Challenges are Demonology's rule-bender jobs: each one changes how a contract plays, like investigating entirely through a video camera's night vision, and pays bonus cash for finishing under the twist. They rotate through the board, so knowing what each twist really demands saves the failed runs where you learn it the hard way.
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Vision Challenges
Twists that take away normal sight and make light itself the problem.
Found Footage
You hunt in the dark and see through Video Camera night vision. A free camera is added to your inventory for the job.
- Reward
- $30
- Effect
- The job is dark except for Video Camera night vision, and you spawn with a free Video Camera.
- Notes
- The free camera is separate from cameras you bring or buy. A 6-player party that also buys 3 cameras can carry 10 Video Cameras.
Invisible Ghost
You usually cannot see the ghost's body. Track it with tools, especially the Laser Projector, instead of watching it appear.
- Reward
- $30
- Effect
- The ghost's physical appearances stay invisible.
- Notes
- Laser Projector evidence is the documented exception. Other manifestations stay hidden.
Blindness
A short sight radius leaves you hunting almost blind, so movement and ghost tracking take extra care.
- Reward
- $20
- Effect
- You can only see about 10 studs around you. The rest of your view is dark.
- Notes
- Navigation and spotting the ghost get much harder because most of the screen is blacked out.
| Name | Description | Reward | Effect | Duration | Notes |
|---|---|---|---|---|---|
| Found Footage | You hunt in the dark and see through Video Camera night vision. A free camera is added to your inventory for the job. | $30 | The job is dark except for Video Camera night vision, and you spawn with a free Video Camera. | - | The free camera is separate from cameras you bring or buy. A 6-player party that also buys 3 cameras can carry 10 Video Cameras. |
| Invisible Ghost | You usually cannot see the ghost's body. Track it with tools, especially the Laser Projector, instead of watching it appear. | $30 | The ghost's physical appearances stay invisible. | - | Laser Projector evidence is the documented exception. Other manifestations stay hidden. |
| Blindness | A short sight radius leaves you hunting almost blind, so movement and ghost tracking take extra care. | $20 | You can only see about 10 studs around you. The rest of your view is dark. | - | Navigation and spotting the ghost get much harder because most of the screen is blacked out. |
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Equipment Challenges
Twists that restrict or replace your kit.
Oops, All Therms
The highest payout. Your loadout and map spawns all turn into thermometers, leaving almost no standard gear.
- Reward
- $45
- Effect
- Every piece of equipment becomes a Thermometer, including gear that spawns on the site.
- Notes
- Normal investigation tools are gone, so evidence work has to rely on thermometers and ghost behavior.
Exploding Items
Do not keep holding a tool until its bar empties. Drop or swap it first, and treat charge-based gear the same when it runs out.
- Reward
- $35
- Effect
- Held equipment has a timer bar. If you are still holding it when the bar runs out, it explodes and kills you.
- Notes
- Charged items such as the Salt Canister explode when fully used instead of using a bar.
Inventory Lock
Plan pickups carefully. Whatever you grab stays in your inventory unless the game forces that item out.
- Reward
- $30
- Effect
- Once you pick up an item, you cannot drop it.
- Notes
- Items that leave on their own still can, including Energy Drink and Umbra Board.
Musical Items
Inventories change every 30 seconds to random equipment and cursed objects, and you cannot drop what you receive.
- Reward
- $25
- Effect
- Every 30 seconds, the team's inventory swaps with random Equipment and Cursed Objects.
- Duration
- Every 30 seconds
- Notes
- Hunters cannot drop the items they are given.
| Name | Description | Reward | Effect | Duration | Notes |
|---|---|---|---|---|---|
| Oops, All Therms | The highest payout. Your loadout and map spawns all turn into thermometers, leaving almost no standard gear. | $45 | Every piece of equipment becomes a Thermometer, including gear that spawns on the site. | - | Normal investigation tools are gone, so evidence work has to rely on thermometers and ghost behavior. |
| Exploding Items | Do not keep holding a tool until its bar empties. Drop or swap it first, and treat charge-based gear the same when it runs out. | $35 | Held equipment has a timer bar. If you are still holding it when the bar runs out, it explodes and kills you. | - | Charged items such as the Salt Canister explode when fully used instead of using a bar. |
| Inventory Lock | Plan pickups carefully. Whatever you grab stays in your inventory unless the game forces that item out. | $30 | Once you pick up an item, you cannot drop it. | - | Items that leave on their own still can, including Energy Drink and Umbra Board. |
| Musical Items | Inventories change every 30 seconds to random equipment and cursed objects, and you cannot drop what you receive. | $25 | Every 30 seconds, the team's inventory swaps with random Equipment and Cursed Objects. | Every 30 seconds | Hunters cannot drop the items they are given. |
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Ghost Challenges
Twists that make the entity meaner than the difficulty says.
Hide & Seek
Keep re-finding the ghost room. After each minute the favorite room, orbs, and hunt origin can shift.
- Reward
- $30
- Effect
- The ghost changes its room once per minute.
- Duration
- Every minute
- Notes
- Temperature, ghost orbs, and hunt start location move with the new room.
Mimicry
A fourth fake evidence appears, so a three-evidence match can still be wrong. Use hunt behavior to confirm the ghost.
- Reward
- $20
- Effect
- Every ghost fakes one extra random piece of evidence on top of its real three.
- Notes
- Identify by traits, not evidence count alone. Doppelganger will not fake Ghost Orb.
| Name | Description | Reward | Effect | Duration | Notes |
|---|---|---|---|---|---|
| Hide & Seek | Keep re-finding the ghost room. After each minute the favorite room, orbs, and hunt origin can shift. | $30 | The ghost changes its room once per minute. | Every minute | Temperature, ghost orbs, and hunt start location move with the new room. |
| Mimicry | A fourth fake evidence appears, so a three-evidence match can still be wrong. Use hunt behavior to confirm the ghost. | $20 | Every ghost fakes one extra random piece of evidence on top of its real three. | - | Identify by traits, not evidence count alone. Doppelganger will not fake Ghost Orb. |
Reading a challenge before you queue
Every challenge is a normal job plus one broken rule, and the broken rule decides your loadout. Vision challenges take away normal sight, so light sources and camera night vision become mandatory rather than optional. Equipment twists restrict or replace your kit, which punishes muscle-memory loadouts. Ghost twists make the entity itself meaner, and those are the ones where insurance items earn their keep.
- Bring the counter to the twist, not your default kit.
- The bonus cash is flat, so fast, small maps make challenge farming efficient.
- Duo or squad runs soften vision twists enormously; one player lights, one works.
FAQ
How do challenges work in Demonology?
Pick one from the board and run the job under its rule change. Completing it pays the listed bonus on top of the normal job payout.
Do challenges stack with difficulty multipliers?
The challenge bonus is its own listed reward, while the job itself still pays by difficulty. Running a challenge on a harder difficulty raises the base payout, not the challenge bonus.
Which challenge should I start with?
Found Footage is the classic entry point: the free video camera covers the vision twist, and small maps keep it short.








