Fear & Hunger: Termina Character Guide
Fear & Hunger: Termina Character Guide
Character Locations
Day 1 Morning
Abella (Mechanic) - [Recruit] At the hatch to the underground tunnels deep in the Maiden Woods.
Does not appear if you find the food storage in the Mayor’s House and let Henryk know. See
Tanaka’s entry in this time period too.
Henryk (Chef) - Mayor’s House, second floor in the kitchen. Will move out once talked to after
finding the pantry in the basement. Must bring him back to his senses using harsh words during
the dialogue choices. Does not appear if Abella is recruited.
Henryk (Chef) - Starting train, after completing his event at the Mayor’s House. Provides free food.
Karin (Journalist) - In the Old Town, east of the building containing the two enemies sitting at a
table which can be entered from the street leading up to the Mayor’s House.
Levi (Ex-soldier) - In the basement of the house connecting the Old Town Plaza with the street
leading to the Mayor’s House, just left of the New Gods Shrine.
Samarie (Blood Apprentice) - Found in the Rher’s version of the Alll-mer Church basement, in the
northwest part of the map (next to where the Dysmorphia fight would be). This is obviously before
Samarie transforms and she can be convinced to return to the train, removing the Dysmorphia fight
later in the game). Disappears (transforms) after Day 1 Morning.
Samarie (Blood Apprentice) - Remains in the train’s eastmost cabin if rescued. Cannot be recruited.
Tanaka (Salaryman) - Outside the hut with the ritual circle west of the starting train, and just
before the Woodsman’s House.
Tanaka (Salaryman) - [Dead] If entering the Tunnels in the Maiden Woods (and Abella is
recruited), Tanaka will be found dead with his head being cut off by Needles at the east end of the
Tunnels (7). Death can be avoided by NOT entering the Tunnels (after recruiting Abella) until
after entering Prehevil proper (need to kill Needles too?).
O'saa (Yellow Mage) - [Recruit] Near the end of Tunnel 1, in the “Deepest Woods”, in the
basement right before the Logic console. This can be reached most straightforwardly by etching a
Vinushka sign in the shack south of the Woodsman’s house, and finding the path to the clearing
West of the “Deeper Woods” map. He seems to always be found here unless already killed. Unsure
exactly what dialogue recruits him, but saying when asked why you are down here responding ‘I
am here to find mysteries’ and when asked if you know what the computer systems are for
responding ‘I’ll try…’ will result in him offering to join you.
Day 1 Evening
Abella (Mechanic) - [Transform] In the tunnel complex in the west of the Maiden Woods, will
break through the wall to chase you down. Will also follow you down the elevator and chase you to
the telelectroscope to the east of that map.
Daan (Doctor) - [Recruit (Temp)] In the shack north of the lake, inspecting the sick
Moonscorched. He will join you temporarily, but will leave once you head either into the woods or
to the screen with the gates to the main city.
Henryk (Chef) - [Transform] If Abella was recruited, he will appear at the Old Town’s Mayor’s
House in the kitchen.
Levi (Ex-soldier) - [Recruit] Hiding in the kitchen basement of the restaurant just past the front
gates of the City Proper. Needs to be given a needle of heroin before joining. Has the withdrawal
status effect on joining, and comes equipped with a .303 rifle and 4 x .303 ammo.
Day 1 Night
Caligula (Gangster) - See Levi’s entry.
Henryk (Chef) - Is in Ranka Cafe in the northern part of the Shopping District. Can be told about
PRHVL Bop (the underground bar) if you’ve been there. This is assuming he hasn’t transformed
because of recruiting Abella.
Karin (Journalist) - Near the middle of the large Old Town map (east of the bridge), walking near
Daan.
Marina (Occultist) - [Recruit] In the bedroom of the Mayor’s House in the Old Town. Something
prompted her to leave the party after a few map changes. Couldn’t find her anywhere though
supposedly she can be found in the City somewhere.
O'saa (Yellow Mage) - In the map east of Sylvian’s Square, O'saa is standing in a courtyard near the
west entrance of this map. The courtyard has a wooden fence and entrance to the south. O'saa will
warn the player not to approach. If the Player does, O'saa will begin to cast Hurting on the Player
on the field, which can be dissipated by moving away again. Taking damage from Hurting in this
way will cause you to lose a limb, much like in combat.
Pav (Breman Lieutenant) - In front of the Moon Tower, with Kaiser. Can be taken back to the
starting train after patching him up with a cloth fragment. This event can occur on any time period
except Day 3 Night.
Pav (Breman Lieutenant) - Relocates to the train once rescued. Will remain there for the rest of the
game.
Masked Woman - Located in the raised stage surrounded by altars in the Deep Woods, in the map
directly south of the Business District exit of the City. Unsure if this is notable ot not.
Day 2 Morning
Karin (Journalist) - [Recruit] In front of the news building Midnight Gazette Prehevil in the
Business District.
Marcoh (Boxer) - In front of the restaurant in the Prehevil Staircase (the map connected with the
Old Town Plaza, past the gate with two locks). If the event with Pav in front of the Moon Tower
has been seen, Marcoh will be carrying a folding wheelchair and will go back to the train. If Pav has
not been encountered in front of the Moon Tower, he will get into an argument with Marcoh,
leading to Marcoh’s death if you don’t side with him.
Marcoh (Boxer) - [Dead] In front of the cafe past the Old Town gates into the city. A folding
wheelchair is next to him. Not sure what triggers this and not the altercation with Pav.
Marcoh (Boxer) - [Recruit] At the train after delivering the wheelchair to Olivia. Has Bob & Weave
and Adrenaline Rush skills.
Olivia (Botanist) - Close to the starting train to the west. [Recruit] Bring her the folding wheelchair
or have Marcoh deliver the wheelchair. Has the Photosynthesis skill.
O'saa (Yellow Mage) - In the same spot in the courtyard as Day 1 Night. Still hostile.
Day 2 Evening
Levi (Ex-soldier) - [Transform] Starts in the middle of the Business District, then runs towards the
Orphanage. Ends up in the room in the far back and to the right inside the Orphanage.
Day 2 Night
Henryk (Chef): Moves to PRHVL Bop, assuming you let him know about it when he was in the
Ranka Cafe. This is assuming he hasn’t transformed because of recruiting Abella.
Day 3 Morning
Day 3 Evening
Day 3 Night
Pav (Breman Lieutenant) - [Dead] Will die from injuries inside the train cabin.
Doppelganger Locations
Note: These heads count as “Contestant Heads” for Pocketcat trades.
