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theothersideguide

Contracts

The Other Side runs two contract modes, Identify and Cleanse. They differ in objectives, the equipment they demand and how they pay out. The choice usually comes down to team size and available gear.

Mode 1

Identify

Find 3 pieces of evidence, identify the ghost type, and escape. The standard investigation mode.

Use equipment to find 3 evidence types the ghost produces
Lock in your guess via the Identifier phone app
All players must lock in, then exit via the green box near the vehicle
Rewards
Correct identification
$275 + 153 XP
Sanctified Cross interaction
$60 + 30 XP
Escape a Hunt
$100 + 60 XP
Flawless Ghost Photo
$60 + 30 XP
Mode 2

Cleanse

Find cursed items, scan with the Spectral Affixer, and banish the ghost. All 6 evidence types are present.

Collect evidence using equipment (all 6 types are present)
Feed evidence into the Spectral Affixer via commands
Use the Ethereal Artifactor Locator to find cursed artifacts
Remove all artifacts to cleanse the ghost
Secondary Objectives
Flawless Writing Photo
Flawless UV Photo
Sanctified Cross Interaction
Flawless Ghost Photo
Cleanse mode warning
Complete secondary objectives BEFORE removing the last cursed artifact. Once all artifacts are removed, the mission ends immediately and you'll lose any incomplete bonus rewards.

Difficulty levels

4 tiers

Higher difficulties pay better but introduce false evidence in Identify and need more evidence for the Affixer scan in Cleanse. Master removes the tarot revival entirely.

Novice
1.0×

3 real evidence, no false. 2 needed for the Affixer scan.

Intermediate
1.3×

3 real evidence, no false. 3 needed for the Affixer scan.

Expert
1.7×

2 real + 1 false evidence. 4 needed for the Affixer scan.

Master
2.0×

1 real + 2 false evidence. 5 for the Affixer. Tarot revival disabled.

False evidence

Identify · Expert & Master

On Expert and Master, ghosts can leave behind false evidence. It first appears as the strongest reading of its type, then gradually degrades over time - so a confident-looking reading isn't proof on its own.

How it degrades
Audio 3 Audio 2 Audio 1
UV 3 UV 2 UV 1
Writing 3 Writing 2 Writing 1

How to handle it

  • · Rule the ghost out using its behaviours instead of evidence alone
  • · Wait for suspicious evidence to degrade before committing

Forced evidence

When evidence is limited, certain ghosts always show a specific evidence type so they stay identifiable. This does not apply to Zero Evidence configurations.

Custom difficulty

New in v0.9.8.0

The Custom Difficulty System lets you tune nearly every aspect of an investigation - ghost behaviour, hunt settings, evidence availability, player limits and rewards. Reward multipliers scale with your chosen settings, and you can save up to 13 custom presets to reuse from the difficulty menu. Active modifiers show up in the contract guide on your cellphone.

False Evidence

Strongest evidence that degrades over time on higher difficulties.

Favourite Room Changes

The ghost can relocate its favourite room mid-investigation.

Continuous Hunts After Death

Killing a player immediately restarts the hunt timer.

Shared Consequences

If one investigator dies, the whole team dies - even those outside.

Random Door Lockdowns

Up to 2 doors near the ghost lock for 30-45s. Hunts can still start.

Random Tarot Effects

Each player starts with a random effect: Sleepy, Squeaky Feet, Blurry Vision, Random Screams or Butter Fingers.

Inventory Capacity

Carry 1-4 items at once. Headgear is not affected by this setting.

Forced Evidence

Certain ghosts always show a set evidence type when evidence is limited.

Starting Heart Rate

Set the BPM you begin a contract at, within the new 60-160 range.

Spectral Affixer

Cleanse tool

The key tool for Cleanse contracts. A terminal-style device that requires evidence input via commands. As of v0.9.8.0 you can only enter the exact number of characteristics a scan requires - no more, no less - so higher difficulties no longer punish you for adding extra information.

Commands
ADD [EVIDENCE] [LEVEL] - add collected evidence
REMOVE [EVIDENCE] - remove previously added
INFO [EVIDENCE] - show valid intensity levels
SCAN - initiate scan (stay within 16ft)
Status colours
Blue
Ready / scanning
Yellow
Too far away
Red
Failed (hunt)
Green
Scan complete