A player's companion to Hungry Ghosts · Mord of Swoonlight's fan-translation project

Hungry Ghosts · PlayStation 2 · part 1 · the rules of the land

How the Game Works

Hungry Ghosts tells you very little. This guide explains how its systems work: the controls, the two gauges, what the menus show, how items, doors and saving behave, and what the game keeps count of. It is meant for when you are lost or unsure how something works. It is not a walkthrough, and it keeps the story out of it.

It names things as Mord of Swoonlight's English fan translation does, with the Japanese in the table at the end. Its companions:

  • Dangers: the ghosts, curses, possession, the Reapers and the graveyards;
  • Places: an atlas of the areas and how they connect;
  • Items: every item, what it does and what it costs;
  • Fifteen Judgments: the endings, and how to steer toward each one.

Where this comes from. Mord of Swoonlight's fan-translation project read these rules out of the game's own code and data, and checked many of them against save files in play. Much of the advice is the game's own, from its Information pages (section 8); those are quoted from the translation.

1The shape of the game

You wander a land of the dead, and nothing about it is explained. There are no levels and no experience points. What the game keeps count of is:

  • your Fate, which rises with what you do and choose;
  • three desires: Greed, Attachment and Destruction;
  • the bonds you form with the dead you meet.

At the end you are judged on those, and the judgment picks one of fifteen endings.

The world changes with your bonds. In the game's own words: "This is no ordinary 'surface' world. The Village ever shifts. Paths change with new bonds. The more you engage, the more await." Doors that were sealed can open, ghosts appear or don't, and a few choices close paths for the rest of the playthrough. The game itself is short if you hurry; most of it lies off the quick road.

At New Game you name your character. The name turns up in the game later.

2Controls

The original controls

These are the game's own controls, as its Options → Controls screen shows them. The four face buttons can be reassigned there.

buttonin play
Left stickwalk and turn
Right stickyour arm: thrust, swing, throw, reach out or pull back
L1 + left sticklook around
R1tap: recenter the view. Hold while moving: dash
L2 / R2strafe left / right
○show the commands for what's in front of you (section 4)
×hold while moving: dash
△the item menu (section 6)
□switch arms: weapon → none → tool → none
Selectthe menu screen (section 7)
Startthe pause menu: load a saved game, change the options

Fighting with the right stick:

  • Push the stick up to thrust with a spear. Push again quickly for a combo.
    • The Steel and Alloy Shafts allow rapid combos: keep the stick held up.
  • Pull the stick all the way back to draw the spear back and charge it. In the game's words: "Draw the spear back; ki grows. Ki-charged blows hit harder."
  • Push the stick to throw what you're holding.
  • Crossbows: hold the stick back to nock a bolt, then push it forward to shoot, much like a charged spear attack. Shoot before the bolt is properly nocked and it misfires.

When something grabs you, waggle both sticks hard to break free. "Panic breeds mistakes. Act with a cool head."

The Modern Controls edition

Mord of Swoonlight's translation also comes in a Modern Controls edition, with a modern two-stick layout. Its in-game help text is written for these controls.

buttonin play
Left stickwalk forward and back, strafe left and right
Right sticklook around and turn
R1attack: tap to strike. Hold to charge or aim, release to strike, throw or fire
L1 + right stickswing the arm by hand, as in the original controls
L3 (click)dash on or off. × still dashes while held
R3 (click)recenter the view
○ △ □ ×, Select, Startas in the original controls

When you're using an item or picking something up, the right stick moves your arm as in the original controls.

3Spirit and Vitality

Two gauges sit at the top of the screen. The game describes them on its very first Information page:

gaugewheredrained byin the game's words
Spiritupper left, bluemental harm"Low Spirit leaves you defenseless against all harm"
Vitalityright, redblows"Low Vitality means death itself"

When Spirit runs out, the game tells you: "All Spirit lost… Cannot charge attacks, now weak to curses…" Blows to your Vitality also do a fifth more harm until you restore some Spirit. That's what "defenseless" amounts to: you don't die of it, but everything gets more dangerous. Spirit is also what keeps curses off you, the higher the better (the Dangers guide has the numbers).

When Vitality runs out, you die.

  • With a Reaper's Tooth in your items, it crumbles and you get back up instead, usually where you fell, sometimes back at the doorway. The Tooth also lifts every curse, ends a possession, and brings Spirit and Vitality back to at least half. Each Tooth saves you once. It can't save you from a death sentence whose time has run out (see the Dangers guide).
  • Without one, the game is over. A picture of your end, then the title screen, where Continue loads a saved game.

Restoring them:

  • Foods and salves restore Vitality or Spirit: most a little, a Beehive or a Fresh Salve fully.
  • Rotten fruits, the Black Fruit, the Rotten Beehive and the foul salves lower your gauges instead, but end a possession (their descriptions say they "lift an affliction"; see the Dangers guide). Spotted mushrooms and apples are just poison.
  • Soul Shards restore both gauges fully. They are orbs of light, and a short scene plays when you take one; they come from the bonds you forge with the dead. The journal calls them the "power to survive" sealed in the malice of the dead, and says stronger ones remain "where malice binds deepest". The menu screen counts them, up to 99.
  • Your maximum Spirit grows by 10 at a time, from 50 up to 100: the game says "Max Spirit increased…" and the blue gauge gains flames.

Protection: a LifeWard halves the harm to your Vitality and a SoulWard halves the harm to your Spirit, just by being carried. (Their descriptions: "Just holding it, Vitality takes less harm," and the same for Spirit.)

4Looking, touching, taking

Walk up to something and press ○. The commands for it appear: Look, Open, Take, Use and so on.

  • Hand commands such as Open or Take put your arm out. Push the right stick to reach, pull it back to withdraw.
  • Inspect everything. The game insists on it: "'Inspect' is a vital way to survive this world, for indifference is most deadly," and "All begins with 'knowing'." Writing on walls, bodies, objects and corners often holds what you need.
  • Dark places hide things. "Strain to search as you might, you discern little. The fix is obvious: make light, then search." Light a match, or carry the Dark Eye, which lets you see in the dark.
  • Hidden events. Carrying the Third Eye lets you see the hidden side of objects and tools. The Hell's Eye does the same in the graveyards: with it, a Hell's Eye choice joins Inspect on the command wheel. "Your 「Fate」 may be swayed…"

The text colors mean something.

  • Red words are key words: clues, item names, the names the dead give you.
  • Yellow text marks a conversation that the game files in your journal's Memories (section 8).

5Weapons, tools and liquids

You fight with what you have equipped. The item menu (section 6) sets one weapon and one tool, and □ switches between them and empty hands.

Weapons:

  • Spears are a shaft plus a tip.
    • Shafts: Wood, Steel, Alloy. The shaft doesn't change how hard you hit; the tip and charging do. The Steel and Alloy Shafts let you follow a thrust with more (combos), and the Alloy Shaft charges in half the time (1 second instead of 2).
    • Tips: Iron Tip; Blood Tip, which holds strong spirit power; Torch Tip, wrapped in oilcloth, which catches fire in flame.
    • A charged blow does three to five times the damage of a plain one, but only while you have some Spirit. Aimed at the head, it can drop a graveyard ghoul in one hit.
  • Crossbows (Hunter, War and Knight) fire Arrows, Iron Arrows and Fire Arrows. The better ones load and fire faster.
  • The Grave Gun, won in the graveyards, never runs out of ammunition.

The game warns that "A weapon's efficacy is unclear": ghosts differ, and "effectiveness depends on type. Of fire, of blood, of dark…" (the Dangers guide covers each kind).

Tools are things you equip and throw:

toolwhat it does
Match, Long Matchlight one thing at a time, for a short or longer while
Twisted Matchlights, and senses curses in things
Canteenwater: puts out flames
Red Bagblood: bloodies a puddle and rouses blood-drawn things
Sacheta scent that evil beings hate, the more evil the more so
Threadballslows evil things for a while
Daggers (three kinds)hurt only the dead and ghosts
Skullstonesomething with a "hand" may reach out for it
Shining Waterradiates power; puts out fires that plain water can't
the fruits and Dried Potatothrown: blood, scent or a recoil effect, or something for the starving dead to chase

Liquids spread and react. "Oil burns; water kills red flame. Blood lures; step on it, dead rise." A pool changes when another liquid meets it. Blood is dangerous to walk through, and fire and water can open or close a way.

Throwing food distracts the starving dead, and "they loathe a foul stench": smell works on every ghost.

6The item menu (△)

The item menu has four tabs: Weapons, Equip Items (tools), Use Items and the Old Journal. Look at an item for its description, Equip it or Use it.

Some items work just by being carried:

itemwhile you carry it
Third Eyesee objects' hidden events
Dark Eyesee in the dark
Hell's Eyesee hidden events in the graveyards
Fate Wheelyour Fate shows on the menu screen
Desire Wheeladds text pages on your desires to the menu screen
LifeWard / SoulWardhalve the harm to Vitality / Spirit
Reaper's Toothrevive once when you die
colored effigiesward off one kind of curse (Dangers guide)

Others you use: foods and salves (section 3); effigies, which lift curses; the Cracked Bell, whose ringing destroys a curse set in an object; and the Grave Handbell, which calls someone in the graveyard.

Everything you take has a price. "Here, many things can be had. Here, none will fault you for it. But it's a choice: how far to drown in desire, or how much you resist it." Picking things up raises your desires (section 10), and whatever you still carry at the end counts again. The game asks: "What do you carry? Is it something you need? Is it excessive?" You can drop things from the item menu.

Boxes:

  • A skull box opens with a Skull Key and offers several items, but you may take only one. The rest vanish with the box.
  • A jewelbox opens with a Jewelbox Key. Some let you take only one of two.

Keys are spent from the item menu at a lock. The Unknown Key opens a locked door, but "not every door seems to open". Each key used adds to your Fate.

7The menu screen (Select)

Select opens the menu screen. It shows your equipped weapon and tool, your Soul Shards and the time played, and has four choices:

  • Select Item: the item menu.
  • Show HUD: how much of the on-screen display to show: all of it, part of it, or nothing at all for a clean, cinematic screen.
  • Old Journal: section 8.
  • Mirror: look at yourself. It has three tabs:
    • Possession: whether something has possessed you. "Not possessed for now…" means clean.
    • Desire: your three desire tallies as numbers. The Desire Wheel adds a page of text for each.
    • Curses: what curses you, if anything. "Not cursed for now…" means clean.

Your Fate shows here only while you carry a Fate Wheel. Without one, you first see it at the judgment.

8The Old Journal

The journal fills itself as you go. It has three sections:

  • Information: the pages you pick up, and the notices you read on walls. They hold the game's advice, its tutorials and many of its hints. When you're stuck, reread them; they often say exactly where to look.
  • Memories: a summary of each important conversation, filed when the text turns yellow.
  • Tales: purple parchments. In the game's words: "The purple parchment speaks: at times, a way forward; at times, what your choice closed; and at times, it can even bend what lies ahead."

Learning something changes the world. "Find and learn a Tale or memento: a change stirs 'somewhere'. If you never find them, the hidden bonds stay unknown." Some ghosts say more, or ask different things, once you know their Tale.

Picking up a page adds Fate and a little Attachment. Reading a notice on a wall records it but adds no Fate. Some pages, many of them in the graveyards, are read on the spot and not kept: "Not filed in 『Old Journal』." That's normal.

9Meeting the dead

Most of the game's story is in its meetings with ghosts, and most of its choices are there too.