Levi (Ex-soldier) - In the Sewers past the sewer gate puzzle. After proceeding past the puzzle
towards the west exit, you will enter a new map. Levi will be in the northeast corner of the map,
right after a Rat Hag enemy. Drops a .303 rifle, 5 x .303 rounds and an Army Jumpsuit. Stealable:
10(!) .303 ammo.
Tanaka (Salaryman) - Next to the telelectroscope after the Moonless Beast fight in the Foundations
of Decay. Climb down the elevator in the room after Moonless Beast’s room. Drops 20 shillings, a
fedora and broken glasses.
Olivia (Botonist) - Northern area of “Deep Woods” (area with multiple Owl Cultists and Pitfall
traps). Stealable: Condensed Green+Blue. Drops: Alchemillia vol.1, Mix of Red&Blue, Green
Herb.
Marina (Occultist) - In the Bookstore, same location Marina is found in Day 2. Stealable: Soul
Stone. Drops: Soul Stone, Chalk, Collared Blouse. She seems to show up after recruiting Marina
permanently at the church, with her in your party.
Enemy Information
Moonscorched
Location: Around the Old Town and its outskirts.
Targets: Head, torso (~300 hp), left arm, right arm, left leg, right leg.
Attacks: None.
Stealable Items:
- Turnip.
Drops:
- Tobacco.
- Arm and leg.
- Dried meat.
Strategy: Very low health. Doesn’t attack so deal with it however you wish.
Moonscorched (Crazed)
Location: Basically everywhere outside the City. Sewers.
Targets: Head, torso (~300 hp), left arm, right arm, left leg, right leg.
Attacks:
- [Head] Nasty Bite: ~15 piercing damage to a single target and inflict arm infection and leg
infection.
- [Arm(s)] Scratch: ~18 piercing (?) damage to a single target.
- [Arm(s)] Scratching: ~35 piercing (?) damage to a single target. Only used when both arms
are still attached.
Stealable Items:
- Turnip.
- 2 x Shilling
- Rotten Meat
Drops:
Strategy: Very low health. Focus attacks on torso and don’t bother hitting the limbs. Can be
potentially one-shot even in early-game.
[Miniboss] Woodsman
Location: Woodsman’s House exterior.
Targets: Head, torso (~800 hp), left arm (~250 hp), right arm (~300 hp), left leg, right leg,
appendage.
Attacks:
Stealable Items:
- To be filled.
Drops:
Strategy: An early primer into how punishing this game can be. At least if you don’t have
foreknowledge. If your character can do 300 damage in a single attack then this fight is much safer.
Or alternately, shoot him on the field to remove his arms prior to combat. Target the right arm first
to prevent any potential for dismemberment. Then take out the appendage (the penis) before it can
attack, which should only require a single weak hit. After that focus on the torso to kill him (you
can leave the left arm alone).
Headless
Location: Maiden Woods, Deeper Woods
Attacks:
- [Torso] Black Vomit: ~12 ?? damage to a single target and inflicts poison.
- [Torso] Toothless Bite: ~15 piercing damage to a single target.
Drops: None.
Strategy: Very low health and can waste turns. Focus attacks on torso and don’t bother hitting the
limbs. Can be fed rotten meat through the Talk menu to make the enemy lose turns.
Villager (Knife)
Location: Old Town.
Targets: Head, torso (~300 hp), left arm (~200 hp), right arm (~200 hp), left leg, right leg.
Attacks:
- [Torso] Tackle: ~16 blunt damage to a single target. Used when both arms are severed.
- [Left arm] Manic Stab: ~15 piercing damage to a single target and inflict bleeding and arm
infection.
- [Right arm] Manic Stab: ~15 piercing damage to a single target and inflict bleeding and arm
infection.
Stealable Items:
- To be filled out.
Drops:
- 2 x shillings.
- Small Key.
Strategy: Unless you can guarantee a kill on turn 1, don’t engage lest you suffer from infection and
start running out of Green Herbs later in the run.
Villager (Sickle)
Location: Old Town.
Targets: Head, torso (~300 hp), left arm (~200 hp), right arm (~200 hp), left leg, right leg.
Attacks:
- [Torso] Tackle: ~16 blunt damage to a single target. Used when both arms are severed.
- [Left arm] Bear Trap: Lays down a targetable bear trap. Will only trigger at the end of turn
and prompts a Coin of Judgment roll.
- [Right arm] Sickle: ~20 slashing damage to a single target and inflict bleeding.
Stealable Items:
- To be filled out.
Drops:
- 2 x shillings.
- Sickle.
- Small key.
Notes:
- If you kill the enemy while the bear trap is down, it will not trigger.
Targets: Head, torso (~700 hp), left arm (~300 hp), right arm (~300 hp), left leg, right leg.
Attacks:
- [Torso] Tackle: ~16 blunt damage to a single target. Used when both arms are severed.
- [Left arm] Bear Trap: Lays down a targetable bear trap. Will trigger at the end of a turn that
a character attacks.
- [Right arm] Pipe Smash: ~20 blunt damage to a single target and chance to inflict stun for 2
turns.
Stealable Items:
- To be filled out.
Drops:
- Rusty pipe.
- Small key.
Strategy: Extremely dangerous early-game, as you can get stunlocked to death. Avoid unless you
have more than one controllable party member that allows you to guarantee a turn 1 kill.
Rifleman
Location: Riverside (near starting train), Old Town, Business District.
Targets: Head, torso (~400 hp), arms (~400 hp), left leg, right leg.
Attacks:
- [Torso] Tackle: ~20 blunt damage to a single target. Only used when the arms are severed.
- [Arms] Shoot: ~28 piercing damage to a single target.
- [Arms] Critical Shot: ~40 piercing damage to a single target.
Drops:
- 1 x .303 ammo.
- 2 x .303 ammo.
- Gun powder.
Strategy: The arms have the same amount of health as the torso, so just go for a kill by attacking the
torso, or if you are able to, disable the arms first with a stun then go for the torso.
[Miniboss] Vile
Location: Old Town Plaza.
Targets: Head, torso (~800 hp), left arm, right arm, left leg, right leg.
Attacks:
Stealable Items:
- To be filled out.
Drops:
- 3 x shillings.
- Moldy bread.
Strategy: A dangerous enemy due to its high damage output. Do not engage unless you have two
controllable party members, or have a bear trap available. The quickest way to deal with this enemy
in combat is to focus the torso. Each arm has too much health to destroy quickly while the other
arm damages your characters. Shooting the enemy on the field is not recommended due to his high
movement speed, bringing you into combat before you can switch weapons.
Targets: Head (~200 hp), torso, left arm, right arm, left leg, right leg.
