Demonology drops you into cursed locations where a single hidden ghost is the whole job. There are 25 ghost types, and each one leaves exactly three pieces of evidence plus a unique behavior you can watch for. The ghost is chosen at random every job, so no type is rarer or more common than another. Lock in the right one and you complete the investigation.
Quick answer: Find the ghost room with a Thermometer, place passive gear, then collect three evidence types. Match those three against the table below, confirm with the ghost’s signature trait, and lock in the answer in your Journal.

Evidence for every Demonology ghost type
Each ghost leaves a fixed set of three evidence types. Once you have all three, only one ghost can match. Use this as your master reference while investigating.
| Ghost | Evidence 1 | Evidence 2 | Evidence 3 |
|---|---|---|---|
| Aswang | EMF Level 5 | Ghost Writing | Wither |
| Banshee | Freezing Temperatures | Ghost Orb | Handprints |
| Demon | EMF Level 5 | Freezing Temperatures | Handprints |
| Dullahan | Freezing Temperatures | Laser Projector | Wither |
| Dybbuk | Freezing Temperatures | Handprints | Wither |
| Entity | Handprints | Laser Projector | Spirit Box |
| Ghoul | Freezing Temperatures | Ghost Orb | Spirit Box |
| Keres | Handprints | Spirit Box | Wither |
| Leviathan | Ghost Writing | Handprints | Ghost Orb |
| Nightmare | EMF Level 5 | Ghost Orb | Spirit Box |
| Oni | Freezing Temperatures | Laser Projector | Spirit Box |
| Phantom | EMF Level 5 | Handprints | Ghost Orb |
| Ravager | EMF Level 5 | Ghost Writing | Spirit Box |
| Revenant | EMF Level 5 | Freezing Temperatures | Ghost Writing |
| Shadow | EMF Level 5 | Ghost Writing | Laser Projector |
| Siren | EMF Level 5 | Spirit Box | Wither |
| Skinwalker | Freezing Temperatures | Ghost Writing | Spirit Box |
| Specter | EMF Level 5 | Freezing Temperatures | Laser Projector |
| Spirit | Ghost Writing | Handprints | Spirit Box |
| The Wisp | Laser Projector | Ghost Orb | Wither |
| Umbra | Handprints | Ghost Orb | Laser Projector |
| Vesper | Ghost Writing | Handprints | Wither |
| Vex | Freezing Temperatures | Ghost Orb | Wither |
| Wendigo | Ghost Writing | Ghost Orb | Laser Projector |
| Wraith | EMF Level 5 | Laser Projector | Spirit Box |
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Add to Google Preferences →Ghosts with movement speed differences
Every ghost walks at 75% of a sprinting player’s speed unless its trait says otherwise. Only six ghosts break that rule, and their speed changes are some of the fastest tells in the game.
Aswang
Every unique kill makes the Aswang 20% faster, so it gets deadlier the longer a job runs. It does not gain speed from killing a revived player it has already killed. Lay down Salt to slow it whenever it walks through the line.

Dullahan
The Dullahan speeds up the longer it keeps a player in its line of sight. It also appears headless in photos, so bring a Photo Camera to confirm it. Break its sightline by ducking around doors or into cabinets, and the Chariot perk helps you outrun it.

Keres
Keres targets the player with the least energy and ignores anyone with a full bar. In solo, it hunts once your energy drops below 90%, so keep it topped up. Unlike most fast ghosts, Keres loses 10% speed with every unique kill.

Oni
The Oni is extremely fast during hunts, matching a sprinting player. It is also more likely to start ghost events and show its appearance. If the ghost keeps manifesting in front of you, an Oni is the likely culprit.

Phantom
The Phantom blinks in and out more slowly while visible, but moves faster while invisible during a hunt. Watching its rhythm closely during a hunt is the clearest way to spot it.
Wendigo
The Wendigo gets faster as the average energy of all players drops. It is less likely to start a hunt near lit flames, so light Candles or carry a Lantern to suppress it.
Aggressive ghosts that hunt often
Demon
The Demon hunts more than any other ghost. It can begin a hunt as soon as the energy bar drops to 85%, and starts another the moment its cooldown ends. A Cross has a larger area of effect against it, and the Cross burns and floats once it stops a hunt from starting.

