Out Of Hands

Out Of Hands

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Out of Hands Ultimate Compendium | All achievements, cards, and body parts
By Rhodo
A text codex of everything the game has to offer with as few spoilers as possible for those looking to find missing cards, get achievements, or just see what stuff does. Will be updated as the game updates.
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Introduction
This guide has been made for those looking to uncover everything the game has. This guide will provide as few spoilers as possible, however it is unavoidable when covering everything. This is NOT a walkthrough, nor a build or synergies guide. Generally it is possible to obtain everything by clicking on every node in the game, but some parts are decently hidden. I highly recommend beating the game on your own first and only resorting to this guide if you're stuck or are missing some things.
Achivements
For most of these achievements, going through a different ending or just revisiting the Dream World will allow you find the missing achievements. IF you miss the ones in Missable, however, you will have to start a new cycle to get them.


Story Related


First Encounter
In Ch. 1, defeat the Antler Demon for the first time
Empty Box
Defeat the final boss of Ch. 1.
Eternal Wait
In Ch. 2, after defeating the encounter in front of the post office, interact with the bench and do the sequence that follows. Also a phantom-related achievement
Sickness Begone
Defeat the final boss of Ch. 2
Shattered Dreams
Defeat the final boss of Ch. 3
Light in the Mist
Obtain the Lantern from the right of the vending machine in the forest. Also a phantom-related achievement.
Soul Crushing
In Ch. 4, cross the river.
Knowledge Pill
In the Blue or Green Endings, interact with the Door Eyes in the campus building. Missable for the Green Ending.
Poison Apple
In the Red Ending, interact with the Door Eyes in the campus building.
Escaping Darkness
In the Red Ending, fall in the hole in room A203, then struggle out.
Back To Reality
Complete the Blue Ending
A Long, Sleepless Night
At the end of the Blue Ending, interact with the bed instead of the door.
Become As One
Complete the Red Ending
Dream Eternal
Complete the Green Ending


Phantoms


Poetry and the Stage
In Ch. 1, get the Administrator's Key from the small courtyard outside, then unlock the middle door of the campus building. Go inside, and defeat the encounter in the Empty Room
Cleanup Job
In Ch. 2, defeat the encounter blocking the left door of the campus building, then go inside and upstairs and defeat the encounter in the Utility Room.
Weeping Head
In Ch. 2, after obtaining the Verity Eyes from the Void Railway, go back to Kafka Block and go into the room on 3F that requires them.
Say Cheese
In Ch. 3, dig near the tree outside until you get the Stange Game Disk. Bring it back to Kafka Block in Ch. 2 and interact with the computer on 4F, then start the secret encounter within.
Break Through
In Ch. 3, get the password from the telescopes in the main area, then take it to the tip-left corner of the apartment building and defeat the encounter within.
Ship on the Sands
In Ch. 4, there is a boat in the woods down and left of the vending machine. Sit in it, and defeat the encounter.
Perilous Heights
After obtaining the Step Ladder from the phantoms, bring it to the Endless Stairway above the elevator on 4F of Kafka Block in Ch. 2.
Burning Desire
In Ch. 4, after obtaining the Lantern, go back to where you got the Axe and defeat the secret encounter.
Masquerade
Help all of the phantoms.


Artifact Related


Twin Ouroboros
Grab a second Messy Tape when holding one already.
Saber's Arrival
Two-hand the Paper Roll, then let an enemy reduce its power to 0.
Brick Layer
Defeat an upper-row enemy with the Brick.
Family Battle
Grab a single TV Remote with all 4 Hands.
We Are Your Father
Grab a single Light Sword with all 4 Hands.
Mad Sublime
Have a Mad King's Coin reach a power of 31 or more, through coin flips and/or upgrades
Bulb Swallower
While holding a Light Bulb, drag it to the Mirror.
Aladdin's Lamp
In one battle, have the Lamp attack a total of 30 times. This does not have to be in one turn.
Awful Dream
Use a Nightmare Giftbox on the heart, then wait for your max HP to hit 1.