Attacks:
- [???] Hurting: ~25 otherworldly damage to a single target. High chance (guaranteed?) of
dismemberment.
Stealable Items:
- To be filled out.
Drops:
- Soul stone.
Strategy: A dangerous enemy due to the ability to cast Hurting, which can cripple your characters
so early in the game. In early-game, it is best to either shoot the arms off the enemy on the field to
make combat safer, or lay down a bear trap to take off the enemy’s legs, allowing for an instant kill
in combat by attacking the now-vulnerable head.
Neighbour
Location: Sewers.
Targets: Head, torso (~800 hp), left arm (~700 hp), right arm (~700 hp), left leg.
Attacks:
- 2/5 x shillings.
- Cloth Fragments
- Rotten Meat
Drops:
- Rusty pipe.
- Lucky Coin
- Arm and a leg.
Strategy: Focus on the body. The limbs have too much health to destroy quickly when you’re in
early-game with one controllable character. Otherwise simply avoid them on the field.
Ratkin
Location: Sewers.
Targets: Head, torso (~500 hp), left arm, right arm, left leg, right leg, tail.
Attacks:
- [Head] Infected Bite: ~10 piercing damage to a single target and inflicts infection.
- [Arm(s)] Scratch: ~16 slashing (?) damage to a single target.
Stealable Items:
- To be filled out.
Drops:
Strategy: Focus on the body, its attacks don’t matter too much except for inflicting infection. The
one in the sewers can be spoken to with “Mastery over Vermin” skill (God of F&H), "Sure thing
tough guy." "Sorry about that." "Yes, I mean no harm." Rewards Small Things Amulet (+5 Agility).
Rat Lady
Location: Sewers underneath the Shopping District.
Targets: Head, torso (~600 hp), arm, rat (up to 4).
Attacks:
- [Head] Summon a Rat: Summons a targetable rat enemy. Disappears when Rat Lady is
defeated.
- [Arm] Mischief of Rat: ~12 ??? damage to all targets with a chance to inflict 1-3 turns of
confusion.
- [Rat] Infected Bite: ~5 piercing damage to a single target and inflict arm infection.
Stealable Items:
- To be filled out.
Drops
- Rusty pipe.
Strategy: Deceptively dangerous if cannot be killed in one turn, as Mischief of Rat can wreak havoc
on your party if they start attacking each other. Aim for the torso on the first turn.
Targets: Ratkin 1 (~1,000 hp), ratkin 2 (~1,000 hp), ratkin 3 (~1,000 hp), ratkin 4 (~1,000 hp),
ratkin 5 (~1,000 hp), ratkin 6 (~1,000 hp).
Attacks:
- [Ratkin 1] Bone Pike: ~14 piercing damage to a single target and inflicts bleeding.
- [Ratkin 2] Bone Pike: ~14 piercing damage to a single target and inflicts bleeding.
- [Ratkin 3] Bone Pike: ~14 piercing damage to a single target and inflicts bleeding.
- [Ratkin 4] Scratch: ~16 slashing damage to a single target.
- [Ratkin 5] Rat Scratch Fever: 5 x 11 slashing damage to a single target and inflicts arm
infection, leg infection and chance to inflict bleeding. Slightly inaccurate.
- [Ratkin 6] Double Scratch: 2 x ~14 slashing damage to a single target and inflict arm
infection and leg infection.
- [Ratkin(s)] Scratch Itself: Wastes a turn instead of attacking.
Stealable Items:
- To be filled out.
Drops:
- Rotten meat.
- Small thing’s amulet.
- Severed arm and leg.
Strategy: An extremely dangerous fight if you do not have multiple controllable characters and an
array of AOE attacks (murky liquids, Roots that Reap), or can deal massive amounts of damage to
single targets quickly. It appears each ratkin has a specific attack they use, and you want to focus
down on the one who uses Rat Scratch Fever first as that one deals the most damage. After that you
kill the ratkin who uses Double Scratch. The rest can be killed in any order. Or you can skip all that
and use a pipe bomb or multiple murky liquids (each individual ratkin is tanky enough to survive
one murky liquid explosion so you will need to use multiple or follow up with single target attacks).
Notes:
- The encounter is event-based after chasing the lone ratkin in this map down to a dead-end.
This means there is no opportunity to shoot them on the field or take off their legs with
bear traps.
Targets: Head (~5,500 hp), torso, left paw (~1,200 hp), right paw (~1,200 hp), rear paws (~1,800
hp), Miasma (~1,600 hp), Black Steel (~300 hp).
Attacks:
Stealable Items:
- To be filled out.
Notes:
- Rotten meat can be thrown at Moonless Beast through the Talk menu, however all this does
is heal the boss a minor amount and doesn’t stop its attacks.
- Attack Dark Steel to knock it from the boss’ body. This weapon will be instantly gained and
can be equipped in the middle of combat. It is a very strong bladed weapon with a relatively
high crit chance.
[Miniboss] Needles
Location: The Tunnels in the Maiden Woods on Day 1 Morning. Anywhere in the City. Spawns in
from a random entrance into the current map, signaled by the text “You hear distant laughing. It’s
cold and devoid of life…”
Targets: Head, torso (~2,000 hp), left arm, right arm, left leg, right leg.
Attacks:
- [Left arm] Needle: Inflicts paralysis to a single target. Prompts a Coin of Judgment roll.
- [Left arm] Shoot: Pulls out a gun and shoots you. Only happens when a limb is taken out.
- [Right arm] Needle Whip: ~22 piercing (?) damage to a single target and inflicts arm
infection and bleeding.
Stealable Items:
- 2 x Rust Pearls
Drops:
- 3 x heroin.
Strategy: Immensely dangerous early-game. If you hear and see the prompt associated with his
spawning, quickly duck into a nearby building, sewer hole or map transition to make him
disappear. Bear traps on the field will only stop him until you exit the current map, and he is
immune to bullets on the field so don’t bother wasting ammo on the field. If you are caught by him,
you can throw glass shards at head to cause blindness. Warning: the fatal needle attack still requires
a Coin of Judgment roll even when he is blinded.
Notes:
Bobby
Location: Patrolling around City streets.
Targets: Head (~200 hp), torso (~1,400 hp), left arm 1, left arm 2, right arm, left leg, right leg.
Attacks:
Stealable Items:
- 2 x cloth fragments.
- 6 x shillings.
- Small key.
- 3 x matches
Drops:
- Moldy bread.
