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|FATAL FRAME: ENEMIES FAQ|
--------------------------
By: Aliosis
TABLE OF CONTENTS:
1. Introduction
2. Revision History
3. General Tips and Hints
4. Ghosts
a. Bound Man
b. Editor's
c. Man W/ Long Arms
d. Floating Woman
e. Crawling Girl
f. Broken Neck Woman
g. Assistant's
h. Female Head
i. Novelist's
j. Blinded
k. Girl in Well
l. Boy Hiding
m. Longhair Woman
n. Woman Hanging
o. Folklorist's
p. Wandering Man
q. People Killed
r. Floating Face
s. Wandering Monk
t. Family Master
u. Headless Priest I
v. Headless Priest II
w. Headless Priest III
x. Headless Priest IV
y. Shrine Maiden
z. Kirie
5. Random Ghosts
6. Conclusion
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|1. Introduction|
-----------------
This FAQ deals with all the enemies in Fatal Frame.
It doesn't deal with the storyline, puzzles, or
capturing hidden or vanishing ghosts. It's all about
the nitty-gritty of fighting the ghosts in Himuro
Mansion.
I also have to warn you, I may be giving away
important parts of the story in each ghost entry. Try
not to read ahead of where you are. I've done my best
to list the ghosts in the general order that you
could find yourself facing them.
This is my first FAQ, and thus I might make a few
mistakes along the way. If you have questions,
comments, or corrections, then feel free to E-mail me
at
[email protected] or contact me on AOL Instant
Messenger as AliosisDruin.
Incidentally, if anyone wants to make some fancy ASCII
art for my FAQ, E-mail me or something. I'm afraid I'm
not creative enough to make one myself.
Sponsored on the following sites to date:
GameFAQs (www.gamefaqs.com)
Neoseeker (www.neoseeker.com)
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|2. Revision History|
---------------------
April 21 2004: First incarnation of the FAQ.
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|3. General Tips and Hints|
---------------------------
1. Keep your health up when you can. Many ghosts,
especially later on, can drain up to 3/4 of your health
bar in one attack. If you think you're in danger, don't
be afraid to use Herbal Medicine or even Sacred Water.
Remember also, however, that your health is fully
restored at the end of each Night.
2. Your capture circle (The large circle in the center of
your viewfinder) glows blue when you're able to hit a
ghost with your shot. The longer your capture circle rests
on a ghost, the more power accumulates. You'll see this
represented as several Japanese symbols at the bottom of
your screen. When all of the symbols are lit up, you're
capable of doing quite a bit of damage.
3. Further, if the capture circle turns an amber color,
it means several things. First, it often means that the
ghost is about to execute an attack. Second, it's an
opportunity for a Zero Shot. A Zero Shot is when you shoot
a ghost when it's especially vulnerable to attack. This in
itself is capable of doing quite a bit of damage. Paired
with a fully charged up shot, it's even capable of killing
weaker ghosts in one attack!
4. If you hear a strange, "Whoo-ooo" sound, it means the
ghost has teleported. Either look for him as fast as you
can with the camera, or make tracks! Several ghosts are
capable of powerful attacks after teleporting.
5. Ghosts can go through walls, but you can't. If you can
help it, don't stand next to a wall; not only is
your camera
incapable of attacking a ghost through a wall, but it gives
your enemy a window of opportunity when attacking you.
6. Even when your capture circle isn't blue, that doesn't
mean you're facing the wrong direction. Rely on the glowing
light of your filament at the top of the viewfinder screen
(It's on the bottom right of the screen when not in
viewfinder mode). The stronger the glow, the closer and
more accurate direction you're facing. Also, a ghost's life
gauge appears in the upper left corner of your viewfinder
screen when you're facing the generally correct direction.
7. If you're fighting a random ghost and you want to run
away, it's risky business. Ghosts often chase you through
two or more rooms before giving up, and won't hesitate to
attack you while you're opening doors! Most random ghosts
are fairly simple to defeat, and give you valuable Spirit
Points for doing so.
