$110
$110
UV Flashlight
🗸
Gathering Evidence
1
2
$90
$90
Thermometer
🗸
Gathering Evidence
1
2
$75
$75
VideoCamera
🗸
Evidence Gathering
1
4
$100
$300
Laser Grid
Evidence Gathering
2
2
$90
$180
Spirit Box
🗸
Evidence Gathering
2
2
$70
$70
Wall Thermometer
Evidence Gathering, Support
2
2
$100
$200
Candle
Objective
1
2
$25
$50
Photo Camera
Objective
1
2
$80
$160
Salt
Objective
1
3
$15
$45
Book of Exile
Ritual
2
1
$130
$130
Crucifix
Safety, Objective
2
2
$70
$140
Incense Stick
Safety, Objective
2
4
$65
$260
Sanity Pills
Safety
2
4
$35
$140
Spray Paint
Safety, Objective, Rituals
2
2
$75
$150
Sound Sensor
Support
1
2
$90
$180
Energy Drink
Support
2
4
$40
$160
Directional Microphone
Support
2
1
$50
$50
Floodlight
Support
2
2
$110
$220
Seal Eraser
Support
2
2
$55
$110
Tripod
Support
2
4
$60
$240
Urn
Support, Ritual
2
2
$80
$160
Zonal EMF Reader
Support
2
2
$95
$190
Rover
Support
3
1
$2250
$2250

1.2.1. Evidence Gathering Equipment
Here is all of the Evidence Gathering equipment, with a picture and notes on how they work.
1.2.1.1. EMF Reader
  • Turn on by Right-Clicking.
  • Turn off by Right-Clicking.
  • Functions without placement.
  • Used to measure the
    EMF Strength of a ghost's interaction.
1.2.1.2. Laser Grid
  • Must be placed to function.
  • Activate by Placing on the wall or floor
    using F.
  • Pick up using E.
  • Turns on and off by being clicked on.
  • Checks for Ghost Projection.
1.2.1.3. Motion Sensor
  • Activate by Placing on the wall or floor
    using F.
  • Pick up using E.
  • Checks for normal motion and can pinpoint the ghost's current location.
  • Checks for Infrared motion.
  • Best used at choke points on the map.
1.2.1.4. Notebook
  • Doesn't need placing.
  • Has to be in the house and not in a player's
    hand to obtain Ghost Writing.
  • Use by throwing on the ground using G.
  • Pick up using E.
  • Used to check for Ghost Writing.
  • The sound of Ghost Writing can be heard.
    from inside the Tent.
  • Doesn't have to strictly be used for Writing. The ghost can doodle in it instead.


1.2.1.5. PEK Machine
  • Right-Click to turn on.
  • Right-Click to turn off.
  • Move around the room.
  • Wait for bad signal to be detected.
  • Move around near where the bad signal was detected.
  • Once a good signal is detected wait for the scan to be completed.
1.2.1.6. Spirit Box
  • Right-Click to turn on.
  • Right-Click to turn off.
  • Turn off the room's lights.
  • Flashlight can stay on.
  • Ask one of the questions from the list to get an answer.
  • Move around while asking.
  • Talk towards the centre of the room.
1.2.1.7. Thermometer
  • Right-Click to turn on.
  • Right-Click to turn off.
  • Hold Left-Click to sample the air's temperature.
  • Thermometer's screen may change colour
    while sampling.
  • It only has 3 charges on its battery. After
    using a charge it will attempt to recharge.
1.2.1.8. UV Flashlight
  • Right-Click to turn on.
  • Right-Click to turn off.
  • Check doors and light switches for
    finger or hand prints.
1.2.1.9 Video Camera
Normal
  • Automatically turns on.
  • Normal mode can be used to check for
    Haze.

Night Vision
  • Night vision mode can be used to check
    for Haze. or Ghost Orbs.
  • Right-Click to Toggle.
  • Can be used to help find the Fuses.

Placement
  • It can beplaced down using F on a surface.
  • Rotate by holding down Left-Click or Right-Click.
  • Press F again when happy with how it looks.
  • Press E to pick up.
  • Can be placed on Tripod.
1.2.1.10. Voice Recorder
  • Turn off the lights.
  • Right-Click to start Recording.
  • Ask some of the questions from the list.
  • Left-Click to listen to the playback.
1.2.1.11. Wall Thermometer
  • Place on the wall of the desired room using F.
  • Remove from the wall using E.
  • Sounds an alarm if Freezing Temperatures are found.

1.2.2. Objective Equipment
Here are the pieces of equipment that are primarily used for the secondary Objectives. There are pictures and notes on how they work.
1.2.2.1. Candle
  • Requires a lighter.
  • Left-Click to light the Candle.
  • Must light the Candle while holding it.
  • Place the Candle using F.
  • Can be used as a weak light source.
1.2.2.2. Photo Camera
  • Left-Click to take a photograph.
  • There are 5 photographs per camera. Rewarded Photos:
    • Fingerprints
    • Ghost Writing
    • Ouija Board
    • Broken Seal
    • Portals (including World of Shadows)
    • Dead body
    • Writing on the Wall
    • Salt steps
    • The Ghost
    • The Ghost's Favourite thing
    • Ghost's Note
1.2.2.3. Salt
  • Place Salt using F.
  • There are 3 uses per container.
  • Ghosts may step in the salt and give an indication of their location.
  • Stepping in salt will allow the ghost's
    footsteps to be heard slightly louder for a short time.

