Fear & Hunger RPG
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Fear and hunger the game i love and watch😒nothing more
Description
15,684 tokensThe first guide was more of an overview. You want the kind of detail where you understand who everyone is, what they look like, how they behave, what happened to them, what their relationships are, and why they’re important to the story.
Let’s expand it into a proper encyclopedia, starting with the characters and their personal histories, then the gods, monsters, history, and locations. I’ll distinguish confirmed lore from interpretation, because Fear & Hunger deliberately leaves some things mysterious.
🩸 Fear & Hunger: The expanded lore encyclopedia
Part 1 — The four protagonists of Fear & Hunger
- Cahara — The Mercenary
Cahara
Role: Mercenary · Playable protagonist
Appearance: Cahara is a light-haired adult man dressed in practical adventuring clothes. His outfit is designed for traveling and fighting rather than ceremonial display. His sprite and portrait give him a rugged, capable appearance suited to a professional mercenary.
Personality: Pragmatic, adaptable, resourceful, and capable of compassion. He isn’t presented as a conventional heroic knight. He is someone who has learned to survive by making difficult decisions.
Backstory
Cahara’s life revolves around making enough money to secure a better future for himself and his pregnant partner. He takes dangerous work because ordinary opportunities aren’t enough to guarantee the life he wants.
His involvement in the search for Le’garde is therefore practical as well as dangerous. He has financial reasons to enter the dungeon, but his characterization isn’t limited to greed.
What makes him interesting?
Cahara represents an ordinary person caught in an extraordinary nightmare. He doesn’t begin with a divine destiny or an elaborate religious mission. His concerns are personal: survival, love, money, and the possibility of a better life.
Depending on the player’s decisions, he can become involved in events much larger than himself. The game doesn’t provide one universal personality or ending for him, because the player’s actions determine much of his fate.
- D’arce — The Knight
D’arce
Role: Knight · Playable protagonist
Appearance: A blonde woman in knightly equipment, with a practical, battle-ready appearance. Her armor and clothing communicate discipline, military training, and her position as a warrior.
Personality: Loyal, determined, idealistic, and disciplined. Her sense of duty can become an overwhelming personal commitment.
Backstory
D’arce is a knight who serves Le’garde, a charismatic mercenary commander with ambitions to unite the world. She believes in him and in the future he claims he can create.
When Le’garde is captured and imprisoned in the dungeon, she enters to rescue him.
Her motivation is important because it makes her story fundamentally different from Cahara’s. Cahara is seeking a better future for himself and his partner; D’arce is trying to save the person she believes is essential to a greater political vision.
Her relationship with Le’garde
D’arce’s devotion is one of the game’s most important character conflicts. Her loyalty can be admirable, but it can also make her vulnerable to the consequences of Le’garde’s ambitions.
The game allows her story to develop in very different directions. Her possible outcomes depend on the player’s actions, and not every outcome should be treated as the definitive version of her character.
- Enki — The Dark Priest
Enki
Role: Dark Priest · Playable protagonist
Appearance: Enki is a pale, long-haired man wearing dark, priestly clothing. His appearance is associated with forbidden scholarship, occult practices, and religious knowledge that ordinary society regards with suspicion.
Personality: Intellectual, secretive, skeptical, and analytical. He values knowledge and tends to approach supernatural events as mysteries to investigate rather than simply horrors to flee.
Backstory
Enki is a scholar of the occult and forbidden religious traditions. His knowledge gives him a different perspective on the dungeon: where another person might see an inexplicable monster, Enki may recognize a clue about an ancient religion or ritual.
His interest in Le’garde and the prophecies surrounding him draws him into the dungeon.
Why Enki matters to the lore
Enki is particularly important because the series reveals much of its mythology through religious books, occult knowledge, and discoveries made by characters like him.
He represents humanity’s desire to understand the divine. However, the game repeatedly suggests that understanding a supernatural force doesn’t mean controlling it, and knowledge doesn’t guarantee safety.
His character is also associated with the Skin Bibles, important texts that explain aspects of the Old Gods and their worship.
- Ragnvaldr — The Outlander
Ragnvaldr
Role: Outlander · Playable protagonist
Appearance: A rugged, muscular man dressed for survival and hunting. His equipment and physical presentation distinguish him from the more scholarly Enki and the armored D’arce.
Personality: Tough, determined, independent, and motivated by vengeance. He is a survivor shaped by loss and violence.
Backstory
Ragnvaldr’s family and community were devastated by the Knights of the Midnight Sun. His journey into the dungeon is driven by the desire to confront the source of the evil surrounding Le’garde and his followers.
Unlike D’arce, he doesn’t share her faith in Le’garde. He approaches the situation as someone who has already witnessed the consequences of the commander’s movement.
His legacy
Ragnvaldr’s importance extends beyond the first game. The sequel’s character August is associated with his lineage, creating a connection between the two games that spans centuries.
This is one of the ways Fear & Hunger makes its world feel historically continuous: the consequences of the first game’s events don’t simply disappear when the credits roll.
Part 2 — The Girl and the central mystery
The Girl
A central character in the first game
Appearance: A young child with a small, vulnerable appearance, encountered imprisoned in the dungeon. Her ordinary human appearance contrasts with the extraordinary significance of her existence.
Personality: Quiet and vulnerable. Because she has limited dialogue and is dependent on the protagonist, players must be careful not to assume that every interpretation of her thoughts is explicitly confirmed.
Her backstory
The Girl is Nilvan’s daughter. Nilvan understands the prophetic significance of the events surrounding Le’garde and the possibility of her daughter becoming something beyond human.
The Girl is found imprisoned within the dungeon, and the player can choose whether to protect her and bring her along.
This creates a disturbing contrast: the protagonist encounters someone who appears to need protection, while the player gradually discovers that her role in the world’s history is enormous.
Her transformation
One of the major endings involves bringing the Girl to the Heart of Darkness, within the remains of the God of the Depths. There, she becomes the God of Fear and Hunger.
Her ascension is one of the defining events of the setting. The new god is associated with suffering, deprivation, and humanity’s struggle to move beyond an age of misery.
The transformation is not simply a story about a child becoming powerful. It changes the trajectory of human civilization and helps establish the historical background for Termina.
Part 3 — Le’garde, Nilvan, and the New Gods
Le’garde
Appearance: A blonde, charismatic military commander whose presentation conveys authority and ambition.
Personality: Persuasive, ambitious, and driven by a grand political vision. His followers see him as someone capable of changing the world.
Backstory: Le’garde seeks to unite humanity and reshape the existing political order. His capture and imprisonment in the dungeon set the events of the first game in motion.
Le’garde is significant because his ambitions intersect with prophecy and the rise of divinity. His story continues into the modern world of Termina, where he is connected to the Kaiser.
The important distinction is that Le’garde isn’t merely a prisoner whom the heroes happen to be searching for. His role is tied to the historical transformation of the world.
Nilvan
Appearance: A supernatural, regal figure associated with the New Gods and the ancient city of Ma’habre.
Personality: Calculating, knowledgeable, and concerned with events that extend beyond an ordinary human lifespan.
Backstory: Nilvan is a New God who understands the significance of Le’garde’s role and is the mother of the Girl.
Nilvan’s role raises an important question: can a person use prophecy and divine power to shape the future, or do those forces simply use people as instruments?
The game doesn’t provide a simple moral answer. Her actions contribute to the birth of a new god, but that outcome emerges from an extremely disturbing chain of circumstances.
François
Appearance: A regal, imposing figure associated with the authority of the New Gods.
Personality: Authoritarian, arrogant, and obsessed with power and recognition.
Role: François is one of the New Gods encountered in Ma’habre. He demonstrates how human ambition can survive even after a person achieves divine status.
François is important because the New Gods are not necessarily benevolent beings. Ascension doesn’t erase their ambitions, insecurities, or desire to control others.
Valteil
Appearance: A grotesque, transformed divine figure encountered in Ma’habre.
Personality: Intellectual, obsessive, and preoccupied with knowledge.
Role: Valteil is associated with the pursuit of enlightenment and the limitations of human understanding.