8. If you're in immediate danger of attack by a ghost and
you want to fully charge up or fire a Zero Shot, don't
always think it'll work. Several ghosts won't give you
enough time or warning before an attack to let yourself
charge up fully or fire a Zero Shot.
9. Ghosts are usually stunned for a few brief seconds after
being hit with any sort of shot. If a ghost is getting too
close for comfort, shoot them and take the window of time
you have to re-position yourself farther away.
10. All ghosts have recognizable patterns. Learn them!
11. A ghost's "weak point" is its head. You need to have
the head in any shot you make to do damage.
12. At any save point, you can refill your Type-14 film to
thirty. Use this fact to your advantage.
11. If all else fails, run! It's harder for a ghost to hit
a moving target than a stationary one. Move around a room
until you can gain an advantage and launch a counter-
offensive.
--------
|Ghosts|
--------
From crawling to floating, faint to opaque, these baddies
are your threat to survival in Fatal Frame. Here's the
general format for each entry:
-. [Name]
Description:
Tactics:
Recommended Film:
Rewards:
Lair(s):
Miscellaneous:
On with the show!
a. Bound Man
Description: A rather pathetic looking person wrapped in
chains. Looks rotted and generally unhappy to see you.
Tactics: Being the first ghost you battle, he's also the
easiest. Although he occasionally floats a bit to either
side, he can't teleport and only seems capable of
charging you. Take aim with your camera; you should be able
to charge up to full power with little incident. When he
rushes toward you, you have all the time in the world to
score a Zero Shot on him. If you wait for the Zero Shot,
you can take him out in one fell swoop. If not, two shots
should do the trick.
Recommended Film: Even Type-14, the weakest film, can
overkill this sucker.
Rewards: None
Lair(s): Intro, 2F Fireplace Room.
Miscellaneous: Bound Man is a Random Ghost on Nights 1, 2,
and 3. He's also two entries on your Ghost List. The first
entry is for his form in the Intro. The second is when he's
a Random Ghost.
b. Editor's
Description: Editor Ogata has seen better days. He looks
roughed up and his eyes are completely whited out. He also
likes to ramble on about ropes and kimonos.
Tactics: He's barely a step up from Bound Man. He enjoys
rushing you in a similiar fashion. Again, simply take aim
and charge up. The first time you fight him, one Zero Shot
or two charged up shots will do the job. When he has more
endurance, it shouldn't take much more than two Zero Shots
or three to four charged up shots.
Be careful during the second battle, because he's behind
you while you're opening a door. It's recommended that you
run through the door before turning around to fight him.
Recommended Film: Type-14 works fine.
Rewards: You can pick up a White Tape after beating him the
first time if you want. In addition, killing him a third
and final time earns you a Spirit Stone.
Lair(s): Night 1: Kimono Room, Library, Kimono Room. He
appears twice in the Kimono Room.
Miscellaneous: Sometimes he sounds a little like Brock,
from Pokemon. But maybe it's just my imagination.
c. Man W/ Long Arms
Description: The name says it all. He's a ragged man
with... long arms. Sort of like a praying mantis.
Tactics: Keep your distance from this guy; he's dangerous
when he gets close. He also likes to fade in and out of
sight, making some shots a bit of a gamble. Charge up your
shots and fire as you back away from him. Don't risk Zero
Shots, just fire at him when you charge up to full. Two or
three charged up shots should put him away. The second time
you fight him, he has quite a bit more stamina while you
have quite a bit less space. I hope you've been working on
your aim.
Recommended Film: Type-14 is still fine.
Rewards: None
Lair(s): Night 1: 1F Walkway. Night 2: 1F Stairway
Miscellaneous: I think he's responsible for several of the
children being killed. I believe he's in photos of them
being dragged into wells and clocks and such.
d. Floating Woman
Description: Well... she floats. She doesn't appear to have
or need legs, and her arms are usually sort of crooked. She
has a leery face, and appears to lack clothes. Trust me,
she's not very pleasant.