1.2.3. Safety Equipment
The equipment which is linked to a player's safety and survival are listed below. However, more detailed information can be found under Hunts (3.1.)
1.2.3.1. Crucifix
  • Crucifixes are used to protect a player
    against a ghost hunting.
  • Each Crucifix has two charges.
  • More information on the Crucifixes can be
    found in the Hunts section.
1.2.3.2. Incense Stick
  • Incense sticks are used by Right-Clicking
    when it is in your hand.
  • This item can be used to help a player
    in a Hunt.
1.2.3.3. Spray Paint
  • Right-Click to open the menu.
  • Left-Click on the Sigil you want to paint.
  • Paint the Sigil on the floor or wall.
  • Each can has 3 uses.
  • Without using Book of Exile only 3 options
    are available.
1.2.3.4. Sanity Pills
  • Right-Click to consume.
  • Used to increase a player's sanity.
  • Press G to throw down.
  • This item is linked to Sanity and Hunts.

1.2.4. Support Equipment
The equipment below are useful in conjunction with other pieces of equipment, or assist the player in non-objective means.
1.2.4.1. Energy Drink
  • Without an Energy Drink sprint lasts for 6 seconds.
  • Energy Drinks are used to give a 12 second sprint to the player.
  • There is a small chance of obtaining a sprint penalty from drinking a Energy Drink.
1.2.4.2. Directional Microphone
  • Turn on with Right-Click.
  • Turn off with Right-Click.
  • Directional Microphone can listen in
    on sounds made by the ghost.
  • The Microphone indicates where
    and how loud the sound is.
  • This piece of equipment has
    use in the Additional Content.
1.2.4.3. Floodlight
  • Floodlights are used to light up a room.
  • They are portable and are used by dropping them on the floor using G.
  • Dropping the Floodlight automatically
    turns it on.
  • Left-Clicking the light on the Floodlight will turn it off.
  • They have limited battery and will turn off after a while.
  • They will recharge while switched off.
1.2.4.4. Seal Eraser
  • Used to remove a Sigil placed on a wall
    or the floor.
  • Use with Left-Click.
  • Has 3 uses.
1.2.4.5. Tripod
  • Dropped on the ground using G.
  • Can be used to place a Video Camera on.
  • If it has a Video Camera on and is in the player's inventory it can be used like a head-cam.
1.2.4.6. Urn
  • Place the Urn on the floor using F.
  • Pick up the Urn using E.
  • Left-Click the Urn to activate it. Activating it
    raises the sanity of the whole team.
  • Requires a lighter.
  • The Urn is used as part of the Additional Content.
1.2.4.7. Zonal EMF Reader
  • Turn on by Right-Clicking.
  • Turn off by Right-Clicking.
  • Used to show where the ghost is sending
    EMF signals from.
  • Does not show the strength of the EMF.

1.2.5. The Rover
The Rover is a companion that can be purchased for $2500, however the Rover will not function fully without access to the Rover AI module. The Rover can be used to bring equipment into a room, take equipment out of the room, retrieve equipment from a deceased hunter, or defend the hunter from an incoming ghost.

1.2.6. Modules
Modules are additions to your ghost hunting kit that can be purchased in the equipment shop under the modules tab.
Module
Level 1
Level 2
Level 3
Flashlight Upgrade
$50
$70
$100
Energy Upgrade
$25
$50
N/A
Insurance
$100
$200
$300
PDA Module - Tasks
$100
N/A
N/A
PDA Module - Indicators
$120
N/A
N/A
PDA Module - Electricity
$150
N/A
N/A
PDA Module - Rover AI
$150
N/A
N/A

The PDA modules can be accessed through use of the phone, by pressing tab, and then selecting the relevant module.
1.2.6.4 Tasks Module
The Tasks Module will display the current additional tasks that need to be completed, and their current state.
1.2.6.5. Indicators Module
The Indicators Module allows a hunter to check their sanity on the spot. This can be very helpful when checking for certain ghosts, or for anticipating a hunt.
1.2.6.6. Electricity Module
The PDA Elecriticy Module allows a hunter to control the fusebox via the switchboard. Furthermore, it will show how many lights have been switched on at the location. However, it will be unable to turn the power on if a fuse is missing from the fuse box.
1.2.6.7. Rover AI Module
The Rover AI Module is by far the most complicated module that is available. In order to use the Rover AI Module, you first need to have a Rover. There are two types of Rover AI available to use throughout a hunt: Passive Behaviour, and Active Commands.