- 3 x shillings
-
- Small key
Strategy: Very dangerous early-game without decent armour. All limbs can be taken out in a single
hit. Do so early to reduce damage taken while waiting for rev charges to hit the body. The head can
be hit after it stops spinning, leading to a quick kill, so if you can’t immediately overpower the
enemy, just keep taking down the arms until the head stops spinning though you will be suffering
damage through this method.
Notes:
Ronteal
Location: Rher’s Reality locations.
Targets: Mouth 1 (~200 hp), mouth 2 (~200 hp), torso (~800 hp), left arm (~300 hp), right arm
(~300 hp), left leg, right leg.
Attacks:
- [Mouth 1] Bite: ~18 piercing damage to a single target and inflict bleeding.
- [Torso] Tackle: ~20 blunt damage to a single target. Used when both arms are severed.
- [Left arm] Pendulum Swing: ~17 slashing damage to a single target and inflict bleeding.
- [Right arm] Pendulum Swing: ~17 slashing damage to a single target and inflict bleeding.
Drops: None.
Strategy: While ronteals have low torso health, if you cannot guarantee a kill in the first turn you
risk someone getting dismembered. Though ronteals come in both armed and armless flavours
(literally, they don’t have arms with blades), the armless ronteals don’t pose much of a threat and
can be safely engaged. Lastly, taking out the top mouth won’t kill the enemy, both mouths need to
be destroyed. If you have a spellcaster, you can destroy the top mouth with a spell, and leave another
controllable character to destroy the bottom mouth for a quick kill.
Notes:
- Ronteals are usually perched on a small mound on the ground. Interact with it to get a
Rust-coloured Pearl which can be used to trade for powerful items at the Altar of New
Gods (you need to sacrifice a Portrait of a Man item to gain access to this shopkeeper). The
strongest item costs 9 pearls.
Owl Cultist
Location: Deeper Woods, hidden in leafy ground and pops out to chase on approach.
Targets: Head, torso (~1,000 hp), arms, left leg, right leg, owl sprite.
Attacks:
- [Arms] Distraught Melody: Summons an Owl Sprite. Always used on the first turn.
- [Arms] Poison Needle: ~10 piercing damage to two random targets and inflicts poison.
Used on turn 2 and after.
- [Owl sprite] Decapitate: Destroys the Player Character’s head. Used on turn 2 and is an
instant kill. Prompts a Coin of Judgment roll. Can be dodged with Guard.
Stealable Items:
- Condensed blue.
- Condensed green.
Drops:
- 10 x shillings.
- Lucky Coin
- 2x Cloth Fragments
Strategy: Focus attacks on the body to kill the enemy within 2 turns, lest you have to dodge a fatal
attack. Alternatively, destroying the arms (or shooting them in the field) removes their ability to
summon the fatal ghost.
Notes:
Targets: Head, torso, left arm (~400 hp), right arm, left leg, right leg, mallet 2.
Attacks:
- [Left arm] Meat Mallet: ~30 blunt damage to a single target and inflict bleeding.
- [Right arm] Slam: ~20 blunt damage to a single target.
Stealable Items:
- 2x Cloth Fragment
- 7x Shilling
Drops:
- Meat mallet.
- Cloth fragment.
Strategy: Nuisance enemy. Deals out damage and not much else. Taking out “mallet 2” unbalances
the enemy allowing for head attacks for a quick kill.
Fecal Hound
Location: Alleyways between Shopping District and
Attacks:
- [Head] Infected Bite: ~15 piercing damage to a single target and inflict arm infection.
- [Torso] Revel In Feces: Inflicts nausea on all targets.
Drops: None.
Strategy: Annoying to fight. The biggest danger is their ability to inflict infection. It’s
recommended to only fight them if you have multiple controllable characters that can one-shot
each enemy (since they tend to be encountered as a pair). Or you can kill them instantly on the field
with a single rifle shot.
Sew Job
Location: Business District and Syvlian’s Square, south alley. They float down from above when
spawning in.
Attacks:
Drops: None.
Strategy: Dangerous early-game without enough focused damage or characters who you can
manually target with. Carousel of Claws can dismember your entire party if you let it, so you either
need to kill the torso immediately, or hit each head once which also automatically kills the enemy.
Though you need to be able to out-speed the enemy in order to take it down without losses.
Inquisitor
Locations: Shopping District and the leadup to the Orphanage.
Attacks:
- [Torso] Hurting: ~22 otherworldly damage to a single target. High chance (guaranteed?) to
dismember.
- [Torso] Black Smog: ~5 otherworldly damage to a single target and inflicts blindness.
- [Hand] Judgment Bell: Summons a Bobby with only 2 arms. Used on the first turn.
Targets (Bobby): Head, torso, left arm, right arm, left leg, right leg.
Attacks (Bobby)
Stealable Items:
- To be filled out.
Drops:
- Tobacco.
- Soul stone.
Strategy: A very dangerous foe in combat. If left alone for one turn, the torso can cast Hurting or
Black Smog which will cripple your characters. They can also potentially move before your party
members can, making even a one-turn kill unreliable. Unless you can redirect it to a fodder party
member with Pheromones, or guarantee a kill before the enemy can attack, don’t enter combat
with them. Not only that, but the Bobby summoned by Judgment Bell hits a lot harder than the
regular Bobbies, which will drain your healing resources, if not outright kill a party member if both
arms hit the same person.
The most reliable method is to stun them (via a Shotgun or Mine) and kill them on the first turn.
Targets: Meat grinder (~2,000 hp), rifleman (~1,200 hp), half-cocooned 8 (~2,000 hp).
Attacks:
- [Meat grinder] Circular Saw: 4 x ~18 slashing damage to a single target. Slightly inaccurate.
High chance to dismember.
- [Rifleman] Shoot: ~30 piercing damage to a single target.
- [Rifleman] Critical Shot: ~45 piercing damage to a single target.
- [Half-cocooned 8] Slam: ~15 blunt damage to a single target.
Stealable Items:
- To be filled out.
Drops: None.
Strategy: A very dangerous random encounter. You will need a stun/disable, or resort to throwing
glass shards to blind the meat grinder (note: the inaccuracy caused by blindness does not take effect
on the same turn it’s inflicted, meaning you are still in danger of getting hit with Circular Saw on
the first turn). The other enemies do a fair amount of damage, but the meat grinder can dismember
making him the most dangerous. If you are able to stun the meat grinder, then focus down the
rifleman as he deals a lot of damage. Then aim to take down the meat grinder while keeping him
stunlocked. The half-cocooned does measly damage so can be ignored until last, while having
roughly the same amount of health as the meat grinder. It is not recommended to shoot at them on
the field due to their high movement speed catching you before you change weapons.
Soldier
Location: West end of the Business District.