  • Talk to them, more than once. What they say depends on what you know and what you carry.
  • Replies come up as a short list. Some answers can't be taken back.
  • When a ghost asks for something, a list of your items comes up. Give one, or give nothing. What you hand over, and to whom, is among the biggest choices in the game.
  • Keepsakes (letters, photos, rings, paintings) stir the memories of the dead, and "Relics emit feelings… What to do with them is yours to choose. And so the road ahead shifts with that karma."

Scenes pay Fate, the best ones by far the most of anything in the game. Some give a Soul Shard too.

10Fate and the desires

Fate is "power to open the future… Only by acts and choices that defy fate can this power grow." It only ever goes up. It rises with:

  • the ghosts' scenes and their outcomes;
  • keepsakes, pages and keys: picking them up, and using keys;
  • every room and area you enter, and every door you open, the first time;
  • defeated ghosts.

Two doors test your Fate. Leaving the first area needs 40,000 Fate, and leaving the prisons needs 140,000. Short of that, the door sends you back to First Land: go and do more first.

The three desires are running tallies that the game reads at the end:

  • Greed: taking things, food above all;
  • Attachment: reading and keeping pages, carrying protective items, and saving;
  • Destruction: fighting, smashing things, taking up weapons.

Ghosts work on them as well: "Facing a ghost, you shift your three desires." The Mirror shows the tallies. Only a few things in the game lower them; Fifteen Judgments lists them.

The Seven Lures from Hell are seven deeds the judgment holds against you. The game lists them on one of its Information pages. Fifteen Judgments names all seven; one is easy to fall into early: picking up a Purple Effigy.

11Doors and the way forward

  • Locked doors need a key; a few need something else, such as a lever arm or an offering. The first time you open each door adds a little Fate.
  • Fate Doors go one way. "Once through it, you cannot turn back at will." "Past one door, the Fate Door is set… Before you pass it, finish what you must…" Before stepping through, make sure you've done what you wanted in the area behind you.
  • The doors read your deeds. "Passing many of these you reach Judgment Gate. But your prior deeds change what's beyond." Which door appears, and where it leads, depends on the bonds you've formed.
    • Leaving the first area without taking up any of its ghosts' stories skips most of the game. A keepsake from one of them is enough to stay on the long road. The game warns: "Seek hidden karma, or else few soul shards and little Fate Power come. But the path to Judgment Gate is still quick and easy."
  • A wall of fate blocks a way you haven't earned. "A wall of fate means no bond with what waits beyond. Did you miss bonding with someone? Did you not find a bound item?"
  • Some walls give way. A wall can hide a room, and the right liquid or fire can weaken it. The Information pages say which.

12Saving and loading

  • The game offers a save when you go through a door into another room. There's no save command: say yes at that prompt, or carry on. No offer comes:
    • in the first room after starting or loading;
    • on the boat;
    • at the judgment;
    • when moving within a graveyard.
  • Every save adds 200 Attachment. Save when you need to, not by habit.
  • To load, use Continue on the title screen, or the pause menu (Start) during play.
  • A loaded game starts at the doorway you came into the room by, not where you stood.
  • Each save file is about 475 KB.

13What the world remembers

  • Rooms remember. Ghosts defeated, items taken, things broken and doors opened stay that way when you leave and come back.
  • But some ghosts come back. Some rooms refill their ghosts a while after you clear them: most after about 15 seconds, some after several minutes. Every kill adds Fate, and Destruction too.
  • The graveyards forget. They start fresh on each visit.
  • Choices stick. What you gave, took, kept or refused shapes later scenes. A few choices are final for the whole playthrough; Fifteen Judgments lists them as points of no return.

14When you're stuck

  1. Reread the Old Journal. The Information pages and Tales are the game's hints, and they're often specific.
  2. Inspect again, especially dark corners, bodies, wall writing and anything odd. Make light first.
  3. Look at what you carry. A ghost may want one of your items. Talk to the ones you've met again.
  4. Check your Fate if a door keeps sending you back to First Land.
  5. Check the Mirror for a curse or a possession: either can stop you from using items, searching or moving freely.
  6. Try the liquids: blood, water, oil and fire change things.
  7. Remember the one-way doors. If an area is closed off behind you, what's left is ahead.

Names in this guide

The English names are the ones the translation shows in the game. Each had to fit the space the original Japanese takes in the game's data, so some are shorter or plainer than a free translation would make them. The romaji in brackets is the Japanese read aloud.

EnglishJapanese
Spirit / Vitality seimeiryoku / tairyoku
Fate unmei no chikara
Greed / Attachment / Destruction butsuyoku / izon / hakai
Soul Shards tamashii no kakera
the Seven Lures from Hell jigoku kara no nanatsu no sasoi
Old Journal furui chōmen
Information / Memories / Tales jōhō / kioku / itsuwa
Weapons / Equip Items / Use Items buki / sōbi aitemu / shiyō aitemu
Select Item / Show HUD / Mirror aitemu sentaku / gamen hyōji / kagami o miru
Curses / Desire / Possession noroi / yokubō / hyōi
Fate Door unmei no tobira
First Land hajimari no chi
Wood / Steel / Alloy Shaft ki no yari no e / kurogane no yari no e / gōkin no yari no e
Grave Gun hakaba no buki
Match / Twisted Match macchi / nejireta macchi
Canteen / Red Bag / Sachet mizubukuro / akai fukuro / nioibukuro
Skullstone / Shining Water / Threadball dokuro-ishi / kagayaku mizu / hakaba no itodama
Beehive / Fresh Salve hachi no su / maatarashii neriyaku
Third Eye / Dark Eye / Hell's Eye daisan no me / yami no me / jigoku no me
Fate Wheel / Desire Wheel unmei no wa / yokubō no wa
LifeWard / SoulWard inochi no mamori / tamashii no mamori
Reaper's Tooth shinigami no ha
Purple Effigy migawari murasaki ningyō
Cracked Bell / Grave Handbell kowarekake no beru / hakaba no handoberu
Unknown Key / Skull Key / Jewelbox Key dokoka no tobira no kagi / dokuro no kagi / hōshokubako no kagi

From Mord of Swoonlight's Hungry Ghosts fan-translation project. The rules come from reading the game's own code and data and testing them with save files.

Hungry Ghosts · PlayStation 2 · part 2 · what can hurt you

Dangers

What can hurt you in Hungry Ghosts, what it does, and how to get out of it: the ghosts, curses, possession, the Oni, the Reapers and their death sentences, and the graveyards. It keeps the story out of it.

Read How the Game Works first for the basics (Spirit and Vitality, the menus, the items). Fifteen Judgments covers what the dangers here cost you at the end. Names are as Mord of Swoonlight's English fan translation shows them, with the Japanese at the end.

Where this comes from. Mord of Swoonlight's fan-translation project read these rules out of the game's own code and data. The numbers below are the game's own. The quotes are from the game's Information pages and its Mirror, as the translation renders them.

1The ghosts

Ghosts differ. "Effectiveness depends on type. Discern it to survive. Of fire, of blood, of dark, and…" The game's hints on their natures:

  • "Flame, blinding light, foul stench and red blood. Drawn by light or dark; hate odd smell; stirred by blood."
  • "Some hate fire, others hate water. Learn their natures, use wisely."
  • "Scented things and light sources are what the ghosts here loathe."
  • The starving dead chase thrown food, and "they loathe a foul stench. Smell especially works on every ghost."

What works on them:

  • Daggers hurt only the dead and ghosts.
  • A charged spear blow is "a rare way to repel evil beings": pull the spear back, then strike.
  • The Pale Fruit makes evil things recoil, a Sachet's scent drives them off, and a Threadball slows them for a while.

When one grabs you, waggle both sticks hard to break free.

Fighting has a cost. Each ghost you defeat adds Fate, and Destruction too. "Facing a ghost, you shift your three desires." You can often slip past instead.

Some come back.

  • Ghosts placed in a room stay dead once defeated.
  • Many rooms also draw ghosts from a hidden source that refills a while after you clear it: most after about 15 seconds, some after several minutes. A room you've cleared can fill up again while you stand in it.

Blood wakes the dead. "Tread on blood, and dead rise." Pools of blood bring ghosts up, and a Red Bag thrown into a puddle can do the same on purpose. "Mind where corpses fall… On blood, they stir. On fire, they recall agony."

Light and dark draw different things. "Dark summons, light summons. Flame illuminates the dark. Kill light to make dark."

  • The Iron Masks are "enforcers ruled by desire. They favor the darkness, and vanish in light." Lighting a place can clear them out.
  • Some other things only come out in the light.

Ambushes. "Something near… Just my imagination…?" or "Someone behind me…" is no idle thought: ghosts are about to appear around you, sometimes several at once. Turn and get ready.

Thieving hands. In some places hands reach out of a door and snatch an item from you ("「Apple」 was taken…"), and they keep grabbing. Strike them and they withdraw.

The skulls on pikes and ledges only mock you as you pass.

Hanged bodies. Some hanging corpses can be struck until they break. Leave them be: destroying one counts against you at the judgment (Fifteen Judgments, the Seven Lures).

2Curses

"Here, many things cast curses." A curse is the grudge of someone who died a certain death, and it hangs on you until it's lifted. The Mirror's Curses tab shows what curses you; when you're clean it says "Not cursed for now…".

Spirit is your defense

Whether a curse takes hold depends on your Spirit (the blue gauge):

  • at or below a low mark, the curse always takes;
  • at or above a high mark, it can't take;
  • in between, it's a chance, from 25% to 65%.

The marks depend on the curse and on how strong its source is:

cursesalways take at Spiritcan't take at Spirit
Darkness, Jewelry Box, Burn at Stake, Slaughter10 to 35 or less40 to 70 or more
Buried Alive, Glutton, 1000 Needles, Skeleton15 to 45 or less40 to 80 or more
Paralysis, Hunger, Blood20 to 60 or less40 to 90 or more

Your maximum Spirit starts at 50. It grows by 10 at a time, up to 100, each time the game says "Max Spirit increased…" (the blue gauge gets more flames). So keep Spirit up, and most weak curses can't touch you; with a full gauge late in the game, almost none can. With Spirit at zero, every curse takes. A SoulWard halves the harm to Spirit, and a Beehive, a Fresh Salve or a Soul Shard refills it.

The eleven curses

As the Mirror describes them:

cursewhat it doeswarded by
Buried Aliveyou move slowly and can't runRed Effigy
Paralysisyou're rooted in place for a whileRed Effigy
Darknessyou can't see as farRed Effigy
Hungeritems that restore Vitality drain it instead, and items that drain it restore itBlue Effigy
Gluttonyou eat your food by yourself every so often, and can't pick up food that restores Vitality. With Hunger as well, the reverseBlue Effigy
Jewelry Boxyou can't use or pick up Jewelbox KeysBlue Effigy
Burn at Stakeyou can't pick up or use anything of fire or flameGreen Effigy
1000 Needlesyou can't use crossbows or pick up arrowsGreen Effigy
Slaughteryour equipped spear can't be taken off, and every hit you land costs you the same VitalityGreen Effigy
Skeletonyour Vitality slowly drainsYellow Effigy
Bloodtouching blood saps your Vitality, and you can't pick up or use anything of bloodYellow Effigy

A curse that stops you from taking or using something shows as "[curse] holds me; I cannot obtain it…" (or equip it, or use it).

Effigies

  • Carrying an effigy of the right color wards off its curses. When a curse comes for you, the effigy throws it back and is used up.
    • Their descriptions name the kinds: red for curses on movement, blue on using items, yellow for deadly curses, green for curses on searching. The table above gives each curse's color.
  • Using an effigy while cursed lifts the curses of its color.

Lifting a curse

Curses don't wear off. A curse stays on you, through saves and loads, until something lifts it. Some keep working at you meanwhile: Skeleton drains Vitality every 5 seconds, Blood hurts every 8 seconds while you touch blood, and Glutton makes you eat a food every 10 seconds.