Combat
The Protector
During the first phase of the Blue Ending's final boss, don't let Her die until the turn count is up.
It Was Jammed
In Ch. 4, during the Vending Machine fight, use Knuckle Dusters on the machine itself when it is vulnerable


Missable


The Little Match Girl
In Ch. 1 only, enter the Clearing through the mirror after defeating the Antler Demon for the 4th time, then wish upon the Antler Demon 5 times.
Scrounger
In Ch. 3, beg the Antler Demon in the clock tower for aid 3 times.
Slumber Arrives
In Ch. 2, defeat the encounter outside of the office building. Do the same for Ch. 3, then bring the Tattered SOS Note back to Ch. 2 and defeat the secret encounter in the office building. PROGRESSING TOO FAR CAN LOCK YOU OUT OF THIS ACHIEVEMENT (most likely a bug)


Completion


Fairest Of Them All
After obtaining all Eyes and Mouths, interact with a Mirror of Faces to see your collection.
Connoisseur
After obtaining every Artifact in the game, interact with the Card Collection in the Room of Pain to see your collection. You will have to interact with the entities at the top of the Endless Stairway in order to get the cards from memories you did not select unless you want to run NG+ 2 times.
Artifacts
Below this section are all of the weapons, items, and myths you can obtain to use in your deck. For these, some keywords will reappear, here's a key for them:

Melee - These weapons can only hit a back row target if they have no connected enemies.
Ranged - These weapons can target any enemy in any row.
Sweep - These weapons will hit the closest targets to the left and right of the initial target. The weapon attacks follow the same targeting rules as melee.
Items - These are not weapons and are unaffected by anything that activates alongside them. They will perform an action when held or when used on a weapon or the Heart.
Medicine - These apply an effect when picked up. Picking them up with a full Hand will not swap the item but rather activate the medicine while keeping the artifact in Hand.
Myth - These activate on pick up, like medicine does, however they cost Life rather than Energy. These make them effectively free medicine, as long as you can pay the toll.

