Ghost Field Guide

Know what you’re hunting.

All 35 ghosts in Abnormality: their evidence, room temperatures, hunt speeds, hunt lengths and the tells that give them away. Mark what you’ve found below and the list narrows itself down.

Difficulty

Evidence Click once for found, twice for ruled out, three times to clear

Hunt timer

Start when the hunt starts, stop when it ends.

0.0s

Incense timer

Start when you light incense, stop when it hunts again.

0.0s
What did it do?

Tick anything you saw. Only ghosts that can do all of it stay on the list.

Events you saw

Some ghosts never do certain events. Seeing one rules those ghosts out. Similar things can still happen another way, like a Boggart’s props moving without a throw event, so only mark what you’re sure of.

    How to Read the Numbers

    Speed

    Hunt movement speed in cm/s, adjusted for the difficulty you picked. Chase effects come on top: most ghosts speed up gradually once they see you, and many have their own rules (distance, light, your movement, temperature). Those are in each ghost’s tells.

    Hunt

    How long a hunt lasts on the difficulty you picked. Shikome rolls a new length every hunt. Vardøger uses the length of whatever ghost it is copying.

    Hunts from

    The average anxiety the team needs before the ghost can roll for a natural hunt. Lower means earlier. It checks about every 25–55 seconds, and the roll depends on tension and the ghost itself, so reaching the number doesn’t mean an instant hunt.

    Room temperature

    Where the ghost room is heading. ★ means Abnormal Temps is one of its evidence types: then the room drops to about −7°C or climbs to about 40°C. Without it, cold ghosts sit around 2°C and hot ones around 28°C, give or take 1°C. Rooms change slowly, about 0.3°C per second, and the breaker and outside temperature affect readings.

    Evidence on harder difficulties

    Every ghost has three evidence types. Professional only shows two and Deathwish only one, so a ★ ghost whose Abnormal Temps is the hidden type can leave you with a mild room. The journal above accounts for that.

    Tells

    Incense is how long it keeps the ghost off you. Blink is how often, and for how long, the ghost flickers out of view while hunting. Interactions, tension rise and event rate compare against a normal ghost at 1×.

    Difficulty

    Difficulty Evidence shown Hunt length Speed Speed on sight Threshold

    Once a ghost sees you, its speed builds toward its chase speed times the “speed on sight” multiplier, then eases back when it loses you. Ghosts listed with “no gradual speed-up” jump straight there. On Professional and Deathwish, a kill can also extend a hunt that is already running.