Tactics: She's faster than the other ghosts you've seen
thus far. Don't let her out of your sight if you can at all
help it. She likes to circle around before moving in for
an attack. You can either shoot when you charge up your
shots, or wait for a Zero Shot. Her stamina is poor
however, so one or two Zero Shots and three or four charged
up shots are usually enough to put her away. In the final
battle with her, make sure to keep your distance and try to
shoot both her and her partner at the same time. Big points
if you can do it!
Recommended Film: Type-14 is still viable, but I've used
Type-37 during the Final Night
battle.
Rewards: None
Lair(s): Night 1: Grand Hall (optional). Final Night: Hell
Pass
Miscellaneous: In Final Night, she attacks along with
Wandering Man. It's a dangerous fight; don't underestimate
them.
e. Crawling Girl
Description: She's a young girl in a red kimono. She has a
little kid's accent. You know, "Let's pway."
Tactics: She's only dangerous if she gets too close. She
fades in and out more often than other ghosts so far as
well; you'll be able to shoot her maybe 50% of the time
she's moving toward you. She also teleports, which makes
her a little more dangerous than the average ghost. Zero
Shots are possible, but not always recommended. Her stamina
is never very good, so a few charged up shots will do the
job, as will two Zero Shots.
Recommended Film: Type-14 is fine.
Rewards: None.
Lair(s): Nights 1 and 2: Doll Room.
Miscellaneous: Nothing.
f. Broken Neck Woman
Description: Kind of unpleasant. She's a floating woman in
a kimono whose neck has broken so badly her head hangs
behind her back.
Tactics: While she's one of the more common ghosts, she's
also one of the easiest when you get to know her patterns.
When her body is facing you there's no way to harm her, but
she has to turn around if she even wants to attack you. She
sometimes floats a bit to either side, which makes
targeting her only slightly more difficult. She'll usually
give you ample time to charge up before flying toward you
with arms outstretched, but don't always count on it.
Fortunately, her rush leaves a wide window of opportunity
for a Zero Shot. One or two will do her in, as will three
or four charged up shots.
Recommended Film: Type-14 is usually enough.
Rewards: None.
Lair(s): Night 1: Cherry Atrium. After her first appearance
she's a Random Ghost on Nights 1, 2, and 3.
Miscellaneous: It's easy to be intimidated by her
appearance, but don't let it get to you. You'll feel better
after beating her.
g. Assistant's
Description: Meet Assistant Tomoe, folks! She's kind of
soggy from her death, and she looks as if she's in as bad a
shape as Ogata was.
Tactics: She's considerably more tricky than Editor's. She
floats around a bit, and isn't above teleporting before
attacking you. Sometimes she hunches over; this is a signal
that she's about to throw herself at you with surprising
speed. Keep this one in your sight, and don't worry if
you want to blast her with charged shots. Zero Shots are
frequently possible, but either way should be fine. Two
Zero Shots will defeat her on average, as will three to
five charged up shots. The second time you fight her should
actually be a bit easier, since you have more room to
battle.
Recommended Film: Type-14.
Rewards: She drops at least one Red Tape, I think.
Lair(s): Night 1: Fish Tank Room, Backyard.
Miscellaneous: None.
h. Female Head
Description: A woman's rather gruesome floating head.
Tactics: Easy as pie! All it can do is float there and rush
you like a giant baseball. Give it a home run with an easy
Zero Shot. All it takes is one to put it in its place.
Otherwise, two charged shots will do.
Recommended Film: Type-14 easily takes care of it.
Rewards: None.
Lair(s): Night 1: Stairway (optional). Final Night: Attic.
Miscellaneous: I hope you don't have any heart conditions
when you see her on Final Night...
i. Novelist's
Description: Looks like Takamine on acid. His hair's all
wild and such.
Tactics: Probably the first truly difficult ghost you've
had to deal with so far. Not only is he a fast flyer, but
he's an aggressive attacker and teleports often. If that's
not bad enough, he has a paralyzing attack that he does by
grabbing his head and shouting. Take charged up shots when
you can get them, and be ready to move if he teleports.