What lifts them:

whatliftsthe catch
an effigy of the curse's color, usedthe curses of that color—
the White Effigy, usedevery curse, and refills your Spiritnone: the best cure in the game
the Purple Effigy, usedevery cursecosts half your Vitality and half your Spirit, and taking one at all counts against you at the judgment
a Reaper's Tooth saving you from deathevery curseyou had to die
dust from the graveyards' flowersone kind of dust lifts every curse; another restores Vitalitygraveyards only: "black pods shed curse-warding dust", "white blooms shed life-saving dust"

Paralysis is the exception: it only roots you during your fights with spirits, and lifts itself when the fight ends.

Other help:

  • A Twisted Match senses curses in things.
  • The Cracked Bell destroys a curse set in an object, before it can reach you.
  • The Blood curse can't take hold in the graveyards at all.

At the judgment, being cursed counts against you. Lift every curse before the end.

3Possession

"Possession is to lose your usual self." One of your three desires can take you over. The Mirror's Possession tab says which, or "Not possessed for now…".

possessed bywhat happens
Greedwhen you see a thing, you can't resist taking it, and your Greed rises faster than usual
Attachmentwhen you see Information or Tales, you can't resist taking them, and your Attachment rises faster than usual
Destructiononce you start to attack, the urge to smash makes you strike three times, and your Destruction rises faster than usual

Possession doesn't wear off either, and only one desire can possess you at a time.

The cure is scent. "To lift it, you must eat something pungent." Eat one of the foods below; whether it works is a roll, and a stronger possession is harder to drive out. "「Greed」 ghost was driven out…" means it worked; "…could not be cast out…" means try again. Each possession you drive out is worth 500 Fate.

foodagainst a weak possessionagainst a strong one
Black Fruit, Rotten Beehivealmost alwaysalmost alwaysalmost alwaysalmost always
Dark Salvealmost alwaysalmost always4 in 51 in 2
Streaked Salvealmost always4 in 52 in 5rarely
Rotten Pale Fruitalmost always3 in 51 in 4rarely
Rotten Red Fruitalmost always1 in 21 in 4never

They all cost you some Spirit or Vitality: "expect some harm, and no guarantee." Spotted Mushrooms and Spotted Apples are only poison; they don't help.

  • "When a ghost tries to possess you, [scent] will likely work as a defense."
  • A Reaper's Tooth that saves you from death also ends a possession.

At the judgment, being possessed counts against you, as a curse does.

4The Oni

The Oni is a demon that bargains: a pink, spectral spirit with wiry tentacles that floats about as it attacks. "HUMAN… THIS IS NO PLACE FOR YOUR KIND…" Beat it down and it stops to make a demand. To be spared, meet it:

  • Do something: hit it, burn it.
  • Don't do something: don't eat, don't use blood, don't use fire, don't fire a crossbow.
  • Give it something: food, blood, effigies or anything at all, "all of one type", meaning your whole stock of one kind of item. Or one item it has seen you carry.

Meet the demand and it lets you go: "I'll spare you now; next time, too, keep that attitude!!" Doing what it asks raises your desires: Greed when you feed it, Destruction when you hit it. Fall short and it wants more. An angry Oni wants half as much again.

Oni are met mostly in the graveyards. One that asks for every Reaper's Tooth you carry will spare you for them, but think twice: a Tooth is worth more to you than to it.

5The Reapers and the death sentence

Four Reapers hunt you:

wherewhen it's theredriving it off paysits sentence
Ooze Killing Yardalways10,000 Fate666 seconds
Swirling Desirealways20,000 Fate555 seconds
Cliff of the Fallenonce you've picked up a certain Tale there30,000 Fate444 seconds
Karma Grovelater on40,000 Fate333 seconds

Their scythes mark you. "The scythe foretells death: 3 blades. If you take the Sentence, no time to dither. Find your own grave in Hell…" Each time a Reaper's scythe connects, "Death's Scythe 1 struck me…" (then 2, then 3).

  • Three marks in one fight bring the sentence. The count starts again at every new encounter, so driving the Reaper off, or leaving, wipes the marks.
  • Once you know the nine names of the Graveyard (Fifteen Judgments), the Reapers can't sentence you any more.

The sentence. At the third mark, the Reaper offers you a small chance.

  • Turn it down and you die on the spot. A Reaper's Tooth won't help.
  • Take it and the countdown starts, at that Reaper's time. You're sent to a graveyard, and a voice gives the rule: somewhere among the graves is a plate carved with your own name. Find it in time. A Reaper arrives right behind you and hunts you while the clock runs. This graveyard is laid out more simply than on other trips: no Gravekeeper and no rule notice; your plate is the only way out. The Hell's Eye shows which grave it is: "What?!… my grave…?"
    • The clock only runs while you're playing, not during scenes or in the menus.
    • The graves carry plates. Break them open to look.
    • Found it: the countdown stops, you earn 8,000 Fate, and the doors to the Pit open. Go through the Pit's door from the graveyard where you found your plate. Going into another graveyard first loses your plate's effect. Walk into the Pit, and you're back where the sentence began.
    • Time's up: the Reaper comes for you, and that's the end. No Tooth can save you.

The last Reaper

At the Gate of Judgment the last Reaper fights you, and it is the longest fight in the game.

Spoilerhow to beat it

There's no trick to it: it has several lives, and you wear them down.

  • Its lives depend on your Fate. Each time you empty one, it pulls back and comes again, whole: | your Fate | lives | total to wear down | |---|---|---| | under 700,000 | 1 | 250 | | 700,000 to 1,499,999 | 2 | 450 | | 1,500,000 to 2,199,999 | 3 | 650 | | 2,200,000 or more | 4 | 1,000 | A plain spear thrust does about 10, a charged one about 30, so a strong run needs around thirty charged blows. Keep your Spirit up: with no Spirit you can't charge.
  • Refuse its gifts. It holds out effigies and other things: "I'll give you this…" Anything you pick up in that room counts ten times toward your desires.
  • Dodge its great scythe. Being hit by it counts against you at the judgment.

6The graveyards

Under the land lie endless graveyards, "split by countless doors". No door leads there. You arrive by mishap:

  • A death sentence (section 5).
  • The hands. On some ground, when you crouch to pick something up or look at something, hands reach up out of the earth and grab you. They can't drag you in until about 15 minutes after you started or last came back from a graveyard, and they fail their first nine tries. After that each grab has a growing chance to drag you down. Being dragged in counts against you at the judgment. Once you know the nine names of the Graveyard (Fifteen Judgments), the hands can't take you.
  • A fall off the Cliff of the Fallen, until you know the nine names. After that, a fall only hurts.

What's different down there:

  • Which graveyard you land in is random, and they forget you: their graves, ghosts and items start fresh on every trip.
  • No save is offered while you move within a graveyard.
  • The Hell's Eye shows hidden things here, as the Third Eye does above.
  • The Grave Handbell calls someone who matters here.

Getting out

Every graveyard works the same way in outline:

  1. A notice tells you its rule when you arrive, and the talking graves add hints.
  2. Do what the rule asks. There are three kinds of rule, below. On a death sentence, the rule is your own plate (section 5).
  3. Get a door open. The doors stay sealed until the Gravekeeper opens one. A dark-red plate or the desire lumps go through it to Hell's messenger first.
  4. Reach the Pit: stairs down to a light in the floor. Step into it, and you're back above, where you left. After the question, the Keeper's door leads to a small graveyard whose two-eyed door opens onto the Pit.

Which rule you get is random, with two exceptions. Falls and drags from the late areas (Karma Grove, Land's End, the Gate of Judgment) always bring the desire lumps. And once you've delivered all nine dark-red plates, the plate rule doesn't come up again.

Rule 1: the grave's question

"Address the graves of those dwelling in them; one will question you. In reply, choose the true answer. It asks but once. If wrong, move on; try the next land."

Spoilerhow the question plays out
  1. Strike graves until one asks you. A face comes out of a grave when you strike it. Most only talk; one in each graveyard asks the question.
  2. Answer truthfully, "I think so…" or "I don't think so…". There are ten questions, all about the graveyards themselves.
  3. A right answer doesn't let you off. "Think we'd let ya go…?" An Oni attacks: beat it, and meet its demand. That completes the rule, and pays 1,000 Fate.
  4. A wrong answer ends it: that graveyard won't ask again. You'll have to try again in the next graveyard you reach.
Spoilerthe ten questions and their answers
the questionanswer
"…his scythe hits 4 times, yeah…?"I don't think so (it's three)
"Blood is our purest sensation, ya know…"I think so
"Unless ya take some action… doors go on forever…"I think so
"Stay clear of us all ya can… Don't ya agree…?"I don't think so
"…them flowers can bear fruit…"I think so
"…them buds bloom with blood…"I don't think so
"The pits like wells… Down there… stuff to grab, but…"I think so
"The blue flames… To snuff 'em out, douse 'em with water…"I don't think so (it takes Shining Water)
"The pits like wells… Seen the swirl that forms there…? It craves sensation…"I think so
"…rows of graves, where souls rest…"I don't think so

Rule 2: the dark-red plate

"To leave this graveyard, you need a dark-red plate bearing a name. It is won by breaking a grave, but breaking it summons countless raging arms to bar you. If you win it, beyond the door give it to Hell's messenger." The name on it is one you'll know: one of nine, a different one each time.

Spoilerhow to get the plate out
  1. Find its grave with the Hell's Eye. One grave in each graveyard holds it, and only the eye tells it apart ("Someone's name seems written…", table below).
  2. Soften it with blood if it's hard: "Blood weakens the husk…"
  3. Break it. A mass of raging arms bursts out, cursing and grabbing at you.
  4. Drive the arms off with Shining Water. "Dark ones shun Shining Water…" Plain water does nothing. "When the arms of malice are gone, the dark-red plate shows."
  5. Take the plate on through the door. "Got the dark-red plate? Then on to the next door…" It takes you to Hell's messenger, in another graveyard: "Hand over that plate…" Once he has it, the way to the Pit opens.

Rule 3: three desire lumps

"Overhead, an egg-like pod. From it come three things: choose but one. Three places hold them. When all three are won, past the door, give to Hell's messenger."

Spoilerhow to collect the lumps
  1. Find the three pods hanging from the graveyard's trees: "Cocoons of the tree… inside a lump shaped like desire… in 3 spots… 3 in all…"
  2. Take one lump from each. Each offers three, one for each desire: the Apple Ingot, the Arrow Ingot and the Effigy Ingot. "Desire… Ruin, Attachment, Greed… Just grab what you fancy…"
  3. Carry all three through the next door to Hell's messenger. "Gather all 3 lumps… take the next door…" He reads your choice ("All show Greed…", "…all different…") and gives you something for it.

The Gravekeeper

"I am the Gravekeeper here… To open the next door, seek me… Strike the grave where I stand…"

Spoilerhow to find him and open the door
  1. Ring the great bell first (pull its rope): "Its toll startles the keeper…"
  2. Then find him. He has gone to ground in one of the big, hardened graves. Strike them until he comes out: "The keeper's in one of them… Strike the grave he's in… he comes…"
  3. Do his task. He asks you to open every mottled bud: "unless all these mottled buds bloom, it won't open." These are the big wrapped flowers growing out of the ground, not the small pods in the trees. A plain blow won't open one. Use a charged blow: the spear sticks, so waggle it free, and the bud blooms and dies.
  4. Pick a door. With every bud open, he offers to unseal one of two doors: "The right-eye door? The left-eye door?" Either will do.
  5. The small graveyard beyond has a one-eyed door back, another way into the nine-headstone cave, and the two-eyed door. "A two-eyed door… his job's done… Freely… take the one-eyed door…"
  6. The two-eyed door leads to the Pit. Step into the light.