Bleed - This will cause damage to the bleeding target at the end of your turn equal to the stack number, then decreases the number by 1.
Barrier - While a target has Barrier, it reduces all damage by the number shown. This can reduce damage to 0.
Multihand X - Some weapons can be held with X number of hands, allowing it to do something else at the cost of 1 Energy and a Hand slot.
Split - Changes the item into two other items if grabbed by a second unopened hand. Similar to Multihand but doesn't cost Energy.
Crimson Rain - A debuff only applied to your cards, Mirror, and Hands. Disables the target afflicted and make them unable to be used, triggered, or picked up until the Rain is removed from killing enemies (-1 Rain per enemy) or directly attacked.
Melee Weapons
Name
Power
Stack Count
Effect
Location
Steel Ruler
8
1
If it kills an enemy, the next weapon attack does double damage
Starting Deck
Fountain Pen
4
2
None
Starting Deck
Clothesline
2
3
None
Ch. 2, defeat the encounter in Kafka Block's left room on 2F
Finger Eraser
4
1
If this kills an enemy, restore 1 Energy
Trinity Choice from vending machines
Tapered Needle
8
1
Excess damage dealt to a midfield target is done to its connected upper-row target.
Ch. 1, Defeat the Antler Demon for the first time
Umbrella
8
1
If used on the Heart, convert it into Opened Umbrella (Item, takes damage for the Heart and reflects it to a random target)
Ch. 2, in front of the elevator on 2F
Past Papers: 3 Years
2
1
Hits 3 times
Ch. 1, cafeteria vending machine (30 coins, must buy Real Exams: 4 Years first)
Arcane Measuring Tape
6
1
Deals double damage to upper-row targets
Trinity Choice from vending machines
Set Square
8
1
Takes damage for the Heart first, excess damage is dealt to the Heart
Ch. 1, defeat the encounter in the 1F Shared Classroom
Table Tennis Racket
8
1
Excess damage is dealt to the lowest health target (does not have to be close or connected)
Ch. 1, defeat the encounter on the playground
Stapler
6
1
Excess damage is dealt to each adjacent enemy. This continues until there is no more excess damage
Ch. 2, defeat the encounter in front of the Office Building
Thought Seal
8
1
Damaged midfield targets do damage equal to their remaining health to their connected upper-row targets
Trinity Choice from vending machines starting in Ch. 4
Popsicle
0
1
Disables all midfield enemies' abilities (they will still attack at the end of turn). Can only attack the midfield.
Ch. 1, Shopkeeper, you need the Popsicle Voucher
Rollerball Pen
8
1
Gains 1 damage while in hand when you pick up an artifact (this includes itself)
Trinity Choice from vending machines
Knuckledusters
3
2
Ignores any Barrier effects
Trinity Choice from vending machines
Knife
2
2
Also causes Bleed equal to its damage
Trinity Choice from vending machines
Portable Candle
3
2
While held, enemies can't hide their health.
Ch. 1, defeat the encounter in the Empty Room
Entry Exams: 5 Years
5
1
Ignores barriers. Hits 2 times.
Ch. 3, defeat the up-right encounter in the Void Railway, Old Books memory
Plant Toy
3
2
Does double damage against enemies suffering from Bleed
Ch. 3, vending machine outside (10 coins)
Super Racket
6
2
Multihand 4 - gain 6 power. Excess damage is dealt to the enemy with the lowest health, with that excess damage repeating until all damage has been dealt
Ch. 4, vending machine in the woods (10 coins)
TV Remote
4
2
Multihand 4, increases damage by 2 per hand. Deals its damage -1 to the rightmost enemy in the same row, this repeats while reducing the damage by 1 each time until damage is 0.
Ch. 4, vending machine in the woods (30 coins)
Glass
5
1
Increases damage by 1 while held if you defeat an enemy.
Ch. 4, defeat the encounter in the boat in the middle of the woods
Tuning Fork
5
1
Does no damage to initial target, instead doing it to the two enemies adjacent (they can be on different rows, prioritizing midfield)
Ch. 1, playground vending machine (10 coins)
Chopsticks
4
1
If this kills an enemy, restore 1 Energy. Split - Single Chopstick : same damage, 1 stack, melee weapon, no abilities.
Ch. 3, vending machine outside (30 coins)
Big Light Bulb
2
2
Deals 4 additional damage with the second attack. SECRET: Drag to Mirror to take 4 damage and convert it to Broken Light Bulb. 6 power, no other abilities
Ch.2, defeat the encounter inside the Void Railway, left of where the north entrance takes you. Ray of Light memory
Red ID Card
2
1
Inflicts 4 Bleed to adjacent enemies in the same row
Ch 1. Defeat the Antler Demon. ID Card memory
Small Axe
3
2
Gains 2 damage at the start of every turn while held
Ch 4, in the clearing past the wall of hands, Axe memory
Spirit Pot
1
1
