NARINIG MO BA? WIKIunofficial fan guideGuide ↓

✶ the floor plan ✶

Narinig Mo Ba? Map & Locationsthe Counter, the Street Outside, and What Isn't There

This page takes you through every place Narinig Mo Ba? lets you see: the counter that carries the entire game, the objects on it actually worth clicking, the street outside that slowly starts to fill with wrong shadows, and the places people assume exist but never appear on screen. You will also learn what the game's fixed camera is quietly doing to you, and why the ending plays out exactly where it does.

the short answer

Does Narinig Mo Ba? Have a Map?

No. Narinig Mo Ba? has no map screen, no movement, no exploration, and no area unlocks. The entire game is played from one fixed first-person view at the store counter. You never walk, never leave the store, and never switch to another location. Every customer, every conversation, every horror beat, and the ending itself all happen in this single camera shot.

This is not a limitation of one version or a missing feature — it is how the game is built. The only thing you control is what you click.

the only real location

The Sari-Sari Store Counter: The Whole Game in One Shot

The counter is the only real location. It is a Filipino neighborhood sari-sari store seen from the player character's spot behind the counter, looking out at customers through a wooden counter and a metal grill.

What sits on the counter

  • Shelves, fridge and freezer holding the goods: instant coffee packets, instant noodles, canned goods, drinks, snacks, and cigarettes.
  • Bills and coins on the counter: ₱50, ₱100, ₱200 and ₱1000 notes, plus ₱5, ₱10 and ₱20 coins. You use these to take payment and to build change by hand.
  • A calculator (branded KASYO) for working out totals and change.
  • Price tags on the items.
  • Buttons and objects around the counter: a cash register, an open/closed sign, a door lock, and switches for the TV and lights. These appear in the scene, but their interactive function isn't shown in the game — the transactions and the conversations are what actually drive it.

What you can click

Controls are mouse-only. The clickable things are: items on the shelves (to pick them for a customer), customers (to talk), bills and coins (to take money and build change), the calculator, and story objects such as the record book on Day 6.

The counter is not just a stage — it is the source of the game's tension. The grill separates you from everyone on the street. You can see them, talk to them, trade with them, but you are fixed in place while the world outside slowly turns wrong. The design pays off at the end: on Day 6, after you open the record book, the person at the grill is the one begging you to open the gate — and you are on the safe side of the metal, or so you thought. Everything the game wants you to feel about being trapped in one spot is built into that single camera.

through the grill

The Street Outside: What You Can See but Not Touch

Through the counter's grill you can see the street and alley outside the store. It is visible background, not a destination — you never go out there.

The projection screen

The street is where the game projects its horror. On Days 1 and 2 it reads as a normal neighborhood backdrop, with customers coming and going. From Day 3 the atmosphere shifts: shadow figures and silhouettes start appearing outside, and the ambient tone turns darker. On Day 4, during the game's first outright horror beat, a wrong shadow appears behind the boy customer or just outside the store while the visuals distort. Because you can only watch and not act, every shadow out there carries weight — you have no way to check what it is.

off-screen, always

There Is No Back Room

Despite what a store setting might suggest, no scene ever shows a back room. The camera stays at the counter for the entire game, including the whole Day 6 ending sequence:

The whole ending, in one shot

  • Lucia hands you the record book at the counter
  • you open it there
  • she comes back and begs you to open the gate through the grill
  • the officer arrives
  • the credits roll

— all in the same front-of-counter shot.

absent from the build

What's Not in the Game

No map screen

No movement or walking

No enterable back room or other buildings

No area unlocks or new locations across the six days

No outside gameplay — the street is backdrop only

the mood does the work

How the Scene Changes Across the Six Days

The same counter shot carries the whole story, so the scene's mood does the work a map would normally do:

Day 1–2

A warm, ordinary neighborhood storefront.

Day 3

Music and ambience darken; shadows appear outside.

Day 4

The first visual distortion, and the wrong shadow behind Axel.

Day 5–6

The tension peaks — jarring sounds, the confrontation at the counter, the record book, the arrest.

The art style throughout is retro 2D hand-drawn and pixel illustration — cozy on the surface, which is exactly what makes the dark turns land harder.

don't do these

Common Mistakes to Avoid

Looking for a way to leave the store

There is none. You cannot walk, open the door, or explore the street. The counter view is the whole map.

Clicking the shadows outside

The silhouettes on the street are atmospheric, not interactive — clicking them does nothing.

Trying to enter the back room

There is no back room scene to reach.

Clicking random counter objects expecting a function

The register, sign, lock and switches sit in the scene, but their interactive behavior is not documented. Transactions and dialogue are the interactable core.

before you ask

Map & Locations FAQ