Scoring a Zero Shot before his paralyzing attack will stop
him from using it. But it will take several charged up
shots and even three or so Zero Shots to take him down.
It's also possible to run outside before engaging in combat
with him; the doors are already open and it gives you a lot
more room.
Recommended Film: If you're feeling good, Type-14. If you
get a bit worried or have some trouble, break out Type-37.
Rewards: The killing shot will give you a photograph with a
clue, but that's it.
Lair(s): Night 1: Narukami Shrine.
Miscellaneous: This guy is tough as nails, but luckily you
only fight him once.
j. Blinded
Description: You'll recognize her immediately. Her eyes are
gouged out and bleeding, and she constantly cries things
like, "My eyes!" and "Everyone's gone..."
Tactics: Don't move at all if you can help it! She relies
on her hearing to pinpoint your location, and walking or
shooting her with anything but a Zero Shot tells her where
you are. Sometimes she also teleports behind you and just
sits there for a while before grabbing you. Fortunately,
she's sporadically open to Zero Shots just by wandering
around. Hit her with one, and it'll mess her up and prevent
her from finding you. Mess up once, and it could spell
disaster. She'll rush you, and it will SERIOUSLY hurt. You
fight her A LOT in Night 2, so learn her strategy and learn
it well.
Recommended Film: Type-14 will work, but don't be afraid to
use Type-37 when it counts.
Rewards: She gives you Matches at one point after defeating
her, but nothing else.
Lair(s): Night 2: Cherry Atrium, 2F Stairway, Demon Mouth,
Walkway, Mask Room, Demon Mouth! (Gasps for breath) Oh, you
fight her twice in Demon Mouth.
Miscellaneous: This is probably the most frequent ghost I
fought on Night 2, if not the entire game.
k. Girl in Well
Description: Naturally, you first see her on top of a well.
She looks pretty badly rotted, and her voice is shrill and
a bit annoying.
Tactics: This is a slightly tough bug to squish. She enjoys
teleporting around before attacking you. She's also pretty
quick. Charge up your shots and take her out. A Zero Shot
is a bit hard, but not impossible. Two Zero Shots or a few
charged shots will do the trick.
Recommended Film: Type-14 is fine.
Rewards: You'll get to pick up the Blue Carving after
beating her.
Lair(s): Night 2: Backyard.
Miscellaneous: None.
l. Boy Hiding
Description: He's a bit creepy looking; kind of like a
zombie kid.
Tactics: This kid can be trouble. He's fast, he teleports a
lot, and he's VERY hard to predict. He can run at you, jump
at you, or simply psyche you out by teleporting around a
bit. Don't wait for Zero Shots or even fully charged shots,
just shoot him when you can. It only takes a handful of
shots to take him out.
Recommended Film: Type-14 is still recommended; mostly
because if you miss a lot you won't really be wasting film.
Rewards: He drops a mirror piece after you take care of
him.
Lair(s): Night 2: 1F Fireplace Room.
Miscellaneous: None.
m. Longhair Woman
Description: She looks a lot like Floating Woman, but she
has dark clothes and long black hair. Kind of gothy
looking.
Tactics: She has a few tricks. She's fairly quick,
teleports, and circles around you. If that weren't bad
enough, her teleport will often put her directly above you.
Keep on your toes with this ghost, and take your shots when
you can. A handful of shots will defeat her.
Recommended Film: Type-14 still works.
Rewards: None.
Lair(s): Night 2: Grand Hall (optional). Night 3: Fish Tank
Room.
Miscellaneous: None.
n. Woman Hanging
Description: Poor Yae's seen better days. She basically
looks like she's been... hanging around a bit too much.
Tactics: She's definitely tricky. Not only is she agile,
she teleports. Oftentimes she'll dive on you from above.
Keep her in your viewfinder when you can, and take your
shots when you have them instead of waiting for Zero Shots;
those are often up to luck. She's also pretty tough; it may
take six or more shots to take her down.