His existence illustrates one of the game’s recurring ideas: pursuing knowledge can change a person profoundly, but it doesn’t necessarily lead to wisdom or freedom.
Chambara
Appearance: A disturbing, physically transformed figure associated with the New Gods.
Personality: The game’s presentation emphasizes suffering and torment rather than a conventional human personality.
Role: Chambara is one of the major New Gods in Ma’habre, reinforcing the connection between ascension and the loss of an ordinary human form.
Part 4 — The Old Gods in greater detail
The Old Gods are not simply a group of powerful bosses. Their significance comes from the way their domains shape the setting’s religions, supernatural rules, and understanding of existence.
Gro-goroth — Destruction
Gro-goroth is associated with destruction, sacrifice, and the violent aspects of existence. His worshippers perform rituals connected to blood and sacrifice, and his presence reinforces the idea that destruction is a fundamental part of the universe rather than an exceptional event.
His lore contrasts with Sylvian: one embodies destruction, while the other represents creation.
Sylvian — Creation and fertility
Sylvian is associated with love, fertility, creation, and the generation of life. Her mythology is deeply connected to bodily existence and the drive toward connection.
Her domain is not simply a symbol of kindness. Creation can be strange, overwhelming, and unsettling in this universe.
The God of the Depths
This deity is tied to the dungeon’s deepest areas and the forgotten history concealed there. Its remains are central to the first game’s most significant ending.
Its importance is both physical and symbolic: the dungeon is not just a prison built by humans but a place whose existence is intertwined with ancient divinity.
Rher — The Trickster Moon God
Rher is associated with the moon, deception, and supernatural interference in human affairs. In Termina, the moon’s influence becomes inseparable from the festival and the transformations affecting Prehevil.
Rher’s relationship with the festival is complicated by the actions of its organizers, especially Per’kele, whose ultimate allegiance lies elsewhere.
Vinushka — Nature
Vinushka represents nature and its cycles of growth and destruction. The mythology associates the god with Sylvian and Gro-goroth, bringing together creation and destruction in the natural world.
Alll-mer and the transformation of religion
Alll-mer is particularly important because he began as a human before becoming an ascended god. His story changes the relationship between humanity and divinity, while his worship becomes central to the dominant religion of Europa.
His significance extends into Termina, where the world has developed new institutions, technologies, and political structures. Despite these changes, the old supernatural forces haven’t simply vanished.
The Sulfur God
The Sulfur God is one of the most mysterious entities in the sequel. Its importance becomes clearer through Per’kele and the later events of the festival.
Rather than representing the ordinary religious order associated with Alll-mer, the Sulfur God is connected to a darker alternative. The third ending of Termina reveals the consequences of following that path.
The game deliberately withholds information about some aspects of this entity, so claims about its complete origin or motives should be treated cautiously.
Logic — A new form of divinity
Logic represents a major departure from the traditional gods. The project associated with Reila Audrey Haas explores the possibility of creating a new kind of god through technology and collective human potential.
The contrast is important:
- The Old Gods represent primordial forces.
- The New Gods represent humans who have ascended.
- The God of Fear and Hunger represents a transformative response to human suffering.
- Logic represents an attempt to create a different future through technological means.
This is one of the sequel’s most important themes: humanity is no longer merely reacting to ancient divinities. It is attempting to change the conditions of its own existence.
Part 5 — The fourteen contestants of Termina
The eight playable characters and six non-playable contestants have individual histories that intersect with the festival. To understand them fully, it helps to look beyond their combat abilities.
Abella — The Mechanic
Abella is a practical, technically skilled woman from Oldegård. Her work as a mechanic makes her especially useful when the story turns toward machinery and industrial technology.
Her personality is grounded and capable rather than mystical. She is the kind of person who tries to solve a problem by understanding how it works.
Daan — The Doctor
Daan is a physician with an eyepatch and a formally dressed appearance. He is observant, dryly humorous, and emotionally guarded.
His personal history involves his wife Elise and the events surrounding her death. His medical knowledge gives him a rational framework for understanding Prehevil, but his own past draws him into its supernatural mysteries.
Karin — The Journalist
Karin is a war correspondent from Bremen. She is skeptical, assertive, and determined to uncover the truth behind political power.
Her professional experience has made her wary of official explanations. She often approaches events by questioning who benefits from the story being told.
Levi — The Ex-Soldier
Levi is a young former soldier whose experiences as a child recruit left him deeply affected by war.
His guarded demeanor reflects a life shaped by coercion and violence. His story explores the difficulties of trying to build an ordinary life after being forced into extraordinary circumstances.
Marcoh — The Boxer
Marcoh is a muscular boxer from Vatican City with connections to criminal circles.
Despite his intimidating physical appearance, he is often presented as protective and straightforward. His journey involves trying to escape the life he previously knew and finding a better future.
Marina — The Occultist
Marina is an occultist from Prehevil who has studied in Vatican City. Her knowledge of rituals makes her one of the characters most directly connected to the supernatural aspects of the setting.
She is intelligent and independent, but her relationship with her family is complicated. Her story intersects with Samarie, whose fixation on her becomes an important personal conflict.
Olivia — The Botanist
Olivia is a botanist who uses a wheelchair. Her scientific interests and determination distinguish her from characters whose expertise lies in combat or occult practices.
Her central personal motivation is finding her twin sister, Reila Audrey Haas. That search connects her to the Machine God and the technological storyline.
O’saa — The Yellow Mage
O’saa is a Yellow Mage from Abyssonia. He is confident, ambitious, and deeply interested in supernatural knowledge.
His connection to Nas’hrah links the two games directly. Rather than approaching the occult as something to avoid, O’saa seeks to master it.
The other six contestants
- August: A mysterious hunter whose lineage connects him to Ragnvaldr.
- Caligura: A violent mobster who embodies the cruelty of ordinary human power.
- Henryk: A chef whose interest in food and ordinary comforts contrasts with the festival’s horrors.
- Pav: A military officer driven by a vendetta against the Kaiser.
- Samarie: A withdrawn dark priest whose fixation on Marina shapes her story.
- Kida Tanaka: A businessman whose ordinary ambitions bring him into the festival’s extraordinary circumstances.
These summaries establish their roles, but a complete biography for each would also need their individual dialogue, recruitment conditions, possible transformations, and ending-specific events.
Part 6 — The places, civilizations, and historical eras
The two games take place in different centuries, but they share the same world.
Rondon — 1590
The kingdom associated with the first game. It provides the political context for Le’garde’s ambitions and the protagonists’ search. Its medieval setting contrasts with the industrial world of the sequel.
Ma’habre — The ancient city
A remnant of an older civilization associated with the New Gods. Its ruins show that the world has experienced multiple periods of human achievement and collapse.
Prehevil — 1942
The main setting of Termina. It is an old city whose streets, buildings, and public spaces become entangled with the festival’s supernatural events.
The White Bunker
A technological facility associated with the Kaiser and the Logic project. It represents humanity’s attempt to create a new kind of divinity through engineering and collective consciousness.
The world’s history also includes Oldegård, Bremen, Vatican City, Abyssonia, and the Far East. These regions help establish that the games take place in a broader world of nations, religions, political conflicts, and cultural differences, rather than in one isolated dungeon or city.
Part 7 — What makes Fear & Hunger’s lore so disturbing?
The horror comes from more than monsters. The games repeatedly challenge the idea that human beings are the center of the universe.
The gods don’t necessarily think like humans. A divine being may influence humanity without caring about individual human lives in the way a person would.
Knowledge doesn’t guarantee control. Enki, Marina, and O’saa all demonstrate different relationships with occult knowledge. Understanding the supernatural can be useful, but it can also expose someone to greater danger.
Progress has a cost. The God of Fear and Hunger’s rise and Logic’s creation are very different events, but both are connected to humanity’s desire to escape its existing conditions.
Human cruelty remains important. Le’garde’s ambitions, the violence of the Knights of the Midnight Sun, the consequences of war, and the behavior of ordinary people all matter alongside the supernatural threats.
