> For the complete documentation index, see [llms.txt](https://rayn-scripts.gitbook.io/rayn-scripts-docs/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://rayn-scripts.gitbook.io/rayn-scripts-docs/rayn_ghosthunting/how-to-play.md).

# How to play

Cases, evidence, sanity, hunts and payouts.

## 1. Take a case

Go to the ghost hunter NPC and open the **case board** (ox\_target, qb-target or **\[E]**). Pick a location – or a random one – and a difficulty.

Each location can limit its difficulties, ghosts, time and reward (see [Mission settings](/rayn-scripts-docs/rayn_ghosthunting/location-editor.md#mission-settings)). Difficulties a location does not allow are greyed out, and every difficulty shows its real time limit and payout for the selected location.

Players standing next to the NPC join the team automatically, up to `Config.MaxTeam` (4 by default). Each location can be used by one team at a time. The equipment is handed out automatically.

| Difficulty | Sanity drain | Payout | Notes                                  |
| ---------- | ------------ | ------ | -------------------------------------- |
| Easy       | ×0.7         | ×1.0   | Hunts start later                      |
| Normal     | ×1.0         | ×1.5   |                                        |
| Nightmare  | ×1.5         | ×2.5   | One evidence type is hidden, less time |

## 2. Investigate

Drive to the **search zone** marked on the map (a shaded area). Once you enter it, the music starts, the screen gets darker and sanity begins to drain – faster in the ghost room, at night and when you are alone. Leaving the area again for more than `Config.LeaveRadius` ends your part in the case.

Somewhere in the zone is the **ghost room**. Use your equipment (right click → **Use** in the inventory) – each hand-held tool shows a small device screen – and collect evidence there:

| Evidence                     | How to find it                                                                                            |
| ---------------------------- | --------------------------------------------------------------------------------------------------------- |
| 📟 **EMF 5**                 | Hold the EMF reader where the ghost interacts (thrown objects, knocks, apparitions) – all 5 LEDs light up |
| ❄️ **Freezing temperatures** | The thermometer drops slowly – below 0 °C in the ghost room                                               |
| 📻 **Spirit Box**            | Press **G** with the spirit box in the ghost room and get an answer                                       |
| 🔮 **Ghost orbs**            | Floating lights visible only through the night vision camera                                              |
| 📖 **Ghost writing**         | Place a book in the ghost room and wait                                                                   |

{% hint style="info" %}
Tip: walk the zone with the thermometer – the temperature falls as you get closer to the ghost room. Then confirm with the other tools.
{% endhint %}

## 3. Survive

The ghost whispers, walks, knocks, flickers the lights, throws objects, touches players and shows itself. Seeing an apparition costs sanity. Below 35% sanity players start to hallucinate.

When the **average team sanity** drops below the ghost's threshold, it can **hunt**: the lights flicker for a few seconds, then the ghost chases a player. Whoever it catches gets a cinematic jumpscare and respawns at the base of the location. Caught players can still help in the journal and receive 50% of the payout.

{% hint style="success" %}
A crucifix placed in the ghost room burns instead of letting one hunt start. Sanity pills restore 40 sanity.
{% endhint %}

## 4. Solve the case

Open the **journal** with **J**. Click evidence to mark it as found → ruled out → empty; the ghost list narrows itself. The journal is shared, so every team member sees the same marks. Select a ghost and press **End investigation**.

## 5. Payout

The report shows the real ghost, your answer and the payout. Leftover equipment is taken back.

| Reward                            | Default |
| --------------------------------- | ------- |
| Investigation completed           | $250    |
| Correct ghost                     | $750    |
| Each correctly marked evidence    | $100    |
| Photo of an apparition            | $200    |
| Solved in less than half the time | $300    |

Everything is multiplied by the difficulty payout and the location's reward multiplier. `/ghostscore` shows the leaderboard.


---

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