In order to access Rover AI, simply press on the Rover AI tab on your phone.
1.2.6.7.1. Rover Settings
THIS SECTION OR ITS SUBSEQUENT SUBSECTIONS CONTAIN FLASHING IMAGES!
The settings second of the Rover AI determines the passive behaviour of the Rover. What would Rover do under specific circumstances?

This itself is divided into three subcategories: Collector, Defender, and Ritual Helper. Each of these can be accessed by left-clicking on the corresponding tab.
1.2.6.7.1.1. Collector Settings
The Collector Settings define how the Rover behaves around items, and there are four options to choose from:

Nothing
The Rover will not interact with any item without being given an order to do so.

Take All
The Rover will collect all items from the house, regardless of whether you are using them or not, with the exception of placed Video Cameras, placed Wall Thermometers, placed Sound Sensors, and placed Motion Sensors.

Item Drop Long Time Ago
The Rover will collect items that have been left on the floor for a while. It will leave the items that are in the room in which the ritual is occuring, however.

Item Drop Dead Players
The Rover will recover the items which were on the player who has died, and return them to the tent.

1.2.6.7.1.2. Defender Settings
The Defender Settings define how the Rover will react when the ghost is behaving aggressively and hunting, providing the Rover is in the building. There are four passive behaviours that can be chosen for the rover.

Nothing
The Rover will not get involved, and will leave the hunters to their own devices against the hunting ghost.

Ghost Near
The Rover will only act to deter or end the hunt with protective tools, if the hunt occurs near the Rover. However, the Rover won't actively seek out to protect the hunters from the ghost.

Stationing the Rover in specific rooms in which the ghost would have to pass through in order to reach a hunter with this setting could be useful.

Ghost Chase Player
The Rover will spring into action and will protect the hunter with protective tools, but only if the ghost has found the hunter. Elsewise, the Rover will not get involved in the hunt.

Ghost Hunting
The Rover will actively and aggressively seek out the ghost in an attempt to protect the player and end the hunt.

This can also be used in larger maps to find the ghost's favourite room area, as the Rover would immediately head in the direction of the ghost.

In order to protect the hunter, the item must already be in the Rover's possession. The Rover will not seek out a protective tool. The Rover can use an Incense Stick and a Crucifix, but cannot use the Spray Paint to draw a Seal of Dzhar'uerak.
1.2.6.7.1.3. Ritual Helper Settings
This setting is currently incomplete, and thus unusable at the current time.

1.3. Types of Evidence
Below are evidence types listed. They will help determine which type of ghost you are dealing with. Many of these may take several attempts to obtain. Below is a table in which I have listed the evidence types and how easy or difficult I have found it is to obtain them (This is just my opinion based on my own experiences - you may have different experiences).

Easy - Medium - Hard

Evidence
Difficulty to Obtain
Reason
EMF 5
Easy
Ouija board and multiple ghost events.
Ghost Writing
Easy
Placing two books in the ghost room speeds this up.
Spirit Box
Easy
Can take multiple attempts, but once you know where the ghost is it is much easier.
Traces of Ectoplasm
Easy
Ghosts touch doors and light switches a lot.
Voice Recorder
Easy
Can take multiple attempts, but once you know where the ghost is it is much easier. The buttons can take a while to get used to.
Freezing Temperatures
Medium
Ghost moves a lot and it can be time consuming using the hand held thermometer.
Infrared Motion Sensor
Medium
Sometimes needs moving around and Sigils placed to obtain.
Laser Projection
Medium
Getting the first silhouette can be time consuming.
Ghost Orbs
Hard
Can be delayed, don't always appear in favourite room, and are small.
Haze
Hard
Can be delayed and doesn't always appear in favourite room.
PEK 3
Hard
Can be time consuming to get, as the signal can cut out half way through a scan.

Once you have determined the evidence, you may take your findings to the research book. Circle the evidence you have found, by left-clicking. If you have only found two piece of evidence, you use the exclude incorrect evidence option to give you advice on what to look for.




Once you have all three pieces of evidence, press the magifying glass to reveal the type of ghost. You do not have to do this if you already have discovered that specific type of ghost.
1.3.1. EMF 5
This piece of evidence is straight forward. Using the EMF Reader and wandering around the site to a place where the ghost has interacted with something, for example a door, can produce EMF readings. This doesn't happen every single time, however. A relatively straight forward way to check for EMF 5 is through the use of the Ouija Board - but be warned, using the Board can drain your sanity.
1.3.2. Freezing Temperatures
There are two pieces of equipment that can be used to measure the temperature of a room. The first being the Thermometer. The second piece of equipment is the Wall Thermometer. Both pieces of equipment will check the temperature of the room - however, the ghost will move around, therefore it is important to check multiple rooms and do it a few times. The game provides the option to use Celcius or Fahrenheit.