The past never completely disappears. The sequel takes place centuries after the first game, yet the consequences of ancient religions, divine ascension, and human ambition still shape the world.
This is a much more detailed foundation, but I don’t want to pretend it is literally every character, entity, monster, location, and ending in the series. That would require a much longer reference guide, especially for the individual enemies, minor NPCs, ritual lore, and character-specific outcomes.
GIRLLLL 😭💀 YES!! We need to add everyone’s abilities, powers, skills, and special transformations to the Fear & Hunger guide — including the playable characters, gods, major entities, Guards, Elite Guards, and monsters.
One important distinction: not everyone has supernatural powers. Some characters rely on combat training, occult knowledge, mechanical skills, firearms, medicine, or other human abilities. And a character’s gameplay skills aren’t always exactly the same as their lore powers.
I’ll separate the two games so we don’t accidentally mix up characters or abilities. There are a lot of skills, especially in Termina, so this is best done in sections. The games’ skill references list character-specific abilities separately from spells granted through affinity with the gods.
Part 1 — Fear & Hunger (the first game)
The four playable characters
- Cahara — The Mercenary
Human abilities · Agility · Survival
- Lockpicking: Can open certain locked doors and containers without needing a key.
- Escape Plan: Has a skill that improves his ability to flee dangerous encounters.
- Combat: Uses weapons and his agility to survive fights.
- Survival skills: His mercenary background makes him resourceful in dangerous situations.
Supernatural powers: None inherently. His strengths are primarily practical and learned.
- D’arce — The Knight
Swordsmanship · Defense · Leadership
- Leg Sweep: A combat technique that can knock an opponent down.
- Fast Attack: A skill that lets her strike quickly.
- Defense: Her knightly training makes her suited to fighting and protecting herself.
- Combat training: She is experienced with weapons and conventional battlefield combat.
Supernatural powers: She isn’t naturally a spellcaster. Her main strengths come from training, equipment, and combat skills.
- Enki — The Dark Priest
Occult knowledge · Rituals · Magic
- Occultism: Understands ancient gods, rituals, and supernatural forces.
- Magic: Can learn and use spells through the game’s magic system.
- Ritual knowledge: His background makes him especially connected to the world’s religious and occult lore.
- Research: He can pursue knowledge about the gods and the nature of existence.
Supernatural powers: Unlike the other starting characters, Enki specializes in magic. The spells he can learn depend on the skills and resources he obtains.
- Ragnvaldr — The Outlander
Physical strength · Hunting · Tracking
- Hunting: Has skills associated with hunting and surviving in the wilderness.
- Combat: Excels at physical fighting and confronting dangerous enemies.
- Tracking and survival: His background as an outlander gives him practical wilderness experience.
- Monster hunting: His personal story is closely tied to hunting powerful creatures.
Supernatural powers: He isn’t inherently a magical character; his greatest strengths are physical ability and experience.
These are their general specialties, not a complete list of every skill unlockable during a playthrough. The first game’s skill system has additional learnable abilities.
Important characters and entities
Le’garde — The Yellow King
- A skilled military leader and strategist.
- Possesses extraordinary ambition and the ability to influence events through leadership and planning.
- His connection to the larger story involves ascension and the pursuit of godlike power.
Important: His later status is central to the series’ history, but he isn’t simply a conventional spellcaster.
The Girl
- Begins as a vulnerable human child who needs protection.
- Her importance is tied to her identity, her lineage, and the events surrounding the dungeon.
- Under the conditions of a particular ending, she undergoes a transformation into the God of Fear and Hunger.
Important: Her godlike abilities are associated with that transformation, not her ordinary human state.
Nosramus — The Alchemist
- Exceptional alchemical and esoteric knowledge.
- Understands subjects that most ordinary humans cannot.
- Is associated with experimentation, mysterious transformations, and the pursuit of knowledge.
Important: Their expertise is not the same thing as unlimited magical power.
Nas’hrah — The Ancient Yellow Mage
- A powerful magic-user with extensive knowledge of the supernatural.
- Has a history connected to powerful rulers and the New Gods.
- Can use magical abilities despite his unusual, disembodied form.
Important: His knowledge and magical power make him far more than an ordinary human, although his exact capabilities depend on the situation.
Guards and Elite Guards
Guards
- Human-like enemies that rely on physical attacks and their equipment.
- Can be dangerous because of their attack patterns and the possibility of serious combat consequences.
- They don’t generally have a unique supernatural power set comparable to a god or mage.
You try talking some sense to this monstrosity... Player: “What is your origin?” Guard: “Raraggghh... rra- ...” You are not sure if he can understand you or not...but it involves brutal that will cut bith of your legs off and leave bleeding badly Player: “Wait. We don't have to fight!” Without saying anything, the creature prepares for an attack... Player: “Please don't!” Guard: “Grgl grgl.” There appears something resembling a smile on his face. Player: “Prepare to die.” You feel more courageous for saying that.
Elite Guards
- More formidable guards who present a tougher combat challenge.
- Their threat comes mainly from their combat capabilities, equipment, and enemy-specific attack patterns.
- They shouldn’t automatically be treated as magical just because they’re stronger than ordinary guards.
The exact enemy attacks and vulnerabilities need to be listed individually rather than guessed from their appearances.
You try talking some sense to this monstrosity... Player: “What is your origin?” Elite Guard: “...” The elite guard has an expression of disgust on his face. Player: “Wait. We don't have to fight!” You hear the elite guard salivating. He seems to get excited the longer this fight goes on... Player: “Please don't!” Elite Guard: “Guah huah...” Elite Guard: “No. Escape.” Player: “Prepare to die.” The elite guard swings his weapons in the thing air.
GIRLLLL 😭🖤 THE WHOLE THING, THEN. We’re doing both Fear & Hunger games: characters, playable characters, gods, minor entities, Guards, Elite Guards, bosses, monsters, abilities, powers, skills, transformations, settings, and backstories.
One thing to keep in mind: some powers are confirmed gameplay abilities, some are lore-based, and some enemies have attacks rather than supernatural powers. I’ll keep those distinctions clear instead of inventing abilities for characters who don’t have any.
The complete Fear & Hunger encyclopedia
Part I — Fear & Hunger (2018)
- The four playable characters
Cahara — Mercenary
Personality and background: A pragmatic mercenary who enters the dungeon for personal reasons. He is resourceful and used to surviving dangerous situations.
Skills and abilities:
- Lockpicking and opening certain secured containers.
- Escape-oriented skills.
- Physical combat with weapons.
- Survival skills suited to exploration.
Magic: No inherent spellcasting specialty. He can gain additional abilities during a playthrough.
D’arce — Knight
Personality and background: A devoted knight whose loyalty to Le’garde drives her journey into the dungeon.
Skills and abilities:
- Sword-based combat and defensive fighting.
- Leg Sweep, a technique that can disrupt an enemy.
- Fast Attack, a quicker offensive technique.
- Strong conventional combat training.
Magic: Not inherently a mage. Her capabilities can expand through learned skills and equipment.
Enki — Dark Priest
Personality and background: A morbid scholar fascinated by occult knowledge, ancient religion, and the mysteries of existence.
Skills and abilities:
- Occult knowledge and religious lore.
- Access to magic through learned skills.
- Ritual and spell-related expertise.
- Knowledge-oriented exploration.
Magic: His abilities can include spells learned through the game’s magic system; the exact set depends on choices and resources.
Ragnvaldr — Outlander
Personality and background: A hardened warrior and hunter whose story is shaped by loss and his hostility toward the horrors of the dungeon.
Skills and abilities:
- Physical combat.
- Hunting and wilderness survival.
- Monster-hunting expertise.
- Skills focused on confronting dangerous enemies.
Magic: No inherent magical specialty; his identity centers on physical prowess and survival.
These are the characters’ broad specialties. A genuinely exhaustive skill list also needs each skill’s exact in-game name and effect, since unlockable skills vary by character and playthrough.
- Other important people in the first game
Nilvan — The Endless One
An ancient New God and the mother of the Girl.
