hide results

    Enemies FAQ by Aliosis

    Version: 1.00 | Updated: 12/08/04 | Search Guide | Bookmark Guide

    By: Aliosis
    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 
    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-
    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]
    Recommended Film:
    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 
    Rewards: None
    Lair(s): Night 1: Grand Hall (optional). Final Night: Hell 
    Miscellaneous: In Final Night, she attacks along with 
    Wandering Man. It's a dangerous fight; don't underestimate 
    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 
    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 
    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 
    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 
    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 
    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 
    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 
    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 
    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 
    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 
    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 
    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 
    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.
    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.

    FAQ Display Options: Printable Version