Temperature °C
Temperature °F
Freezing Temperatures
15
59
10
50
5
41
0
32
Maybe
-5
23
1.3.3. Ghost Orbs
Ghost Orbs are slightly more complicated as evidence, due to their small nature. It is only possible to see Ghost Orbs through a Video Camera in Night Vision Mode. They can be very difficult to spot at times, and can be time consuming to find. Below are two sightings of Ghost Orbs.
The image on the left shows the Ghost Orb floating by the Hiding Cabinet. However, it is difficult to spot due to the room lights and flashlight being on. Whereas the image on the right shows the orb with both the Flashlight and room lights off. It is much easier to spot an orb in the dark.
1.3.4. Ghost Writing
Discovering whether or not there is a ghost who has the evidence of Ghost Writing is pretty straight forward. Once you have located the ghost's Favourite Room, place a Notebook down inside. If you have access to two books it can speed up the process.
1.3.5. Haze
Haze, like Ghost Orbs can be difficult to spot at times and can also only be seen through the use of a Video Camera. Haze could be considered a similar shape to a Ghost Orb, except it is much larger and has a more bubble-like movement.



The image on the left shows Haze being spotted by a door in Normal Mode, whereas the image on the right shows the Haze in Night Vision mode. Haze can be seen in either mode, however, it is clearer to see in Normal Mode.
1.3.6. Infrared Motion Sensor
Using a Motion Sensor and placing one in the ghost's Favourite Room is an effective way of discovering whether or not the ghost produces an Infrared signature. However, this can take multiple attempts to achieve. This is because the ghost doesn't always emit the signature. Using a Sigil of Baphomet, and placing the Motion Sensor at a choke point, like by a door, in or near the ghost's Favourite Room can also help obtain this evidence.
1.3.7. Laser Projection
A ghost's projection is a silhouette of the ghost walking through green dots projected by a Laser Grid. Finding the first silhouette can be quite time consuming and require moving the machine around sometimes.



The image on the left shows the projection machine with no silhouette, while the one in the right has the ghost's silhouette.
1.3.8. PEK 3
The PEK signal is measured in 3 levels by the PEK machine. In order to obtain a signal, the machine must be held and used to search around the room for a signal. The image on the right shows the PEK machine detecting a bad signal.‎


‎ ‎



‎ ‎
‎ ‎

The image on the left displays a measurement of PEK 3, obtained after finding a good signal. All Ghosts can provide PEK signals. Ghosts which do not match the PEK 3 evidence type will only provide PEK 1 or PEK 2. However, ghosts which do have PEK 3 can provide PEK 1, PEK 2 or PEK 3.
1.3.9. Spirit Box Response
This is very similar to the Voice Recorder. It can be a repetitive process and the room lights have be off during use. Using the Spirit Box ask the questions from the voice recognition training to try and get a response. The image on the right shows the ghost hearing the question on the spirit box and not answering. In this particular case, it chose to not answer rather than being unable to answer.
This is shown in the image on the left where the ghost responds to a question. Therefore, it is best to ask multiple times in multiple rooms to determine whether or not the ghost is a Spirit Box ghost.



This final image is what is shown when the spirit box is turned on, the ghost doesn't hear the question, or the game doesn't recognise the question.
1.3.10. Traces of Ectoplasm
Traces of Ectoplasm is a fancy name for Fingerprints. Hand prints can be found on doors and Fingerprints can be found on light switches using a UV Light. However, they do fade over time. Therefore if a ghost is playing with a door it might be worth checking sooner rather than later.

1.3.11. Voice Recorder Response
This piece of evidence is potentially a repetitive process and with the room lights off. Using the Voice Recorder talk to the ghost using the same questions from the voice recognition training and see if you get a response. The image on the left shows a blank recording.


The image on the right shows several boxes with exclamation marks - which are points in which the ghost has heard your question. Sometimes this will have to be attempted several times for a response, and it seems easiest to get a response if the ghost has recently interacted nearby.

The final image shows a little ghost image where one of the exclamation marks used to be - this means the ghost has answered your question. If the ghost doesn't answer your question it will remain an exclamation mark.

1.4. Turning on the power
Turning on the power is an important part of keeping sanity up. However, when you first enter the house the power will be off. In order to get power back on in the house you have turn to on the Fuse Box. The Fuse Box and the Boiler have their locations noted on the map in the Tent next to the Camper Van.
1.4.1. The Boiler
Turning on the Boiler is an optional, but useful thing for a player to do. The Boiler improves the house's heating, and can improve the measurements used by both the Thermometer and the Wall Thermometer. However, the Boiler will not work if the Fuse Box is off.
1.4.2. The Fuse Box
Difficulty
Fuses Missing
Beginner
0
Experienced
1
Madman
1
Insane
Broken


The Fuse Box is the main way of supplying power to the house, and turning on the lights in each room. The ghost may turn the Fuse Box on and off. Different difficulties alter how many Fuses are required to fix the Fuse Box, and can be found in drawers, on desks or in boxes in the building.

1.5. Basic Sigils
When you first start the game, your main objective should be to identify the ghost as being safe while Exiling a ghost is something which should be learned. There are three Basic Sigils, two of which will frequently come up on the Tasks board. Draw a Protective Sign in the Ghost's Favourite Room, and Draw an Active Sign.

