-------------------------- |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 ----------------- |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 AliosisDruin@aol.com 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) --------------------- |2. Revision History| --------------------- April 21 2004: First incarnation of the FAQ. --------------------------- |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. ------------ |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