Targets: Head, torso (~500 hp), left arm (~300 hp), right arm (~300 hp), left leg, right leg.
Attacks:
- [Right arm] Point Blank Shot: Used before you can attack. Prompts a Coin of Judgment
roll. Deal ??? piercing damage to the Player Character.
- [Torso] Tackle: ~20 blunt damage to a single target. Used when both arms are severed.
Stealable Items:
- To be filled out.
Drops:
- 2 x 9mm bullets.
Strategy: If you survive the Point Blank Shot, simply attack the torso for a quick kill.
Notes:
[Miniboss] Beekeeper
Location: From one of the garages in the map east of Sylvian’s Square. Only shows up on Day 2 or
later.
Targets: Head, torso (~1,500 hp), left arm (~1,200 hp), right arm (~1,200 hp), left leg, right leg,
nest (~1,000 hp).
Attacks:
- [Left arm] Slap: ~40 blunt damage to a single target. Will only use when the other arm is
severed.
- [Right arm] Double Slap: ~70 blunt damage to a single target. Can only use when both
arms are attached.
- [Right arm] Slap: ~40 blunt damage to a single target. Will only use when the other arm is
severed.
- [Nest] Hornet Sting: 3 x ~4 piercing damage to a single target and inflict poisoning.
Stealable Items:
- To be filled out.
Drops:
- 4 x 9mm bullets.
Strategy: A dangerous enemy that can clap one of your party members to death. The best way to
deal with this enemy is to disable the arms on the first turn to prevent it using Double Slap through
a stun or destroying it, then pile on damage to the torso with your other characters in turn 1 and 2.
The nest part and its Hornet Sting attack is ignorable.
Pillarman
Location: Church of Alll-mer.
Targets: Head, torso (~1,500 hp), rectus abdominis 1 (~300 hp), rectus abdominis 2 (~300 hp),
rectus abdominis 3 (~300 hp), rectus abdominis 4 (~300 hp), rectus abdominis 5 (~300 hp), rectus
abdominis 6 (~300 hp).
Attacks:
Stealable Items:
- To be filled out.
Drops:
- 2 x shillings.
- Arm and a leg.
Strategy: Can be dangerous if you don’t have enough damage output. Focus on the torso,
disable/stun it if you can to prevent tackles. There is a single ab that you have to target to instantly
kill the enemy, it looks slightly different to the other abs during the flashing when you’re in target
select mode. If the enemy starts “jogging” have all your characters Guard on the next turn to dodge
Bulldozer.
Crimson Father
Location: Church of Alll-mer basement.
Targets: Head, torso (~1,400 hp), left arm (~300 hp?), right arm (~300 hp?), tentacle 1, tentacle 2,
tentacle 3.
Attacks:
- [Head] Mind Control: Causes 3 turns of confusion on a single target. Always used on the
first turn.
- [Head] Gaping Bite: ~40 piercing damage to a single target and inflicts arm infection and
bleeding. Only used after transforming on turn 2.
- [Right arm] To be confirmed
- [Left arm] Hurting: ~25 otherworldly damage to a single target. High chance (guaranteed?)
of dismemberment.
- [Left arm] Tentacles: ??? blunt damage to a single target. Only used after transforming on
turn 2.
Stealable Items:
Drops:
- 2 x fly amanitas.
- 3 x lavender.
- Soul stone.
- Soul devour necklace.
Strategy: Dangerous enemy if they cannot be killed in 1-2 turns. Even if the arms are taken out, the
Mind Control can still cause a lot of damage. First priority is taking out the left arm so it cannot
use Hurting, then the body. The right arm can be left alone.
[Boss] Dysmorphia
Location: Basement of the Church of Alll-mer, in the Rher’s Reality version.
Targets: Head, torso (~1,500 hp), left arm (~800 hp), right arm (~800 hp), legs.
Attacks:
- [Left arm] Hurting: ?? otherworldly damage to a single target. High chance (guaranteed?)
of dismemberment.
- [Right arm] Hurting: ?? otherworldly damage to a single target. High chance (guaranteed?)
of dismemberment.
Stealable Items:
- To be filled out.
Drops: None.
Strategy: A manageable fight if you have a stun/disable. Both arms are capable of casting Hurting so
to prevent being maimed you either need to kill (by attacking the torso) on the first turn, stun both
arms on the first turn to slowly take them out, or use Pheromones on a meat shield party member
(Blood Golem or Ghoul) to redirect Hurting. The fight never went long enough for me to see if
there were any other powerful attacks.
Bellend
Location: Mausoleum Alley and Temple District. Jumps down from rooftops.
Targets: Head (~450 hp), torso, left arm (~650 hp), right arm (spear) (~650 hp), left leg, right leg.
Attacks:
Drop:
- Iron spear.
- 2 x cloth fragments.
- Lucky coin.
- 10 x shillings.
Strategy: A somewhat painful enemy, though at this point in the game should be very manageable.
Take out the right arm with the spear first, then the left arm then work on the torso or legs plus
head. You want to at least take out the right arm on the first turn before Harden is used. If that
happens, you will have to use magic, piercing attacks or poison to deal decent damage.
Attacks:
Stealable Items:
- 3 x gunpowder.
- 2 x Lucky Coins
Drops: None.
[Miniboss] Stitches
Location: Tunnel 1 (in Deepest Woods).
Targets: Head (~500 hp), torso, left arm (~600 hp), right arm (~600 hp), left leg, right leg.
Attacks:
Drops:
- 15 x shillings.
Strategy: A moderately threatening enemy, who can deal some damage but can’t dismember. Focus
on the right arm to reduce her damage potential, then it’s a matter of taking out the legs then
striking the head. If engaged first, Living Flesh will join the battle in the first turn.
Fallen Cherub
Location: Orphanage.
Attacks:
- [Torso] Crescent Claw: ~20 slashing damage to a single target and inflict hemorrhage.
Stealable Items:
- To be filled out.
Drops: None.
Strategy: Often encountered in groups of 2 or 3, can cause some damage to the party but is no
serious threat (unless you don’t have more than 1 controllable character). A solid hit on the torso
will kill them, so knock them down systematically, or spend a murky vial to kill them all in one go
(since they will take fatal damage to the head). A note on the hemorrhage status effect, it’s like a
stronger bleeding effect but it disappears on combat end so finish the fight as fast as possible to
mitigate damage taken.
Shadowy Figure
Location: Orphanage.
Attacks:
Stealable Items:
- To be filled out.
Drops: None.
Strategy: A nuisance more than a threat. Causes Mind damage and is immune to physical attacks,
but can be taken out pretty easily with any spell or an equipped Blood Sword.