If this deals less than 3 damage, this deals that much damage +1 to the enemy to the left, repeating until the damage hits 3 or more
Ch. 4, defeat the encounter at the end of the maze of hands, Pot of Desires memory
Purgatory Pot
3
1
Damaged midfield targets do the same damage to their connected upper-row targets
Ch. 4, defeat the encounter at the end of the maze of hands, Pot of Desires memory
Spread Weapons
Name
Power
Stack Count
Effect
Location
Blue Cup
3
1
No effect
Starting deck
Yellow Cup
1
2
No effect
Starting Deck
Box Cutter
1
1
Hits 3 times
Trinity Choice from Vending Machines
Skeleton Key
0
1
Kills all hit targets except Heart Demons. Removes itself from the deck when used and can only have one in hand at a time
Trinity Choice from vending machines starting in Ch. 4
Endless Light Source
2
1
Halves its power instead of destroying itself, unless its power is 1. While held, enemies can't hide their health.
Ch. 3, Reward for defeating the encounter to the left of the post office.
Railway Beverage
X
1
Power is equal to the number of midfield targets
Ch.2, defeat the encounter inside the Void Railway, through the door that requires Verity Eyes
Lighter
2
1
While held, enemies can't hide their health.
Ch.2, defeat the encounter inside the Void Railway, left of where the north entrance takes you. Ray of Light memory
Mallet
2
1
Gains 2 damage at the start of every turn while held
Ch. 4, area below the one with the vending machine
Red Ribbon
1
1
Deals 2 damage to the 3 lowest health enemies on pickup
Ch. 4, vending machine in the woods (30 coins, must buy TV remote first)
Red Cup
0
1
Inflicts 3 Bleed on hit
Trinity Choice from vending machines
Durian Glove
2
1
Inflicts Bleed equal to the damage dealt to hit enemies
Ch. 2, vending machine in Kafka Block (30 coins)
Black Cup
1
1
Shuts down any abilities in thought bubbles of upper-row targets on hit
Trinity Choice
War Axe
2
1
Multihand 2, attack will hit ALL midfield targets. Gains 2 damage at the start of every turn while held
Ch 4, in the clearing past the wall of hands , Axe memory
Green ID Card
2
1
If this kills an enemy, restore 2 HP
Ch 1. Defeat the Antler Demon. ID Card memory
Roll of String
0
1
Enemies hit take double damage from all sources until the end of turn
Ch. 2, interact with the elevator on the 3rd floor
Real Exams: 4 Years
2
1
Deals its power in damage to the enemy with the highest health
Ch. 1, cafeteria vending machine (30 coins)
Showerhead
2
2
Inflicts Crimson Rain on the Mirror equal to this artifact's value.
Ch. 3, reward for defeating the first encounter on the Apartment Building
Banana Rifle
2
2
Ignores any Barrier effects.
Split - Banana gun, Ranged Weapon, same damage, ignores any Barrier effects,
Trinity Choice from vending machines
Fan
0
1
On hit, midfield targets flip to ? emotions which can't attack but will return to normal next turn.
Ch. 2, obtained from the supermarket with ? or Ultra Vouchers A or B
Light Sword
2
1
Multihand 4 - +2 damage per hand. Deals half of the damage dealt to midfield enemies to their connected upper-row enemy.
Ch. 2, shopkeeper, requires Ultra Voucher A or B.
Paper Roll
1
1
Multihand 2 - Becomes Metal Pipe: 8 damage, can take damage from the Heart, if power reaches 0, the hands that held it get a Broken Pipe: Melee Weapon, 4 power, no effect
Ch. 2, Kafka Block vending machine (10 coins)
Ranged Weapons
Name
Power
Stack Count
Effect
Location
Ink Bottle
5
1
No effect
Starting deck
Eraser
2
2
No effect
Starting deck
Flowing Ink
3
3
No effect
Ch. 3, vending machine outside (10 coins, must buy Plant Toy first)
Blood Container
4
1
If this kills an enemy, restore 2 HP
Ch. 2, vending machine outside (30 coins)
Red Fruit
5
1
Drag this to the heart to restore its power in HP
Ch. 3, defeat the encounter in front of the post office, Unopened Package memory
Blue Fruit
4
Drag to the heart to consume it and ignore the next instance of damage
Ch. 3, defeat the encounter in front of the post office, Unopened Package memory
Scissors
4
1
When you take an action (including picking this up ), convert it to a split weapon with the same power that reverts on a different action
Ch. 2, defeat the encounter in Kafka Block's left room on 4F
Silver Finger
0
1
Kills all hit targets except Heart Demons. Removes itself from the deck when used and can only have one in hand at a time
Trinity Choice from vending machines starting in Ch. 4
Chalk
3
1
Deals the same damage to connected midfield targets
Ch, 1 defeat the encounter in the middle classroom
Green Fruit
3
1
Drag to the heart to consume this and make the Heart heal back the next instance of non-lethal damage
Ch. 3, reward for killing ? Letter, Unopened Package memory
White Cup
3
1