The Grave Handbell in your items can be rung only in a graveyard, and only while the Keeper is about; otherwise it's greyed out. "Ring it to call the keeper…"

Which grave? Carry the Hell's Eye

With the eye in your items, Hell's Eye joins Inspect on the wheel when you look at a grave. Plain Inspect says the same of every grave ("Something's fixed to it… Like a plate, but…"). Hell's Eye tells you what each one holds:

Spoilerwhat each grave says
the grave sayswhat it holds
"Someone's name seems written… Taking it… binds me with some karma…"the dark-red plate bearing a name: one in each Hell's Graves
"What?!… my grave…? If I take my own nameplate, my Death Sentence ends"your own plate, on a death sentence
"It notes something useful, but… to learn it is to rely on it…", "Knowing… two-edged…", "A plate with notes on it…"an Information plate
"It seems to bear evil intent…"something best left alone

Some of the plates you read down here are not kept: "Not filed in 『Old Journal』." That's normal; read them carefully the first time.

Other things down there

  • A pit like a well, with blue fire, holds a reward, not the way out. Its flame needs Shining Water (plain water won't do); after that, "feed blood to the pit."

How the graves work. "Graves grow: small, immature ones; big-seeming ones, wrapped in a 'husk', soft inside; then fully hardened ones." A husked grave bleeds when you break it, and a grave in a hard husk softens once you quench its thirst. Many graves bear plates: "Want one? Crush the grave." Spotted grave flowers need a charged blow to open.

What you can find:

  • the Grave Gun, which never runs out of ammunition, but adds 10,000 Destruction just for picking it up;
  • Imp Bones and Moth Wings, which collectors in the graveyards want;
  • a Purple Effigy from a grave cocoon now and then. The game urges "Come, take it, quick!!" Don't: it counts against you at the judgment;
  • "White blooms shed life-saving dust."

The imps' bargain for Imp Bones, and the nine names on the Graveyard's ring of headstones, both change your desires a great deal. Fifteen Judgments explains them.

7When something goes wrong

what you seewhat it iswhat to do
you move slowly, freeze, or can't see fara cursecheck the Mirror; use the effigy of its color, or a White Effigy. Curses never wear off on their own
"… holds me; I cannot obtain it / equip it / use it"a cursethe same
your Vitality drains by itselfthe Skeleton cursea Yellow Effigy
food hurts instead of healingthe Hunger cursea Blue Effigy; heal with what normally hurts
you grab everything, or strike three timespossessioneat something pungent: the Black Fruit or a Rotten Beehive works best
"All Spirit lost…"your Spirit is empty: no charged attacks, every curse takes, blows hurt morerestore Spirit at once
"Something near… Just my imagination…?"an ambushturn and fight, or run
an item "was taken…"thieving hands at a doorstrike the hands
a Reaper-like demon stops fighting and talksthe Onimeet its demand to be spared
a number counting downa death sentencefind the plate with your name, then the Pit
you're dragged undergroundthe graveyard handsread the notices: they tell you the way out
a door sends you back to First Landnot enough Fatesee How the Game Works, section 10

Names in this guide

The English names are the ones the translation shows in the game. Each had to fit the space the original Japanese takes in the game's data, so some are shorter or plainer than a free translation would make them. The romaji in brackets is the Japanese read aloud.

EnglishJapanese
Spirit / Vitality seimeiryoku / tairyoku
Curses / Possession noroi / hyōi
Buried Alive ikiume no noroi
Paralysis kanashibari no noroi
Darkness yami no noroi
Hunger kiga no noroi
Glutton gaki no noroi
Jewelry Box hōshokubako no noroi
Burn at Stake hiaburi no noroi
1000 Needles senbonbari no noroi
Slaughter zansatsu no noroi
Skeleton hakkotsu no noroi
Blood chi no noroi
Red / Blue / Yellow / Green / White / Purple Effigy migawari aka / ao / ki / midori / shiro / murasaki ningyō
Greed / Attachment / Destruction butsuyoku / izon / hakai
the Oni oni
Reaper shinigami
Sentence shi no senkoku
the Pit hakaba no ana
Keeper (the Gravekeeper) hakamori
Hell's messenger jigoku no shisha
Ooze Killing Yard doromi o umu shokeijō
Swirling Desire uzumaku yokubō no chi
Cliff of the Fallen ochiyuku mono no dangai
Karma Grove inga no sono
Karma Hall inga no kairō
Desire Scaffold yokubō no shokeidai
Fountain Plaza funsui no aru hiroba
the Gate of Judgment shinpan no mon
First Land hajimari no chi
Grave Gun / Imp Bone / Moth Wings hakaba no buki / akuma no hone / kyūketsuga no hane
Twisted Match / Cracked Bell / Grave Handbell nejireta macchi / kowarekake no beru / hakaba no handoberu

From Mord of Swoonlight's Hungry Ghosts fan-translation project. The rules come from reading the game's own code and data and testing them with save files.

Hungry Ghosts · PlayStation 2 · part 3 · an atlas

Places

An atlas of the land of the dead: every area and room, how they connect, which doors go one way, what each place holds, and who you may meet there. It describes what you find, not what it means, and keeps the story out of it.

How the Game Works explains doors, Fate Doors and saving. Dangers covers the Reapers, the Oni and the graveyards. Fifteen Judgments says which choices in these places matter for the ending. Names are as Mord of Swoonlight's English fan translation shows them, with the Japanese at the end.

Where this comes from. Mord of Swoonlight's fan-translation project read the door links, the locks and what each room holds out of the game's own data and code.

1The lay of the land

The game runs one way: from the boat to First Land, through the prisons, into the lands of desire, and on to the Gate of Judgment. Within each area you can wander back and forth. Between areas you pass through Fate Doors, and those don't let you back.

flowchart TD
  boat["Fate Begins<br/>(the boat)"] --> cave["Cave to Hell"]
  cave ==>|Fate Door| first["First Land"]
  first <--> bog["Grudge-Desire Bog"]
  first <--> dark["Bared Dark Hall"]
  bog <--> dark
  dark <--> altar["Altar of Hanging"]
  altar ==>|"Fate Door: 40,000 Fate"| cell["Warped Torture Cell"]
  altar -.->|"no keepsake: the shortcut"| lands
  cell <--> cellar["Dark Cellar"]
  cell <--> yard["Ooze Killing Yard"]
  cellar <--> yard
  yard <--> plaza["Beheading Plaza"]
  plaza ==>|"Fate Door: 140,000 Fate"| fountain["Fountain Plaza"]
  plaza ==>|"Fate Door: 140,000 Fate"| swirl["Swirling Desire"]
  plaza ==>|"Fate Door: 140,000 Fate"| lands["Land's End"]
  fountain ==>|one way| swirl
  swirl <--> karma["Karma Hall"]
  swirl <--> cliff["Cliff of the Fallen"]
  karma <--> cliff
  cliff <--> scaffold["Desire Scaffold"]
  scaffold ==>|Fate Door| grove["Karma Grove"]
  scaffold ==>|Fate Door| lands
  grove ==>|Fate Door| lands
  lands ==>|Fate Door| gate["The Gate of Judgment"]
  gate --> judgment["the judgment"]

The same map as text, for places that can't show the diagram (⇒ = one way):

Fate Begins (boat) → Cave to Hell ⇒ First Land
  First Land area:  First Land ↔ Grudge-Desire Bog ↔ Bared Dark Hall ↔ Altar of Hanging
                    (First Land ↔ Bared Dark Hall too)
  Altar of Hanging ⇒ Warped Torture Cell            (40,000 Fate)
  Prisons:          Warped Torture Cell ↔ Dark Cellar ↔ Ooze Killing Yard ↔ Beheading Plaza
                    (all three of the first rooms join each other)
  Beheading Plaza ⇒ Fountain Plaza | Swirling Desire | Land's End   (140,000 Fate)
  Fountain Plaza ⇒ Swirling Desire
  Lands of desire:  Swirling Desire ↔ Karma Hall ↔ Cliff of the Fallen ↔ Desire Scaffold
                    (Swirling Desire ↔ Cliff of the Fallen too)
  Desire Scaffold ⇒ Karma Grove | Land's End
  Karma Grove ⇒ Land's End ⇒ The Gate of Judgment → the judgment
Under it all: the graveyards (reached only by mishap; see Dangers)

Three things to know before you go:

  • Each Fate Door is final. When you step through, everything behind it is gone for this playthrough. Finish what you want in an area first. "Past one door, the Fate Door is set… Before you pass it, finish what you must…"
  • Which doors appear depends on what you've done.
    • The shortcut: leave the First Land area with no keepsake from its ghosts (a letter or photo from the Altar of Hanging, or a painting) and none of their stories taken up, and the Fate Door takes you straight to Land's End. You skip most of the game.
    • From the Beheading Plaza, all three doors are open to you. The Fountain Plaza leads on to Swirling Desire. The door to Land's End skips everything between.
    • From the Desire Scaffold, the door to Karma Grove appears only if you've settled something with one of the ghosts of Karma Hall, or came by way of the Fountain Plaza. Otherwise the only way on is Land's End, which skips the finale in Karma Grove.
  • Two Fate checks. Leaving the Altar of Hanging needs 40,000 Fate, and leaving the Beheading Plaza needs 140,000. Short of that, the door sends you back to First Land.

Every room has a save point of sorts: the game offers a save each time you go through a door into another room (How the Game Works, section 12).

2The beginning

Fate Begins (the boat)

You start on a boat. A guide asks you questions on the way. Answer as you like.

Cave to Hell

The boat's journey ends in a cave.

  • The boatman is here. Talk to him at each spot.
  • A Skull Key lies nearby, and a skull box sits inside a barrel: break the barrel to reach it. The box offers an Apple, a Reaper's Tooth or an Arrow, and you may take only one. The Tooth is the one to take if you don't know which you'll need; it can save your life, and it matters later.
  • A Fate Door leads on to First Land.

3The First Land area

Four rooms. To leave, you need 40,000 Fate and the Fate Door at the Altar of Hanging.

First Land

A wide open place with a bell, where the game properly begins.

  • Who's here: a woman by the bell, who asks for a necklace; a man hanging from a tree, who hides something ("First, find the Tale"); a corpse hanging upside down.
  • A skull box with five choices: an Arrow, a Dried Salve, two paintings (Giese's Blue Painting and Gary's Red Painting) and a Glass Orb. One only.
  • Dangers: ghosts that come back; after a certain point, an ambush ("Something near… Just my imagination…?").
  • Doors: to Grudge-Desire Bog and to Bared Dark Hall.

Grudge-Desire Bog

A swamp with two wells side by side and skulls on pikes that taunt you.

  • The wells: each has a crank and a bucket. "Have you touched the wells? Their malice? Coming near won't wake them. But search deep inside, and…"
  • A Broken Necklace lies here.
  • Doors: to First Land and to Bared Dark Hall.

Bared Dark Hall

A long dark passage.

  • Who's here: a woman named Stella, who wants a necklace.
  • What's here: a Pearl Necklace, three Rusty Stakes and the Blue Winder.
  • A pendulum with heads on it: "On the swaying pendulum, each of three heads hid one stake. In light, uncover them."
  • A wall with handprints splits the passage: "a wall blood makes brittle; beyond it lies a hidden room."
  • Doors: to First Land, to Grudge-Desire Bog, and an iron drop door to the Altar of Hanging.