Attacks:
- [Torso] Scorched Earth: Used on turn 2. Sets the arena alight. Inflict immolation on all
party members.
- [Left arm] Pyromancy Trick: ~40 fire damage to a single target. Chance to inflict burning.
- [Left arm] Combustion: ~150 fire damage to a single target. Only used after Scorched Earth
is in effect.
- [Right arm] Pyromancy Trick: ~40 fire damage to a single target. Chance to inflict burning.
- [Right arm] Combustion: ~150 fire damage to a single target. Only used after Scorched
Earth is in effect.
Stealable Items:
- Book of enlightenment
Drops:
- Headmaster’s key.
Strategy: A very dangerous enemy due to the high amount of damage he can do. While there’s no
chance to be dismembered, the enemy can outright kill a party member with Combustion from
turn 3 onwards. Therefore the goal is to kill the enemy by attacking the torso, ideally killing before
turn 3. His torso takes 400 damage a turn from bleed.
Notes:
- Immune to bullets on the field. Can be shot and killed on the field, but requires 10 (or
more) rifle rounds (Credit: ‘Julyano’ on Steam).
Elite Trooper
Location: Prehevil Docks, at the bottom of the stairs. White Bunker.
Targets: Head (~600 hp), torso (~1,300 hp), left arm (~800 hp), right arm (~800 hp), left leg (400
hp), right leg (400 hp).
Attacks:
- [Left arm] Bayonet: ~25 slashing damage to a single target. Can dismember.
- {Left arm] Shoot: ?? piercing damage to a single target.
- [Right arm] Harden: Increase physical defense of all parts.
- [Right arm] Shield Bash: ~15 blunt damage to a single target.
Stealable Items:
- 7 x .303 ammo.
Drops:
Strategy: An immensely dangerous enemy to engage in combat. High health limbs and the ability to
increase his own physical defense. The best way to deal with this enemy is from the field. A bear
trap will take out his legs, allowing you to focus attacks on the head on turn 1. Otherwise shooting
him on the field with a rifle will take out his arms, rendering him much safer to engage in combat.
This enemy has a weakness to poison and otherworldly damage. Glass shards do NOT work on this
enemy, as the helmet blocks the blindness effect.
Targets: Head (~1,500 hp), torso (~3,500 hp), left arm (~1,500 hp), right arm (~1,500 hp), left leg,
right leg.
Attacks:
Stealable Items:
- To be filled out.
Drops:
Strategy: Run away. Any encounter will mean a guaranteed 2 lost limbs without a specific set up or
taking out his legs with a bear trap on the field and shooting it to death. What you need are skills
that can disable/stun his arms so he can’t use Slasher while you work on severing them. These skills
include Wrench Toss (remember to re-equip the pipe wrench after throwing the weapon) and Red
Arc, and some blunt weapons have a chance to stun on attack too (though you shouldn’t rely on
this). Once both arms are severed, it’s a matter of attacking the body as fast as possible, because the
enemy can still Tackle you unless you blind him with some glass shards.
Notes:
[Miniboss] Poe
Location: Dr Kefer’s Tricks and Magic, summoned by rubbing the lamp in the back room.
Attacks:
- [Poe] Grasp of a Genie: Instant kill attack that always targets the Player. Prompts a Coin of
Judgment roll.
Stealable Items:
- Soul stone.
Strategy: Poe is immune to physical attacks and will use a fatal attack every turn on the Player.
Sounds dangerous, but is actually very easy to kill. Keep Guarding with the Player to dodge fatal
attacks without needing a Coin of Judgment roll while having an ally pummel the enemy with
magic. 100% safe strategy. You can also attempt to Steal the soul stone and risk a fatal attack, or use
a Speed buff item to safely Steal on one of your Extra Turns. Talking gives you dialogue but doesn’t
have any effect on the enemy (unless you have Persuasion?).
[Boss] Rancid the Sergal
Location: Chapel at the end of Mausoleum Alley. Next to Iki Turso in the forest clearing north of
the tunnel hatch in the Maiden Woods, after fighting him in the Mausoleum Alley (only appears
here on Day 3 morning or afterwards).
Targets: Head, torso (~2,500 hp), left arm (~1,900 hp), right arm (~1,900 hp), left leg, right leg.
Attacks:
- [Torso] Tackle: ~18 blunt damage to a single target. Only used if both arms are severed.
- [Left arm] Throwing Spear: ~22 piercing damage to a single target.
- [Right arm] Throwing Spear: ~22 piercing damage to a single target.
Stealable Items:
- 4 x silver shillings.
Drops:
- Sergal spear.
Strategy: As intimidating as this boss looks, is actually fairly straightforward and easy. Rancid can
dish out a moderate amount of damage but as soon as you take off both arms the fight ends. Or you
can aim for the torso if you’re feeling good for an outright kill.
Notes:
- Attempting to intimidate the boss through the Talk menu will make it angry, buffing its
strength for all limbs.
- Destroying both arms will cause the fight to end. After the dialogue with the boss, he will
drop a Sergal spear, an extremely strong two-handed weapon.
- If you cut off both its arms in the first battle in the Mausoleum Alley chapel, he will start
off missing both his arms in the second battle next to Iki Turso. Killing him here will yield
another Sergal spear as a drop, despite having no arms.
[Miniboss] Centaur
Location: Deepest Woods.
Targets: Head 1, head 2, torso (>3,000 hp), front left leg (~1,200 hp), front right leg (~1,200 hp),
left hind leg (~1,200 hp), right hind leg (~1,200 hp).
Attacks:
- [Head 1] The Vomit Burns: ~12 ??? damage to a single target and inflicts poison. Occurs
when the head has been destroyed.
- [Head 2] The Vomit Burns: ~12 ??? damage to a single target and inflicts poison. Occurs
when the head has been destroyed.
- [Torso] Stampede: 2 x ~22 blunt damage to all targets. Used when all legs are attached.
- [Front left leg] Front Leg: ~25 blunt damage to a single target. Used when at least one leg
has been severed.
- [Front right leg] Front Leg: ~25 blunt damage to a single target. Used when at least one leg
has been severed.
- [Left hind leg] Hind Leg: ~25 blunt damage to a single target. Used when at least one leg
has been severed. Chance to inflict concussion for 2 turns.
- [Right hind leg] Hind Leg: ~25 blunt damage to a single target. Used when at least one leg
has been severed. Chance to inflict concussion for 2 turns.
Drops: None.
