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.
Identify
Find 3 pieces of evidence, identify the ghost type, and escape. The standard investigation mode.
Cleanse
Find cursed items, scan with the Spectral Affixer, and banish the ghost. All 6 evidence types are present.
Difficulty levels
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.
3 real evidence, no false. 2 needed for the Affixer scan.
3 real evidence, no false. 3 needed for the Affixer scan.
2 real + 1 false evidence. 4 needed for the Affixer scan.
1 real + 2 false evidence. 5 for the Affixer. Tarot revival disabled.
False evidence
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 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
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
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.