Altar of Hanging

  • Who's here: a woman hanging by a rope. "Burn her down: her malice ignites. Cut her down: her malice awakens. Which shall it be?" Cut down, she offers Linda's Letter or Linda's Photo: one, not both.
  • A skull box: a White Effigy, a Match or a Red Fruit.
  • The Fate Door to the prisons opens after the scene here, and needs 40,000 Fate. Check the shortcut rule above before you take it.

4The prisons

Four rooms of cells and executions. Iron Masks haunt the dark; light drives them off. Iron Masks to wear lie in three of these rooms; they have rules of their own, which the Information pages explain. To leave, you need 140,000 Fate and one of the three Fate Doors of the Beheading Plaza.

Warped Torture Cell

A great hall around a whirlpool.

  • Who's here: an interrogator, iron-masked ghosts, and a ghost in the whirlpool who wants something.
  • Five iron boxes hang over the floor, each big enough to hold a body.
    • Sacks hanging from the ceiling lower them. The Lever Arm opens a lowered box.
    • "The levers: when all five lids open, the sealed door opens too." That door leads to the Dark Cellar.
  • A Desire Wheel lies here.
  • Doors: to the Dark Cellar (two, one sealed at first) and to Ooze Killing Yard.

Dark Cellar

Cells under the floor.

  • Who's here: three heads: Kyle, Mick and Jeff. They want the three Rusty Stakes.
  • Two hanged corpses. Leave them whole: breaking one counts against you.
  • A skull box: two Information pages, the Fate Wheel or Fire Arrows.
  • A hidden nook behind a wall of handprints holds a chest.
  • Doors: to the Warped Torture Cell (two) and to Ooze Killing Yard.

Ooze Killing Yard

Where the ooze is made, around a turning floor.

  • The turning floor: "Turn floor valve. Floor turns as flesh flows." A ghost may wait on it.
  • What's here: the Red Landscape and the Blue Portrait.
  • Dangers: a hunting Reaper. Driving it off pays 10,000 Fate.
  • Doors: to the Warped Torture Cell, the Dark Cellar and the Beheading Plaza.

Beheading Plaza

Eight guillotines in a row, and an executioner in an iron mask.

  • The guillotines: "Iron Mask executioner still kills. 8 heads are in a row. Strike him down to stop it."
  • Who's here: a man named Alan.
  • What's here: Alan's Letter and Alan's Photo.
  • A skull box: the SoulWard, an Information page or the LifeWard.
  • Three Fate Doors open after the executioner's scene: to the Fountain Plaza, to Swirling Desire and to Land's End. Each needs 140,000 Fate. The Fountain Plaza is reachable only from here.

5The Fountain Plaza

A plaza around a fountain, off the main road.

  • Who's here: a ghost at the fountain. Which ghost depends on what you carry when you first arrive, so think about it before you come.
  • What's here: two letters, To My Friend and To Father.
  • Dangers: an ambush.
  • One door on, to Swirling Desire, opens after the fountain's scene. There's no way back.

6The lands of desire

Four rooms. The way on is from the Desire Scaffold.

Swirling Desire

  • Who's here: two women who want a necklace; a hanged corpse (leave it whole).
  • Dangers: a hunting Reaper (20,000 Fate to drive it off); swirls on the floor that drain your Vitality and block the way; hands at a door that snatch your items; and, once you've picked up a certain Tale here, an ambush.
  • Doors: two to Karma Hall, and one to Cliff of the Fallen that opens after a scene here.

Karma Hall

A long gallery of mirrors and candles.

  • Who's here: Linda again; a ghost who wants a painting; a music box and a girl.
  • The mirrors: "Seen in the mirror: yourself, or what lurks inside? Either way, you must look to know yourself and your bonds." Light the candles and look into the center mirror.
  • The music box needs a winder: "One screw plays pleasure, one screw plays grudge. A hidden third tune: when pleasure and grudge blend, it appears."
  • What's here: a Costly Trinket, the Oozy Gun, the Oozy Tooth and the Oozy Beehive (they matter for lowering your desires late in the game), and a Fate Wheel.
  • Passages within the hall open as you go. A wall of handprints hides a short passage to a door into Swirling Desire.
  • Dangers: an ambush.
  • Doors: to Swirling Desire and to Cliff of the Fallen (two each).

Cliff of the Fallen

A high cliff edge with five bodies.

  • The five bodies can be struck without it counting against you.
  • The cliff: a fall takes you to a graveyard, until you know the nine names of the Graveyard. After that, a fall only hurts.
  • What's here: a Desire Wheel.
  • Dangers: a hunting Reaper (30,000 Fate).
  • Doors: to Swirling Desire, to Karma Hall (two) and to the Desire Scaffold.

Desire Scaffold

  • Who's here: a ghost named Olnis, steeped in desire. He makes offers; you may take them or not.
  • Eye ornaments on the door can be broken while they're fragile.
  • Two Fate Doors open once Olnis's scenes are over: to Karma Grove and to Land's End. The door to Karma Grove needs more (see section 1). Taking the door to Land's End skips Karma Grove.
  • Dangers: an ambush.

7The end of the road

Karma Grove

  • Who's here: the girl from Karma Hall. Here she reveals a big secret, and asks something of you. Think before you answer: one answer ends the game on the spot.
  • An altar with a dish that takes a Reaper's Tooth. Read the glowing notice.
  • A skull box: three Tales; one only.
  • What's here afterward: a Dry Flower. It raises every desire when picked up, and carrying it into the Gate counts against you. See Fifteen Judgments before taking it.
  • Dangers: the last hunting Reaper (40,000 Fate).
  • Two Fate Doors, both to Land's End.

Land's End

The last open land, with a bridge, altars and a mirror.

  • Who's here: Olnis again.
  • The altars: seven dishes for protective items (wheels, eyes, wards) and three for the oozy items. Each placement lowers a desire.
  • The mirror: two misshapen candles can appear beside it. Fifteen Judgments explains when, and what the mirror can do, once.
  • A skull box: a Dagger, a Red Dagger or a Blaze Dagger.
  • What's here: a Fate Wheel and a Desire Wheel.
  • The bridge: jumping from its middle is said to lead to the graveyards (Evil7 §32).
  • The Fate Door to the Gate of Judgment.

The Gate of Judgment

The last room before the judgment. The save list calls it "The Gate".

  • The gatekeeper turns everything you carry into desire as you arrive. Anything you pick up in this room counts ten times over. Carry little and take nothing here.
  • The last Reaper fights you. Dodge its great scythe: being hit counts against you.
  • Then the judgment. The first time, the judge offers you one chance to start over.

8The graveyards

Under the land lie eight graveyards, each with two parts:

  • Hell's Graves: a field of graves without end, split by doors, with a Keeper who opens them.
  • the Graveyard: a smaller place around a ring of nine headstones.

Leaving one goes the same way each time: the graveyard's task done, the Gravekeeper unseals a door with one eye, which leads to a small graveyard. Its two-eyed door leads to the Pit, stairs down to a light; step into it, and you're back above, where you left. Dangers, section 6, has the details.

From any graveyard, the way back up is the Pit. There's no door into the graveyards from above; you get there by a mishap (Dangers, section 6), and which graveyard you land in is random. Their doors may lead to another graveyard, also at random.

Names in this guide

The English names are the ones the translation shows in the game. Each had to fit the space the original Japanese takes in the game's data, so some are shorter or plainer than a free translation would make them. The save list and area headers use the shortest forms, such as "The Gate". The romaji in brackets is the Japanese read aloud.

EnglishJapanese
Fate Begins unmei no hajimari
Cave to Hell jigoku e tsuzuku dōkutsu
First Land hajimari no chi
Grudge-Desire Bog urami to yokubō no shizumu numa
Bared Dark Hall sarasareshi yami no tsūro
Altar of Hanging kubitsuri shokei no saidan
Warped Torture Cell ōuzu ni yugamu gōmon rōgoku
Dark Cellar yami no yukashita rōgoku
Ooze Killing Yard doromi o umu shokeijō
Beheading Plaza zanshu shokei no hiroba
Fountain Plaza funsui no aru hiroba
Swirling Desire uzumaku yokubō no chi
Karma Hall inga no kairō
Cliff of the Fallen ochiyuku mono no dangai
Desire Scaffold yokubō no shokeidai
Karma Grove inga no sono
Land's End owari no daichi
the Gate of Judgment ("The Gate") shinpan no mon
Hell's Graves jigoku e no hakaba
the Graveyard yokubō no hakaba
the Pit hakaba no ana
Fate Door unmei no tobira
Skull Key / skull box dokuro no kagi / dokuro
Lever Arm kaijo rebā
Iron Mask tekkamen
Rusty Stake akasabita kui
Blue Winder aoi nejimaki
Broken Necklace / Pearl Necklace kireta kubikazari / shinju no kubikazari
Linda's Letter / Linda's Photo Rinda no tegami / Rinda no shashin
Alan's Letter / Alan's Photo Aran no tegami / Aran no shashin
Gary's Red Painting / Giese's Blue Painting Gyarei no akai e / Gīsu no aoi e
Red Landscape / Blue Portrait akairo no fūkeiga / aoiro no shōzōga
To My Friend / To Father shin'yū e no tegami / chichi e no tegami
Costly Trinket kōka-sō na okimono
Oozy Gun / Oozy Tooth / Oozy Beehive doromi no jū / doromi no ha / doromi no hachi no su
Dry Flower kareta hana
Fate Wheel / Desire Wheel unmei no wa / yokubō no wa

From Mord of Swoonlight's Hungry Ghosts fan-translation project. The rules come from reading the game's own code and data and testing them with save files.

Hungry Ghosts · PlayStation 2 · part 4 · every item

Items

Every item in the game: what it does, where it lies, and what it costs you. It keeps the story out of it: the keepsakes are listed by where they lie and what they pay, not by whom they concern.

How the Game Works explains the item menu and the boxes. Dangers covers curses, effigies and possession. Fifteen Judgments explains Fate and the desires and why they matter. Names are as Mord of Swoonlight's English fan translation shows them, with the Japanese at the end.

Where this comes from. Mord of Swoonlight's fan-translation project read the descriptions, values and placements out of the game's own data and code. The quoted descriptions are the game's own, from the item menu.

Reading the tables

  • Fate is paid when you pick the item up.
  • G / A / D are the Greed, Attachment and Destruction it adds when you pick it up.
    • Use is what using it adds.
    • At the Gate is what each one you still carry adds when you enter the Gate of Judgment. Carry little into the Gate.
  • Boxes multiply desire. An item taken from a skull box or a jewelbox adds its desire once for each item the box offered. Fate is paid only once.
  • Where lists the places it lies. "Graveyards" means it turns up there on any trip. Many common items are in nearly every room, and some only appear after something happens.

