- Equipment
- UV Light
UV Light
A purple light that reveals the prints the ghost leaves when it touches things and its footprints in Salt. It’s the tool for finding Ultraviolet evidence.
- Evidence
- Ultraviolet
- Price
- $35
- Max per contract
- 2
How it works
All three tiers
| All three tiers | Tier ITactical UV flashlight | Tier IIGlowstick | Tier IIIUV Light Pro |
|---|---|---|---|
| Unlocks at | From the start | Level 18 | Level 46 |
| UV charge time | 5 s | 10 s | 1.5 s |
| Light | Narrow beam | Area, 60 s | Wide beam |
| Shake to recharge | No | Yes | No |
| Electronic | Yes | No | Yes |
Tier I · Tactical UV flashlight
A small UV flashlight with a belt clip and a narrow beam that reaches far: good for checking prints without walking up to them. It charges prints in 5 s, twice as fast as the Glowstick. It’s electronic.
Tier II · Glowstick
A Glowstick that lights up everything around it: it glows brightly for 60 s, then fades to half over 10 s; shake it to brighten it again. It’s the slowest (10 s to charge a print), but it isn’t electronic and you can leave it on the floor. It’s the only one that works when custom difficulty turns flashlights off.
Tier III · UV Light Pro
A flashlight with nearly 80 bulbs and a wide, brighter beam: it covers whole rooms at a glance. It charges prints in just 1.5 s. It’s electronic, like the Tier I one.
How to use it
- Turn it on and point it at doors, light switches, windows and keyboards the ghost may have touched. Prints show up green under UV light.
- Hold the light on a print for a few seconds to charge it (5, 10 or 1.5 s depending on the tier): it then stays visible for a while after you move the light away, slowly fading. To photograph it, it has to be lit by UV light.
- For footprints, put Salt where the ghost walks. If it steps in it, it leaves up to 4 footprints that vanish after 10 to 15 s, so check it quickly.
- Tiers I and III are electronic: they flicker near the ghost when it manifests and, if turned on within 7.5 m during a hunt, they attract it. The Glowstick doesn’t.
When it counts as evidence
- If the ghost has Ultraviolet, it leaves a print every time it touches most doors, light switches and lamps, windows, keyboards, TV remotes, cooler boxes and, on some maps, mirrors. The Prison and the campsites have extra spots, such as cell bars or picnic tables.
- Prints always appear in the same spot on each object and last 2 minutes (1 minute on Insanity). Depending on the object’s size, it’s a handprint or just fingerprints.
- Footprints in Salt count too: the ghost leaves one per step for up to 2 s after stepping in the Salt.
- The Obake has a 25% chance to leave no print (or no footprint on each step), and sometimes leaves an odd print: the six-fingered handprint, two fingerprints on switches, lamps and remotes, or five on keyboards.
What isn’t evidence
- Disturbed Salt with no footprints: every ghost scatters it when walking through, but only ghosts with Ultraviolet leave visible footprints.
- A door or light that changed during a ghost event with no print: ghost event interactions don’t leave prints, so that doesn’t rule out Ultraviolet.
Tips
- When a hunt ends, check the doors: the ghost almost always opens or closes a few.
- Turn off your regular Flashlight while you search: with both on, prints are hard to see.
- Drop the Glowstick on the floor near doors and it will light up any print that appears. Since it isn’t electronic, it also works as a light during a hunt without the ghost noticing it.
- If the ghost isn’t touching doors, put Salt in its room or in the hallway to look for footprints.
Trivia
- There’s only one way to see a print on the exit door: the Mimic has to be mimicking a Yurei and use its door-closing ability on it. It almost never happens.
- Footprints from the “lamprey-faced” child ghost model are slightly smaller than the others.
Data from the article “UV Light” on the Phasmophobia Wiki (CC BY-SA 3.0).