Powers and abilities: Divine abilities associated with her New God status; knowledge of ascension and the creation of the circumstances that lead to the God of Fear and Hunger. Her importance is primarily tied to her plans and the story’s cycle of gods.
François — The Dominating One
A New God who rules over Ma’habre and demands submission.
Powers and abilities: Supernatural strength and durability associated with his divine form, plus powerful attacks in his boss encounter. His authority and obsession with domination define his character.
Valteil — The Enlightened One
A New God associated with knowledge and enlightenment.
Powers and abilities: Supernatural abilities as a New God and knowledge connected to the strange systems and history of Ma’habre. His boss encounter includes dangerous attacks.
Chambara — The Tormented One
A New God whose identity is connected to suffering.
Powers and abilities: A powerful transformed body, dangerous physical attacks, and boss-specific combat abilities. His form reflects the disturbing nature of ascension in this world.
Pocketcat
A mysterious supernatural figure who appears in both games.
Powers and abilities: An unnatural appearance and behaviour, strange dealings with humans, and an association with the series’ darker supernatural forces. He is not simply an ordinary person in a costume.
Nosramus
A mysterious alchemist and scholar.
Powers and abilities: Exceptional alchemical knowledge, experimentation, and understanding of supernatural phenomena. Their abilities come from study and unusual knowledge rather than a clearly defined combat power set.
- The gods and their powers
The Old Gods are ancient supernatural beings; the New Gods are humans who attained godhood. They do not all have equal power.
Gro-goroth — Destruction and Sacrifice
- Associated with destruction, bloodshed, sacrifice, and forbidden magic.
- His affinity grants access to destructive spells.
- His influence is tied to rituals that demand terrible costs.
Power category: Destructive divine magic.
Sylvian — Love, Fertility, and Creation
- Associated with creation, fertility, passion, and bodily transformation.
- Her divine affinity is connected to healing and restorative magic.
- Her influence is also linked to disturbing forms of physical change.
Power category: Creation, fertility, and restorative magic.
God of the Depths
- An ancient being whose presence is deeply connected to the dungeon.
- Its body and domain form part of the dungeon’s deepest mysteries.
- Its influence is connected to the dungeon’s unnatural creatures and corruption.
Power category: Ancient divine influence and a supernatural domain.
Rher — The Trickster Moon God
- Associated with deception, the moon, illusions, and distorted perception.
- His influence drives the Festival of Termina.
- Moonscorching transforms people into monstrous versions shaped by their inner turmoil.
Power category: Lunar influence, illusions, and transformation.
Vinushka — Nature
- Represents the natural world and its cycles.
- Is associated with nature’s power, growth, and destruction.
- Its role helps establish the relationship between humanity and the natural world.
Power category: Nature-related divine influence.
Alll-mer — The Ascended God
- Was once human before attaining godhood.
- Represents a major turning point in the world’s religious history.
- His divine power is associated with miracles, sacred rituals, and religious magic.
Power category: Ascended divinity and miracles.
The God of Fear and Hunger
- The Girl can become this god through a particular ending.
- Represents humanity’s suffering and the possibility of change emerging from it.
- Her ascension marks a shift in the relationship between humanity and the gods.
Power category: Godlike power connected to fear, hunger, suffering, and change.
The Sulfur God
- A mysterious divinity connected to Per’kele and the darker side of the Termina story.
- Represents a different, disturbing path of transformation and worship.
- Its full nature is deliberately mysterious.
Power category: Supernatural influence and transformation associated with its followers.
The game also includes other divine and quasi-divine figures, such as the New Gods and the Machine God, whose powers and roles differ. The categories above are broad lore summaries, not a claim that every god has a fully documented list of combat moves.
Part II — Fear & Hunger 2: Termina
- The eight playable contestants
These characters have distinct backgrounds and skill sets. Their abilities range from medicine and mechanics to occult magic, firearms expertise, and hand-to-hand combat.
Abella — The Mechanic
Personality: Practical, brave, capable, and determined.
Skills and abilities:
- Mechanical expertise and repairing or operating machinery.
- Crafting and working with mechanical objects.
- Combat skills suited to a physically capable character.
- Access to skills and crafting recipes based on her background.
Supernatural powers: None inherently. Her strongest abilities are technical and practical.
Daan — The Doctor
Personality: Observant, reserved, analytical, and haunted by his past.
Skills and abilities:
- Medical knowledge and diagnosis.
- Understanding injuries and illnesses.
- Occult abilities connected to his strange experiences.
- His character-specific skills can reveal information about enemies and conditions.
Supernatural powers: He has access to occult-related abilities, but his medical expertise is separate from magic.
Karin — The Journalist
Personality: Sharp-tongued, skeptical, independent, and investigative.
Skills and abilities:
- Journalism, observation, and gathering information.
- Negotiation and social interaction.
- Investigative skills that help her uncover secrets.
- Practical combat and survival abilities.
Supernatural powers: None inherently. Her strength lies in information, judgment, and resourcefulness.
Levi — The Ex-Soldier
Personality: Quiet, troubled, guarded, and shaped by his experiences in war.
Skills and abilities:
- Military training and combat experience.
- Firearms proficiency.
- Specialized marksmanship skills.
- Advanced firearm techniques available through his character skill set.
Supernatural powers: None inherently. His abilities are military and technical rather than magical.
Marcoh — The Boxer
Personality: Strong, disciplined, protective, and more compassionate than his intimidating appearance suggests.
Skills and abilities:
- Bare-fisted combat proficiency.
- Bob and Weave: Improves his ability to evade attacks.
- Perfect Guard: Improves defense and helps prevent limb loss while guarding.
- Counter Stance: Prepares to retaliate against attacks.
- Adrenaline Rush: Increases his attack strength as combat progresses.
- Fast Stance: Improves his speed in battle.
Supernatural powers: None inherently; his specialty is physical combat.
Marina — The Occultist
Personality: Intelligent, curious, resourceful, and interested in occult knowledge.
Skills and abilities:
- Occult knowledge and magical study.
- Engraving and using symbols to gain particular benefits.
- Access to magic through the game’s occult skill systems.
- Researching supernatural phenomena.
Supernatural powers: She can develop magical abilities, but the spells available depend on the player’s choices and the resources acquired.
Olivia — The Botanist
Personality: Thoughtful, determined, intelligent, and deeply concerned about her sister Reila.
Skills and abilities:
- Botanical knowledge and identifying plants.
- Advanced botanical skills that expand her ability to use plant-based resources.
- Crafting and making use of natural materials.
- Scientific observation and practical problem-solving.
Supernatural powers: Her botanical expertise is not automatically magic, although she can acquire supernatural skills during gameplay.
O’saa — The Yellow Mage
Personality: Confident, secretive, calculating, and experienced in the occult.
Skills and abilities:
- Yellow Mage magic.
- Knowledge of rituals and otherworldly forces.
- Access to magical attacks and other spells.
- Occult expertise associated with his connection to Nas’hrah.
Supernatural powers: He is one of the characters most directly associated with magic. His actual spell list depends on the skills he obtains.
- The six non-playable contestants
August
A mysterious, capable figure with a strong connection to the wider history of the series.
Abilities: Experienced combatant, survival skills, and exceptional knowledge of the threats surrounding the festival. His full capabilities are not presented as a conventional player skill tree.
Caligura
A cruel and intimidating criminal.
Abilities: Relies primarily on aggression, physical intimidation, and conventional violence. He has no established innate spellcasting specialty.
Henryk
A chef who initially seems more suited to ordinary life than supernatural horror.
Abilities: Cooking and practical domestic skills. Depending on the game’s events, his role and behaviour can change substantially.
Pav
A soldier with his own agenda and a complicated relationship with the conflict surrounding the festival.
Abilities: Military experience, combat skills, and En Garde, which can provide an advantage when initiating combat in gameplay. His skill set also includes abilities associated with his character’s background.
Samarie
An occult-involved young woman whose personal story is closely connected to Marina.
Abilities: Occult knowledge and unusual supernatural connections. Her story is more important to understanding her powers than a simple list of conventional combat skills.