The same damage is dealt to each adjacent enemy
Trinity Choice
Brick
3
1
Shuts down any abilities in thought bubbles of upper-row targets on hit
Ch. 3, vending machine outside (30 coins, must buy Chopsticks first)
Handgun
7
1
Inflicts 2 Bleed to the Heart on use
Ch.2, defeat the encounter inside the subway, left of where the north entrance takes you. Ray of Light memory
Broken Fork
3
1
Does no damage to initial target, instead doing it to the two enemies adjacent on the same row or the upper-row if it has no midfield target to hit
Ch. 2, defeat the encounter in Kafka Block's rightmost room on 3F
Banana Gun
4
1
Ignores all Barrier effects
Trinity Choice from vending machines
Large Paper Wad
3
1
An enemy hit with this triggers any Bleed immediately. Split - 0 damage ranged weapon, same effect.
Ch. 2, turn in the Post Office Pickup Slip to the post office, Torn-Up Letter memory
Yellow Duck
0
2
Marks a hit target with Wide Open for 3 turns, Wide Open targets deal damage taken to other Wide Open targets
Trinity Choice from Vending Machines
Slingshot
3
1
Multihand 4, increases damage by 2 per hand. Deals the same damage to connected midfield targets
Ch. 2, obtained from the supermarket with ? or Ultra Vouchers A or B
Polished Walnuts
X
1
Power is equal to the number of midfield targets
Phantom Park, reward for helping 2 phantoms
Mad King's Coin
4
1
Drag to the Heart for a 50/50 chance to double its damage or deal damage to the Heart equal to its power and consume the artifact (this action costs no energy)
Ch. 4, defeat the encounter in the boat in the middle of the woods
Throwing Axe
1
2
Gains 2 damage at the start of every turn while held
Ch 4, in the clearing past the wall of hands, Axe memory
Styx Pot
1
2
If this kills an enemy, restore 1 Energy
Ch. 4, defeat the encounter at the end of the maze of hands, Pot of Desires memory
Blue ID Card
4
1
Takes damage for the Heart first, excess damage is dealt to the Heart
Ch 1. Defeat the Antler Demon. ID Card memory
Items
Name
Power
Stack Count
Effect
Location
Makeshift Shield
10
1
Takes damage for the Heart first, excess damage is dealt to the Heart.
Trinity Choice from Vending Machines
Ripped Diary
12
1
Takes damage for the Heart first, excess damage is dealt to the Heart. The heart takes 1 damage when this artifact takes damage.
Ch, 1 defeat the encounter in the middle classroom, Exercise Book memory
Postcard
0
2
Drag to an item to make it heal HP equal to excess damage
Trinity Choice from vending machines
Plaster Sphere
0
1
Increases power while held in hand if an enemy is killed. Takes damage for the heart, excess damage is dealt to the heart, power is reset at the end of the turn.
Trinity Choice from Vending Machines
Scatter Pearl
0
1
Consumes itself when attacking with a weapon, causing it to hit adjacent enemies (does nothing with spread weapons)
Ch. 3, defeat the right-most encounter in the Void Railway
Design Drawing
3
1
Drag to a weapon to add its power to the weapon
Trinity Choice from Vending Machines
Science Magazine
0
1
While held, the first instance of damage is also dealt to a random upper-row target
Ch. 3, defeat the up-right encounter in the Void Railway, Old Books memory
Nature Magazine
0
1
The first instance of damage dealt to the heart by midfield enemies is also dealt to their connected targets
Ch. 3, defeat the up-right encounter in the Void Railway, Old Books memory
Workbook
7
1
Takes damage for the heart first, excess damage is still dealt to the heart. If it survives being damaged, heal 2 HP
Ch, 1 defeat the encounter in the middle classroom, Exercise Book memory
Abnormal Reflection
0
1
When the Heart is at 8 hp or less, this will be consumed on your next attack to do double damage
Ch. 3, defeat the top-most encounter in the Void Railway
Bandage Roll
2
3
Drag to the heart to heal its power in HP
Room of Pain, interact with the bandages on the floor next to the bed
Notebook
6
1
Takes damage for the Heart first, excess damage is NOT dealt to the Heart
Ch, 1 defeat the encounter in the middle classroom, Exercise Book memory
Sick Cerebrum
6
1
Attack this item to do damage to the 3 enemies with the highest health
Trinity Choice from vending machines
Watch
0
2
Drag to the Heart to trigger all Bleed effects
Ch. 2, vending machine outside (10 coins)
Nightmare Giftbox
2
1
Heals 2 HP at the start of each turn while in hand. Drag to the Heart to fully restore HP, but halve your max HP each turn.
Ch. 4, vending machine in the maze of hands (30 coins)
Magic Lamp
0
1
While held, this gains 1 power when an enemy dies. At the start of your turn, it deals 1 damage to a random enemy a number of times equal to its power