These Basic Sigils will help you find Evidence, survive being Hunted by a Ghost and make Exiling the Ghost much safer.
1.5.1. Astaroth
This seal is used to lessen the chance of being Hunted by a ghost. It is important to put the seal in the ghost's Favourite Room. This doesn't guarantee the ghost will not hunt, however, if the ghost does manage to Hunt it will break this seal and be slowed down by 30% for 30 seconds.
1.5.2. Baphomet
This seal is increases the ghost's activity. If the ghost isn't giving evidence placing this seal around the house or in the ghost's Favourite Room will increase the chance of the ghost acting and thus giving evidence.
1.5.3. Dzhar'uerak
The Seal of Dzhar'uerak is a trap designed to stop the ghost from moving. It appears to trap the ghost in place for 10 seconds, which is a long enough time to escape. This is where having a plan comes in to play. When the ghost triggers the trap a red light surrounds the ghost, and as it attempts to escape little white sparks fly out.


Placing the Seal of Dzhar'uerak at a choke point is a very effective way of ensuring your safety and get a photo of the ghost while it is hunting. In the image on the left, the Seal of Dzhar'uerak has been placed in the narrow corridor just in front of the garage door because in order to get into the Hallway or into the Garage the ghost must travel through that specific spot.

Once the ghost has triggered and escaped from the trap, the Seal becomes broken and unusable.

2. Ghost Events
From time to time, the ghost may decide to act out and make its presence known. It does this through the use of Ghost Events. These events vary in aggression and can be done randomly. There are a few types of Ghost Event. The Ghost may appear and just stare at the player, slam the door in the player's face, summon a multiple entity apparition, create a red-room event (such as a crying child), create an apparition of a hellscape, or fake a hunt and follow the player around. Ghost Events cannot harm the player.

3. Hunts and Sanity
A Hunt is when the ghost attempts to murder the player. The ghost appears to spawn in its Favourite Room and start to track down the player who may be hiding or still investigating at the time.

Sanity appears to be the measure used to initiate Hunts. When a player's Sanity gets low enough a ghost will attempt to initiate a Hunt.

Below is some information regarding Hunts and Sanity.

3.1. Hunts
THIS SECTION OR ITS SUBSEQUENT SUBSECTIONS CONTAIN FLASHING IMAGES!

Ghost hunts can be stressful for unprepared players, therefore it is important to have a plan ahead of time. If the ghost is coming from a direction, where will you go? That being said, sometimes the ghost may hunt and catch you off guard. In those situations acting quickly may just save you. The speed of the Ghost as they chase the player, and their line of sight varies by difficulty, with Madman being the fastest, and Beginner being the slowest.

Using Sanity Pills is a good way to lessen the chance of being hunted. Remember, being in the house with the ghost will drain your sanity. Using the Ouija board will also drain your sanity.

Once you are all out of sanity pills there are still a few ways to protect yourself during a hunt.

When a ghost attempts to initiate a Hunt the player has a few options. These options will be split into preemptive, fight, or flight. For newer players who do not have access to Spray Paint, Crucifixes or Incense Sticks scroll down to the section called Hiding Cabinets. For those wishing to understand the Sigils, scroll up to the Basic Sigils section.

Type
Option
Preemptive
Sigil of Astaroth
Preemptive
Sigil of Dzhar'uerak
Fight
Crucifix
Fight/Flight
Incense Sticks
Flight
Hiding Cabinets
3.1.1. Hiding Cabinets
Once the ghost initiates a Hunt one of the best options for newer players is to hide in a Hiding Cabinet. By double clicking one of the doors on a Hiding Cabinet it is possible to instantly open it. It is best to only open one door as you will have to close it again in a hurry during a hunt (again via double clicking).


Occasionally, the ghost may get suspicious of you being inside a Cabinet and lurk around it causing a "Remain Calm" event.

Be careful! If a ghost sees you enter the closet it may rip open both doors to grab you! Lose line of sight of the ghost when you can!



Telling apart a safe and an unsafe Hiding Cabinet can mean the difference between life and death. Using an unsafe Hiding Cabinet truly should be the last of last resorts. A good question to ask is "How many lines of sight does the ghost have?" Tremont Street House gives a good example of this.ㅤ





Green = Safer
Yellow = Okay
Red = Not ideal
3.1.2. Crucifixes
Crucifixes are a powerful tool against ghosts as they can potentially end a hunt early. However, it is best to use them as a last resort, or have a back up plan in case it fails. Here a ghost is Hunting but is stopped by a Crucifix. Each Crucifix has two uses.



Be warned, however, there is a chance the ghost will take the Crucifix from your hand and throw it to the ground instead. The image on the left shows the ghost knocking the Crucifix on to the floor.
3.1.3. Incense Sticks
Using an Incense Stick is an effective way of buying some time against a ghost. The mini-clip on the right shows a ghost approaching, and being deterred by the Incense Stick.

Please note, however, this will not work against a Revenant.