Recommended Film: She's beatable with Type-14, but it might
not be a bad idea to kick it up a notch to Type-37.
Rewards: There's an album laying on the ground below her
tree.
Lair(s): Night 2: Cherry Atrium.
Miscellaneous: She's a one hit wonder. You only fight her
once. Quite a story-important person, she is.
o. Folklorist's
Description: Ryozo Munakata, in the ectoplasm. For being a
malevolent spirit of the damned, he doesn't look that much
different. They could've done his voice acting better,
though. "Dooooon't be scaaaaaaaaared..."
Tactics: He's a tough cookie. He flies, teleports, and
generally likes to give you a lethal hug.
If he teleports, run. Don't look for him, don't wait, just
run. He'll almost always be rushing you from behind if he
teleports. I've also heard that he has a long distance
attack, but I haven't seen him use it. If someone can back
this up, let me know. Anyway, just do your best to damage
him, and don't be at all timid about running away to gain
some distance.
Recommended Film: Type-14 or Type-37, whichever you want.
I've used both.
Rewards: He's guarding the Mask of Reflection, and the clue
he drops in the second fight is rather amusing.
Lair(s): Night 2: Buddha Room, Demon Mouth.
Miscellaneous: I nicknamed him Captain Obvious after the
second fight. You'll see why.
p. Wandering Man
Description: He looks like a masculine version of Floating
Woman. Nasty ribcage exposure.
Tactics: He's about as fast and tricky as Floating Woman.
Give him the same treatment as you did her. When they're
together, take advantage of it and hit them at the same
time.
Recommended Film: Type-14 or Type-37.
Rewards: None.
Lair(s): Final Night: Hell Pass. I've also heard that he
appears in Square Garden on Night 2, but I haven't seen
him.
Miscellaneous: None.
q. People Killed
Description: I thought they were children when I first saw
them, but they also look a bit like Bound Man from a
distance.
Tactics: The only tricky thing about fighting them is that
there's three of them at once. Sometimes two of them will
distract you while the third sneaks up on you from behind,
but it's rare. Their only attack is to rush at you; they do
this most often in response to getting attacked. They're
very weak; a Zero Shot with stronger film would probably
take them out instantly. As it is, one Zero Shot and one
charged shot does the trick. I've managed to kill all three
at once before; it was amusing.
Recommended Film: Type-14 is fine.
Rewards: None.
Lair(s): Night 3: Banned Path. They can appear anywhere
else as Random Ghosts on this night, though.
Miscellaneous: Each of the three ghosts counts as a
separate entry in your Ghost List.
r. Floating Face
Description: Usually he just looks like a big cloud with a
bad attitude. Occasionally you can see a face in the chaos.
Tactics: He's cut and dry easy. His only trick is vanishing
sporadically as he moves toward you. Charge up and wait for
a Zero Shot, then run through him while he's stunned and
set up shop several feet behind him. Two Zero Shots is all
it takes.
Recommended Film: Type-14.
Rewards: None.
Lair(s): Night 3: Corridor. I haven't seen him anywhere
else in the entire game.
Miscellaneous: None.
s. Wandering Monk
Description: A robed man with a straw hat.
Tactics: This guy is VERY tricky. He absolutely loves to
dodge out of your viewfinder and hide in walls. Don't count
on being able to get a Zero Shot on him, or even a fully
charged shot for that matter. It takes several shots to
defeat him. If you see him, your best bet is usually to run
away. I haven't stayed to fight him anywhere outside
Mission Mode.
Recommended Film: I'd use Type-37 if I wanted to fight him.
Rewards: Probably a reduced health bar.
Lair(s): He's a Random Ghost on Night 3. I encountered him
once on the 1F Walkway.
Miscellaneous: Probably the hardest Random Ghost in the
game.
t. Family Master
Description: A robed man wearing a ceremonial demon mask.
He also holds a katana, and has three faces floating around
behind him.