Kida Tanaka
A businessman who becomes caught up in the festival.
Abilities: Primarily ordinary human capabilities. His importance lies in his changing circumstances and the choices he makes, rather than a well-developed supernatural skill set.
- Major supernatural figures in Termina
Per’kele
A mysterious figure who guides the contestants into the Festival of Termina.
Powers: Supernatural knowledge, powerful combat abilities, and a connection to the Sulfur God. He can manipulate the contestants’ understanding of the festival and offers the protagonist a choice tied to his god.
Reila Audrey Haas — Logic
Reila is central to the White Bunker storyline.
Powers: Her transformation into Logic represents a new form of divinity connected to technology, machinery, and a larger network. This is not the same kind of power as the Old Gods’ ancient magic.
The Kaiser
The mysterious leader of the Bremen military, later revealed to be Le’garde.
Powers: Leadership, military influence, and abilities connected to his history and transformation. His role in the White Bunker is tied to the creation of Logic.
Nas’hrah in Termina
The ancient mage appears again, connected to O’saa.
Powers: Extensive magical knowledge and formidable occult abilities. His exact capabilities differ according to the events and encounters in which he appears.
Father Domek
A religious figure connected to Marina’s background and Prehevil’s history.
Abilities: His importance is primarily religious and narrative. He does not have a clearly established player-style supernatural skill tree.
Pocketcat in Termina
A recurring supernatural figure with a disturbing role in the story.
Powers: Strange supernatural behaviour and connections to the game’s darker entities. His relationship to Daan is especially important in Termina.
Other named or supporting characters include Dr. Kefer, Dalia, the Fortune Teller, Jeeves, Hadil Azif, Riccardo Accardo, the Bandage Man, the Beggar, and the Wretched Being. They have different narrative roles; it would be inaccurate to assign all of them unique supernatural powers when their stories do not establish them.
- Moonscorched forms and their abilities
Moonscorching is one of the most important supernatural phenomena in Termina. Rher’s influence transforms people into monstrous versions associated with their inner conflicts, fears, and circumstances.
Daan — Pocketcat
Daan’s moonscorched fate is associated with Pocketcat.
Abilities: An altered body, supernatural enemy attacks, and abilities associated with his transformed state. This is not simply Daan using his ordinary medical skills.
Abella — Chaugnar
A grotesque, powerful transformation.
Abilities: Heavy physical attacks and a much more monstrous body than her human form.
Karin — Valkyrie
A monstrous form associated with the symbolism of her profession and her relationship with war.
Abilities: A transformed body and dangerous attacks appropriate to her enemy encounter.
Levi — The Monster
Levi’s transformation is linked to the trauma and suffering surrounding his past.
Abilities: Monstrous physical attacks and an altered form that no longer functions like his human soldier body.
Marcoh — The Giant
A massive transformation that contrasts with Marcoh’s human identity.
Abilities: Enormous physical strength and attacks that take advantage of his size.
Marina — The Cocoon
A disturbing transformation that reflects the game’s body-horror themes.
Abilities: A radically altered body and attacks specific to the transformed enemy.
Olivia — Weeping Scope
Olivia’s transformed form is distinct from her human appearance and everyday botanical expertise.
Abilities: Specialised enemy attacks associated with the transformed body.
O’saa — Mastermind
A transformed state that contrasts with O’saa’s identity as a Yellow Mage.
Abilities: Dangerous transformed-enemy attacks. His human magical abilities should not automatically be attributed to this form.
The names above identify the principal forms associated with the playable contestants. Moonscorched transformations are not normal abilities that characters can freely activate; they are supernatural changes that occur under particular story conditions.
- Guards, enemies, and monsters
These are enemy categories, not all individual named characters. Each enemy has its own attack patterns, resistances, and vulnerabilities.
Guard
A human enemy corrupted by the dungeon.
Abilities: Physical attacks and attacks that can cause serious injuries. Its danger comes from its attack patterns and the dungeon’s corruption, not a broad set of spells.
Elite Guard
A stronger, more dangerous variant of the Guard.
Abilities: Powerful melee attacks, attacks capable of causing limb loss, and a multi-hit attack called Mad Rush. It can also use a morning star and inflict debilitating injuries.
Crow Mauler
One of the first game’s most infamous monsters.
Abilities: Powerful physical attacks and a dangerous beak attack. It is a major threat because of its strength and the consequences of its attacks.
Maneba
A strange, hostile creature encountered in the dungeon.
Abilities: Unusual physical attacks and enemy-specific combat behaviours. Its threat comes from its alien biology rather than human combat training.
Harvestman
A disturbing creature found among the dungeon’s monsters.
Abilities: Hostile physical attacks and unusual anatomy. Its exact attack set depends on the particular encounter.
Cave Gnomes
Small hostile creatures encountered underground.
Abilities: Physical attacks and enemy-specific behaviour. They are not gods or powerful spellcasters.
Ghouls
Undead-like creatures that can also become allies in certain circumstances.
Abilities: Physical attacks and the ability to fight as party members when recruited. Their usefulness depends on their condition and the battle.
Bobbies — Termina
Hostile figures encountered in Prehevil.
Abilities: Dangerous attacks using their physical strength and equipment. They are human-like threats rather than gods.
Needles
A dangerous, recurring enemy in Termina.
Abilities: A distinctive enemy attack set and unusual behaviour that make encounters unpredictable. Needles is a named enemy, not merely a generic monster.
Stitches
A hostile enemy with a disturbing appearance.
Abilities: Enemy-specific attacks and unusual physical characteristics. Its abilities should be distinguished from those of other transformed inhabitants.
Other enemies and supernatural creatures include Dark Priests, Moonless Guards, the Night Lurch, the Heartless One, the Lady of the Moon, the Man in Black, Rancid the Sergal, and various dungeon creatures and moonscorched inhabitants. A complete bestiary would need a separate entry for each creature’s attacks, resistances, location, and lore.
- The major settings and what powers operate there
The Dungeons of Fear & Hunger
A prison filled with traps, hostile creatures, corrupted humans, and traces of ancient divine power. The dungeon itself is dangerous, but it is not a character with a conventional skill set.
Ma’habre
An ancient city associated with the gods and the New Gods. It contains powerful supernatural beings, ruins, and secrets about ascension.
Prehevil
The central city of Termina. Rher’s influence has transformed its inhabitants, and the city becomes the stage for the contestants’ struggle.
The White Bunker
A technological facility tied to the Kaiser and Reila’s transformation into Logic. Its story explores technology and a new kind of godhood.
The Hollow Tower
A location tied to the later stages of the festival and the confrontation with Per’kele. It is crucial to the endings involving the Sulfur God.
- The biggest difference between the two games
Category Fear & Hunger Termina Main source of danger Dungeon monsters, traps, ancient gods Moonscorching, contestants, monsters, and the festival Human abilities Combat, hunting, survival, occult studies Medicine, mechanics, firearms, boxing, journalism, botany, occult magic Supernatural transformation Corruption and ascension Moonscorching and divine influence Major new form of power The God of Fear and Hunger Logic, the Machine God Central conflict Le’garde, the dungeon, and the gods Surviving the festival and uncovering its purpose
The two games share a universe, but their characters don’t all have the same powers or abilities.
One final accuracy note: this is a broad encyclopedia-style overview, not literally every skill, enemy move, item effect, NPC, and ending variation. The official skill lists alone contain many individual entries, so claiming that every single ability has been covered here would be misleading.
The next level of detail would be a proper character-by-character ability database, listing every named skill and spell, every boss’s moves, and every enemy’s special attacks separately.
Prison guards are one of the first types of enemies encountered in Fear & Hunger. They are formidable opponents, greatly representative of the dangers one might expect deeper in the dungeons. The elite guards and the Moonless guards are stronger variants of the prison guards.
The guards are potentially the first enemy encountered after entering the main gates to the dungeons, on the Level 1 Entrance, which is filled with them. More are featured in the Level 3 Prisons and Level 7 Catacombs. Guards encountered at level 7 may be pollinated.
Upon seeing the player, he will instantly give chase at a great pace, and is very likely to catch up to the player unless player has means of escape or haste.
