Evidence

Evidence

Every Rehaunted evidence type and where to find it, from blood traces and fingerprints to hidden recordings and the clues that contradict each other.

6
Evidence Families
Recordings and UV traces
Easy to Miss
Endings read from logged evidence
Why It Matters

Introduction

Evidence is the real currency of Rehaunted. There is no combat, no levelling and no map completion percentage; what you carry into the finale is the set of findings you actually registered. This section catalogues the families you will encounter — blood traces, fingerprints, hidden recordings, personal belongings, documents and the contradictions between them — and explains where each tends to sit, which tool exposes it, and why some of them are easy to walk past. It also covers the part most guides skip: which findings quietly disagree with each other, because that disagreement is the case rather than a bug in the game.

Evidence Families

EvidenceToolMost often missed because
Blood tracesUV flashlightThey read as a clean surface unless lit at close range
FingerprintsMagnifierThe mark is visible but the detail is not readable without magnification
Hidden recordingsCameraThey sit on objects that do not look interactive
Personal belongingsMagnifier and cameraThey look like set dressing until something contradicts them
Documents and notesMagnifierSmall print is skipped once a page looks decorative

Evidence Overview

S

Blood traces

The evidence family that hides in plain sight on ordinary surfaces.

How to findSweep walls, fabric and fixtures slowly with the UV flashlight at close range rather than scanning the floor for something obvious.
Why it mattersTraces establish where violence actually happened, which frequently conflicts with the version of the night you are being told by testimony.
S

Fingerprints

Proof of presence, and often proof of the wrong presence entirely.

How to findCheck handles, glass and personal objects, then read the detail through the magnifier rather than with the naked eye at arm's length.
Why it mattersA print ties a specific person to a specific object, and those ties are what make later statements checkable against the physical record.
S

Hidden recordings

The audio layer that players most often leave behind unlogged.

How to findExamine objects linked to the victim's daily routine; players and similar devices are interactive even when they do not look it.
Why it mattersAudio supplies context that no physical trace can, and it is the family most likely to contradict a written note found elsewhere in the house.
A

Personal belongings

Evidence of the person, not only of the crime committed against them.

How to findSearch bedroom and living areas thoroughly; belongings sit inside domestic clutter rather than being arranged on display for you.
Why it mattersThey answer who had access to the house, which narrows the pool of accounts worth weighing against the traces you have collected.
A

Documents & notes

Written evidence that rarely matches the physical record around it.

How to findRead drawers, desks and pinned notes with the magnifier, since the lines that matter are usually set in small type.
Why it mattersNotes explain relationships and motives, and their disagreements with the physical evidence are the case's core narrative device rather than a mistake.
S

Contradictions

Two findings that cannot both be true at the same time.

How to findCompare what you have logged on the evidence board instead of treating each finding in isolation as a separate and equally solid fact.
Why it mattersContradiction is the game's central idea: the answer you commit to is the reading these conflicts leave open rather than one they resolve.

Core Mechanics

Finding evidence is a three-step loop. First, the object has to be exposed: some traces are invisible until the UV flashlight sweeps them, and fine print stays unreadable without the magnifier. Second, the finding has to be registered: photographing it with the camera is what turns an observation into something you can compare later. Third, it has to be logged to the evidence board, because board state is what the game consults when it decides which conclusions are available to you. Skipping the second or third step is the most common way to do the work and still arrive at the reconstruction with an incomplete file. Sweep, photograph, log, then move on.

Advantages

The evidence layer is the most rewarding part of Rehaunted because it is the part that respects attention. Nothing here is hidden behind difficulty or reflexes; findings are placed to be discoverable by a careful player, and the tools are designed so that each one answers a specific kind of question. That makes a complete case file achievable in a single short run, which is unusual for an investigation game. It also makes the payoff legible: when a fingerprint on a personal object cannot be reconciled with a recording, you feel the contradiction as a story beat rather than as a puzzle you failed to solve.

Challenges

The challenge is that the game never tells you what you have missed. There is no completion counter and no audible cue when a room still holds something, so an incomplete sweep looks identical to a finished one until the finale. The UV-only traces are the sharpest example: if you sweep a surface from across the room instead of at close range, it simply reads as clean. Recordings are a second blind spot, because they sit on objects that do not look interactive. And because the story can advance before you are finished, the cost of a missed finding is not a retry but a permanently narrowed set of conclusions.

Frequently Asked Questions

How do I find hidden evidence in Rehaunted?+
Search methodically rather than quickly. Sweep surfaces with the UV flashlight at close range, read small markings through the magnifier, and examine objects tied to the victim's routine for recordings. The critical habit is to photograph and log what you find immediately, because registering a finding is a separate step from seeing it, and only logged evidence counts toward what the game will let you conclude at the finale. If a room feels finished but the story has not advanced, something in it is still unexamined.
What is the difference between evidence and clues in Rehaunted?+
In this wiki, evidence means a registered physical finding: a trace, a print, a recording, an object or a document that you have exposed, photographed and logged. A clue is the interpretation you attach to it, which usually only becomes clear once it is compared with a second finding. That distinction matters in practice because the game hands you evidence freely and withholds conclusions. Collecting is mechanical and forgiving; deciding what the collection means is the actual game, and it happens on the evidence board.
Does missing evidence change the ending in Rehaunted?+
Yes. The final reconstruction reads from your logged evidence, so findings you never registered remove conclusions from the pool rather than merely weakening them. Missing a recording or a UV-only trace can mean the contradiction that unlocks a particular reading is never available to you, even though you finished the investigation. This is why the guide recommends a complete sweep of every area before advancing the story, and why a second short run is often the most efficient way to see a different conclusion.

Quick Tips

💡

Photograph and log a finding the moment you expose it. Seeing a trace and registering it are separate actions in Rehaunted, and only what reaches the evidence board counts when the game decides which conclusions to offer you at the finale. An exposed but unlogged clue behaves exactly like one you never found.

💡

Sweep with the UV flashlight close to the surface instead of scanning from the doorway. Traces only resolve at short range, which is exactly why so many players finish a room believing a wall was clean when it was not. Slow, close passes are the whole technique. Distance is the enemy of this particular tool.

💡

Treat every contradiction as content rather than as a mistake. When a print, a recording and a written note cannot all be true, the game is doing what it was designed to do, and that conflict is what your final reconstruction is built from. Log both sides of it before you decide which reading to keep.

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