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Ghost Hunting · The Hunter's Handbook

Somebody called about a house.

Things move, the lights go out, and something has been seen on the stairs. Your team is paid to find out what it is. You're not there to get rid of it — you're there to put a name on it and get out alive. Everything a new hunter needs is on this page.

01 / THE JOB

Take a case, walk in, walk back out

Ghost hunters work out of the city. Look for the Ghost Hunter on your map, near Legion Square. Go alone or bring up to three others — it's open to everyone, at any hour, no job needed.

  1. Take the case

    Talk to the ghost hunter (E) and open the case board — every haunted house has its photo and its story. Pick a case and a difficulty, then invite the hunters standing next to you. They press Y to accept; an unanswered invite lapses on its own.

  2. Get there

    Everybody gets a waypoint. Drive to the house before the travel time runs out — the hunt starts on its own the moment the whole team is there. Changed your mind? Hold DELETE on the way to drop the case.

  3. Walk in

    The power is out. Everybody has a flashlight and a HUD card showing the house, the room you're in, the time left, your sanity and the team. Your team hunts in its own instance, so nobody else wanders in.

  4. Find its room, collect the evidence

    The ghost lives in one room — the cold one, where the EMF reader reacts. Every ghost leaves exactly three of six kinds of evidence. Mark what you find in the journal; it's shared with the whole team.

  5. Name it and photograph it

    Pick your answer in the journal and get a photo of the ghost when it shows itself.

  6. Close the case and get paid

    End the investigation at the house, then bring the report back to a ghost hunter in the city — that's when you're paid. The report shows what the ghost really was and what everybody earned.

What you're paid for

Finishing the job Naming the right ghost A photo of the ghost Being quick Bonus objectives

Paid in cash, to every hunter on the team. A wrong answer cuts the job fee, a hunter who was caught gets only part of their share, and Nightmare pays more than Normal. Between hunts there's a short cooldown before you can take another case.

◈ The one rule

The lower the team's sanity, the more the ghost does. Everything on this page comes back to that.

02 / CONTROLS & HUD

Ten keys and a flashlight

These are Uncharted's defaults — a few differ from the vendor handbook because those keys already do something here. Rebind any of them in Settings › Key Bindings › FiveM.

ETalk to the ghost hunter, use things in the house, end the investigation
1 2 3 4Thermometer, EMF reader, spirit box, camera. Your inventory hotbar is switched off during a hunt, so these won't draw anything else
GUse the tool in your hand — ask the spirit box a question, raise the camera
0Put the tool away
FFlashlight
JJournal
9Put the writing book down, or pick it up
-Put the silhouette projector down, or pick it up
HNight vision, while looking through the camera
YAccept a team invite
HomeStart or stop watching your team after you've been caught
DELETEHold on the way to the house to drop the case

Through the camera: LMB takes a photo, RMB lowers it, and the mouse wheel zooms.

Reading the HUD

While you're on a case the city HUD and the minimap step aside, and the ghost-hunting card takes over.

  • House and room. The room you're standing in right now. Use it when you tell the team where something happened.
  • Time left. When it runs out, the case is closed as unsolved.
  • Sanity. Yours. Watch it — it decides how brave the ghost gets.
  • Objectives. The job and the bonus objectives picked for this run.
  • Team. Everybody's sanity, and who has been caught.
◈ Split the tools

Each tool can only be held by one hunter at a time, so agree who takes what before you go in. The camera is the exception — everybody has their own.

03 / YOUR TOOLS

Seven tools, and each one finds something the others can't

The journal has the same list under Equipment, in case you forget in the dark.

  • F Flashlight. Lights the way through a dark house. It flickers when the ghost is close during a hunt.
  • 1 Thermometer. Shows the temperature where you stand. The ghost's room is the coldest one, and some ghosts push it below freezing — under 32 °F. Rooms cool down slowly, so give it a moment.
  • 2 EMF reader. Reacts when the ghost touches or throws something nearby. Every ghost moves it to 2, 3 or 4. Only level 5 is evidence.
  • 3 Spirit box. Take it to the ghost's room, press G and ask a question. Only some ghosts answer, and every answer costs sanity.
  • 4 Camera. Raise it and take photos. Orbs only show through the camera, and a photo of the ghost is one of the objectives. H switches night vision.
  • 9 Writing book. Put it down in the ghost's room and wait. Some ghosts write in it.
  • - Silhouette projector. Put it down in the ghost's room. It throws green laser dots across the room, and some ghosts walk through them and show their silhouette.

