Each Demonology match hides a ghost with three evidence types chosen from eight possibilities. Use your tools to identify the evidence, then watch how the ghost moves and hunts when the clues leave you uncertain. Evidence and behavior together help you decide which ghost you are facing.
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Core Ghosts
These ghosts use only the standard evidence types and make up most of the roster. They cover the classic identification cases: aggressive hunters like the Demon, deceptive ones like the Doppelganger that fake a Ghost Orb, and quiet ones like the Umbra that make no footstep sounds. None of them give Wither, so if you have not collected Wither, your answer is somewhere in this group.
Spirit
A baseline ghost with no special speed or hunting quirks, identified by its Inscription, Prints, and Spirit Box evidence.
- evidence
- Inscription, Prints, Spirit Box
- hunt behavior
- Behaves like a standard ghost with no movement or hunting bonuses
- weakness
- Has no unusual resistances, so normal hiding and looping work well
- how to confirm it
- Can turn lit candles blue, a small tell unique to it
Demon
An aggressive ghost that hunts far more often than others, leaving EMF Level 5, Freezing Temperatures, and Prints.
- evidence
- EMF Level 5, Freezing Temperatures, Prints
- hunt behavior
- Hunts frequently, so expect earlier and more repeated hunts
- weakness
- The Cross has a larger range against it and makes it float as it burns
- how to confirm it
- Unusually frequent hunts paired with its evidence set point to a Demon
Banshee
A glass-breaking ghost identified by Freezing Temperatures, Ghost Orb, and Prints, sometimes announced by a unique wail.
- evidence
- Freezing Temperatures, Ghost Orb, Prints
- hunt behavior
- Can break multiple windows and mirrors at once and may let out a unique wail at the start of a hunt
- weakness
- Standard hiding works; listen for its distinctive hunt scream
- how to confirm it
- A unique wail at hunt start, plus shattered glass, signals a Banshee
Entity
A teleporting ghost identified by Prints, Laser Projector, and Spirit Box, marked by smoke when it moves objects.
- evidence
- Prints, Laser Projector, Spirit Box
- hunt behavior
- Teleports between rooms and can teleport objects, shown by a smoke effect
- weakness
- Hard to track by location; rely on evidence rather than chasing it room to room
- how to confirm it
- Sudden teleports between rooms and smoke-marked object moves point to an Entity
Ghoul
A chat-triggered ghost identified by Freezing Temperatures, Ghost Orb, and Spirit Box that cannot disable electronics.
- evidence
- Freezing Temperatures, Ghost Orb, Spirit Box
- hunt behavior
- Excessive chat messages can trigger its hunt, and it cannot disable electronics
- weakness
- Keep chat use limited; its inability to cut electronics keeps your gear working during hunts
- how to confirm it
- Electronics staying on during a hunt, plus chat-triggered hunts, identify a Ghoul
Leviathan
A power-meddling ghost identified by Inscription, Prints, and Ghost Orb that flickers gear and kills lights.
- evidence
- Inscription, Prints, Ghost Orb
- hunt behavior
- Can flicker equipment and passively turns off lights
- weakness
- Expect unreliable gear and dark rooms; keep a light source handy
- how to confirm it
- Equipment flickering and lights going out on their own suggest a Leviathan
Nightmare
A light-fearing ghost identified by EMF Level 5, Ghost Orb, and Spirit Box that can fake sounds.
- evidence
- EMF Level 5, Ghost Orb, Spirit Box
- hunt behavior
- Can cause auditory hallucinations and is afraid of lit rooms
- weakness
- Keep lights on, since it avoids lit rooms
- how to confirm it
- Phantom sounds plus a clear preference for dark rooms point to a Nightmare
Oni
A fast hunter identified by Freezing Temperatures, Laser Projector, and Spirit Box that shows itself often.
- evidence
- Freezing Temperatures, Laser Projector, Spirit Box
- hunt behavior
- Extremely fast during hunts and more likely to start ghost events and appear
- weakness
- Looping is risky because of its hunt speed; favor closets and lockers
- how to confirm it
- Very fast hunts and frequent visible appearances identify an Oni
Phantom
A slow-blinking ghost identified by EMF Level 5, Prints, and Ghost Orb that speeds up while invisible.
- evidence
- EMF Level 5, Prints, Ghost Orb
- hunt behavior
- Blinks in and out more slowly but moves faster while invisible during hunts
- weakness
- Track its slow blink pattern, but be ready for fast movement when it vanishes
- how to confirm it
- Longer gaps between blinks during a hunt point to a Phantom
Ravager
An object-hurling ghost identified by EMF Level 5, Inscription, and Spirit Box whose abilities all leave EMF Level 5.