3.2. Sanity
Sanity is a fundamental part of maintaining relatively safe against the ghosts inside the haunted locations. However, high sanity is not a concrete method of preventing a hunt.

A player's sanity will drain faster in the dark and around certain ghost types.
3.2.1. Sanity Pills
Throughout a mission your Sanity will drop down and put you more at risk. Sanity Pills are a cheap way of restoring some of your Sanity. Each set of pills will increase your Sanity by 30%. You can have up to 4 sets of pills so therefore can recover a total of 120 Sanity. However, each set of pills only affects the player who took them.
3.2.2. Urns
Urns are a much more expensive way of restoring Sanity for a single player. They also have a more complex purpose linked to the Additional Content. Each Urn will raise Sanity by 40%, and effect multiple players. However, it does require a lighter to use. If you don't have the Exile equipment and plan on using an Urn, you will have to find a lighter.

4. Advanced
Alright, now you have the basics of Evidence Types, and Equipment down and you can identify your ghost, it is time to focus on removing the Ghost from the house.

4.1. The Ghost's Favourite Room
Every ghost in the game will have a Favourite Room. Favourite Rooms are where the ghost resides as such, and will initiate a Hunt from. Knowing a ghost's Favourite Room can make Exiling the ghost much safer.
4.1.1. Finding the Room
As finding the ghost's Favourite Room is an important undertaking it is important to discuss the three methods in which you can do so.

Using the tasks in order to find the Ghost's Favourite Room is a very last resort method. This is because you have 5 attempts to get it right, and you have to have a task which requires you to Draw a Protective Sign in the Ghost's Favourite Room. You have to save one spray usage for the Exile Sigil. At which point it becomes trial and error to guess the correct room. You might be able to narrow this down based on activity, but certain ghosts don't care about the Favourite Room as much as others. So this is absolutely a last resort.

Another effective ways of finding the Favourite Room are through the use of the Ouija Board and being Hunted by the ghost.

Furthermore, using the PEK machine, it is possible to narrow down the ghost's Favourite Room, as a good signal can be detected around the ghost's Favourite Room.
4.1.1.1. A Hunt
Being Hunted by the ghost can be a rather stressful experience at the best of times, however, it is an effective way of finding the ghost's Favourite Room, as the ghost usually Hunts from its Favourite Room. On a smaller map walking around while holding a Crucifix or an incense stick during a Hunt you may be able to see which direction the ghost has come from before fleeing, or even better, see which room the ghost came out of. This may take a few attempts but you can narrow down which room the ghost's favourite room is by waiting at a choke point.

A good example of this is on Central Street there is a choke point at the end of the lobby.

If you stand in the choke point at the end of the lobby (where the blue dot is) you can see most rooms. The only 3 locations you cannot see are the Upper Hallway, Master Bedroom and Boy's Bedroom upstairs. By placing a Seal of Dzhar'uerak and standing in it at that point you can see which direction the ghost is coming from.
‎ ‎

You know which room the Ghost spawned in or you have narrowed it down to the three rooms upstairs if it comes down the stairs. By using this point too you give yourself all the best chances of escaping no matter which way the ghost comes from.
4.1.1.2. The Ouija Board
The Ouija Board can be found in each map to help find the Ghost's Favourite Room. Although, the location of the Board may move from mission to mission. It is possible to ask the ghost questions to determine other information too.





Questions:
1) What's your favourite room?
2) Where is the passport?
3) Where are you?
4) How many ghosts are here?
5) How old are you?
6) Are you old?
7) Are you young?
8) When were you born?
9) How did you die?

4.2. Rituals and Exile
Once the ghost type has been discovered it is possible to Exile it. Exiling a ghost can be an intense task at times. There are several rituals that a player must choose from in order to remove the ghost from the location.
4.2.1. The Book of Exile
The Book of Exile is a mandatory piece of equipment if you wish to remove the ghost from the house. It lists the Rituals that can be performed and the required items to carry out the Rituals. To know which Ritual you need to use on your Ghost, consult the Notebook. Make sure you lock in the Ritual you are going to use, as some Sigils can be used for multiple Exiles.
4.2.2. Advanced Sigils

Sigil of Ameth
- Ancient Rite of Hisogal
- Sacred Rite of Derot
- Useful on Lost Souls and Demonsㅤ





Sigil of Anaberon
- Great Rite of Anaberon
- Strong Seal





Sigil of Zeth
- Rite of Anak
- Rite of Astalor
- Useful against weak Ghosts and Demons
4.2.3. Ritual Items
Here is a list of all the Ritual Items that are brought once you have the Book of Exile.
4.2.4. Rituals
Once the ghost type has been uncovered it is time to pick up the Book of Exile and select which Ritual you are going to use to remove the Ghost from the house. There are 3 main Sigils and 5 Rituals to choose from. The Notebook tells you which Ritual to use.
4.2.4.1. Rite of Astalor
The Rite of Astalor is used to banish the following ghosts:
- Djinn
- Doppler
- Myling
- Revenant