If the player wears a guard disguise (able to be crafted after reading Assassin's Handbook I and killing and skinning two guards) all regular and elite guards will ignore them. If the player becomes the Abominable Marriage, the guards will also ignore them. Neither of these conditions apply to pollinated guards, who are always hostile.
the player is defeated by a prison guard, there is a chance that the player will survive at the cost of their legs being disabled. They will either be thrown into the flesh piles of the blood pit or carried into a cell in the prisons. In the case of the latter, they will be anally raped by the guard if his stinger is still intact and left with the Severe Bleeding status effect. Loot
There are the various sets of items dropped by the melee variant:
Meat Pie and Moldy Bread Meat Cleaver and Loincloth Small key Arm, Leg, and a Skeletal Arm The ballista variant usually carries arrows.
If you have the Assassin's handbook and Skinning knife, they can be skinned to obtain a Guard skin, which can then be used to craft a disguise.
The Elite Guard is an enemy encountered in Fear & Hunger. It is a much stronger variant of the Guard and is found deeper in the dungeons.
The elite guards are much more scarcely located because of the challenge they impose, so there is always only one found in specific locations. They might be encountered in Floor 1 - Inner Hall (around the sacrifice altar with the dark priests), Floor 3 - Prisons (next to the lever), Floor 3 - Basement (graveyard area) or Floor 7 - Catacombs (next to Le'garde's cell
There is a unique death sequence that has a chance to trigger if defeated by him. The Elite Guard will take the unconscious player character to a hidden cell room then slowly pummel the player, using its Morningstar mace, only stopping once every few seconds to laugh maniacally. The player can crawl around in this sequence but the menu is disabled, it is inescapable. The player has the option to move to reach the door to the room, only to find it locked, likely done so to taunt the player character. After mauling the player 3 times, the Elite Guard will deal the final blow, killing them. The Elite Guard patrolling Le'garde's cell has a defined pattern. It walks from left to right on a loop, making it easier to open Le'garde's door without triggering combat
Cavedwellers are pale-skinned beings that dwell within the areas around the Level 6 Mines. They inhabit a small village and mostly quietly walk around. The village's culture is extremely primitive and tribal-like. There are several human skulls in a ritualistic setting throughout the village's houses. Being tied off from sunlight and the world, their resources are scarce - their only source of food seems to be cave moss and they only use basic tools for attacking - rocks, or, in the better case, a spear.
They do not attack the player unless the player either:
Interrupts the fight between them and D'arce Interrupts intercourse between two Cavedwellers found in a small house Attacks one of them while they remain peaceful Picks up the Cube of the Depths Doing any of these actions will cause the entire Cavedweller village hostile against the player and attack on sight. The Cube of the Depths is an exception - the cavedwellers will not become angered if the player picks it up while they wear the Stone crown.
There's a 10% chance that all Cavedwellers will be dead, massacred by 2 Moonless Guard, one just at the entrance of the altar of darkness, and one before the stairs to go to the altar of darkness. This is completely random and is determined at the beginning of the run, it has nothing to do with time or other factors. the two cavedwellers at the top left corner will remain untouched and it will still be possible to add D'arce to the player's party in said scenario. Cavedweller Merchant
Among the beings in the village, a Cavedweller wearing a yellow hat (resembling the hats of yellow mages) can be found sitting on a rug. If the player has not angered the Cavedwellers, the player will be able to buy useful items from her. The merchant has two different sets of products that she can sell, this is chosen at the beginning of the run, each one with an equal chance of 50%.
Cahara is a playable character and a potential party member in Fear & Hunger. A mercenary, he is known for his dirty tactics in battle and crafty ways of gaining the advantage, doing whatever brings the silver to the table.
ADVERTISEMENT Appearance
Cahara materializes as a youthful male visage, ensconced in the ambiguous temporal bracket commonly alluded to as one's 'mid-twenties'. His tresses and ocular features oscillate between a chromatic spectrum of grey and an occasional, almost ethereal, blue—each hue captured in various visual representations, thus problematizing any definitive chromatic interpretation. Adorning his corporeal form is an ensemble comprising obsidian-hued trousers, a vestment crafted from what one could surmise to be leather, and elongated gloves that, too, reside within the same tonal family of noir. Personality
Born with a soul of the endless, Cahara is a free-spirited and creative person, not easily bound by responsibilities or authorities. Following a harsh upbringing, he became a ruthless and opportunistic thief, more than willing to use cheap tricks to survive and gain the upper hand.
Cahara is a greedy man with an obsession for treasure. When arriving at Ma'habre, his first thoughts are of looting the ancient city.
He seems to be the most "normal/average" among the playable characters, having no strong ties to the Dungeons of Fear & Hunger or the otherworldly powers present within it. True to his title, he is simply a mercenary who was hired to find somebody, oblivious to the greater schemes at hand.
In his S ending, after surviving the horrors of the dungeon and obtaining a life of luxury, Cahara is still unable to feel at peace, as he suffers from severe cases of PTSD and scotophobia.
If the player is using Ragnvaldr or Enki as the main character and chooses to show love to Cahara, he will briefly mention past sexual experiences with men, making him canonically bisexual.
Cahara, also known as The Mercenary, was born with an Endless soul, a force that drove him to constantly yearn for freedom and explore the depths of his creativity. Unfortunately, life in the capital of the Eastern Sanctuaries, Jettaiah, would prove itself to be very harsh and unforgiving for Cahara, as he was abandoned and left to fend for himself by his parents when he was just a child.
To survive in the capital, a young Cahara was forced to make a difficult decision: to become a pickpocket, a burglar or to struggle by trying to lead an honest life as a merchant. Regardless of which career path he chose, his endless soul craved more than a mundane existence and when he grew older, Cahara would abandon his previous career and join various mercenary armies, mastering the dirtiest tricks to stay alive.
Eventually, he was taken in by a notorious veteran highwayman and became a member of his small band of criminals and ex-soldiers. Together, they traveled the lands, raiding and pillaging, until Cahara found himself settling down in the Kingdom of Rondon. Now in a new land, Cahara would make a living for himself by working in the Kingdom's underworld, tempted by the promise of money and opportunity. Fear & Hunger
During his stay in Rondon, Cahara would end up becoming romantically involved with Celeste, a prostitute who was trapped in indentured servitude at one of the kingdom's brothels. His relationship with her is what presumably made him decide to delve into the Dungeons of Fear & Hunger in search of Le'garde, as the money offered by his bounty would allow Cahara to free Celeste. The fact that Celeste was pregnant may have strengthened his determination to earn enough money to buy her freedom.
Despite feeling a sense of unease about the task from the outset, Cahara nevertheless accepted it, as he was promised a handsome reward if he was successful. In the event that Cahara is not selected as the main character, he will inevitably be captured and locked in a cell, with it being implied that he may have possibly been subjected to sexual assault by his captors.
Fear & Hunger 2: Termina
Cahara's fate after the events of Fear & Hunger is a mystery, as there is no reference to him in Fear & Hunger 2: Termina. Ragnvaldr and Enki are both confirmed to have survived, and the presence of Le'garde as the Kaiser with a skinless true form suggests that D'arce survived to resurrect Le'garde as shown in her S Ending. Therefore, since the God of Fear and Hunger exists in Termina, this leaves Cahara as the one most likely to have escorted the Girl to the Altar of Darkness and died during her ascension.
D'arce Cataliss is a playable character, potential party member and enemy in Fear & Hunger. A knight with pure and righteous ways of the warrior, she has being trained in combat since childhood and excels in close combat with different weaponry.
Lore
"The trusted knight of the propheticed one. She seems awfully dim standing next to the blinding shimmer of the one... But it might be wrong to misjudge her potential..." THE NEW GODS OF THE GRAND HALL ON D'ARCE
A daughter of a wealthy family of nobles in the Kingdom of Rondon, D'arce was born with a Domination soul, an essence that compelled her to assert control over those in her midst. This innate quality rendered her a natural leader, yet it also made her reluctant to engage in self-reflection. In her youth, it was decided that D'arce would become a holy knight, a decision that set her on the path of squireship and rigorous training. Through intensive drills and frequent sparring sessions sculpted D'arce into a skilled, strong and firm warrior.