1Weapons

Spear shafts and crossbows

itemwhat it doeswherepickup
Wood Shaftthe spear you start with; no combos; a full charge takes 2 secondsyou start with it—
Steel Shaftfollow a thrust with more (combos); full charge 2 secondsCave to Hell, Grudge-Desire Bog, Bared Dark Hall, Altar of Hanging, Warped Torture Cell, Dark Cellar, Karma Hall, Land's EndFate 2,000; D 1,000
Alloy Shaftcombos; a full charge takes only 1 secondgraveyardsFate 2,000; D 2,000
Hunter Crossbow"Load an arrow to fire."you start with it—
War Crossbow"Quick nock and fire."Beheading Plaza, Cliff of the FallenFate 2,000; D 1,000
Knight Crossbow"A powerful special crossbow… Quick nock and fire."graveyardsFate 2,000; D 2,000
Grave Gun"It thrums with spirit power." Never runs out of ammunitiongraveyardsFate 10,000; D 10,000; each shot D 20

Spear tips and ammunition

itemwhat it doeswherepickup
Iron Tip"Steel blade. It exudes a strange power."you start with it—
Blood Tip"Strong spirit power. Red fluid seems to seep from its surface grooves."Ooze Killing Yard, Swirling DesireFate 3,000; D 1,000
Torch Tip"Wrapped in oilcloth. Catches fire in flame."Ooze Killing YardFate 3,000; D 1,000
Arrowwoodenyou start with some; nearly everywhereFate 10; D 10
Iron Arrowsteelmost areas, graveyardsFate 50; D 50
Fire Arrow"Soaked in special oil."the prisons and lands of desireFate 20; D 50
Grave Gun Ammo"Fires endlessly."comes with the Grave Gun—

How hard you hit

  • The tip and the charge decide the damage, not the shaft. A full charge does three to five times a plain thrust's damage, and only while you have some Spirit. Tips differ in what they do to different ghosts.
  • A charged blow to the head can drop a graveyard ghoul in one hit.
  • Playing as a woman, your blows do about three-quarters of a man's.
  • The Slaughter curse makes your hits half again as strong, but each one costs you the same Vitality (Dangers, section 2).
  • After clearing the game with rank S, charged blows do double damage.

2Tools (Equip Items)

Equip a tool, then throw it with the right stick (R1 in the Modern Controls edition). At the Gate, each tool you carry adds only 1 Greed and 1 Attachment, the Threadball 100 Attachment.

toolwhat it doeswherepickupuse
Matchlights one thing; burns brieflyBared Dark Hall, Altar of Hanging, the prisons, Karma HallFate 10; G 2A 4
Long Matchlights one thing; burns longWarped Torture Cell, Karma Hall, Karma GroveFate 20; G 4A 8
Twisted Matchlights one thing; "senses 「curses」 in things"the prisons, Karma Hall, Land's EndFate 30; G 8A 20
Canteenwater: puts out flamesmost areasFate 50; G 20—
Red Bagblood: "it bloodies puddles and rouses blood-drawn things"; softens gravesBared Dark Hall, the prisons, Karma Hall, Cliff of the Fallen, Land's EndFate 100; G 30—
Sachetscent: "The more evil a being, the more it hates it."First Land area, the prisons, Cliff of the Fallen, Land's EndFate 100; G 50—
Skullstone"A 「hand」 may reach out, craving it."the prisons, Swirling Desire, Karma Hall, Land's EndFate 10; G 8—
Imp Skullstonea horned SkullstonegraveyardsFate 10; G 8—
Shining Water"Power radiates from it." Puts out blue grudge-fire; the graveyard's raging arms shun itthe prisons, Karma Hall, Cliff of the Fallen, Karma Grove, Land's End, graveyardsFate 500; G 100—
Threadball"it slows evil for a set time"graveyardsFate 50; G 50; A 20A 100
Daggerthrown; "works only on the dead and ghosts"Grudge-Desire Bog and most areas afterFate 10; D 20—
Blaze Daggera dagger with an oil-film patternDark Cellar, Ooze Killing Yard, Cliff of the Fallen, Land's EndFate 10; D 50—
Red Daggera dagger seeping red fluidDark Cellar, Ooze Killing Yard, Swirling Desire, Cliff of the Fallen, Land's EndFate 10; D 50—

The fruits and the Dried Potato can be thrown as well as eaten (section 3): Red Fruit works as blood, Rotten Red Fruit as blood and scent, Pale Fruit makes evil recoil, Black Fruit gives off scent, and the Dried Potato "works on the dead".

3Use Items

Food and salves

Picking food up raises Greed, and at the Gate food you still carry counts heavily: eat it or leave it. "Lifts an affliction" means it may end a possession; the Black Fruit and the Rotten Beehive almost always do, the others less often against a strong one (Dangers, section 3).

itemeatenwherepickupat the Gate
Red Fruitrestores some Vitality or Spiritmost areas, graveyardsFate 10; G 20G 1; A 2
Rotten Red Fruitlowers Vitality a bit; lifts an afflictionthe prisons, Karma Hall, Karma Grove, graveyardsFate 20; G 20G 1; A 2
Pale Fruitrestores some Vitality or Spiritmany areasFate 100; G 40G 1; A 2
Rotten Pale Fruitlowers Vitality a bit; lifts an afflictionmany areasFate 200; G 40G 1; A 2
Black Fruitgreatly lowers both; lifts an afflictionmost areasFate 300; G 200G 1; A 2
Dried Potatorestores some Vitality or SpiritFirst Land area, the prisonsFate 10; G 10G 1; A 2
Mushroomrestores a littleeverywhereFate 100; G 50G 500; A 50
Spotted Mushroommay lower Vitality / Spiritmany areasFate 100; G 50G 500; A 50
Applerestores a littleeverywhereFate 50; G 30G 300; A 30
Spotted Applepoisonous; may lowermany areasFate 50; G 30G 300; A 30
Beehivefully restoresFirst Land, Warped Torture Cell, Dark Cellar, Cliff of the Fallen, Karma GroveFate 1,000; G 500G 1,000; A 500
Rotten Beehivelowers both; lifts an afflictionDark Cellar, Beheading Plaza, Swirling Desire, Karma Hall, Karma GroveFate 500; G 500G 1,000; A 500
Dried Salverestores a littlemany areasFate 50; G 30G 300; A 30
Half-dry Salverestores a littleWarped Torture Cell, Ooze Killing Yard, Land's EndFate 100; G 100G 500; A 100
Fresh Salvefully restoresWarped Torture Cell, Dark CellarFate 1,000; G 500G 1,000; A 500
Streaked Salvelowers both; lifts an afflictionSwirling Desire, Cliff of the FallenFate 50; G 100G 500; A 100
Dark Salvelowers both; lifts an afflictionBeheading Plaza, Land's EndFate 500; G 500G 1,000; A 500

Effigies

Carried, an effigy throws back the curses of its color and is used up. Used while cursed, it lifts the curse. Dangers, section 2, says which curse each color wards.

itemwards offwherepickupuseat the Gate
Red EffigyBuried Alive, Paralysis, Darknessmost areasFate 250; G 50; A 400A 800G 50; A 400
Blue EffigyHunger, Glutton, Jewelry Boxmost areasthe sameA 800the same
Green EffigyBurn at Stake, 1000 Needles, Slaughtermost areasthe sameA 800the same
Yellow EffigySkeleton, Bloodmost areasthe sameA 800the same
White Effigynothing, but used while cursed it lifts every curse and refills your Spiritmost areasFate 1,000; G 200; A 1,000A 2,000G 400; A 1,000
Purple Effigylifts every curse, but costs half your Vitality and half your Spiriteverywhere, graveyardsFate 1,000; G 50; A 400——

Never pick up a Purple Effigy. Taking one at all counts against you at the judgment.

Eyes, wheels, wards and bells

These work just by being carried, and they cost Attachment.

itemwhat it doeswherepickupuseat the Gate
Third Eyesee objects' hidden eventsLand's End; the Pit's collector (below)Fate 3,000; G 20; A 1,000A 200G 100; A 1,000
Dark Eye"your eyes work even in the dark"Land's End; the Pit's collectorthe sameA 100G 100; A 2,000
Hell's Eyethe Third Eye's power in the graveyards: a Hell's Eye choice on the Inspect wheelLand's End; the Pit's collectorthe sameA 400G 100; A 1,000
Fate Wheelyour Fate shows in the MirrorDark Cellar (skull box), Karma Hall, Land's EndFate 5,000; G 200; A 2,500—G 100; A 1,000
Desire Wheeltext pages on your desires in the MirrorWarped Torture Cell, Cliff of the Fallen, Land's Endthe same—the same
LifeWard"Vitality takes less harm": halves itBeheading Plaza (skull box), Swirling Desire, Land's EndFate 4,000; G 10; A 1,500A 150G 100; A 2,500
SoulWard"Spirit takes less harm": halves itBeheading Plaza (skull box), Swirling Desire, Land's Endthe sameA 150the same
Reaper's Toothrevives you once when you dieCave to Hell (skull box), Karma Grove, graveyardsFate 2,000; G 2; A 200A 1,000G 10; A 1,500
Cracked Bell"it can destroy the 「curse」 set in an object"; above ground onlyBared Dark Hall, the prisons, Karma Hall, Cliff of the Fallen, graveyardsFate 500; G 2; A 400A 800G 5; A 200
Grave Handbell"it can call someone, if rung in the graveyard"; only while the Gravekeeper is aboutgraveyardsFate 100; G 2; A 400A 800G 5; A 200

4Key items

Keys and devices

Keys are used from the item menu at a lock, and using one pays Fate: a Skull Key 5,000 per box, the Gear Handle 4,000, a Handle 500, a Jewelbox Key 400 per box, the Lever Arm and the Window Key 300.

itemwhat it doeswherepickup
Skull Key"Used to open a skull-adorned box." One per boxCave to Hell, First Land, Altar of Hanging, Dark Cellar, Beheading Plaza, Karma Grove, Land's EndFate 500; G 200
Jewelbox Key"Used to open a closed jewelbox."nearly every room above groundFate 100; G 20
Unknown Key"not every door seems to open"Warped Torture CellFate 200
Window Key"Used on a locked window"Ooze Killing YardFate 300
Hall Keyopens a doorSwirling Desire, Karma HallFate 5,000
Cauldron Keyopens a doorKarma Hall, Cliff of the FallenFate 500
Bog Door Keyopens a door in the boggiven in a scene—
Handle"Used before the slot, it can work the mechanism. One use consumes one."Grudge-Desire BogFate 500; G 100
Gear Handle"At the slot near the gear, use it to make the mechanism work."Ooze Killing YardFate 1,000
Lever Armopens the iron boxes of the torture cellthe prisonsFate 1,000
Oozy Orb"Looks caked in ooze, an orb."Cliff of the FallenFate 1,000; D 500

The skull boxes, one item from each:

wherethe choices
Cave to HellApple, Reaper's Tooth, Arrow
First LandArrow, Dried Salve, Giese's Blue Painting, Gary's Red Painting, Glass Orb
Altar of HangingWhite Effigy, Match, Red Fruit
Dark Cellartwo Information pages, Fate Wheel, Fire Arrow
Beheading PlazaSoulWard, an Information page, LifeWard
Karma Grovethree Tales
Land's EndDagger, Red Dagger, Blaze Dagger

Either/or jewelboxes at Cliff of the Fallen also give one of two: an Apple or a Mushroom; a Cracked Bell or a White Effigy; three Jewelbox Keys or ten Canteens; an Arrow or an Iron Arrow.

Keepsakes

The dead may ask for these, and what you do with them is among the biggest choices in the game. Several pay well just for picking them up. At the Gate, each key item you still carry adds about 1,000 Greed.

itemwhereFate on pickup
Gold-coin NoteFirst Land15,000
Glass OrbFirst Land (skull box), Beheading Plaza7,000
Gary's Red Painting, Giese's Blue PaintingFirst Land (skull box)8,000 each
Gold Brooch, Gary's Ring, Giese's RingGrudge-Desire Bog—
Soiled PhotoGrudge-Desire Bog1,000
Broken NecklaceGrudge-Desire Bog7,000
Pearl NecklaceBared Dark Hall10,000
Blue WinderBared Dark Hall (also Swirling Desire)10,000
Rusty Stake (three)Bared Dark Hall5,000 each
Linda's Letter / Linda's PhotoAltar of Hanging, one or the other—
Iron Maskthe prisons200
Dark StatueDark Cellar8,000
Man's PortraitDark Cellar1,000
Red Landscape, Blue PortraitOoze Killing Yard20,000 each
Alan's Letter, Alan's PhotoBeheading Plaza—
To My Friend, To FatherFountain Plaza50,000 each
Red WinderSwirling Desire10,000
Costly TrinketKarma Hall2,000
Oozy Gun, Oozy Tooth, Oozy BeehiveKarma Hall, Land's End3,000 each, with desire (below)
Dry FlowerKarma Grove, after the finale— (+10,000 to every desire)
Old Scrawl, Melted Orbgiven in scenes—

The oozy items each stand for a desire, and each adds some on pickup: the Gun Destruction 500, the Tooth Attachment 100, the Beehive Greed 100. Late in the game they serve to lower your desires (Fifteen Judgments).