- evidence
- EMF Level 5, Inscription, Spirit Box
- hunt behavior
- Can throw multiple objects, may start a vortex while hunting, and every ability leaves EMF Level 5
- weakness
- Watch for thrown objects and the hunting vortex; keep distance from clutter
- how to confirm it
- Multiple objects thrown at once, with EMF Level 5 on every ability, identify a Ravager
Revenant
A relentless hunter identified by EMF Level 5, Freezing Temperatures, and Inscription that stops hunting after a kill.
- evidence
- EMF Level 5, Freezing Temperatures, Inscription
- hunt behavior
- Has a low hunting cooldown but stops hunting once it kills a player
- weakness
- Expect back-to-back hunts until it claims a victim, then a lull
- how to confirm it
- Rapid, repeated hunts that pause after a kill point to a Revenant
Shadow
A light-shy ghost identified by EMF Level 5, Inscription, and Laser Projector with smaller temperature swings.
- evidence
- EMF Level 5, Inscription, Laser Projector
- hunt behavior
- Produces lower temperature changes and is less active in lit rooms
- weakness
- Keep rooms lit to suppress its activity; freezing temps may be subtle
- how to confirm it
- Weaker cold readings plus reduced activity in lit rooms suggest a Shadow
Doppelganger
A deceptive mimic identified by Freezing Temperatures, Inscription, and Spirit Box that fakes a Ghost Orb.
- evidence
- Freezing Temperatures, Inscription, Spirit Box
- hunt behavior
- Fakes a Ghost Orb that is not real evidence and can mimic other ghosts' abilities
- weakness
- Do not trust a lone Ghost Orb here; confirm with its three true evidence types
- how to confirm it
- A Ghost Orb that does not fit the rest of the evidence is the Doppelganger's fake
Specter
A room-bound ghost identified by EMF Level 5, Freezing Temperatures, and Laser Projector that throws items often.
- evidence
- EMF Level 5, Freezing Temperatures, Laser Projector
- hunt behavior
- Throws items frequently and stays in its ghost room except while hunting
- weakness
- Its strong attachment to one room makes the ghost room easy to pin down
- how to confirm it
- Frequent thrown items and a ghost that never roams point to a Specter
Umbra
A silent stalker identified by Prints, Ghost Orb, and Laser Projector that slows down in lit rooms.
- evidence
- Prints, Ghost Orb, Laser Projector
- hunt behavior
- Makes no footstep sounds and moves slower in lit rooms
- weakness
- Keep lights on to slow it, and do not rely on footsteps to locate it
- how to confirm it
- A ghost you cannot hear walking, that slows under lights, is an Umbra
Wretch
A flame-shy ghost identified by Inscription, Ghost Orb, and Laser Projector that speeds up as energy drops.
- evidence
- Inscription, Ghost Orb, Laser Projector
- hunt behavior
- Less likely to hunt near lit flames and increases in speed as average energy decreases
- weakness
- Keep candles or a lantern lit to discourage hunts and watch your team's energy
- how to confirm it
- A ghost that avoids flames but speeds up as energy falls points to a Wretch
Wraith
An energy-draining ghost identified by EMF Level 5, Laser Projector, and Spirit Box that ignores salt.
- evidence
- EMF Level 5, Laser Projector, Spirit Box
- hunt behavior
- Drains player energy rapidly, roughly 0.2 to 0.4 percent per second, and does not disturb salt
- weakness
- Salt piles stay untouched, so use that as a confirming test
- how to confirm it
- Fast energy loss with undisturbed salt identifies a Wraith
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Wither Ghosts
These eight ghosts all give Wither, the newest evidence type, as one of their three readings. Wither is the biggest source of identification mix-ups, so they are grouped on their own. If you confirm Wither, you only need to compare these eight, and the rest comes down to behavior, like the Aswang speeding up after each kill or The Wisp only hunting from its favorite room.
Aswang
A snowballing killer identified by EMF Level 5, Inscription, and Wither that gets faster with every kill.
- evidence
- EMF Level 5, Inscription, Wither
- hunt behavior
- Speed increases every time it kills, so it becomes more dangerous as a match goes on
- weakness
- Salt slows it down, making salt a key tool against it
- how to confirm it
- A ghost that visibly speeds up after each kill points to an Aswang
Dullahan
A headless hunter identified by Freezing Temperatures, Laser Projector, and Wither that appears headless in photos.
- evidence
- Freezing Temperatures, Laser Projector, Wither
- hunt behavior
- Increases in speed the longer a player stays in its line of sight
- weakness
- Break line of sight quickly to keep it from accelerating
- how to confirm it
- A headless figure in Photo Camera shots confirms a Dullahan
Dybbuk
A corpse-throwing ghost identified by Freezing Temperatures, Prints, and Wither that the music box stuns.