D'arce became a full-fledged knight and an invaluable asset to Rondon's military. However, the passage of time wore away D'arce's allegiance to the holy knights. She recognized the dissonance between Rondon's professed divine mission and the reality that only the privileged elite reaped the rewards of battle. Disgusted by the incessant pursuit of self-serving conquest and bloodshed, a disillusioned D'arce contemplated renouncing her knighthood. Such considerations were met with stern opposition from her family, who threatened to disown her for daring to entertain such notions.
Amid her disillusionment, D'arce encountered the Knights of the Midnight Sun, a small band of mercenaries led by the charismatic Le'garde. Holding the same disdain for Rondon's corruption and hypocrisy, Le'garde easily persuaded D'arce to join his cause. Due to her prior training and experience, she was granted a prominent position within the group. The Knights of the Midnight Sun burgeoned in both number and influence as recruits flocked to Le'garde's banner.
Despite the Kingdom of Rondon initially employing the Knights' services, Le'garde's increasing power made him a liability to Rondon's rule. As tensions escalated, Le'garde withdrew into isolation, immersing himself in the study of occult texts and ancient artifacts. He suddenly ordered his army to raid the Kingdom of Oldegård and retrieve a specific artifact. D'arce cautioned against the order, failing to see the benefit and concerned about the damage such an action could do to Le'garde's reputation, but Le'garde was adamant.
The ensuing raid was successful, but it also incurred the wrath of Rondon, who seized the opportunity to turn the common folk against Le'garde and order his arrest. Surrounded by Rondon's armies, D'arce and her comrades fought bravely, but were outmatched. Le'garde was captured, and the Knights were killed nearly to a man. Narrowly escaping the battlefield, D'arce resolved to personally rescue Le'garde and save him from execution at any cost. She set off for the foreboding fortress where Le'garde was being held: the Dungeons of Fear & Hunger. Recruitment
When not playing as D'arce, she can be found at the Cavedwellers' village. Upon entering the area, the player will find D'arce being attacked by a Cavedweller due to her failed attempt at trying to stop a sacrificial ritual and will be given the choice to either fight her assailant and save her or ignore the situation allowing her to be killed. If the player intervenes, all Cavedwellers will become hostile. Afterward, D'arce will join the player's party if asked. D'arce comes equipped with a long sword, an eagle crest shield and plate mail and knows the skills Fast Attack and Defence Stance. Unique Interactions
If D'arce is in the party and the player finds Le'garde alive but refuses or is unable to let him join the party, D'arce will stay behind with him until both are recruited.
While playing as the Outlander, the player has the option to immediately kill Le'garde upon finding him alive in his cell. If D'arce is in the party, doing so will enrage her and cause her to attack. She can be convinced to stop the fight with Talk, but she will then leave the party and cannot be interacted with for the rest of the game.
If Ragnvaldr and Le'garde are in the same party in Ma'habre, Ragnvaldr will attack Le'garde shortly after the dialogue at the gates. The player will be given the option to intervene and help Le'garde fight Ragnvaldr; if this is not taken, Ragnvaldr will kill Le'garde. If D'arce is in the party, letting Le'garde die will enrage her and she will attack. Attributes
Stat Starting Value Attack 30 Defense 16 M.Attack 16 M.Defense 16 Agility 10 Luck 32 Gameplay
Book memories knight D'arce's page in the "Book of memories" If chosen as the protagonist, D'arce has the Domination soul. She can later learn Leg sweep and Counter. Using a Book of memories will teach her Counter.
If the player opts to play the intro when starting a new game, the options are as follows:
"When you saw the sword coming your way, you..." "Quickly stepped aside and dodged it." D'arce learns Fast stance. "Raised your buckler in defence." D'arce learns Defence stance. "... your family insisted - no, demanded you to stay as a holy knight, or else you'd bring great shame to their noble family." "Break ties with your family and run away." Nothing. But this option enables the Dash skill if the player later chooses to "Rush straight after him." when departing. "Listen to your family and stay as a holy knight." D'arce gets 20 Silver coins. D'arce can start with different equipment depending on which option the player chooses during the intro, when the Rondon army attacks the army D'arce is with.
"... you had to choose which position to take in the oncoming encounter." "Spearhead the coming assault." Gives D'arce Iron spear (+45 Attack, 2h) Iron cuirass (+30 Defense) Arm guards (+10 Defense, cannot lose arms) "Take the rear and manage defences." Gives D'arce Long sword (+35 Attack) Eagle crest shield (+20 Defense) Plate mail (+40 Defense) Leg guards (+10 Defense) "Before leaving on your desperate journey, you decided to stock up on equipment and items..." "Stock up on equipment." You get 7 Tinderboxes, a Quill, and a Blue vial. "Stock up on food." You get 3 Dried meat, a Moldy bread, and Cheese. "Rush straight after him." D'arce learns Dash. However, this option is disabled if the player chooses to "Stay as a holy knight." and instead is rewarded the 20 Silver coins. Endings
This character is needed or has special interactions in the following endings:
Ending C Ending C-II Ending E Ending S - "The true god of Fear and Hunger" Trivia
D'arce's design seems to be based on popular depictions of Joan of Arc, the French historical figure - more specifically from the movie The Messenger (1999). Her name is taken from Joan of Arc's French name, Jeanne d'Arc. "Jeanne" is also the name of one of the knights accompanying Buckman. D'arce's character loosely resembles that of Casca from Berserk. Both characters are female knights who serve mercenary leaders - Le'garde and Griffith - whom they are intensely loyal to. A leader who later falls into conflict with a male scarred warriors - Ragnvaldr and Guts - who wants to kill them. This is where the similarities end for anyone that has actually read Berserk and has been confirmed by Miro to be a coincidence. When asking to perform a Marriage, D'arce will reveal that she is a virgin. As a New God, D'arce's armor strongly resembles that of Francòis. This is done as both individuals possess the Domination Soul.
Le'garde is a character in Fear and Hunger, serving as the main plot point that leads to the player coming to the Dungeons of Fear and Hunger.
After the events of the first game, Le'garde would reappear in Fear & Hunger 2: Termina, under the moniker of Kaiser.
Lore
"The chosen entity... Tales, both penned and crooned, flutter around this being even in the throes of his mortality. The genesis of the prophecy remains ensconced in the veils of ambiguity—yet its veracity is doubtlessly disputable. The man, however, remains an enigmatic spectacle. Distinctive and uncanny, his role in the grand tapestry of fate is obscure, but indubitably, he has ignited an expansive conflagration..." THE NEW GODS, MUSING UPON THE ENIGMA OF LE'GARDE.
Le'garde, a formidable figure, helmed the mercurial league known as the Knights of the Midnight Sun. Within his fold stood the likes of D'arce Cataliss, a shadow in his luminous aura. Deemed the harbinger of unification, he sought the mysterious Cube of the Depths, venturing to invade the realms of Oldegård. Fate, however, veered him towards the cryptic depths of the dungeon. Yet, the oblivion that Le'garde asserts as his mental state is but an intricate ruse, an artifice crafted to ensnare unsuspecting souls into the abyss of Ma'habre, aiding his ascendancy to divine omnipotence. As Le'garde's mortal coil unravels, Nosramus illuminates the grand narrative: a choreographed confinement aimed at transcendence to a sublime echelon of godhood. Each nascent deity harbors a quintessential soul essence—Chambara with his tormented psyche, Valteil's luminous spirit, Nilvan's perpetual essence, and the commanding aura of Francois. Le'garde's gambit was to amalgamate these essences: agony from the dungeon's tribulations, enlightenment via the cube, perpetuity through dreamy rendezvous with Nilvan, and dominion via his conquests. This positions him to potentially eclipse the splendor of the nascent pantheon. Nosramus ponders upon this trajectory, describing it as "not the quintessential odyssey, yet... a captivating chronicle to unravel...". Attributes
Stat Starting Value Attack 30 Defense 16 M.Attack 16 M.Defense 16 Agility 10 Luck 32 Le'garde starts with Plate mail (Defense +40) and a Short sword (+10 Attack). He knows the move Leg Sweep, an attack that costs 20 Mind and requires a light sword, and attacks the legs of every enemy.