Strategy: Due to how tanky the torso is, focus on severing the legs to reduce the enemy’s high
damage output. The enemy will use Stampede which can cause massive damage to your entire party,
requiring a party heal spell to recover, otherwise you would be spending every turn healing back the
damage. Once one leg has been severed the enemy’s damage output drops dramatically, though it is
still rather high. Work through destroying the legs one by one to unbalance the enemy then attack
the body for the kill (avoid attacking the heads to prevent getting poisoned).
Notes:
- For some reason, if you have a First spell from Spice Tonic, this enemy will immediately use
Stampede after your First spell. Probably a bug, but can devastate your party from the
outset so make sure to unequip any First spells you have before engaging this enemy in
combat.
Flametrooper
Location: White Bunker.
Targets: Head (~900 hp), torso (~1,600 hp), arms (~1,200 hp), left leg, right leg.
Attacks:
- To be filled out.
Stealable Items:
- 4 x gunpowder.
Drops:
Strategy: Disable the arms and attack the torso. Simple fight.
Notes:
Attacks:
Stealable Items:
- 15 x .303 ammo.
Drops: None.
Strategy: Wastes turns crying. Will occasionally attack, but the damage is low enough that it can be
shrugged off. Make sure to Steal to get a lot of ammo.
Targets: Head, torso (~1,000 hp), left arm (~1,000 hp), right arm (~1,000 hp), left leg, right leg.
Attacks:
- [Left arm] Giant Fork: 2 x ~10 piercing damage to a single target and inflict arm infection.
- [Right arm] Giant Knife: ~13 slashing damage to a single target. Can dismember.
- [Torso] Tackle: ~20 blunt damage to a single target. Only uses when it loses both arms.
Stealable Items:
Drops:
Strategy: Stun the right arm to prevent the potential for dismemberment and aim for the torso on
turns 1 and 2. If you have no stunning capabilities, use Pheromones on a meat shield party member
and work the torso.
Targets: Head (~300 hp), torso, left arms, right arm, left leg, right leg, cocoon (~2,500 hp).
Attacks:
Stealable Items:
- To be filled out
Drops: None.
Strategy: If the head is taken out it can still move but all other parts die except for the cocoon.
Targets: Head, torso (~1,200 hp), left arm, right arm, left leg, right leg, eye.
Attacks:
- [???] Hurting: ~25 otherworldly damage to a single target. High chance of dismemberment.
- [???] Mischief of Rats: ?? damage to all targets and chance to inflict 1-2 turns of confusion.
Stealable Items:
- To be filled out
Drops:
Strategy: Probably the most powerful enemy in the game. Can disable your entire party and maim
you if he ever gets a turn. The only way to escape unscathed is to attack the torso and kill him on
your first turn. Due to where he is positioned on the field there is no clear shot at him before he
casts Hurting on you. Don’t bother dismembering him because they will be replaced with phantom
limbs that will continue casting spells.
Targets: Torso (~2,000 hp), left leg (~800 hp), right leg (~800 hp), bellend 1 (~600 hp), bellend 2
(~600 hp), bellend 3 (~600 hp), bellend 4 (~600 hp).
Attacks:
- [Leg(s)] Claw x #: ~10 slashing (?) damage to a single target. Up to two hits if both legs are
still attached.
- [Bellend(s)] Javelin: ~20 piercing damage to a single target. A bellend will call out their
attack before it launches on the next turn.
Drops: None.
Strategy: Not very dangerous as it has no ability to cripple your characters. It can do a fair amount
of damage, draining your resources though. Depending on your damage output, you can focus on
the torso to try and get some lucky crits, or strategically aim for the legs, then the bellends, then
finally the torso.
Attacks:
Stealable Items:
- To be filled out.
Drops: None.
Strategy: One of the tougher transformed characters for its ability to maim and debilitate your
party. If engaged, aim for the torso to kill it as soon as possible, or otherwise disable both arms on
the first turn to prevent dismemberment while you take them out. Can be shot with a rifle to take
out both arms on the field.
Targets: Head, torso, left arm (~2,000 hp), right arm (~2,000 hp), left leg, right leg.
Attacks:
- [Torso] Tackle: ~25 blunt damage to a single target. Used only when both arms are severed.
- [Left arm] Rage Smash: ~50 blunt damage to a single target and inflict fracture.
- [Right arm]
Stealable Items:
- To be filled out.
Drops: None.
Strategy: Very weak to otherworldly damage. Pushes out a lot of blunt damage if the arms aren’t
disabled. There aren’t a lot of ways to heal fractures, you will need either to “Pray” on a Sylvian
ritual circle, or use Daan’s Medicinal skill.
[Miniboss] Monster (Transformed Caligula)
Location: Sewers underneath Prehevil Central. You need to walk along the sewer waterside until he
pops out to attack you.
Targets: Torso (~3,000? hp), arm 1 (~500 hp), arm 2 (~500 hp), arm 3 (~500 hp), arm 4 (~500 hp),
arm 5 (~500 hp), arm 6 (~500 hp).
Attacks:
- [Torso] Vomit: ~15 blunt (?) damage to all targets and inflict poison and nausea.
- [Arm(s)] Hanky-panky: X x ~15 blunt damage to a single target. X equals the number of
arms still attached. Slightly inaccurate.
Stealable Items:
- To be filled out.
Drops: None.
Strategy: A high damage output enemy that may kill a character outright. Hanky-panky, if it
targets a low defense character, could result in an instant kill if they do not have full health. The
enemy will use this every turn. Taking out arms one by one will weaken this attack as its number of
hits depends on the number of arms still attached, which should be able to be lopped off with a
single attack and an AOE attack. The Vomit attack is mostly ignorable.
Target: Head, torso (~2,500 hp), left arm, right arm, left leg, right leg.
Attacks:
- [Left arm] A Gentle Rub: Uhhhh, he’s caressing himself. Doesn’t actually do anything.
- [Right arm] Gentle Dismember: Opens a dialogue choice asking which limb to lose. Targets
a random party member. Inflicts bleeding.
Stealable Items:
- Catnip.
Drops:
- Light blue vial, a scalpel and a silk vest.
Strategy: Due to the enemy’s high health, you will almost always lose a limb (of your choice) before
killing him. If you have a meat shield party member (a Ghoul or a Blood Golem) you can cast
Pheromones on them so that only their limbs get taken while you work on attacking his torso.
Notes:
- Killing Pocketcat means losing access to the Contestant Head store so make sure to buy
whatever you need before engaging.
- Can only be attacked (initiated by dialogue choice) on Day 3 Night.
Targets: Head, torso (~2,000 hp), left arm (~1,200 hp), right arm (~1,200 hp), left leg, right leg.