One way to split a team of four

The tracker. Thermometer. Walks the house and finds the cold room. Puts the book and the projector down as soon as the room is found.

The listener. EMF reader. Stays near the ghost's room and watches for level 5 whenever something happens.

The talker. Spirit box. Asks the questions, so this hunter pays for the answers with sanity. Keep them near a light.

The eyes. Camera. Looks for orbs, takes the photo of the ghost and remembers where the wardrobes are.

04 / EVIDENCE

Every ghost leaves exactly three of these six

Two pieces narrow it down to a couple of ghosts. The third one names it.

  • EMF level 5. Stand near the ghost with the EMF reader out. It jumps when the ghost touches or throws something. Levels 2 to 4 happen with every ghost and mean nothing.
  • Freezing temperature. The thermometer in the ghost's room. The room cools slowly after you walk in. Below 32 °F is evidence; a cold room above it is not.
  • Orbs on camera. Small lights floating around the ghost. You can only see them through the camera, and they come and go — look for a while.
  • Spirit box answers. Ask a question close to the ghost. A ghost that talks answers some of them, not all. Ask more than once.
  • Ghost writing. Put the writing book down in the ghost's room and wait. If it writes, you'll find a word on the page.
  • Projector silhouette. Put the projector down in the ghost's room. The dots turn red and a silhouette walks through them.

Before you mark it

EMFDid it really reach 5? One bar short is nothing.
TemperatureCold is not freezing. Wait until the number stops falling.
OrbsSeen them twice, through the camera, in the ghost's room?
Spirit boxSilence after one question proves nothing. Ask several, close to the ghost. They prefer the dark.
BookIt needs time. Leave it for a minute or two before you call it empty.
ProjectorThe same. Leave it running and come back to it.
◈ Writing or silhouette

These two never come together. Find one and you can cross out the other.

▲ Hidden evidence

On Nightmare, one of the three never shows up. You have to name the ghost from two pieces and from how it behaves.

05 / WHICH GHOST IS IT?

The same table the journal uses

Mark what you found in the journal and it does this for you — ghosts that no longer fit are greyed out for the whole team. Here it is on paper.

✓ leaves this evidence · – never leaves it · FAKE the Changeling shows orbs it doesn't really have: find four kinds of evidence and the orbs are the fake one.
GhostEMF 5FreezingOrbsSpirit boxWritingSilhouette
Poltergeist✓–✓–✓–
Banshee–✓✓––✓
Shade✓✓––✓–
Wraith✓––✓–✓
Demon–✓–✓✓–
Revenant––✓✓–✓
Phantom–✓–✓–✓
Mare–✓✓–✓–
Yurei✓–✓––✓
Changeling✓–FAKE✓✓–

How to work it out

  1. Find the room first. Nothing else works anywhere else.
  2. Check what's quick: temperature, EMF, a few spirit box questions.
  3. Put the book and the projector down and let them work while you do the rest.
  4. Look through the camera for orbs before you leave the room.
  5. Two pieces found? Read the pages of the ghosts that are left in the journal, and watch how it behaves.
06 / THE GHOSTS

Ten of them

Evidence tells you which one it is. Behaviour tells you how to stay alive until you know.

The Poltergeist: a pale robed figure with clawed shadow hands

Poltergeist

EMF 5OrbsWriting

It feeds on noise and chaos. Plates fly, doors bang and nothing stays where it was left.

Behaviour. Throws far more than any other ghost, often several things one after another.

Field note. A room where things keep flying is its room. Keep the EMF reader in your hand — every throw is a chance for level 5.

The Banshee: a screaming woman with wild hair in a torn dark dress

Banshee

FreezingOrbsSilhouette

It chooses one of you the moment you walk in, and it will not let that one go.

Behaviour. Picks one victim. Every whisper, every apparition and every hunt is for that hunter only. Nobody else can be caught until the victim is.

Field note. If the same hunter keeps getting everything, it's a Banshee. Its silhouette is never hidden, on any difficulty.

The Shade: a dark hooded shape with a pale face

Shade

EMF 5FreezingWriting

It hides from groups and waits. Split up and it comes out of the dark.

Behaviour. Does nothing at all while two or more hunters stand in its room. Goes after whoever is alone.

Field note. A dead-quiet house is a hint. Leave one hunter in the room and it wakes up. It only hunts when the team is very low on sanity.