You require the following items:
Sigil of Zeth, Ritual Candle (x3), Rune of Othala
4.2.4.2. Great Rite of Anaberon
The Great Rite of Anaberon is used to banish the following ghosts:
- Mogwai
- Mara
- Pishachi
- Reiki



You require the following items:
Sigil of Anaberon, Ritual Candle (x5), Doll
4.2.4.3. Rite of Anak
The Rite of Anak is used to banish the following ghosts:
- Caoineag
- Oni
- Shiryo
- Shinigami



You require the following items:
Sigil of Zeth, Ritual Candle (x4), Bone
4.2.4.4. Sacred Rite of Derot
Sacred Rite of Derot is used to banish the following ghosts:
- Amonjaku
- Kijo
- Obake
- Piru
- Poltergeist



You require the following items:
Sigil of Ameth, Ritual Candle (x3), Skull
4.2.4.5. Ancient Rite of Hisogal
Ancient Rite of Hisogal is used to banish the following ghosts:
- Onryo
- Mononoke
- Poltergeist
- Dibbuk



You require the following items:
Sigil of Ameth, Ritual Candle (x4), Rune of Othala, Rune of Berkano
4.2.4. The Passport
In order to banish the ghost, you must know the ghost's name. The only way to know their name currently is to uncover their passport. The passport itself is hidden in one of the drawers in the furniture, on a desk, or even in the walls. You can simply search every single location, or alternatively ask the Ouija board for the location of the passport at the cost of some sanity.


Once you have obtained the passport, you can access it using the Tab key, and then Examine it using the Examine button. You will find out the Ghost's name and age this way.
4.2.5. Portals
After successfully completing a line in the ritual a portal might open up in the house. The longer these Portals stay open the more at risk you are from being killed. Luckily, there is a trail leading to the Portal's location.

Once you have found the location of the Portal, saying "Close" to it should initiate the closing sequence. However, sometimes the Portal will latch on to you instead. In these cases you have to break free of the Portal by pressing the F key.
4.2.6. Consequences
If you get the ghost type and the Ritual correct and carry it out, the ghost will be exiled. However, what happens when things go wrong? Don't panic. If you get the Ritual wrong on Beginner or Experienced it isn't the end for you just yet. Getting the Ritual wrong in Beginner is the most forgiving, striking your sanity and destroying your seal. In Experienced the Ghost will initiate a Hunt.
While neither of these are pleasant outcomes, at least you may survive to learn from your mistake.

5. Additional Content
Other than just the regular game play of discovering what ghost is in the house, there is a series of additional content provided in the game. Below this guide will go through each section of additional content.

5.1. Complex Rituals
Complex rituals are an additional content option. It is the action of honouring the Ghost's Soul, which will occur during the Ritual. This requires an Urn and the Sigil of Ashukut. However, the sigil has to be placed in a specific location using the directional microphone and listen out for the holy sounds being echoed. On Beginner and Experienced you will be able to see which location to place the urn as the dot will be blue.

Following the Directional Microphone you can find the sound dots on the screen. Once the correct dot is are inside the red-semi circle on the Directional Microphone you can paint the Sigil of Ashukut with the Spray Paint, and place the Urn down. Once that's done, continue the Ritual.

5.2. Conditional Rituals
Conditional Rituals are an addition onto the Exiling process. At the start of a job, one of these conditions will be chosen. The chosen condition must be undertaken in order to complete the ritual of Exile.
  • Average Sanity of 25% or less.
  • Draw the seal in the ghost's favourite room.
  • No Crucifixes in the building.
  • No forms of protection in the building (Incenses, and Crucifixes).

5.3. Favourite Things
In the additional content, there is a setting known as Favourite Things. Favourite Things are items found in draws, often near the Ghost's Favourite room. There are 4 types of item that could be the Ghost's Favourite thing: a Collectable, an Inheritance Item, a Talisman, or A children's Toy. If Favourite Things is turned on, the Exile cannot be completed until the Ghost's Favourite Thing is burned.

If you burn the Ghost's favourite thing, it the ground will shake, if not, nothing will happen. You only have 3 attempts to burn the correct item.
5.3.1. The Clues
Once you have done your usual 5 minute set-up, it won't be long for the first clue to drop. These notes will give some information as to what sort of item you are looking for, written by the ghost. The first note will be vague. The second will state which group the Favourite Thing belongs in.
5.3.2. Collectables
There are 3 items which are collectables, or antiques.

Antique Cigar Case.









Antique Compass.









Antique Pistol.
5.3.3. Inheritance
There are 5 items which classify as Inheritance.

Blue Bead Bracelett









Golden Compass









Green Bead Bracelet









Old Book









Silver Compass
5.3.4. Talismans
There are 3 Talismans which can be the Ghost's Favourite item.

Grey Talisman









Harp Talisman









Heart Talisman
5.3.5. Toys
There are 3 items which are considered Toys, and could be the Ghost's Favourite thing.

