Every job in Demonology comes down to one task. You have to name the ghost haunting the site before it starts hunting you. The spirit produces three pieces of evidence out of eight possible types, and matching those three in your Journal points to a single ghost. The players who finish jobs consistently are the ones who find evidence quickly and read ghost behavior while they wait. Here is how to do both.
Quick answer: Locate the ghost room first, then confirm three evidence types using the matching equipment and toggle them on in your Journal. Each ghost uses one fixed set of three, so when the Journal narrows to a single name, highlight it before you leave to complete the job.
Find the ghost room before collecting evidence
The ghost spends most of its time in one room, and almost all evidence appears there. Find it first and every tool you own can sit in one place instead of being scattered across the map. The room is fixed for the whole match on every difficulty except Nightmare, where it can change over time.

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Add to Google Preferences →The eight evidence types and how to confirm each
Demonology uses eight evidence types, and each ghost leaves exactly three. Knowing what counts as a confirmed reading, and what does not, prevents wasted time and false matches.
| Evidence | Equipment | How to confirm it |
|---|---|---|
| EMF Level 5 | EMF Reader | All five lights light up, including the red one, with a sharp beep. Lower readings do not count. |
| Spirit Box | Spirit Box | Stand in the ghost room with lights off and ask questions until you hear a reply or see red caption text. Voice chat does not work for this. |
| Freezing Temperatures | Thermometer | Reading drops below 0°C (32°F). You can also spot breath fog, floor mist, and frosted windows. |
| Ghost Orb | Video Camera or monitor | A small white orb drifts on the camera feed in the favorite room. It is never visible to the naked eye. |
| Laser Projector | Laser Projector and camera | A faint silhouette appears when the ghost walks through the beam. Record it through a camera to confirm. |
| Handprints | Blacklight | Green prints glow on doors, windows, walls, and disturbed salt after interactions. Prints fade, so confirm quickly. |
| Ghost Writing | Spirit Book | Place the book on the floor in the favorite room and wait for markings to appear inside. |
| Wither | Observation | Watch for rusting metal, wilting flowers in a Flower Pot, distorted paintings, and other decay over time. |
Check the fastest evidence first
Some evidence confirms in seconds, while other types make you wait. Lead with the quick ones so you can start narrowing the list early. Handprints show up fast with the Blacklight right after the ghost touches a door or light switch. Freezing Temperatures can be confirmed without any tool by watching for your character’s breath or fog filling the floor.
Save the slower setups for the background. The Spirit Book needs time to produce Ghost Writing, the Laser Projector needs the ghost to pass through the beam, and Wither only appears as the environment decays at random. Drop those down early and let them work while you handle the EMF Reader, Thermometer, and Spirit Box yourself.
Tip: The Spirit Box answers more reliably when the ghost is briefly visible through the Laser Projector. Keep the Spirit Box ready whenever the projector is active in the ghost room and ask your questions in that window.

Read ghost behavior to narrow the list early
Evidence is not your only clue. Many ghosts give themselves away through how they act, and some behaviors are unique enough to confirm a type before the third piece of evidence even appears. Note that the ghost model you see during a hunt or manifestation is cosmetic and tells you nothing about the type.
| Behavior you notice | Likely ghost |
|---|---|
| Spirit Box keeps working during a hunt | Ghoul (it cannot disable electronics) |
| Hunts start very often with a short cooldown | Demon |
| Stops hunting the instant it kills a player | Revenant |
| Multiple windows or mirrors shatter at once | Banshee |
| Energy drains fast and salt is never disturbed | Wraith |
| No footstep sounds, slower in lit rooms | Umbra |
| Teleports between rooms, leaves a smoke effect | Entity |
| Extremely fast during a hunt | Oni |
| Appears headless in Photo Camera shots | Dullahan |
| Slows anyone it sees, may hum in the Spirit Box | Siren |
| Targets the lowest-energy hunter | Keres |
| Invisible on LIDAR, walks through walls | Vex |
| Only hunts from inside the ghost room, relights candles | The Wisp |
Full ghost evidence reference
Every ghost type in Demonology with its fixed evidence set and the trait that helps confirm it. Match your three confirmed evidence types against this list to land on a single name.