Ch. 4, Bring the Pot of Desires to the area where you obtained the Axe and defeat the encounter there
Moon Coin
1
1
When picking up an artifact while this is held, it has a 50% chance to increase its value by 1 and heal the heart by the new value, and a 50% chance to reset its value
Ch. 2, reach the top of the Endless Stairway, accessible through the ladder in the elevator room of Kafka Block 4F (requires helping 6 phantoms in Phantom Park)
Power Ring
3
1
While held in Hand, all attacks increase in power by this artifact's power, then reduces its power by 1. This only applies to the initial hit, not any after damage.
Ch. 1, reward for completing the chapter, Her Ring memory
Love Ring
5
1
When the Heart is damaged, heal Hp equal to this artifact's power, then reduces its power by 1.
Ch. 1, reward for completing the chapter, Her Ring memory
Restriction Ring
3
1
An enemy attacked gets Bleed equal to this artifact's power, then reduces its power by 1.
Ch. 1, reward for completing the chapter, Her Ring memory
Glued Paper
12
1
Heals its power in HP, then removes that much the following turn. Split - 6 power item, same ability
Ch. 2, turn in the Post Office Pickup Slip to the post office, Torn-Up Letter memory
Messy Tape
3
1
This attacks a random enemy at the start of your turn without consuming it. SECRET: picking up one while having one in Hand will fuse the two together, allowing the one item to hit 2 random targets instead
Ch. 2, turn in the Post Office Pickup Slip to the post office, Torn-Up Letter memory
Monster Story Board
0
3
Use on a weapon to give it the ability to deal excess damage to a midfield target to its connected upper-row target
Trinity Choice from vending machines
Medicine
Name
Power
Ability
Location
Healing Medicine
6
Heals its power in HP
Ch. 1, playground vending machine (30 coins)
Barrier Potion
3
Grants its power in Barrier for the turn
Ch. 1, cafeteria vending machine (10 coins)
Rebirth Barrier Spray
1
Grants its power in Barrier at the start of every turn. This can stack with itself, each usage increasing the total Barrier amount
Ch. 4, vending machine in the maze of hands (10 coins)
Resurrection Tape
5
Grants its power in HP when the Heart would hit 0. Can only use this once per battle and two can't show up in the item pool.
Phantom Park, reward for helping 10 phantoms
Reflection Ointment
0
Causes the next instance of damage the Heart would take to be redirected to a random target
Ch. 2, Kafka Block vending machine (30 coins, must buy Durian Glove first)
Industrial Strength Water
5
Grants +2 damage to any Spread weapons for a number of turns equal to its power. Inflicts its power in Bleed to the Heart.
Trinity Choice from vending machines
Strength Potion
3
Grants +2 damage to any Spread weapons for a number of turns equal to its power
Ch. 1, Shopkeeper. May require Medicine Voucher A or B.
Precision Potion
3
Grants +2 damage to any Ranged weapons for a number of turns equal to its power
Ch. 1, Shopkeeper. May require Medicine Voucher A or B.
Splash Potion
3
Grants Melee weapons the ability to do its damage to adjacent enemies on the same row for a number of turns equal to its power
Ch. 1, Shopkeeper. May require Medicine Voucher A or B.
Bide Potion
1
After picking up, the heart gains its power in Barrier for every artifact picked this turn
Ch. 3, defeat the encounter outside of the Post Office
Myths
Name
Cost
Ability
Location
Mirrored Moon
3
All enemies randomly gain 3 or lose 7 health
Ch. 1, Defeat the cornered Antler Demon, Deer Pattern Porcelain Plate memory
Antlers In Cup
3
Kills all midfield enemies with 3 or less health
Ch. 1, Defeat the cornered Antler Demon, Deer Pattern Porcelain Plate memory
Flesh on Plate
3
Kills all enemies with 8 or more health
Ch. 1, Defeat the cornered Antler Demon, Deer Pattern Porcelain Plate memory
True Introspection
1
Removes all Crimson Rain from the card, hand, or Mirror with the most in play
Ch. 3, Inside the clock tower, Mirror Shard memory
Guzzled Nectar
2
Transfers all stacks of Crimson Rain from the target with the least to the Heart. The Heart will lose Crimson Rain stacks first when taking damage.
Ch. 3, Inside the clock tower, Mirror Shard memory
Scarlet Rainfall
2
Removes 5 Crimson Rain from everything on screen
Ch. 3, Inside the clock tower, Mirror Shard memory
Farewell Words
1
Transforms a random midfield enemy into a Hesitant Thought until next turn. Hesitant Thoughts can't attack.
Ch. 2, reward for completing the chapter, Her Letter memory
Blessing Words
1
Transforms a random midfield enemy into a Mysterious Thought until next turn. Mysterious Thoughts can't attack and loses 1 health to give 1 health to the upper-row target it's connected to whenever you take an action.