He is not a viable choice for a Marriage; if the player chooses to show love to him at the altars, he will refuse. Recruitment
Le'garde can be found in the Level 7-Catacombs in the rightmost area, behind iron bars. Le'garde is the reason that the player's character is visiting the dungeon, and the main characters and The Girl, if present at the scene where he is found, will comment on his condition or speak to him, depending on whether or not he's alive at the time. The conditions that determine whether Le'garde is alive or dead are time-based. Reaching him within 30 minutes of starting a run will result in him being found alive, while taking longer will result in him already being dead.
The best strategy to reach Le'garde on time is to make the protagonist learn the Dash skill, allowing the player to move in and around the levels with ease, as well as run past enemies.
There are 3 ways to reach the Level 7-Catacombs:
The Cave Dweller Village: Going to the left or front entrance from the start, then descending down to Level 3-Prisons and lowering the elevator to Level 2-Blood Pit. Going left is faster because you can use the switch on your way to Level 2-Blood Pit. The switch for this is connected to a room by a small door. This will take one down to the Level 4-Caverns. From there, proceed to the Level 5-Mines and there is an option to either go left and use an explosive vile on a rubble pile (which opens up a shortcut between the entrance of the mines and the southern entrance of the Level 7-Catacombs). This is the fastest and safest way to reach Le'garde. Or go right and continue on to the Cave Dweller Village. Within the village center will be a wooden platform with a hole leading deeper into the mines. Jumping down this hole will lead one to the Wolf Orgy area, from which you can proceed north and eventually reach the southern entrance of the Level 7-Catacombs. This method is not recommended however, as it is likely to take longer than the allotted time to find Le'garde alive unless one is highly practised. It should be noted though, that it is possible to also get the Cube of the Depths simultaneously while taking this route, but doing so will take even more time that Le'garde does not have. The Thicket: After picking up the Mock-up Book in the Level 1-Entrance library area, proceed through the courtyard and into the Level 1-Inner Hall. From there, locate the inner hall's library, and against the back wall will be a hidden exit blocked by a bookcase. Interact with said bookcase to place the mockup-book inside, and the way forward will open to Level 1-Backyard. In the eastern corner there will be a pile of rubble, which can be cleared with an explosive vile, giving access to the Hidden Backyard and the Level 2-Thicket. Proceeding through the thicket (by avoiding the Mumblers, finding hidden doorways by interacting with it's walls, and falling down two holes which appear in the Level 2 area and Level 5 areas) will eventually lead one to fall into the Level 7-Catacombs via a hole in the roof. From there it is as simple as proceeding down and right until one reaches the first iron door (which is unlocked), behind which will be Le'garde. The Prisons: Within the Level 3-Prisons area is a locked bird-cage like section with stairs leading down into the Level-7 Catacombs. Proceeding through this door will require the Player to either A: Crit it with a hit (possibly 800+ damage from a Crude Sword or Miasma), or B: Break it down by assembling several characters. Once the door is opened, proceed down the spiral staircase until it eventually ends at the Northern entrance to Level 7-Catacombs. From there, proceed down and then right all the way until the end of the level, where the unlocked iron door leading to Le'garde's cell is. Iron Shakespear's key no longer opens this door, nor does Lockpicking work on it. It can only be opened with brute force or from the inside, so this strategy is probably the least doable. He will claim to have amnesia if he is alive, although he can remember his name, and will ask to join the party. He will remain in this space until recruited if the player does not recruit him then. D'arce will stay with him until both of them are recruited if she is in the party when the player does not recruit him.
Upon recruitment, he will leave some hints at the city's existence, such as stopping in the hall with the door to say he's sensing something, and refusing to leave with the player's party if trying to get the escape ending, giving the player a choice to either part ways or to stay a little more and continue playing. Trivia
The inspiration for this character seems to be from Griffith, a main protagonist and main antagonist later in the manga series, Berserk, by Kentaro Miura. In the game files, Le'garde has some unused animations for committing , using the bow, carrying the Demon kid, being tortured by Trortur, having with the Bunnymasks and being raped by the Guard. These are animations that usually only apply to the selectable protagonists. This is due to the fact that Le'garde was a selectable character in the earliest beta versions of Fear & Hunger. You cannot sacrifice Le'garde. Attempting to do so will make Le'garde comment on how you came all the way to rescue him just to be sacrificed at a ritual circle, and that his purpose is higher than that. Nothing will happen after that, though.
If the player is defeated by a prison guard, there is a chance that the player will survive at the cost of their legs being disabled. They will either be thrown into the flesh piles of the blood pit or carried into a cell in the prisons. In the case of the latter, they will be anally raped by the guard if his stinger is still intact and left with the Severe Bleeding status effect
"Overwhelming physical strength and endless lust that is only weakened by their loneliness. It manifests in their final form."
- The New Gods when asked about the Guard. The Kingdom of Rondon enlisted these guards to serve within the prisons of the Dungeons of Fear and Hunger. Their allegiance appeared to lie under the command of Captain Rudimer, who soon began to find next to impossible to keep any kind of order among his troops as the dungeons began to be corrupted by its madness.
As the corruption emanating from the dungeons began to diffuse, these very guards who patrolled its corridors would inevitably fall prey to its influences. Those who evaded the clutches of death at the hands of the Dark Priests and other horrifying monsters, would eventually find themselves succumbing to the madness and committing horrors against each other. The remaining guards would come to be characterized by their formidable physical might and insatiable lust, which is hindered only by their loneliness.
Now, as mutated monsters, the guards would continue their work of protecting the dungeons from intruders, although they would continue to do so in order to fulfill their violent and lustful desires, rather than a sense of duty or monetary reasons. Despite their monstrous physique, marked by deformities, their most prominent feature is the transformation of their reproductive organs into a massive, taloned appendage, aptly referred to as a "stinger".
The Guard is an enormous, heavily muscular humanoid man with an exceptionally broad, imposing build. His body features massive shoulders, thick upper arms, bulging forearms, a broad chest, and a deeply defined abdomen. His skin is covered in irregular patches of pale cream, grayish white, reddish-brown, and dark brown, creating a mottled appearance across his head, torso, arms, and legs. The uneven coloration makes his skin look rough, weathered, and almost stone-like. His head is relatively small compared to his massive body. He has a broad, heavy face, a prominent nose, a thick brow, and a downturned mouth that gives him a stern, intimidating expression. His eyes appear partially closed beneath his heavy brow, and his head appears bald or closely shaven, with dark shading around the sides. His legs are thick and powerful, with muscular thighs and sturdy calves. Like the rest of his body, they are covered in contrasting pale and dark patches. He has large, bare feet with thick toes and a rugged appearance. Between his legs, beneath the front of his skirt, hangs his stringer(His and His Weapon), a long, pale, fleshy anatomical feature. It has a tapered, irregular shape and a wrinkled appearance, contrasting with the darker coloration of his surrounding skin. Outfit and Accessories Dark leather harness: Two thick, dark straps cross over his bare chest and shoulders, forming an X-like arrangement across his torso. They meet at the center of his chest at a large, circular metal fitting with a dull, weathered gray finish. Pleated battle skirt: He wears a short, dark gray skirt around his waist, constructed from thick, overlapping pleated panels. The panels hang unevenly around his upper thighs, resembling a primitive warrior's battle garment. Leg bindings: Both lower legs are wrapped in multiple layers of grayish, off-white material. The strips are tightly wound but uneven, giving them a rough, practical appearance. Bare feet: He wears no visible shoes or sandals, leaving his large feet exposed. Oversized cleaver: In his right hand, he holds a massive butcher's cleaver with a thick, dark handle and a broad, rectangular steel blade. The blade is weathered gray, with a lighter cutting edge and reddish-brown stains across its surface.
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