Puzzles

Puzzles

Rehaunted puzzle solutions for locks, keypads and the evidence board, plus a stuck-point index for when the house stops responding.

Investigative, not mechanical
Puzzle Style
Evidence board
Main Interface
An unexamined object
Usual Blocker

Introduction

Rehaunted's puzzles are investigative rather than mechanical. Locks, keypads and combinations exist, but they are almost never solved by brute force: the game tends to place the answer in the same area as the lock, usually inside a document, a recording or a detail that only resolves under the UV flashlight. The real puzzle interface is the evidence board, where contradictions between findings have to be reconciled before the case moves. This section covers the solutions and, more importantly, the reasoning behind them, plus a stuck-point index for the moments when the house stops responding. If a gate will not open, the cause is nearly always an unexamined object rather than a missing item, which is why every entry here explains how to find the answer rather than only what it is.

Puzzle Types

TypeWhere the answer livesWhy players stall
Locks and keypadsDocuments and written details in the same area as the lockSearching new rooms instead of reading the notes they already have
UV-revealed cluesSurfaces that only resolve at close range under the flashlightSweeping from the doorway, where the detail simply does not appear
Evidence board logicTwo logged findings that cannot both be trueTreating the board as decoration instead of the progress gate
Story-gated progressAn unexamined object rather than a missing itemAssuming a blocked door is a puzzle when the trigger is elsewhere

Puzzle Overview

A

Locks & Keypads

Combinations hidden in plain text somewhere nearby.

ApproachSearch the area you are already standing in before brute-forcing anything, because the answer is almost always in the same room.
Watch outCross-check numbers and symbols against documents; the game hides combinations in written detail rather than in scenery or decoration. The answer is written down somewhere close, not hidden in the visuals.
S

UV-Revealed Clues

Puzzles that only exist while the flashlight is switched on.

ApproachSweep surfaces slowly at close range, because UV detail does not resolve from across a room or from a safe distance.
Watch outA fast pass makes a marked surface read as clean, which is the most common reason a puzzle looks unsolvable when it is not.
S

Evidence Board Logic

The game's real puzzle interface, and the one players skip.

ApproachCompare logged findings and look for two that cannot both be true; resolving that connection is what actually advances the case.
Watch outTreating the board as optional means progress gates stay shut even though the evidence you need is already sitting in your file.
A

Stuck-Point Index

What to do when the house stops responding to anything.

ApproachRe-examine the room you are standing in, answer any waiting radio prompt, then review the board for an unresolved contradiction.
Watch outThe blocker is nearly always an unexamined object rather than a missing item, so ranging further usually wastes time rather than helping.

Core Mechanics

The puzzle logic rests on a simple rule: search the space you are already in before you assume you are missing an item. Combinations and codes are typically hidden in plain text somewhere in the same area, so reading every document with the magnifier is not optional. The second layer is the evidence board. Several progress gates are not locks at all but unresolved contradictions: the game waits for you to connect two findings that cannot both be true, and moving on requires you to have logged both. That means the fastest way through a stall is usually to re-examine objects you already found rather than to explore somewhere new.

Advantages

The puzzles respect the player's time. There is nothing here that requires pixel-hunting or trial-and-error across a large space, and the game does not hide solutions behind content you could permanently miss in the way it hides evidence. When a gate opens, it opens because you understood something: a number written in a note, a detail revealed by the UV light, or a contradiction resolved on the board. That makes the puzzle layer feel like part of the investigation rather than an interruption, and it means the reasoning is worth reading even if you only wanted the answer. The count is modest by design, too: the puzzles exist to gate progress rather than to pad the runtime, so none of them overstay their welcome.

Challenges

The main frustration is ambiguity about whether something is a puzzle at all. A door that will not open might be gated by a combination you have not found, by a contradiction you have not resolved, or simply by a story beat that has not fired yet, and the game does not distinguish between those cases. The other issue is range: if you are searching the wrong room, you can spend a long time looking for a code that was sitting in plain text in the last one. The stuck-point index exists precisely because the correct move is usually to go back rather than further in.

Frequently Asked Questions

How do I solve locks and codes in Rehaunted?+
Read before you search elsewhere. Combinations in Rehaunted are typically hidden in written material within the same area as the lock, so the document you skimmed on the desk is more likely to be the answer than a new room. Use the magnifier on anything with small type, and cross-check numbers and symbols against details that only appear under the UV flashlight. Brute force is rarely the intended route, and a lock that resists you is usually a signal that something in the current room is still unexamined.
What should I do when I get stuck in Rehaunted?+
Work backwards through three checks. First, re-examine the room you are standing in: the blocker is almost always an object you have not interacted with rather than an item you have not found. Second, answer any radio prompt that is waiting, because check-ins frequently introduce the next objective. Third, open the evidence board and look for an unresolved contradiction, since several progress gates are logic-based rather than physical. If all three come back empty, backtrack one area rather than pushing forward.
Is the evidence board required to finish Rehaunted?+
Yes. The evidence board is the game's real puzzle interface, not an optional collectible screen. Connecting findings is what produces a conclusion from a pile of facts, several progress gates depend on contradictions being resolved there, and the final reconstruction reads the board when deciding which conclusions to offer you. Neglecting it has two costs: you can stall on a gate you already have the evidence for, and you can reach the finale with a thinner set of available endings than your searching deserved.

Quick Tips

💡

Search the room you are already in before you expand your search. Locks and keypads in Rehaunted almost always have their answer written somewhere nearby, and moving on too early is the most common reason a puzzle feels unsolvable when the answer was within arm's reach. The room you are standing in is the puzzle's first page.

💡

Re-read documents with the magnifier rather than by eye. Small type is where combinations and names hide, and the game assumes you will use the tool it gave you for exactly that purpose. A page that looks decorative at normal distance is often where the keypad answer is written. Read slowly, then test the numbers you find.

💡

Check the evidence board whenever you stall. Several gates are not locks at all but unresolved contradictions, and connecting the two findings that cannot both be true is what opens them. If nothing in the room responds, the answer is probably something you have already found. Work the board before you widen the search.

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