Ch. 2, reward for completing the chapter, Her Letter memory
Hurtful Words
1
Transforms a random midfield enemy into a Rage. Rage kills adjacent enemies when it dies.
Ch. 2, reward for completing the chapter, Her Letter memory
Stardust Guide
2
Discards all cards in the card pool and deals 3 new ones
Ch. 1, reward for killing Roots and Box, Ring Box memory
Boxed Dream
2
Both the Heart and the enemy with the highest health will negate the next instance of damage taken
Ch. 1, reward for killing Tangled Roots, Ring Box memory
Caged Nourishment
1
Halve the Heart's max HP to gain 1 Energy
Ch. 1, reward for killing Tangled Roots, Ring Box memory
Your Shadow
0
Heal 2 HP, increase the Mirror's cooldown by 2 turns
Ch. 4, in the clearing right of the vending machine (requires Axe memory), Lantern memory
Spectral Stranger
1
Reduce the Mirror's cooldown by 2 turns
Ch. 4, in the clearing right of the vending machine (requires Axe memory), Lantern memory
Blazing Phantom
3
Reduce the Mirror's cooldown by 4 turns
Ch. 4, in the clearing right of the vending machine (requires Axe memory), Lantern memory
She At The World's End
1
While in the item pool, this deals 1 damage to a random upper-row target when an enemy dies
Green Ending, defeat the final boss.
Eyes
Name
Weight
Ability
Location
Flesh Eyes
0
No effect
Starting face
Hollow Eyes
2
The Heart can withstand one fatal hit at 1 HP
Interact with the Mirror of Faces for the first time
Flower Eyes
8
The Heart negates the next instance of damage when damaged
Interact with the Mirror of Faces for the first time
Insanity Eyes
2
At the end of turn, take 1 damage. When an upper-row target is killed, restore 3 HP up to 3 times per turn
Ch. 3, defeat the left-most encounter in the Void Railway
Dice Eyes
4
The Heart has a 1/6 chance to get 6 Barrier for the turn
Red Ending, defeat the encounter in Classroom B203
Forest Beast Eyes
8
Transforms both of your initial Hands into Beast Claws
Ch. 4, bring the Bell from the River Watcher to the invisible creature under the tree in the up-left-most clearing, then bring it back to the Watcher
Crystal Eyes
8
Transforms both of your initial Hands into Bone Claws
Ch. 4, bring the Pot of Desires to the area where you obtained the Axe and defeat the encounter there
Verity Eyes
6
The Heart can be dragged to midfield targets to take damage equal to their health and kill them
Ch. 2, defeat the encounter inside the subway, left of where the north entrance takes you, then enter the door through your memories
Pill Eyes
4
The Heart regains 2 HP a turn
Ch. 3, defeat the bottom-most encounter on the Apartment Building
Badge Eyes
2
When damage taken would reduce the Heart to 0 or less, max HP is reduced by the amount instead
Interact with the Mirror of Faces for the first time
Double Pupil Eyes
4
The Heart alternates between dealing 1 damage to a random upper-row target when damaged and reducing the Mirror's cooldown by 1 when damaged
Green Ending, bring the Green Apple to the door on the ground floor of the Campus Building, then defeat the encounter on the rooftop
Ancient Coin Eyes
4
One of your starting Hands becomes a Bandaged Hand at the start of battle
Ch. 1, defeat the cornered Antler Demon
Plant Eyes
6
One of your starting Hands becomes a Bamboo Hand
Ch. 2, inside the clock tower
Blinking Eyes
6
One of your initial Hands becomes a Mecha Hand
Ch. 4, defeat the encounter in the area left of the starting point
Duck Eyes
4
One of your starting Hands becomes a False Hand
Phantom Park, help 8 phantoms
Eyeball Eyes
6
Reduces the cooldown of the Mirror when you pick up a Medicine or Myth card
Ch. 3, defeat the encounter in front of the Office Building in Ch. 2, then do the same in Ch. 3, then return to Ch. 2's world via the slide in the clock tower and defeat the secret encounter in the other Office Building
Camera Eyes
8
The Heart returns to full HP once per encounter if it would take fatal damage
Ch. 3, dig below the tree until you find the Strange Game Disk, then bring it back to the computer in the Kafka Block of Ch. 2 and defeat the secret encounter
Mouths
Name
Weight
Starting Uses
Max Uses
Cooldown
Ability
Location
Flesh Mouth
0
2
2
2
Drag to the Heart to heal 3 HP
Starting Face
Nail Mouth
2
1
3
3
Drag to any enemy to deal 4 damage, ignoring any Barrier effects or effects that would redirect the damage
Interact with the Mirror of Faces for the first time
Madness Mouth
4
1
3
4
Drag to an enemy to deal 2 damage to all enemies
Ch. 1, defeat the encounter in the 2F utility room
Snake Mouth
0
3
4
2
Drag to a Weapon to increase its power by 1
Interact with the Mirror of Faces for the first time
Ancient Coin Mouth
6
1
1
4
Drag the Mirror to a weapon to add another stack to it