Tactics: In case the description didn't give it away, this
guy is trouble. He fades in and out and side to side as he
moves toward you. Don't wait for Zero Shots, just shoot
him. Oftentimes he'll give you little to no time for a Zero
Shot as he slashes you with his katana. He can also start
laughing and send his faces to attack you, but I've only
seen him do it once, and shooting him seems to disrupt the
attack. The second time you fight him he has a new trick:
he'll crouch down and slide toward you like he's on roller
skates, and slash you when he gets close. He can do this at
any distance, but fortunately it leaves a wide window for a
Zero Shot. It'll probably take at least two or three Zero
Shots to defeat him; he's strong.
Recommended Film: Type-37 at least.
Rewards: He guards the Teal Carving the first fight, and
drops the Master's Seal the second fight.
Lair(s): Night 3: Buddha Room, Grand Hall.
Miscellaneous: None.
u. Headless Priest I
Description: He looks like a ceremonial monk with a couple
of swords sticking out of his torso.
Tactics: The Headless Priests are all tough, and they each
have their own special attack patterns. This one enjoys
throwing wisps out to attack you. He does this with a
fairly obvious chanting gesture, and it's briefly open to a
Zero Shot. If you hit him with a Zero Shot, his attack is
ruined. If not, you have a wisp chasing you for several
seconds. It's generally not very accurate, and getting hit
by one won't do an incredible amount of damage, but it can
be pesky while you're trying to shoot the priest.
Recommended Film: Type-37.
Rewards: A photo of a symbol on a guy's face. It's more
useful than it sounds.
Lair(s): Night 3: Cherry Atrium.
Miscellaneous: Just so you know, all the Headless Priests
will sometimes have their head missing; they're immune to
any and all attacks when this happens, but they themselves
can't attack either. When their head re-appears, get ready
to start fighting again.
v. Headless Priest II
Description: Kind of like the last guy, but without the
swords.
Tactics: This guy's head seems to vanish for longer periods
of time than the others. When it's gone, he sluggishly
walks toward you. When it reappears, he starts floating
swiftly from side to side as he closes the distance toward
you. Don't let him get too close; fire charged up shots at
him when you can. He also summons wisps, but not very
often. When he did, I was surprised that it came at me from
behind. Zero Shots still ruin the wisp attack.
Recommended Film: Type-37.
Rewards: Another photo of a symbol on a guy's face.
Seriously, it has a purpose.
Lair(s): Night 3: Abyss.
Miscellaneous: None.
w. Headless Priest III
Description: Ceremonial monk... blah blah blah...
Tactics: This guy's a bit trickier than his friends. His
most notable attack is one in which he floats up a little
and then dives into the ground. There's no Zero Shot for
this attack, so shoot him and then start moving, because he
reaches up from behind and grabs at your ankles. Take your
shots when you can.
Recommended Film: Type-37.
Rewards: Yet ANOTHER photo of a symbol on a guy's face.
What a surprise.
Lair(s): Night 3: Square Garden.
Miscellaneous: There's a save point right there; use it
before the fight! If you're feeling very conservative, you
could fight him and just reload the game if he hurts you.
x. Headless Priest IV
Description: I didn't let him get close enough to get a
good look at him.
Tactics: Possibly the hardest of the four. His wisp attack
occurs with barely the flick of a wrist; the Zero Shot
chance is very small. Sometimes he'll simply use it three
or four times before doing anything else. He's combined the
power of Priest I's wisps with the agility of Priest II's
movement. His new feature, however, is his diving attack.
He'll fly into the air and start to dive bomb you with a
shout. He can do this at any distance, so don't take your
eyes off of him. There's a chance for a Zero Shot during
this attack, so either hit him with that to stop it or run
to the side as fast as you can.
Recommended Film: Type-37.
Rewards: Photo. Blah.
Lair(s): Night 3: Backyard.
Miscellaneous: Again, there's a save point you can use
before you fight. I recommend it.
y. Shrine Maiden
Description: She reminds me a bit of Blinded without the
bleeding eyes.
