How the Game Works生き抜く為の心得
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.
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.
| button | in play |
|---|---|
| Left stick | walk and turn |
| Right stick | your arm: thrust, swing, throw, reach out or pull back |
| L1 + left stick | look around |
| R1 | tap: recenter the view. Hold while moving: dash |
| L2 / R2 | strafe 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 |
| Select | the menu screen (section 7) |
| Start | the 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.
| button | in play |
|---|---|
| Left stick | walk forward and back, strafe left and right |
| Right stick | look around and turn |
| R1 | attack: tap to strike. Hold to charge or aim, release to strike, throw or fire |
| L1 + right stick | swing 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, Start | as 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:
| gauge | where | drained by | in the game's words |
|---|---|---|---|
| Spirit | upper left, blue | mental harm | "Low Spirit leaves you defenseless against all harm" |
| Vitality | right, red | blows | "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:
| tool | what it does |
|---|---|
| Match, Long Match | light one thing at a time, for a short or longer while |
| Twisted Match | lights, and senses curses in things |
| Canteen | water: puts out flames |
| Red Bag | blood: bloodies a puddle and rouses blood-drawn things |
| Sachet | a scent that evil beings hate, the more evil the more so |
| Threadball | slows evil things for a while |
| Daggers (three kinds) | hurt only the dead and ghosts |
| Skullstone | something with a "hand" may reach out for it |
| Shining Water | radiates power; puts out fires that plain water can't |
| the fruits and Dried Potato | thrown: 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.
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
- Reread the Old Journal. The Information pages and Tales are the game's hints, and they're often specific.
- Inspect again, especially dark corners, bodies, wall writing and anything odd. Make light first.
- Look at what you carry. A ghost may want one of your items. Talk to the ones you've met again.
- Check your Fate if a door keeps sending you back to First Land.
- Check the Mirror for a curse or a possession: either can stop you from using items, searching or moving freely.
- Try the liquids: blood, water, oil and fire change things.
- 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.
| English | Japanese |
|---|---|
| Spirit / Vitality | 生命力 / 体力 seimeiryoku / tairyoku |
| Fate | 運命の力 unmei no chikara |
| Greed / Attachment / Destruction | 物欲 / 依存 / 破壊 butsuyoku / izon / hakai |
| Soul Shards | 魂のかけら tamashii no kakera |
| the Seven Lures from Hell | 地獄からの7つの誘い jigoku kara no nanatsu no sasoi |
| Old Journal | 古い帳面 furui chōmen |
| Information / Memories / Tales | 情報 / 記憶 / 逸話 jōhō / kioku / itsuwa |
| Weapons / Equip Items / Use Items | 武器 / 装備アイテム / 使用アイテム buki / sōbi aitemu / shiyō aitemu |
| Select Item / Show HUD / Mirror | アイテム選択 / 画面表示 / 鏡を見る aitemu sentaku / gamen hyōji / kagami o miru |
| Curses / Desire / Possession | 呪い / 欲望 / 憑依 noroi / yokubō / hyōi |
| Fate Door | 運命の扉 unmei no tobira |
| First Land | 始まりの地 hajimari no chi |
| Wood / Steel / Alloy Shaft | 木の槍の柄 / 黒金の槍の柄 / 合金の槍の柄 ki no yari no e / kurogane no yari no e / gōkin no yari no e |
| Grave Gun | 墓場の武器 hakaba no buki |
| Match / Twisted Match | マッチ / ねじれたマッチ macchi / nejireta macchi |
| Canteen / Red Bag / Sachet | 水袋 / 赤い袋 / 匂い袋 mizubukuro / akai fukuro / nioibukuro |
| Skullstone / Shining Water / Threadball | ドクロ石 / 輝く水 / 墓場の糸玉 dokuro-ishi / kagayaku mizu / hakaba no itodama |
| Beehive / Fresh Salve | ハチの巣 / 真新しいねり薬 hachi no su / maatarashii neriyaku |
| Third Eye / Dark Eye / Hell's Eye | 第三の目 / 闇の目 / 地獄の目 daisan no me / yami no me / jigoku no me |
| Fate Wheel / Desire Wheel | 運命の輪 / 欲望の輪 unmei no wa / yokubō no wa |
| LifeWard / SoulWard | 命の守り / 魂の守り inochi no mamori / tamashii no mamori |
| Reaper's Tooth | 死神の歯 shinigami no ha |
| Purple Effigy | 身代わり紫人形 migawari murasaki ningyō |
| Cracked Bell / Grave Handbell | 壊れかけのベル / 墓場のハンドベル kowarekake no beru / hakaba no handoberu |
| Unknown Key / Skull Key / Jewelbox Key | どこかの扉のカギ / ドクロのカギ / 宝飾箱のカギ dokoka no tobira no kagi / dokuro no kagi / hōshokubako no kagi |