| Ghost | Evidence | Key trait |
|---|---|---|
| Aswang | Wither, EMF Level 5, Ghost Writing | Speeds up after every kill; slowed by salt |
| Banshee | Ghost Orb, Handprints, Freezing Temps | Breaks multiple windows or mirrors at once |
| Demon | EMF Level 5, Handprints, Freezing Temps | Hunts often; crosses have larger range and float when burning |
| Dullahan | Wither, Laser Projector, Freezing Temps | Headless in photos; faster while you are in line of sight |
| Dybbuk | Wither, Handprints, Freezing Temps | Throws corpses; stunned after the Music Box |
| Entity | Spirit Box, Handprints, Laser Projector | Teleports itself and objects, leaving smoke |
| Ghoul | Spirit Box, Freezing Temps, Ghost Orb | Cannot disable electronics; aggravated by too much chat |
| Keres | Wither, Handprints, Spirit Box | Targets lowest-energy hunter; slows after each kill |
| Leviathan | Ghost Orb, Ghost Writing, Handprints | Throws several objects at once; turns off lights passively |
| Nightmare | EMF Level 5, Spirit Box, Ghost Orb | Causes hallucinations; never roams in lit rooms |
| Oni | Spirit Box, Freezing Temps, Laser Projector | Very fast in hunts; frequent ghost events |
| Phantom | EMF Level 5, Handprints, Ghost Orb | Blinks slower; faster while invisible; avoids groups |
| Revenant | Ghost Writing, EMF Level 5, Freezing Temps | Low hunt cooldown; stops hunting after a kill |
| Shadow | EMF Level 5, Ghost Writing, Laser Projector | Small temperature changes; slower in lit rooms |
| Siren | Wither, Spirit Box, EMF Level 5 | Female voice; slows anyone it sees; may sing in Spirit Box |
| Skinwalker | Freezing Temps, Ghost Writing, Spirit Box | Fakes Ghost Orb; mimics other ghosts’ abilities |
| Specter | EMF Level 5, Freezing Temps, Laser Projector | Throws items often; rarely roams from its room |
| Spirit | Handprints, Ghost Writing, Spirit Box | No strength or weakness; can turn candles blue |
| The Wisp | Wither, Laser Projector, Ghost Orb | Walks through fire; hunts only from the ghost room; lights candles |
| Umbra | Ghost Orb, Laser Projector, Handprints | Silent footsteps; slower in lit rooms |
| Vex | Wither, Ghost Orb, Freezing Temps | Invisible on LIDAR; walks through walls |
| Wendigo | Ghost Orb, Ghost Writing, Laser Projector | Avoids hunting near lit flames; faster as energy drops |
| Wraith | EMF Level 5, Spirit Box, Laser Projector | Drains energy fast; does not disturb salt |
Watch for the Skinwalker trap
The Skinwalker exists to make you record the wrong ghost. It fakes a Ghost Orb in its favorite room and copies abilities from other types, which leads teams to lock in a false match. The fix is simple. Never mark Ghost Orb until your three other evidence types line up.
Two checks expose it. If you end up with four evidence types that no single ghost can have, the orb is the fake and you are dealing with a Skinwalker. If your collected evidence matches nothing in the Journal at all, suspect it as well. A Spirit Book test helps confirm the real combination of Freezing Temps, Ghost Writing, and Spirit Box.
Confirm the ghost in your Journal
The Journal does the math for you. Toggle each confirmed evidence type on and the book automatically crosses out ghosts that do not fit. Items shown in yellow are selected, while crossed-out text is ruled out. Keep going until one name remains.
You do not have to wait for all three pieces to start working the list. Open the Journal as soon as you confirm the first evidence, see which ghosts share it, then cross-reference again on the second. By the time two are confirmed you should be down to two or three options, so the third becomes a confirmation rather than a search. That speed matters most on harder difficulties, where hunts begin earlier and last longer.
Before you extract, highlight one ghost based on your evidence or the behavior tells. That selection is how the job registers a correct identification and pays out cash and EXP. Leaving without highlighting a ghost, or highlighting the wrong one, means the contract is not completed even if you survived. Taking a photo of the ghost and burning a cross add to the reward on the way out.