From the graveyards

itemwhat it's forpickup
Moth Wings"A collector dwells in this graveyard. Enough wings collected, he will appear." Carry 10 or more into the Pit, and a spirit there offers the three eyes in turn for themFate 10; G 10
Imp Bonethe imps want 33 of them (Fifteen Judgments)Fate 10; G 10
Imp Orbthe imps' gift, if you accept it—
Apple Ingot, Arrow Ingot, Effigy Ingotthe three desire lumps a graveyard's rule may ask for, one from each of three placesFate 100 each
Linda's Plate … Olnis's Platethe nine name plates of the Graveyard's headstones (Fifteen Judgments)Fate 100 each
Adam S.'s Plate and nine othersstrangers' name plates, found on gravesFate 100 each
your own platefound on a death sentence (Dangers, section 5)Fate 8,000 when found in time

Names in this guide

The English names are the ones the translation shows in the game. Each had to fit the space the original Japanese takes in the game's data, so some are shorter or plainer than a free translation would make them. The romaji in brackets is the Japanese read aloud.

EnglishJapanese
Wood / Steel / Alloy Shaft ki no yari no e / kurogane no yari no e / gōkin no yari no e
Hunter / War / Knight Crossbow karyūdo / senshi / kishi no bōgan
Grave Gun / Grave Gun Ammo hakaba no buki / hakaba no buki no tama
Iron / Blood / Torch Tip tetsu / chi / taimatsu no yarisaki
Arrow / Iron Arrow / Fire Arrow ki no ya / tetsu no ya / honō no ya
Match / Long Match / Twisted Match macchi / nagai macchi / nejireta macchi
Canteen / Red Bag / Sachet mizubukuro / akai fukuro / nioibukuro
Skullstone / Imp Skullstone dokuro-ishi / akuma no dokuro-ishi
Shining Water / Threadball kagayaku mizu / hakaba no itodama
Dagger / Blaze Dagger / Red Dagger dagā / shōnetsu no dagā / kurenai no dagā
Red / Pale / Black Fruit akai / shiroi / kuroi kajitsu
Rotten Red / Rotten Pale Fruit kusatta akai / kusatta shiroi kajitsu
Dried Potato hikarabita imo
Mushroom / Spotted Mushroom kinoko / madara no kinoko
Apple / Spotted Apple ringo / madara no ringo
Beehive / Rotten Beehive hachi no su / kusatta hachi no su
Dried / Half-dry / Fresh Salve kawaita / hankawaki no / maatarashii neriyaku
Streaked / Dark Salve kuromajiri no / kuroi neriyaku
Red / Blue / Yellow / Green / White / Purple Effigy migawari aka / ao / ki / midori / shiro / murasaki ningyō
Third Eye / Dark Eye / Hell's Eye daisan no me / yami no me / jigoku no me
Fate Wheel / Desire Wheel unmei no wa / yokubō no wa
LifeWard / SoulWard inochi no mamori / tamashii no mamori
Reaper's Tooth shinigami no ha
Cracked Bell / Grave Handbell kowarekake no beru / hakaba no handoberu
Skull Key / Jewelbox Key dokuro no kagi / hōshokubako no kagi
Unknown Key / Window Key dokoka no tobira no kagi / madotobira no kagi
Hall Key / Cauldron Key / Bog Door Key kairō no kagi / kama shokeijō no kagi / numa no tobira no kagi
Handle / Gear Handle / Lever Arm handoru / gia no handoru / kaijo rebā
Oozy Orb doromi no tama
Gold-coin Note kinka-tsuki no tegami
Glass Orb / Melted Orb garasudama / toketa garasudama
Gary's Red Painting / Giese's Blue Painting Gyarei no akai e / Gīsu no aoi e
Gold Brooch / Gary's Ring / Giese's Ring kin no burōchi / Gyarei no yubiwa / Gīsu no yubiwa
Soiled Photo yogoreta shashin
Broken / Pearl Necklace kireta / shinju no kubikazari
Blue / Red Winder aoi / akai nejimaki
Rusty Stake akasabita kui
Linda's Letter / Photo Rinda no tegami / shashin
Alan's Letter / Photo Aran no tegami / shashin
Iron Mask tekkamen
Dark Statue / Man's Portrait kurozunda chōzō / dareka no shōzōga
Red Landscape / Blue Portrait akairo no fūkeiga / aoiro no shōzōga
To My Friend / To Father shin'yū e no tegami / chichi e no tegami
Old Scrawl furui hashirigaki
Costly Trinket / Dry Flower kōka-sō na okimono / kareta hana
Oozy Gun / Tooth / Beehive doromi no jū / ha / hachi no su
Moth Wings / Imp Bone / Imp Orb kyūketsuga no hane / akuma no hone / akuma no hōju
Apple / Arrow / Effigy Ingot ringo / ya / ningyō no egakareta katamari
… 's Plate … no purēto

From Mord of Swoonlight's Hungry Ghosts fan-translation project. The rules come from reading the game's own code and data and testing them with save files.

Hungry Ghosts · PlayStation 2 · a player's guide to the endings

Fifteen Judgments

At the end of Hungry Ghosts you are judged, and the judgment gives you one of fifteen ranks, S through N, each with its own ending. This guide explains what the judgment looks at, how to check where you stand during play, and how to steer a playthrough toward any rank.

Spoiler-light: characters are named and choices are described, but not what they mean. Places and items carry the names used by Mord of Swoonlight's English fan translation; the Japanese are in the table at the end. The rules were read out of the game's own code by Mord of Swoonlight's fan-translation project and checked against save files in play. A few route steps lean on Evil7's GameFAQs walkthrough of the Japanese release, marked (Evil7 §n).

1What the judgment counts

The judge looks at five things.

  1. Fate. A number that only ever goes up. The rank bands are at 2,200,000, 1,500,000 and 300,000.
  2. The three desires: Greed, Attachment and Destruction. Each is a running tally, judged in three bands. If any desire is very high, the high ones stop mattering.
Lowunder 20,000
High20,000 – 49,999
Very high50,000 or more
  1. A clean state. At the judgment you must not be cursed, and no desire may have possessed you.
  2. Deep karma. Two deeds near the end of the game: a choice in the finale at Karma Grove (route step 6), and learning all nine names in the Graveyard (step 8).
  3. The Seven Lures from Hell. Seven things the game counts against you. Each one, once done, stays on your record:
    • picking up a Purple Effigy;
    • destroying a hanged corpse (two in Dark Cellar, one in Swirling Desire; the five bodies at Cliff of the Fallen don't count);
    • giving Stella a necklace;
    • carrying the Dry Flower into the Gate of Judgment;
    • being dragged into a graveyard by the hands that grab at you;
    • being hit by the last Reaper's great scythe;
    • a ghost on the rotating floor of Ooze Killing Yard. It may never appear in a normal game.

2The fifteen ranks

RankFateDesiresAlso
S2,200,000 or moreall three lowclean state, both deep-karma deeds, no lure
A2,200,000 or moreanyanything short of S
B1,500,000 – 2,199,999none very highno lure
C1,500,000 – 2,199,999at least one very high—
D1,500,000 – 2,199,999none very highat least one lure
E300,000 – 1,499,999all three very high—
F300,000 – 1,499,999exactly two very highthree lures or fewer
G300,000 – 1,499,999exactly two very highfour lures or more
H300,000 – 1,499,999exactly one very high—
I300,000 – 1,499,999none very high, all three high—
J300,000 – 1,499,999none very high, exactly two high—
K300,000 – 1,499,999none very high, exactly one high—
L300,000 – 1,499,999all three low—
Munder 300,000at least one very high—
Nunder 300,000none very high—

Each rank you finish is recorded on the memory card. Finishing all fifteen earns a title of its own, and a second one for finishing them all as both the male and the female character.

3Checking where you stand

The menu screen (Select) has a Mirror page with three tabs: possession, desire and curses.

  • Desires. The desire tab always shows each tally as a number. Under 20,000 is low, 50,000 and up is very high.
    • Holding the Desire Wheel adds a page of text for each desire. Its wording steps up every 10,000. "Strong as 『Avarice』" means very high.
    • Desire Wheels lie in Warped Torture Cell, Cliff of the Fallen and Land's End.
  • Fate shows on that screen only while you hold the Fate Wheel. Without it you first see your Fate at the judgment.
    • Fate Wheels are in Dark Cellar (in a skull box, as one choice of four), Karma Hall and Land's End.
  • Curses and possession need no item. "Not cursed for now…" and "Not possessed for now…" are the clean state S needs.
  • Every save adds 200 Attachment. Save when you need to, not by habit.

4Fate, desires, and the tools that move them

Fate

Nothing lowers Fate. It comes from:

  • ghosts' scenes and the choices in them (the biggest single sums, up to 250,000);
  • picking up key items, documents and Info pages;
  • entering each room and area the first time, and opening each door the first time;
  • driving off the four hunting Reapers (10,000 to 40,000 each);
  • defeating ghosts.

Ghosts come back. Some come from spawners that refill a while after you clear them. Most refill after about 15 seconds, some after several minutes, so you can farm Fate. Every kill adds Destruction too, though.

Two Fate gates. Leaving the first area needs 40,000 Fate, and leaving the prisons needs 140,000. Without enough, the door sends you back to First Land.

Raising desires

  • Greed: food, salves, beehives and mushrooms you pick up.
  • Attachment: documents you read and take, protective items (eyes, wards, wheels, effigies), and saving.
  • Destruction: fighting, smashing things, picking up weapons. The Grave Gun alone adds 10,000.
  • Skull boxes and jewelboxes count an item's desire again for each other item the box offered. A three-item box counts it three times.
  • At the Gate of Judgment everything you still carry is turned into desire, from about 1,000 per key item up to 2,500 per protective item. Anything you pick up in that room counts ten times.

Lowering desires

These all act on your tallies at that moment, so the later you use them, the more they remove.

WhereWhat to doEffect
the Graveyardlearn all nine names on the gravesevery desire −75%, Fate +250,000, deep karma
Hell's Graves, the impshand over 33 Imp Bones, pick a desire, then refuse their giftthat desire wiped to 0, the other two halved; Spirit and Vitality drop hard
Desire Scaffold, Olnisbreak an eye on the door, then decline his offerthat desire halved
Karma Groveplace the Reaper's Tooth on the altarAttachment ×0.25
Land's End, seven dishesplace a Fate Wheel, Desire Wheel, eye or ward in eachAttachment down a little each time, about ×0.37 after all seven
Land's End, three dishesplace the Oozy Gun, Tooth or BeehiveDestruction, Attachment or Greed ×0.6
Land's End, the mirrorsee belowone desire −75%

The mirror in Land's End is the latest reset, right before the Gate.