Phantom Park, reward for helping all 12 phantoms
Demon Mouth
2
3
4
2
Drag to a card in the pool to discard it and draw a new one
Ch. 2, defeat the encounter on the rightmost room of 1F
Abyssal Mouth
6
1
3
3
Drag the mirror to deal 3 damage to an enemy and adjacent ones on the same row
Ch. 2, defeat the encounter in the southern entrance
Tentacle Mouth
8
1
1
4
Drag to the Heart to negate all damage for the turn
Ch. 3, defeat the first encounter in the Soul Labyrinth, accessible from the Apartment Building
Starving Mouth
8
1
3
4
Drag to a midfield enemy to kill it and heal HP equal to its health
Ch. 3, in front of one of the telescopes
Clamp Mouth
2
1
3
3
Drag to an enemy to inflict 4 Bleed
Ch. 4, at Mania's tent
Slug Mouth
2
1
3
3
Drag to the Heart to make it heal back HP equal to the next non-lethal damage taken
Phantom Park, reward for helping 4 phantoms
Prideful Mouth
4
1
3
3
Drag to an upper-row target to cancel a thought bubble ability
Ch. 4, defeat the encounter in the boat in the middle of the woods
Hands
All Hands can be obtained from Mania, except for your initial Hands. You may have to cut off and get new hands to get the ones you want.
Name
Power
Ability
Normal Hands
0
No effect
Beast Claw
2
Melee attack. Grants 2 Barrier upon killing an enemy
Bone Hand
1
Sweep attack. Heals 2 HP if it kills an enemy
Bandaged Hand
3
Melee attack. Drag to the Heart to heal 3 HP
Mecha Hand
2
Ranged Attack. Deals its damage to adjacent upper-row enemies if the target has no connected enemies
Bamboo Hand
1
Sweep Attack. Once per turn, if this kills, it can attack again
False Hand
1
Ranged Attack. Marks a hit target with Wide Open for 3 turns. Wide Open targets deal damage taken to other Wide Open targets
Phantoms
You can find Phantom Park in the right-most room of Kafka Block's 1F in Ch. 2.
Name
Location of Clue
Cthulhu
Ch. 1, Defeat the encounter in 2F's utility room
Annabel Lee
Ch. 1, Defeat the encounter in the small courtyard outside, then defeat the encounter in the Empty Room inside.
Gregor Samsa
Ch. 2, Enter Phantom Park for the first time
Amedee
Ch. 2, Enter the room in Kafka Block that requires Verity Eyes
Godot
Ch. 2, Interact with the bench outside the Post Office when you have beaten the encounter in front of it
Minotaur
Ch. 3, look through a telescope to find the password to the Soul Labyrinth
Lucky Carder
Ch. 3, dig below the tree until you find the Strange Game Disk, then bring it back to the computer in the Kafka Block of Ch. 2 and defeat the secret encounter
Sisyphus
Ch. 2, reach the top of the Endless Stairway, accessible through the ladder in the elevator room of Kafka Block 4F (requires helping 6 other phantoms in Phantom Park)
Orpheus
Ch. 4, defeat the encounter in the boat in the middle of the woods
Charon
Ch. 4, in the clearing right of the vending machine (requires Axe memory), Lantern memory
Hachiko
Ch. 4, Bring the Bell from the River Watcher to the invisible creature under the tree in the up-left-most clearing, then bring it back to the Watcher
Qiao Sheng
Ch. 4, Bring the Pot of Desires to the area where you obtained the Axe and defeat the encounter there
Thanks
This is my first ever guide for any game, so thank you for reading this. If there is any information I missed, got wrong, or just had misspelled, please feel free to let me know.
6 Comments
Rhodo  [author] 30 May @ 2:46pm 
@moonside Nope! Any achievement not in the "missable" section can be achieved in the main game. You can refight any boss by going to the same place you get the Break Through achievement. It lets you refight any boss you've already faced.
moonside 25 May @ 2:18pm 
I missed the "It was jammed" achievement. Do I need to start a new run to get it? :(
Rhodo  [author] 8 May @ 8:00pm 
@jamesthemighty4 I appreciate the note! However in my experience I was locked out of Slumber by going too far. Might be a glitch. I will update the guide.
jamesthemighty4 8 May @ 11:48am 
probably important to note, but only the Little Match Girl and Scrounger achievements are truly Missable. you can go back after you beat an ending or choose a different ending to get Slumber, Protector, and Long Night.
you can revisit the nightmare room from Break Through to replay basically any fight in the game in case you missed It Was Jammed
Rhodo  [author] 6 May @ 10:17am 
Yep! I would love everyone to enjoy this game to the fullest, so as long as you credit me you can translate this.
懒得想名字的MG 6 May @ 3:21am 
This guide is incredibly helpful and well written—thank you so much! I'd love to translate parts of it for the Chinese community, with full credit and reference to this original guide. May I have your permission to do so?