Tactics: You can't see her at the start of the first
battle. I recommend waiting in viewfinder mode until she
takes the offensive. Although she technically never moves
forward, she teleports behind you every few seconds and
grabs at your ankles. When you hear her teleport run
forward several feet and pivot around to charge up a bit.
She'll teleport before you fill up the gauge, so fire when
it's about halfway full. Her endurance is terrible, so two
shots of that will usually be enough to do her in.
The second fight is another story entirely. She starts the
battle several feet behind you and continually flies after
you. Get enough distance to turn around and charge up a bit
for a Zero Shot. This will stun her long enough for you to
run through or away from her and gain some distance. Repeat
this hit and run tactic as much as necessary. It only took
me two Zero Shots to defeat her this time. Whatever you do,
don't let her touch you. She's a lot stronger than she
looks.
Recommended Film: Type-14 or Type-37. It doesn't matter
that much.
Rewards: None.
Lair(s): Night 3: Rope Altar, Baptismal Path.
Miscellaneous: None.
z. Kirie
Description: Do I really need to describe her? You'll know
it's her when the screen turns black and white.
Tactics: If you ever see her before the end of Final Night,
you can't win. During Nights 1 and 2, you have to let her
touch you to end the chapter. During the beginning of Final
Night, you have to run like crazy toward the Cherry Atrium
while she chases after you. You seriously can't win these
fights.
As for the final confrontation at Hell Gate, it's
surprisingly easy. Being the evil ghost she is, you can't
do any damage unless you hit her with a Zero Shot. Like
Blinded, she'll sporadically be open to a Zero Shot. The
only impediment to this is an occasional tremor which
messes with your viewfinder a bit. Naturally, you don't
want her to touch you; I've heard it drains your life gauge
dry in one pull without a Stone Mirror. Four to six Zero
Shots will take care of her.
You're not done yet, though! After the cutscene that
ensues, she'll be a few feet in front of you. You have to
turn around and run toward the left side of the cave as
fast as you can. Pick up the sparkling object as you do so.
When that's done, run around the rock to your right until
you get on its north side. Examine what you did that
triggered the fight in the first place and you're done!
Recommended Film: Type-37 or higher.
Rewards: I'll let you find out for yourself.
Lair(s): Night 1: Narukami Shrine. Night 2: Banned Path.
Night 3: Hell Gate.
Miscellaneous: She was awfully cute when she wasn't a
psychotic ghost of evil.
---------------
|Random Ghosts|
---------------
Over the course of the game, you will sometimes encounter
ghosts purely by chance. The odds vary from night to night
and location to location. Here's a list of what I've
encountered at random on what night. There could very well
be more out there; contact me if you've encountered others.
Night 1: Bound Man, Broken Neck Woman.
Night 2: Bound Man, Broken Neck Woman.
Night 3: Broken Neck Woman, People Killed, Wandering Monk.
There are no Random Ghosts on Final Night.
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|Conclusion|
------------
That's the end of my walkthrough, folks. Hope it helped you
survive Himuro Mansion! You can download/view/copy this for
personal use, but don't do any nasty stuff like take credit
for its creation or post it somewhere without asking for my
permission first. Now that I think about it, I'm going to
copyright it! There, it's copyrighted. See the symbol? You
don't? It's there, seriously. Don't... you know... steal it
and take credit for it or whatnot...
I'm also trusting that no one out there's going to ask me
stuff like, "How do I solve this puzzle?!" or, "Where can I
get a copy of this?!" That's not my department. Besides, I
forget the solutions to most of the puzzles each time I
beat the game, so I can't help you with them. Check another
FAQ for those.
I'm hoping no one out there's going to send me spam or
other evil mails either. I get enough of those already.
I'd also like to send out some thanks.
1. Chozo Abigaba, for his general walkthrough which helped
me deal with all the weird stuff like puzzles and where to
go next.
2. The folks on the Fatal Frame message boards. They helped
me a considerable amount.
3. The rented copy of Fatal Frame I first started playing
with, for freezing at the WORST times.
4. My wife...............Kidding. I'm single. Gahhhhhhhhhh.
Anyway, until next time.
END