The Wraith: a black hooded figure floating above the ground

Wraith

EMF 5Spirit boxSilhouette

It barely touches the floor and loves to talk. Ask it anything; it may answer.

Behaviour. Whispers a lot. Makes no footsteps while it hunts, and it hunts fast.

Field note. You won't hear it coming. When a hunt starts, hide straight away — don't wait to listen for it.

The Demon: a horned black figure with long arms

Demon

FreezingSpirit boxWriting

The oldest and the angriest. It does not wait for you to be afraid.

Behaviour. Hunts early, hunts fast and takes short breaks between hunts. With no sanity left, a hunt may not end until it takes someone.

Field note. The first hunt comes while the team still feels fine. Ghost board questions cost half as much with a Demon, and its writing is never hidden.

The Revenant: a long-haired woman in a dark dress, face hidden

Revenant

OrbsSpirit boxSilhouette

It lets you poke around for a long time. When it finally hunts, you will not outrun it.

Behaviour. Slow while it can't see you, terrifyingly fast once it can. Quiet for most of the investigation.

Field note. Never run in a straight line. Break its line of sight and get into a wardrobe before it turns the corner.

The Phantom: a pale, translucent woman in a flowing grey gown

Phantom

FreezingSpirit boxSilhouette

It shows itself more than any other ghost, and it wants you to stare. Every glimpse costs you a piece of your mind.

Behaviour. Shows itself, walks past and stands in corners far more often. Seeing it costs sanity. Almost invisible while it hunts.

Field note. Take your photo and look away. During a hunt it only flashes up now and then, so don't trust an empty hallway.

The Mare: a dark, wild-haired figure holding a dim light

Mare

FreezingOrbsWriting

It puts out every lamp and candle it can reach. Once the fuse is gone and the house goes black, it stops waiting.

Behaviour. Switches lights off all over the house and blows the fuse. Hunts far sooner while the power is out.

Field note. Remember where the fuse box is before you need it. A team that keeps the power on keeps a Mare calm.

The Yurei: a woman in a white kimono with long black hair over her face

Yurei

EMF 5OrbsSilhouette

A restless soul that feeds on fear. Stay in its house too long and your thoughts start to go quiet.

Behaviour. Drains sanity much faster than the others. Slams doors and swings them open.

Field note. If your sanity is falling faster than it should and the doors won't stay still, think Yurei. Work quickly.

The Changeling: a ragged dark figure with small blue lights at its hands

Changeling

EMF 5Spirit boxWritingOrbs (fake)

It borrows the tricks of whatever haunted the house before it. The orbs are a lie; everything else is real.

Behaviour. Always shows orbs it doesn't have. Footsteps, whispers and knocks all the time. Can name the wrong room on the ghost board.

Field note. Found four kinds of evidence? Then one of them is fake, and it's the orbs. Don't trust the board about where it is.

07 / SANITY

It only goes one way while you're inside

Every hunter has their own. It starts full.

What drains it

  • Simply being in the house
  • Standing in the ghost's room
  • Being alone, away from the team
  • Every scare you're close enough to live through
  • Every answer on the spirit box
  • Ghost board questions and voodoo pins
  • A jumpscare

What helps

  • Standing next to a light that's on
  • Staying together
  • Leaving the ghost's room when you're done there
  • The Sun tarot card, which restores it fully
  • A Wheel of Fortune that burns the good way
◈ Keep the lights on

Lamps and candles are not decoration. A lit room is the only place your sanity gets a rest.

What low sanity does

1 · HighThe ghost is slow. A long time passes between two things.
2 · DroppingIt does things more and more often.
3 · LowIt can start hunting. You begin to see and hear things that aren't there.
4 · GoneSome ghosts won't stop a hunt until they take someone.

The ghost looks at the team's average when it decides to hunt, and it goes for the hunter with the least sanity first. One careless hunter puts everybody in danger.

◈ Hallucinations

At low sanity only you notice them: knocking behind you, footsteps, the ghost at the edge of your view, your lights flickering. Even a hunt that looks real and can't catch you. Ask the team before you panic.