Attacks:
- [Torso] Order, Charge!: Hits Platoon for ~50 damage. Makes Platoon use Platoon Charge.
- [Right arm] Whip: ~16 slashing (blunt?) damage to a single target.
Stealable Items:
- 6 x 12-gauge shells.
Drops: None.
Strategy: Basic enemy. Immediately kill her by attacking the torso so you can focus on Platoon.
[Miniboss] Platoon
Location: At the end of White Bunker. Encountered with Sylvian Trooper.
Attacks:
- [Platoon] Platoon Charge: ~100 blunt damage to a single target. Prompts a Coin of
Judgment roll. Passing the roll reduces damage taken to ~15 blunt damage. Target can be
redirected with Pheromones.
Strategy: Does not do anything unless commanded by the Sylvian Trooper, unless she is dead.
When the Sylvian Trooper is dead, it’s a DPS race to take this beast down. This boss is immune to
stuns so don’t waste turns on trying to disable it. If you have Pheromones, cast it on your tankiest
controllable character and have them Guard constantly to avoid having to pass Coin of Judgment
rolls.
[Boss] Kaiser
Location: White Bunker, after Sylvian Trooper and Platoon.
Targets: Head, torso (3,000 hp), left arm (snake), right arm (sword) (~3,500 hp), left leg (~3,000
hp), right leg (3,000 hp), asterisk (1,500 hp).
Attacks:
- [Torso] Black Orb: 4 x ~12 otherworldly damage to a single target. Only used when the
right arm has been severed.
- [Left arm] Loving Whispers: Heals a part for ~180 hp.
- [Right arm] Leg Sweep: ~14 slashing damage to all targets. Can dismember legs?
- [Asterisk] Asterisk: ~14 otherworldly damage to a single target.
Stealable Items:
- 3 x lucky coins.
Drops: None.
Strategy: Not a terribly hard fight. Take out the right arm then the asterisk then the torso. You do
regain control after the Sylvian Trooper fight if you need to recover, cure status effects or take Pep
Pills/Heroine.
[Boss] Logic
Location: White Bunker, after Kaiser.
Targets: Logic 1 (~10,000 hp), tank 1 (~100 hp), tank 2 (~100 hp), tank 3 (~100 hp), tank 4 (~100
hp), tank 5 (~100 hp), tank 6 (~100 hp).
Attacks:
Drops: None.
Strategy: Basic attrition fight. The boss will hit a random party member with Red Arc every turn.
On turn two it will start charging up, allowing 6 tanks to be struck. A single hit is enough to take
the tanks out, and all must be destroyed to cancel Overheat so make sure you have some murky
liquids on hand or have access to AOE spells. Once it uses Overheat (or doesn’t), it waits one turn
then starts charging up again. If you have someone with Healing Whispers (party-wide heal) you
can probably tank Overheat and go ham on Logic 1. Logic 1 is susceptible to burning so throw an
ornament lantern at it on the first turn for a whopping 1,400 damage per turn, and is weak to
otherworldly damage so make sure your mages are casting spells every turn.
[Boss] Per’kele
Location: The top of the Moon Tower.
Targets: Head, torso (~5,000 hp), left wing (~3,000 hp), right wing (~3,000 hp), left leg, right leg.
Attacks:
Stealable Items:
- 3 x lucky coins.
Drops: None.
Strategy: Not too difficult of a fight but you can get unlucky. Its main purpose is to sap your
resources and damage your characters before the next boss. Take out the right wing first to
handicap the boss’s damage, then the left wing, and finally the torso. Make sure your party is healed
up before killing the boss if you have Loving Whispers. And make sure not to cast any spells when
Wing Guard is up.
[Boss] Rher
Location: The top of the Moon Tower. Fight begins directly after Per’kele.
Attacks:
- [Rher] Moonscorch: ~25 fire (?) damage to a single target and inflict burning.
- [Rher] Lunar Storm: ~50 otherworldly damage to all targets.
- [Rher] Dreamscape (Spear): ~25 piercing damage to a single target and inflict bleeding.
- [Rher] Dreamscape (Sword): ~40 slashing damage to a single target and dismember a limb.
- [Eye(s)] All-seeing Eye: Reduce a target’s Mind by ~15.
Stealable Items:
- To be filled out.
Drops: None.
Strategy: A high damage final boss for this route. And given that you will have no controllable
party members it becomes a DPS race. Just come out with your highest damage attacks on the main
body. Ideally you would be a physical attacker with Dark Steel for the criticals, equipped with a
Leechmonger Ring for lifesteal and whatever else will help you deal damage (Yggaeyatsu Amulet
for higher crit chance, Small Thing’s Amulet for higher dodge chance and extra turns if you’re base
agility is high enough) so you can sustain your HP without downtime. A First Blood Golem will
help with absorbing hits, as well as any surviving Ghouls or Black Kalev.
Puzzle Answers
Moldy Apartment
As a quick reference, these are the room numbers of the various rooms: Plants (2), Puppets (11),
Mover (13), Musician (6).
To gain the correct order of rooms that serve as the password, you need to get to the third floor of
the apartments and enter the apartment with the constellations and the horse statue. Push the
statue right into the other room on to the slightly broken floorboards which will break the floor.
Jump down the hole and there will be a book that will tell you the order of the apartment numbers
for the password.
Input the password (being the room numbers) into the washing machine in the basement.
Password apparently changes on file save (credit: ‘doctor sex’ on Steam).
Museum
You need to go around and talk to every NPC to find three groups of them that will say something
pertaining to time and a season (made up seasons, not your regular
summer/spring/autumn/winter). It may be 1:32 (not 1:35!) with the season of sulfur (triangle in a
triangle).
Ghost Locations
Ghosts can only be talked to after gaining the Talking Board (it’s a ouiji board) from the
east-northeast room of the Orphanage’s first floor. This door is locked and requires the
Headmaster’s Key to open, but if you can do 700 damage to the door then you can just bust it open
without risking a fight with Father Hugo. You have to FAIL the Hangman game to get this item
(the word is “GOD'' by the way).
- Woodsman’s House: There is a small shrub due south of the northern entrance of this map
(that leads to the Old Town Plaza). The shrub is on the east side of the path. If you notice
there’s a cobblestone that’s slightly darkened and out of place, use the Talking Board there
and it will summon a ghost that points to the shrub. The shrub then becomes interactable,
giving you the Smelter Key accessory.
- St. Domek’s Orphanage: In the basement there is a child’s skeleton chained to the wall. Use
the Talking Board in front of the skeleton. This allows you to interact with the skeleton to
gain a Ring of Wraiths accessory.