- We Are So Dead banish demon runs require relic collection, ghost guidance, and accurate name spelling.
- Ghost players can see dangers and routes but cannot speak directly to living teammates.
- Living players carry relics, operate the seance board, and spell the demon’s true name.
- Demon rules change between sessions, so observe each floor before committing to a route.
- Best priority is clear communication, controlled movement, and protecting the player carrying each relic.
We Are So Dead Banish Demon Mechanics
We Are So Dead banish demon encounters revolve around an unusual co-op information gap: one player begins dead, while the living team must navigate a haunted house without seeing the demon or its dangers. The ghost can identify threats, safe routes, exits, and relic locations, but the living players cannot hear normal speech from that ghost.
The main objective is to gather the relics needed for the ritual, bring them back to the seance board, and spell the demon’s true name before sunrise. The ghost reads the name once the ritual materials are ready, then communicates it to the living team through the board and other supernatural signals.
| Role | Can See | Can Do | Main Responsibility |
|---|---|---|---|
| Ghost | Demon, dangers, relics, safe routes | Flicker lights, open doors, pass through players, scream | Guide living players and communicate warnings |
| Living player | House environment and teammates | Carry relics, explore, use the board | Retrieve materials and complete the ritual |
| Newly dead player | Supernatural information | Join ghost communication | Add warnings and help locate objectives |
The ghost is not simply a spectator. Ghosts can search the house for relics and then direct living teammates toward them. They can also influence the environment by opening or closing doors, flickering lights, and creating physical sensations when passing through a living player.
Give the ghost a dedicated communicator. One living player should focus on reading board messages while the others watch the route, carry relics, and react to danger.
The seance board is the most stable way to send full words to living players, but it can still create confusion. A short message may be misread, especially when the team is under pressure. Establish a simple vocabulary before entering a floor:
- “STOP” means an immediate threat is nearby.
- “BACK” means return along the route you just used.
- “LEFT” and “RIGHT” should describe the living player’s current perspective.
- “SAFE” means the ghost sees no immediate danger in the marked direction.
- “BOARD” means the team should regroup at the seance board.
These terms are recommendations rather than fixed in-game commands. Consistency matters more than the exact words.
Step-by-Step Demon Banish Walkthrough
The banishment sequence becomes easier when the team separates scouting, retrieval, and ritual duties. Do not rush directly toward the first visible objective. The demon’s rules are hidden and can change each session, so early observation gives the ghost time to identify patterns.
Assign the Ghost and Living Roles
Confirm who begins dead and decide which living player will read the seance board. The ghost should scout the immediate area, while the living team stays together until the first danger pattern is understood.
Scout the Floor Before Splitting
Let the ghost identify relic locations, dangerous zones, doors, and possible escape routes. Living players should avoid unnecessary movement until they receive a clear route from the ghost.
Retrieve Relics in Controlled Trips
Carry one relic at a time unless the route is exceptionally safe. The ghost should lead the carrier around unseen hazards while another living player stays close enough to assist with board communication.
Regroup at the Seance Board
Once the required relics are returned, bring the team together. The ghost can read the demon’s true name, while the living player prepares to spell the name back on the board.
Spell the True Name and Exit
Confirm every letter before entering it. After the demon is banished, follow the available route out and prepare for the next floor rather than assuming the following layout will behave the same way.
| Phase | Ghost Focus | Living Focus | Common Mistake |
|---|---|---|---|
| Opening | Scout threats and routes | Stay grouped | Exploring before the danger pattern is clear |
| Retrieval | Lead the carrier | Move relics safely | Sending the carrier ahead alone |
| Regroup | Read the true name | Prepare the board | Starting the ritual while teammates are scattered |
| Banishment | Confirm letters | Spell accurately | Guessing after a partial message |
| Exit | Identify the safe route | Leave together | Treating the floor as finished immediately |
A single misread letter can waste the team’s preparation. Repeat the demon’s name in short groups, confirm the spelling, and only then enter it on the board.
The final name is readable only to the dead after the relics have been collected. This creates the most important timing rule in the game: the ghost must remain attentive during the entire retrieval phase. If the ghost becomes distracted by general exploration, the living team may return with the correct materials but still lack reliable instructions for the final ritual.
Relic Retrieval and Survival Strategy
Relic runs are where many attempts fail. Living players are responsible for carrying the ritual pieces, but they cannot see the dangers that the ghost sees. The safest approach is to treat every carrier as a protected objective instead of allowing the team to scatter across the house.