Revenant
The Revenant has a low hunt cooldown, so its hunts come around quickly. The trade-off is that a hunt ends immediately once it kills a player. If a hunt stops the moment someone dies, it is a Revenant.
Ghoul
Excessive chat messages can trigger a Ghoul hunt. It cannot disable electronics, so if your Spirit Box or flashlight keeps working during a hunt, you are dealing with a Ghoul.

Wraith
A Wraith drains player energy fast, roughly 0.2% to 0.4% per second, which makes its hunts start sooner. It does not disturb salt, so a clean salt line points straight to it. If your energy empties unusually quickly, expect a Wraith and keep salt ready.
Light-sensitive and stealth ghosts
Shadow
The Shadow is quieter in lit rooms and less likely to perform activity there. It also lowers temperature very slowly, dropping by tiny decimals, so be patient with the Thermometer. It can still start a hunt while inside a lit room.
Nightmare
The Nightmare causes auditory hallucinations, so you may hear thrown objects or breaking windows that are not real. It is afraid of brightly lit rooms, so keeping lights on reduces its activity. Avoid dark rooms when you suspect a Nightmare, since it can hunt and kill quickly there.

Umbra
The Umbra makes no footstep sounds, even during a hunt, which makes it hard to track by ear. It moves slower in well-lit rooms, so flip on the lights whenever you enter a space.
The Wisp
The Wisp can walk through lines of fire, including Holy Oil trails, and can light candles. It can only start a hunt when a player is inside its favorite room, which makes its hunting behavior predictable once you find that room.
Vex
The Vex does not show up in LIDAR scans and can pass through walls, which makes it tricky to track with equipment. It cannot move through furniture, only walls, so use that limit to predict its path.
Vesper
The Vesper is blind and relies entirely on sound, even hearing through walls. Stay silent and avoid unnecessary noise, and it will struggle to find you.
Ghosts that move and throw objects
Entity
The Entity teleports between rooms and can teleport objects, leaving a smoke effect behind. If items keep appearing in odd places around the job site, an Entity is to blame.

Dybbuk
The Dybbuk can throw the corpses of dead players around the map. It is stunned for three seconds when you play the Music Box near it. A ghost interacting with dead bodies is a strong sign of a Dybbuk.

Ravager
The Ravager throws multiple objects and can spawn a vortex during a hunt that pulls nearby items in. Every one of its abilities leaves EMF Level 5, which makes confirmation fast once it gets active.
Specter
The Specter throws items frequently and is most active during the evidence-gathering phase. It does not roam and stays in its ghost room until a hunt begins. Use a Laser Projector to check for roaming, and a ghost that stays put points to a Specter.
Leviathan
The Leviathan flickers equipment and turns lights off passively, outside of hunts. It is also one of the most common ghosts to throw items. Constant electrical disturbances point to a Leviathan.

Sound, fire, and disguise ghosts
Banshee
The Banshee can break several windows or mirrors at once and breaks glass more often than other ghosts. It sometimes lets out a unique wail at the start of its hunt, which is an early tell. Still gather full evidence, since a Skinwalker can copy that wail.

Siren
The Siren uses a female ghost model and answers the Spirit Box with a female voice. It can hum instead of giving a real answer, and it slows anyone caught in its line of sight during a hunt. Keep out of its direct gaze.
Spirit
The Spirit changes the flame color of lit candles, turning them blue, which negates the candle’s reduction of passive energy drain. The color sticks for the whole job, even after a candle is blown out and relit. Bring a Lighter so you have candles to test.
Skinwalker
The Skinwalker fakes Ghost Orb evidence and mimics the abilities of other ghosts, which makes it the hardest type to pin down. Always collect every piece of evidence before locking it in. These are the abilities it can copy:
| Copied ability | Original ghost |
|---|---|
| Wails when the hunt starts | Banshee |
| Low hunt cooldown | Demon |
| Interacts with a dead player’s corpse | Dybbuk |
| Teleports itself and objects | Entity |
| Disables electronics outside a hunt | Leviathan |
| Auditory hallucinations | Nightmare |
| Blinks slower during hunts | Phantom |
| Throws multiple objects in sequence | Ravager |
| Hums into the Spirit Box | Siren |
| Alters flame color | Spirit |
| Walks through fire and lights candles | The Wisp |
| Silent footsteps | Umbra |
| Passes through walls | Vex |
How to identify a ghost type fast
The Journal updates to mark your selection once you commit it, which is your confirmation that the ghost has been identified. If two ghosts share two evidence types, the third piece of evidence or the unique trait is what separates them, so never lock in before you have all three.