- evidence
- Freezing Temperatures, Prints, Wither
- hunt behavior
- Can throw corpses around the site as a hunting hazard
- weakness
- It is stunned the first time the music box is played, a useful counter
- how to confirm it
- Being stunned by the first music box play points to a Dybbuk
Keres
A low-energy hunter identified by Prints, Spirit Box, and Wither that slows down with each kill.
- evidence
- Prints, Spirit Box, Wither
- hunt behavior
- Speed decreases every time it kills and it targets the hunter with the least energy
- weakness
- Keep your energy topped up, since it chases whoever is lowest; in solo it targets you below 90 percent energy
- how to confirm it
- A ghost that locks onto your lowest-energy teammate identifies a Keres
Siren
A singing ghost identified by EMF Level 5, Spirit Box, and Wither that slows anyone in its line of sight.
- evidence
- EMF Level 5, Spirit Box, Wither
- hunt behavior
- Uses a female model and voice, slows anyone within line of sight, and can hum in the Spirit Box instead of answering
- weakness
- Avoid staying in its sightline during hunts to dodge the slow effect
- how to confirm it
- A humming Spirit Box response and a slowing effect on nearby players point to a Siren
The Wisp
A fire-walking ghost identified by Laser Projector, Ghost Orb, and Wither that only hunts from its favorite room.
- evidence
- Laser Projector, Ghost Orb, Wither
- hunt behavior
- Can walk through lines of fire, can light candles, and only starts a hunt when a player is in its favorite room
- weakness
- Stay out of its ghost room to deny it the ability to hunt
- how to confirm it
- A ghost that can only hunt while you are in its room confirms The Wisp
Vesper
A sound-driven ghost identified by Inscription, Prints, and Wither that hears through walls.
- evidence
- Inscription, Prints, Wither
- hunt behavior
- Relies solely on sound and can hear through walls
- weakness
- Stay quiet, crouch, and avoid sprinting near it to lower your noise
- how to confirm it
- A ghost that finds you through walls by sound points to a Vesper
Vex
A wall-phasing ghost identified by Freezing Temperatures, Ghost Orb, and Wither that hides from the LIDAR Scanner.
- evidence
- Freezing Temperatures, Ghost Orb, Wither
- hunt behavior
- Does not show up in LIDAR scans and can walk through walls
- weakness
- Looping is unreliable since it can phase through walls; favor closets and lockers
- how to confirm it
- A ghost that never appears on the LIDAR Scanner points to a Vex
How the three-evidence rule narrows the ghost
Every ghost gives exactly three of the eight evidence types, and no two ghosts share the same set of three. Once you have all three, only one ghost matches. The hard part is that single pieces of evidence overlap a lot, so finding one or two only shrinks the list. Behavior fills the gaps when evidence is slow to appear: hunt speed, how often it hunts, whether it makes footstep sounds, and small tells like a Spirit shading candles blue or a Dullahan showing up headless in a photo. Use evidence to cut the list down, then use behavior to confirm.
Two evidence labels changed names
Demonology now uses Prints and Inscription as the official names for two evidence types. Older guides and parts of the journal still call them "Handprints" and "Ghost Writing," but they mean the same readings. If you learned the game under the old names, just read Prints as the handprint check and Inscription as the writing-book check.
FAQ
How many ghosts are in Demonology?
There are 25 ghost types in the game, split into 17 Core Ghosts that use standard evidence and 8 Wither Ghosts whose evidence set includes Wither.
How do you identify a ghost in Demonology?
Each ghost gives three evidence types out of eight, and no two ghosts share the same three. Collect evidence to narrow the list, then watch the ghost's hunt speed and behavior to confirm which one it is when evidence overlaps.
What are the eight evidence types?
EMF Level 5, Prints, Spirit Box, Ghost Orb, Freezing Temperatures, Inscription, Laser Projector, and Wither. Prints was previously called Handprints and Inscription was previously called Ghost Writing.
What are Wither ghosts in Demonology?
Wither ghosts are the eight ghosts whose three evidence types include Wither, the newest evidence type. They are Aswang, Dullahan, Dybbuk, Keres, Siren, The Wisp, Vesper, and Vex. Confirming Wither means the answer is one of these eight.
Can two ghosts have the same evidence?
No two ghosts share the same set of three evidence types, so a full evidence set always points to one ghost. Watch out for the Doppelganger, which fakes a Ghost Orb that is not real evidence, so confirm with its three true types.