  1. Take the Dry Flower after the finale in Karma Grove. It adds 10,000 to every desire, so take it only if you will use the mirror.
  2. In Land's End, light the two misshapen candles that appear, and put the flower in the dish. That uses it up, so it never counts as a lure.
  3. Look into the mirror while holding at least one oozy item: the Gun (Destruction), the Tooth (Attachment) or the Beehive (Greed). They lie in Karma Hall and Land's End.
  4. Pick the one for your highest desire, then refuse to hand it over. That desire drops by 75%.

It plays only once. Looking in without an oozy item wastes it.

Accepting the imps' gift or Olnis's offers does the opposite: the imps double all three desires, and Olnis raises one by 20%.

The judge's one-time offer

The first time you stand before the judge, you are offered one chance to start over.

  • Accept, and you begin again at First Land with your Fate kept. Your desires, lures and items are wiped, and the rooms, documents and ghosts pay their Fate again.
  • Decline, and you are judged. Either way the offer never comes again.

This makes S much easier. Play a first pass any way you like, take the restart, then play the second pass clean. The Fate of both passes adds up.

5The S route in play order

This is a one-pass S: everything at once. It is demanding. If you have the patience for two passes, the judge's offer is the easier road.

  1. The cave after the boat

    • Talk to the boatman, then take the Reaper's Tooth from the skull box. You will want it in Karma Grove.
  2. The first area

    • First Land: its skull box offers five things; any will do.
    • Grudge-Desire Bog: crank a well and take the ring or the brooch. Keep the Soiled Photo from the man at the well. Carry the ring to the upside-down corpse in First Land. Take the Broken Necklace.
    • Back in First Land, give Sara the Broken Necklace.
    • Bared Dark Hall: meet Stella before you pick up the Pearl Necklace, and give her nothing. Then take the Pearl Necklace, the three Rusty Stakes and the Blue Winder.
    • Altar of Hanging: cut Linda down and take Linda's Letter (not the photo). Leave the area with at least 40,000 Fate.
  3. The prisons

    • Give the woman under the grate floor the Pearl Necklace. Her other scene plays only while you wear the Iron Mask; take its first option.
    • Never break the two hanged corpses in Dark Cellar.
    • Keep the stakes. Don't hand all three to Kyle, Mick and Jeff, and get their verdict for keeping them.
    • In Ooze Killing Yard, take the Red Landscape and/or the Blue Portrait.
    • Then walk from Ooze Killing Yard into Beheading Plaza. That walk, after the two steps above, is the only moment the game lets the music box take its good path later.
    • In Beheading Plaza, save all eight prisoners by shooting the executioner at each guillotine (Evil7 §25). Give Alan Linda's Letter, and take both Alan's Letter and Alan's Photo.
    • Leave with at least 140,000 Fate through the Fate Door to Fountain Plaza. The plaza's Fate Doors go one way.
  4. Fountain Plaza

    • You arrive on a small bridge facing a sturdy door with three rusted holes; use the three Rusty Stakes on it.
    • The ghost at the fountain is chosen by what you carry when you first arrive. With Alan's things in hand it is Linda.
    • Hand her Alan's Letter and take the first option every time.
    • Take the letters To My Friend and To Father.
  5. The desire area

    • Karma Hall:
      • Talk to Linda while Alan's Photo is the only one of the four letters and photos you still hold.
      • In the mirror you are asked for To My Friend. Refuse: this is the biggest single Fate award in the game, 250,000.
      • Play the music box with the Blue Winder.
      • Give the painting ghost the painting it asks for.
      • Take the Costly Trinket and at least one oozy item.
    • Swirling Desire: with no necklace left in hand, take Stella's first option. Leave the hanged corpse whole.
    • Desire Scaffold: break Olnis's eye ornaments and decline each offer. Give him the Costly Trinket when you meet him. Then take the Fate Door to Karma Grove.
  6. Karma Grove

    • Drive off the last hunting Reaper.
    • At the finale a girl reveals a big secret and asks you to go with her. Refuse. Going with her ends the game on the spot. Then win the fight that follows.
    • Take the Dry Flower only if you will use the mirror in Land's End.
    • Place the Reaper's Tooth on the altar as late as you can.
  7. Land's End

    • Olnis tells you nine names. Remember them; the Graveyard needs them.
    • The mirror reset, on your highest desire.
    • The dishes for Attachment, giving up the Fate Wheel last (check your Fate first).
  8. One last graveyard trip

    • You can jump off the bridge in Land's End to get there (Evil7 §32).
    • In the Graveyard, take the nine name plates.
    • In Hell's Graves, hand the imps 33 Imp Bones and refuse their gift on your highest desire.
  9. The Gate of Judgment

    • Carry as little as you can, and pick nothing up in the Gate's room.
    • Dodge the last Reaper's great scythe.
    • Check the Mirror: every desire under 20,000, not cursed, not possessed.
    • Decline the judge's offer to start over.

Throughout: never pick up a Purple Effigy or the Grave Gun. Keep away from the graveyard hands until you know the nine names; after that they can't drag you. Save sparingly, and heal after each reset that drains your Spirit and Vitality.

Fate along the way (rough):

200,000after the first area
600,000at Beheading Plaza
750,000after the fountain
1,650,000after the desire area
2,000,000at Land's End
2,450,000after the graveyard trip

Without that trip a one-pass run falls short of 2,200,000.

6Points of no return

Each of these is fixed for the rest of the playthrough (until the judge's restart).

  1. Every skull box gives one item. The rest vanish with the box.
  2. Linda's Letter or her photo, not both.
  3. Leaving the first area with none of these: Linda's Letter or photo, Gary's or Giese's painting from First Land's skull box, the Broken Necklace given to Sara, or Stella met with a necklace in hand. Without one, the exit sends you straight to Land's End, past most of the game.
  4. The first iron-masked ghost you deal with decides what the masked interrogator says.
  5. Handing all three stakes to Kyle, Mick and Jeff. You lose their other verdict and the key to Fountain Plaza.
  6. The walk from Ooze Killing Yard into Beheading Plaza (route step 3). Leave the prisons without it and the music box can't take its good path, so no S.
  7. Beheading Plaza's Fate Doors. Only the door to Fountain Plaza goes past the fountain. The door to Swirling Desire skips it, and the door to Land's End skips the desire area and Karma Grove too.
  8. The fountain's ghost (Linda, Gary or Giese) is fixed on your first arrival by what you carry: the Red Landscape alone brings Gary, the Blue Portrait alone brings Giese, anything else brings Linda.
  9. Handing over To My Friend or To Father when asked rules out S.
  10. Linda in Karma Hall plays one scene, chosen by which of her letters and photos you hold.
  11. Desire Scaffold's Fate Door to Karma Grove appears only after a run through the fountain. The other door skips the finale.
  12. Going with the girl at the finale ends the game.
  13. The mirror in Land's End plays once.
  14. The judge's offer comes once, and declining it uses it up.

The Seven Lures are permanent too.

7The other ranks

A  Fate 2,200,000 or more, nothing else matters. Play the S route with its graveyard trip, and don't worry about desires or lures. Accepting the imps' gift pays 50,000 more Fate than refusing it.

B C D  Fate 1.5M–2.2M. Play the S route without the graveyard trip, and hand over To My Friend when asked. That ends near 1,800,000. If your Fate creeps toward 2,200,000, skip optional pickups. If a death sentence sends you to a graveyard, find your own plate and leave.

  • B: no desire at 50,000 or more, and no lure. Use Olnis, the altar, the mirror and the dishes to keep them down.
  • C: let one desire pass 50,000. Attachment is the easiest: pickups and reading add up to about 130,000 before any reset.
  • D: as B, plus one lure. Picking up a Purple Effigy is the simplest.

E–L  Fate 300,000–1.5M. Play the first area and the prisons as the S route does, then leave Beheading Plaza by the Fate Door to Land's End. That ends somewhere around 600,000–900,000. The letter then depends on your desires:

RankVery high (50,000+)High (20,000–49,999)
Eall three—
F Gexactly two— (G needs four lures or more)
Hexactly one—
Inoneall three
Jnoneexactly two
Knoneexactly one
Lnonenone
  • To raise Greed, eat and gather food, salves and beehives, and carry key items into the Gate.
  • To raise Attachment, take documents and protective items, and save.
  • To raise Destruction, fight and smash. Each Grave Gun picked up in the graveyards adds 10,000 (and 10,000 Fate).
  • The imps' gift doubles all three.

M N  Fate under 300,000. Take the shortcut out of the first area: leave as soon as you have 40,000 Fate, carrying none of the items in point 3 of the points of no return. The exit sends you straight to Land's End, and from there only the Gate and the judgment remain.

  • N: keep every desire under 50,000, which comes naturally on a run this short.
  • M: push one desire to 50,000. The Grave Gun in the graveyards is the quickest way (jump off the bridge in Land's End to get there), but each one adds 10,000 Fate too, so stop well below 300,000.

8Names in this guide

The English names are the ones the translation shows in the game. Each one had to fit in the space the original Japanese text takes up in the game's data, because the patch can't make room that isn't there. A Japanese character takes two bytes and an English letter one, so a name gets about twice as many letters as the Japanese had characters, and fewer in the tightest places. That is why some names are shorter or plainer than a free translation would make them: is "Land's End" rather than "the Land Where It Ends", and is "Hell's Graves" rather than "the Graveyard on the Road to Hell". A few item names got a little more room by reusing space the game never shows.

The romaji in brackets is the Japanese read aloud.

EnglishJapanese
Fate (unmei no chikara)
Greed / Attachment / Destruction (butsuyoku / izon / hakai)
the Seven Lures from Hell (jigoku kara no nanatsu no sasoi)
Cave to Hell (jigoku e tsuzuku dōkutsu)
First Land (hajimari no chi)
Grudge-Desire Bog (urami to yokubō no shizumu numa)
Bared Dark Hall (sarasareshi yami no tsūro)
Altar of Hanging (kubitsuri shokei no saidan)
Warped Torture Cell (ōuzu ni yugamu gōmon rōgoku)
Dark Cellar (yami no yukashita rōgoku)
Ooze Killing Yard (doromi o umu shokeijō)
Beheading Plaza (zanshu shokei no hiroba)
Fountain Plaza (funsui no aru hiroba)
Swirling Desire (uzumaku yokubō no chi)
Karma Hall (inga no kairō)
Cliff of the Fallen (ochiyuku mono no dangai)
Desire Scaffold (yokubō no shokeidai)
Karma Grove (inga no sono)
Land's End (owari no daichi)
the Gate of Judgment (shinpan no mon)
Hell's Graves (jigoku e no hakaba)
the Graveyard (yokubō no hakaba)
Fate Door (unmei no tobira)
Fate Wheel / Desire Wheel (unmei no wa / yokubō no wa)
Reaper's Tooth (shinigami no ha)
Soiled Photo (yogoreta shashin)
Broken Necklace / Pearl Necklace (kireta kubikazari / shinju no kubikazari)
Rusty Stake (akasabita kui)
Blue Winder (aoi nejimaki)
Linda's Letter / Linda's Photo (Rinda no tegami / Rinda no shashin)
Alan's Letter / Alan's Photo (Aran no tegami / Aran no shashin)
Red Landscape / Blue Portrait (akairo no fūkeiga / aoiro no shōzōga)
To My Friend / To Father (shin'yū e no tegami / chichi e no tegami)
Costly Trinket (kōka-sō na okimono)
Dry Flower (kareta hana)
Oozy Gun / Oozy Tooth / Oozy Beehive (doromi no jū / doromi no ha / doromi no hachi no su)
Purple Effigy (migawari murasaki ningyō)
Grave Gun (hakaba no buki)
Imp Bone (akuma no hone)
Iron Mask (tekkamen)
Skull Key / Jewelbox Key (dokuro no kagi / hōshokubako no kagi)