Toy Crow









Toy Rabbit









Toy Train

5.4. Labyrinth of Death
The Labyrinth of Death will only appear if you die. Upon being murdered by the ghost you will awaken in the same room as if you would have died without the setting on. However, upon approaching the blue lit door you will drop down into the maze.




The maze is very dark, and potentially hard to navigate. On top of that, the ghost will be doing its best to catch you off guard and prevent you from escaping by hiding in cabinets. If you are grabbed you will have a prompt to press F, similarly to that of the portal's grab. Successfully pressing F fast enough will break you free of the ghost's grip. However, there is a limit to how many times you can escape their grasp.

In the Labyrinth you may come across blue exit doors which turn red upon touching them. These are fake doors, just keep running. Upon escaping from the Labyrinth of death you are able to interact with the world again, but as a ghost. You can knock, throw items, or fight back against the ghost to help protect your surviving team mates.

5.5. Difficult Ghost
Difficult Ghost makes the ghost far more challenging to deal with. Push to talk becomes a thing of the past, as the ghost can hear you at all times. It will remember where it last saw you better and make escaping it much harder.

5.6. World of Shadows
The World of Shadows is a dark replica of the location you are in. It can be hard to navigate at times. During the Ritual of Exile you may get a prompt to enter the World of Shadows - while you are there you must leave all of your equipment behind.

The Portal is similar in colour to the other Portals which appear during a Ritual, except the World of Shadow's Portal is a vibrant shade. There is no trail leading to it, so you will have to find it using sound.





Once you enter the World of Shadows you are looking for a glowing ball. Once you find the ball, it will be locked in a cage. There are 3 boxes above it. In order to save the soul in the World of Shadows, you'll need to decipher the code.




Using a soul lantern, you can find the codes scattered around the building. On beginner and experienced, the position of the code will be displayed. However, on Madman and Insane, it won't be. You will have to guess.




Once you have solved the code, left click on the freed soul, and safely transport it back to your ritual circle. Left-click again once you have reached the seal to set the soul free.





The ball of light isn't the only thing in the World of Shadows however. There are Shadowy figures who stalk the halls and rooms. They will let out a loud shriek if you get too close or make contact with them. Stealth and Patience might be your best bet. After all, each shriek they make alerts the Keeper of the World of Shadows to your presence.


The Keeper of the World of Shadows is a menace. She has a vision of 3 Meters, while this doesn't sound that threatening, remember in some smaller maps that is a huge deal. Once she has spotted you she will whisper to you and charge you down. Luckily, you won't die the first time you are caught in her realm. She will eject you. The second time you are caught however, you will be killed.

5.6. Artifacts - WIP
- Right Click

Curse
  • Curse of Kera
  • Curse of Lamia
  • Curse of Loki
  • Curse of Serket

5.6.1. The Boons
5.6.1.1. Blessing of Osiris
5.6.1.2. Contract of Dedven
5.6.1.3. Contract of Nefertem
5.6.1.4. Mitre's Look
5.6.1.5. Gift of Anubis
5.6.1.6. Gift of Ra
5.6.1.6. Sign of Astaroth
5.6.1.6. Sign of Baphomet

5.6.2. The Curses
5.6.2.1. Curse of Kera
5.6.2.2. Curse of Lamia
5.6.2.3. Curse of Loki
5.6.2.4. Curse of Serket
19 Comments
Karl Mar 19 @ 7:42pm 
Thank you very much!!
Cave  [author] Nov 8, 2024 @ 6:20am 
@TheWendiGeaux by completing a contract with that ghost and either exiling it, or guessing it correctly. (32 Xp for each up to a maximum of 64 Xp)
TheWendiGeaux Nov 7, 2024 @ 3:29pm 
How exactly do you fill the exp meter for each individual ghost, getting it to "level up"? I can't find anything online.
Cave  [author] Oct 3, 2024 @ 8:33am 
@Agente Sem X, As long as you give me credit for the information you use where you use it, that's all good.
Ågente X Oct 3, 2024 @ 8:19am 
Good afternoon, I would like to know if I can copy some information from your guide to use in mine. Thank you for your attention in advance.
Cave  [author] Jul 22, 2024 @ 11:55am 
Thanks! Artefacts are on my list of things to do for sure! :)
Caspian Cyndeon Jul 22, 2024 @ 11:32am 
Amazing guide, would love to see something about artifacts though as they are not explained in-game (if possible and you have time of course) :D
Cave  [author] Jul 22, 2024 @ 3:56am 
Thanks! Yeah, I know about the Pek 3 thing, I need to add that. Thanks for reminding me!
Nyx Jul 21, 2024 @ 11:08pm 
Love the guide! Thank you so much for continuing to update this and the incredible work you have done organizing this and making it easy to understand and follow.

Just wanted to mention that even if you get PEK 1 or 2, it doesn't mean that PEK 3 isn't possible. We've played matches where it didn't show us PEK 3 until later on/when the book told us it was one of the remaining pieces of evidence we need.
Demochien84 Sep 23, 2023 @ 9:18am 
Thanks, merci je test !!!