Ghost Scout
- Finds relics and safe routes
- Watches for demon behavior
- Uses doors and lights for signals
Relic Carrier
- Moves only after route confirmation
- Returns by the safest known path
- Avoids unnecessary detours
Board Reader
- Translates ghost messages
- Repeats key instructions
- Confirms the true name
The team does not need to make every player perform the same task. A clear division of labor reduces crossed messages and keeps the carrier focused. If another player dies, that player joins the dead and can contribute more warnings and relic information. Death therefore changes the communication network rather than removing a teammate from the attempt entirely.
| Situation | Recommended Response | Why It Helps |
|---|---|---|
| Ghost sees a nearby danger | Stop the carrier and repeat the warning | Prevents movement into an unseen threat |
| Board message is unclear | Ask for a shorter word or letter group | Reduces misread instructions |
| Carrier is separated | Return to the last confirmed safe point | Restores a known route |
| A player dies | Add the new ghost to scouting and warnings | Expands supernatural information |
| Relics are complete | Regroup before spelling | Keeps the final ritual organized |
Use environmental signals as confirmation rather than as the only communication method. Flickering lights, doors, and ghost movement can attract attention, but the seance board remains the most dependable way to transmit full words. The living team should acknowledge each instruction aloud so the ghost knows the message was understood.
When a relic carrier receives conflicting directions, stop at the last safe position instead of improvising. A brief pause is usually less costly than entering an unseen hazard.
The game supports 2–6 players online, so the ideal formation changes with team size. A two-player group must keep communication extremely concise: one player carries while the ghost scouts and directs. Larger groups can assign a board reader and a second escort, but too many voices may make messages harder to interpret.
Floor Progression and Demon Rules
Banishment is not a one-room objective. The haunted house extends downward through nine floors, with each successful banishment unlocking the next section. The current Early Access version contains one world, nine floors, and nine unique demons, while future updates are planned to add additional worlds, floors, and demons.
Each demon has hidden rules that can change between sessions. That means memorizing a single route is less reliable than learning how to observe, communicate, and adapt. The ghost should spend the opening moments identifying what the demon can affect and when the danger appears.
| Progression Element | Confirmed Detail |
|---|---|
| Current house route | Nine floors |
| Current Early Access content | One world, nine floors, nine unique demons |
| Player count | Two to six players online |
| Core win condition | Collect relics and spell the demon’s true name |
| Replay value | Procedural floors and changing group decisions |
A practical floor routine is:
- Establish the board reader before movement begins.
- Scout the nearest rooms and likely return routes.
- Identify whether doors, lights, or movement provide useful warning signals.
- Select one relic carrier and one escort when the team is large enough.
- Return to the board after each retrieval trip.
- Record the demon’s behavior mentally instead of assuming the next floor follows the same pattern.
The next floor may introduce different layouts, hazards, and demon behavior. Keep the communication system consistent, but rebuild the route plan after every successful descent.
The house’s progression also changes the emotional pressure of a run. The team must reach the bottom before sunrise, but rushing creates more opportunities for miscommunication. Controlled movement is especially important when the ghost has information that cannot be transferred instantly to the living players.
For first attempts, prioritize survival and communication quality over speed. Once the team understands how to relay warnings and verify board messages, faster retrieval routes become easier to develop.
Banishment Checklist and Quick Reference
Use this checklist before attempting a difficult floor or beginning a new co-op session.
Banishment Preparation:
- Assign the starting ghost and the primary seance board reader
- Agree on short warning words for danger, retreat, and safe routes
- Scout the floor before sending a living player toward a relic
- Return all required relics to the board before spelling the demon's name
- Repeat and confirm every letter of the true name before finalizing the ritual
| Checkpoint | Ready Condition |
|---|---|
| Communication | Every player knows who reads and repeats board messages |
| Scouting | The ghost has identified at least one route and one danger area |
| Retrieval | The carrier has a confirmed return path |
| Ritual | Required relics are gathered at the seance board |
| Banishment | The true name has been repeated and verified |
| Descent | The team knows where to move after the demon is banished |
A strong team treats the final spelling as a procedure, not a panic moment. Have the ghost communicate the name in short sections. The board reader should repeat each section, and the other living players should remain quiet until the complete name is confirmed.
The official WE ARE SO DEAD Steam page lists the game’s co-op structure, nine-floor Early Access route, supernatural communication mechanics, and demon-banishment objective. The page was available on August 18, 2026.
Use one voice for instructions, one player for carrying, and one shared retreat point. This simple structure makes the demon’s hidden rules easier to manage.
Q: How do you banish the demon in We Are So Dead?
Collect the required relics, return them to the seance board, and have the dead player communicate the demon’s true name. The living team must then spell that name on the board before sunrise.
Q: Can the ghost speak directly to living players?
No. The ghost can hear living players but cannot be heard by them directly. Ghosts communicate through the seance board, flickering lights, doors, movement, and other supernatural signals.
Q: What happens when a living player dies?
That player joins the dead and can help identify relics, dangers, and routes. Death changes the team’s communication balance, but the new ghost can still contribute useful information.
Q: Do demon rules stay the same on every floor?
No fixed rule set should be assumed. Demon behavior and floor layouts can vary between sessions, so the ghost should scout and reassess the route during every attempt.