What the ghost does

LightsThey flicker. A lamp or a candle goes out. A bulb bursts. The fuse blows and the whole house goes dark.
DoorsOne slams shut. One slowly creaks open on its own.
ThingsSomething flies off a shelf, or several things one after another. A rocking chair starts rocking. The rats scatter.
SoundsThree knocks. Footsteps walking towards you. A whisper right next to your ear.
DevicesThe radio or the TV switches itself on. The phone starts ringing.
The ghost itselfIt shows itself in its room. It walks out and fades away. One of you sees it standing where it shouldn't be.
08 / THE HUNT

When it stops playing with you

When the team's sanity is low enough, lightning hits, the lights go mad and the exit doors lock. A few seconds later it's walking the house, looking for one of you.

How you know

  • A red warning at the top of the screen
  • Lightning, and lights flickering all over the house
  • The exit doors won't open
  • Your flashlight flickers when it's close
  • Footsteps getting louder

How to survive

  • Hide. Climb into a wardrobe. A ghost can't find a hidden hunter, and you watch the room through the gap in the doors.
  • Break its line of sight. Corners and closed doors between you and it. Never a long straight hallway.
  • Wait it out. A hunt doesn't last forever. When the doors unlock it's over, and the ghost needs a break before the next one.
◈ Know your wardrobes

Look for hiding places while the house is still quiet. When the hunt starts it's too late to search.

▲ Low on sanity?

Step outside before it starts. The ghost goes after the hunter with the least sanity first, and it can only catch whoever is inside the house.

If it catches you

You're knocked down, put outside the house and out of the investigation — you can't get back in. You still get part of your reward if the team finishes. While you wait, you can watch your team:

HomeStart or stop watching
← →Switch between teammates
VFirst or third person
BackspaceStop watching

The High Priestess tarot card can bring a caught hunter back into the house.

09 / HAUNTED OBJECTS

Things in the house that aren't what they seem

Some help, some are a gamble, and two of them call the ghost straight to you. The journal lists the ones in your house under Haunted items.

Old diaryHelpfulReading it reveals one piece of the ghost's evidence.
Old phoneHelpfulWhen it rings, pick it up. A voice whispers the name of the ghost's room.
Fuse boxHelpfulThe house's power. When the ghost blows the fuse, switch it back on here. Too many lights on at once blows it too.
WardrobeHelpfulYour hiding place during a hunt.
Lamps, switches, candlesHelpfulYou switch them on, the ghost switches them off. Light calms you down. Bulbs can burst.
TVHelpfulThe ghost switches it on by itself — a sign it's around.
Rats, rocking chairHelpfulThey react when the ghost is near. Watch them.
Cursed teddyRiskySqueeze it and it laughs. If the ghost is close, it shows itself — good for the photo.
CoffinRiskyA gamble: a clue about the evidence, or a jumpscare.
Tarot cardsRiskyDraw a card and something happens. See the tarot.
Ghost boardRiskyAsk the ghost questions. Every question costs sanity. See the board.
RadioRiskySwitch it on to lure the ghost. It gets far more active, and your sanity drains faster.
MirrorRiskyWhisper her name three times. The ghost writes on the mirror in blood and stays angry for a while.
Voodoo dollDangerousEvery pin forces the ghost to react and costs sanity. The heart pin starts a hunt.
Music boxDangerousWind it up by hand. The tune plays through the whole house. When it ends, the ghost hunts.
◈ Limited uses

Most objects only work a few times and then go quiet. Don't waste the phone or the diary early.

◈ Bonus objectives

Many bonus objectives ask you to use one of these. Check the HUD before you decide an object isn't worth the risk.

10 / TAROT CARDS

Draw a card. It burns in your hand.

A deck lies somewhere in the house. Some cards save the team, others end your night. The deck runs out, and you never know what's left in it.

The Sun tarot card
GoodThe SunYour sanity is fully restored.
The High Priestess tarot card
GoodThe High PriestessBrings a caught teammate back. If nobody's been caught, the next one is spared.
The Hermit tarot card
GoodThe HermitThe ghost is bound to its room and can't hunt for a while.
The Wheel of Fortune tarot card
LuckThe Wheel of FortuneBurns one way and you gain sanity, the other and you lose it.
The Fool tarot card
LuckThe FoolPretends to be another card. Nothing happens.
The Tower tarot card
BadThe TowerThe ghost does something right away.
The Devil tarot card
BadThe DevilA jumpscare hits you.
The Moon tarot card
BadThe MoonYour sanity drops to zero.
Death tarot card
BadDeathA hunt starts, and it goes after you.
The Hanged Man tarot card
BadThe Hanged ManThe ghost takes you. You're out.
◈ When to draw

With a teammate already caught, the deck is worth the risk — the High Priestess brings them back. With full sanity and a quiet ghost, you have more to lose than to win.

