An extremely unofficial field guide

Fear & Hunger

Four lost souls walk into the worst dungeon in Rondon. This tiny scrapbook introduces the people, places, and terrible vibes waiting in the first half—then politely slams the door before the endings.

horrible place! ★100%
ending-free
promise
01 — choose your poor little meow meow

The dungeon’s reluctant cast

Each protagonist enters for a different reason. These notes cover only their starting motives and broad play styles—no ending routes, secret destinies, or late-game reveals.

Mercenary

Cahara

quick hands · quicker exits

A street-smart mercenary chasing a payday big enough to change life outside the dungeon. Agile, practical, and refreshingly willing to run.

Vibe: charming rogue holding one bent lockpick
Knight

D’arce

discipline · devotion

A trained knight driven by loyalty to the captured Le’garde. Her martial background makes her the most immediately familiar choice for a first descent.

Vibe: polished armor, catastrophically sincere heart
Dark priest

Enki

occult knowledge · fragile ambition

A severe scholar of forbidden knowledge who follows visions and intellectual hunger into the dark. Magic rewards preparation; the dungeon punishes everything else.

Vibe: read the cursed book despite the warning label
Outlander

Ragnvaldr

strength · survival

A hardened hunter from Oldegård pursuing a deeply personal reckoning connected to Le’garde and the Knights of the Midnight Sun.

Vibe: wilderness dad versus one profoundly indoor nightmare
The Girl

The Girl

silent · vulnerable · mysterious

A quiet child found imprisoned near the upper levels. Helping her is a choice the dungeon never frames as convenient—which may be precisely why it matters.

Vibe: protect at all costs; give her something nice
The prisoner

Le’garde

leader · objective · question mark

Commander of the Knights of the Midnight Sun and the person every protagonist is tied to somehow. He was captured by Rondon and taken below.

Vibe: the man at the center of everyone else’s bad decision
Moonless

Moonless

cave wolf · potential friend

A formidable beast prowling below the prison levels. Fear & Hunger occasionally rewards curiosity, food, and speaking before swinging.

Vibe: very large puppy; workplace is the problem
02 — early & mid-game, endings untouched

A spoiler-light descent

The dungeon’s geography is part of its story. Here is the shape of the journey, stopping before the final answers begin.

ENTRY
The premise

1590: four motives, one dungeon

Cahara, D’arce, Enki, and Ragnvaldr each arrive separately, but all roads point toward Le’garde, imprisoned somewhere beneath the fortress. Your chosen history quietly changes what you carry and what you know.

L1–3
Early game

The halls teach their ugly grammar

Locked doors, scarce food, failing sanity, ritual circles, and guards turn exploration into triage. The smartest victory is often information—or simply leaving a fight intact.

BELOW
Early → middle

The prison opens into older wounds

The constructed dungeon gives way to caves, mines, and communities with their own rules. Potential companions appear, and the rescue mission starts feeling much larger than one captive knight.

DEEP
Mid-game threshold

An ancient city waits underneath

Ma’habre reveals that the dungeon is not merely a prison. Its architecture, idols, and impossible history pull the story toward gods, human ambition, and cycles far older than Rondon.

The guide ends here.
No final bosses, ascensions, character endings, or late-game identities beyond this ribbon.
Pocket-sized providence

Draw a survival charm ✦

General beginner wisdom only. No routes, no recipes, no “stand on this exact tile” nonsense.

The dungeon is unfair. You are allowed to be sneakier.
03 — adorable but actually useful

Rules for staying approximately alive

Combat is a puzzle, not a tax.

Observe limbs, equipment, and attack patterns. Charging straight ahead is usually the dungeon’s preferred strategy—not yours.

Information survives failed runs.

A bad outcome can still reveal a safer route, a dialogue option, or where supplies might appear next time.

Talk is a real command.

It is not decorative. Some encounters become stranger, safer, or more interesting when you try words first.

Guarding has timing.

Enemy rhythms matter. Defending on the right turn can prevent far worse consequences than losing a little damage.

Content warnings are equipment.

The game contains extreme violence, sexual violence, body horror, and cruelty. Curating your experience—or deciding it is not for you—is valid.