▲ Who draws

The bad cards hit the hunter who drew them. Let the one with the most sanity do it, and not in the ghost's room.

11 / THE GHOST BOARD

It answers one letter at a time

Sit down at the board, pick a question, and the planchette spells the answer letter by letter. The whole team sees it. It's the most direct way to talk to the thing in the house — and it knows that.

The questions

Hello?Are you here?How old are you?Are you close to me?How many of us are here?Do you know my name?What do you want?Did you die here?Are you angry?When will you come for us?Where are you?Will you let us leave?Show yourselfGoodbye

The rules of the board

  • Every question costs sanity, and every question already asked makes the next one cost more.
  • The board burns out. It only answers a limited number of questions. Pick the ones you need.
  • Always say Goodbye. Goodbye is free. Walk away without it and the board is cursed — the ghost comes for you.
  • Not with low sanity. Ask with your mind nearly gone and the planchette flies off the board. The ghost hunts you.
  • It may stay silent. Sometimes the planchette doesn't move. Sometimes the ghost gets annoyed and does something around the board.
  • It may lie. A Changeling can name the wrong room.
◈ The useful ones

“Where are you?” names the ghost's room. “When will you come for us?” tells you how close a hunt is. “Show yourself” is your chance for the photo.

◈ One at the board

Only one hunter can sit at the board at a time. The others should stand close, with the lights on.

The voodoo doll

The doll works the other way round. You don't ask — you push. Every use puts one pin into a random part of the doll, costs you sanity and forces the ghost to react. There are only so many pins, and you don't get to choose where the next one goes.

HeadSomething stirs.
An armSomething moves in the house.
A legYou hear it walking.
HeartHunt It's coming for you. A hunt starts.
12 / THE JOURNAL & CLOSING THE CASE

One wrong mark sends everybody the wrong way

Press J. Every mark in the journal is shared with the whole team.

EvidenceMark what the team found. Ghosts that don't fit are ruled out. Every ghost has its own page with its picture, evidence and behaviour. You pick your answer here.
What happenedEverything the ghost did, with the time and the room.
ObjectivesThe job and the bonus objectives with their rewards.
EquipmentWhat every tool does.
Haunted itemsWhat every object in this house does.
PhotosEvery photo the team took, with the room and the time.
TeamThe hunters and their sanity.

Closing the case

Open a ghost's page and choose This is our ghost. Then end the investigation at the house and take the report back to a ghost hunter in the city. The report shows the ghost it really was, your answer, its evidence, your photo, the bonus objectives and what every hunter is paid. If the time runs out or nobody makes it out, the case is closed as unsolved. Wander too far from the house mid-hunt and you'll get a warning, then drop out.

Difficulty

EasyMore time, a calmer ghost, a smaller reward.
NormalThe hunt as it's meant to be. Every piece of evidence can be found.
NightmareLess time, faster hunts, one piece of evidence hidden — and a bigger reward.

Bonus objectives

Every run, a few are picked at random and shown in the HUD. Each one pays extra: use a haunted object, hide in a wardrobe during a hunt, survive a hunt with the whole team, name the ghost with nobody caught, photograph the rocking chair while it rocks or the writing on the mirror.

LAST PAGE

Ten rules that keep hunters alive

  1. Find the room before anything elseEvidence only shows up there.
  2. Put the book and the projector down earlyThey need time. Let them work while you do the rest.
  3. Stay togetherBeing alone drains sanity, and several ghosts go for the lone hunter.
  4. Keep the lights onAnd know where the fuse box is.
  5. Know your wardrobesBefore the first hunt, not during it.
  6. Don't trust levels 2 to 4Only EMF 5 is evidence.
  7. Mark carefullyThe journal is shared. One wrong mark rules out the right ghost for everybody.
  8. Take the photo when it shows itselfYou may not get a second chance.
  9. Say Goodbye to the boardEvery time.
  10. Leave when you knowStaying for bonus objectives with no sanity left is how teams lose the reward.

Ghost hunting runs on RTX Ghost Hunting by RTX Development. This guide is adapted from their Hunter's Handbook for Uncharted's keys and settings; the ghost and tarot artwork is theirs and appears here as it does in game.

Bring a flashlight

The house is waiting.

Join the Discord, verify you're human, read the rules and react. No application to write — then find the Ghost Hunter on your map.