✶ the six-day file ✶
Narinig Mo Ba? Full WalkthroughEvery Day (1–6), Customers, Choices, and the Ending
This page walks through the whole game in order: what happens on each of the six days, who comes to the store, what they buy, which dialogue choices exist, where the horror beats land, and exactly how the ending plays out. You will also learn how a day ends, why you cannot miss or fail the story, and the few things that can trip you up along the way.
six days at the counter
How Narinig Mo Ba? Is Structured
Narinig Mo Ba? runs on a fixed six-day structure, Day 1 through Day 6. There are no chapters to unlock and no branching paths — the story plays the same for everyone, in the same order.
The daily loop
Each day follows the same loop. A customer arrives at the counter and places an order. You pick the item from the shelves or the fridge, take the money, and hand back the correct change — you build the change yourself from the bills and coins on the counter, using the calculator when the math gets awkward. During or after the transaction, the customer talks, and those conversations are where the story actually happens. Gossip about the neighborhood builds up day by day, and the tone of that gossip is the game's real content.
The browser build
If you are playing the browser version, note that it is the post-jam build: the developers shipped quality-of-life fixes and bug fixes after the game jam, but the story and the day-by-day flow are unchanged from the jam version.
How a day ends
A day ends automatically: once you have served everyone the game scheduled for that day, the screen fades to black and the next day's card appears (“Day 2”, “Day 5”, and so on). There is no closing button, no end-of-day sales summary, no task list, and no way to finish early or stretch the day out. The customer line is scripted — nobody extra shows up if you wait, and serving everyone is the only thing that moves you forward. Controls are mouse-only: you click items, customers, bills, coins, and buttons.
One honest caveat: the exact number of customers per day varies a little — roughly two to five walk-ins, depending on how you count story visitors like the phone call and repeat characters. The order of events is always the same; only the daily headcount wiggles.
day · 01
Day 1: Meeting Junjun, the Regular Who Owes Money
Day 1 is the coziest day. The store routine is new, the tone is warm, and nothing has gone wrong yet.
The phone call
Before the shop really gets going, the phone rings. Answering it is a short exchange with a kid named Axel, who thanks you — “Thank you po!” — before the day's business begins. That small call pays off later.
The counter order
What Junjun buys on Day 1 isn't pinned down — the store carries items like instant coffee packets, instant noodles, canned goods, drinks, snacks, and cigarettes, and the exact item in his order varies.
The day's standout customer is Junjun, a regular who owes money — and the first character who matters to the story. You get a choice when he comes up to the counter:
“Do you have plans to pay your debts today?”
Ask about the debt and Junjun says he only has ₱50 today, still owes ₱10, thanks you, and promises to settle the rest once he finds steady work.
“Don't bother Junjun.”
Skip it and he simply calls you an angel and thanks you.
Both branches rejoin the normal sale — the choice changes only that one exchange, and nothing about the day forks because of it. Day 1 ends when the last scheduled customer leaves. The screen fades to black, and Day 2 begins.
day · 02
Day 2: Lucia's Gossip About Lea's Parents
Day 2 introduces Lucia, a regular who carries most of the neighborhood gossip — and who turns out to matter a great deal later.
Her conversation today is about Lea, a child in the neighborhood whose parents are fighting over custody. Lucia raises the topic, and you get two ways to respond.
“Did you hear about Lea's parents?”
Choose “Did you hear about Lea's parents?” and Lucia lays out the family situation — she does not trust the household and calls it unreliable.
“Regardless, I feel scared for the child...”
Choose “Regardless, I feel scared for the child...” and the exchange turns to your character worrying about Lea's future, with Lucia answering in turn.
Either way, the gossip lands and the sale proceeds normally. This is the day the story starts planting its seeds: Lea's situation and Lucia's opinion of the family are background the game wants you to remember once the later days turn dark.
day · 03
Day 3: Lucia's Eggs and a Quiet Denial
Day 3 is where the tone begins to shift.
The day's customer is Lucia again — the older woman from Day 2. This time she buys eggs, and she mentions she is preparing food for her daughter, Lea. On its face it is a warm, normal errand, and that is exactly what makes it unsettling: after Day 2's conversation about Lea's family situation, the way Lucia keeps talking about Lea as if everything is fine reads as a quiet denial of reality. The game leans on the gap between what Lucia says and what the story is slowly implying about Lea.
The small talk
The sale itself offers a dialogue choice — between “Sige po, eto na” (“here it is”) and “Bakit po?” (“why?”) — and picking one or the other changes only the immediate reply; the eggs are bought either way, and nothing about the day branches.
And the atmosphere keeps darkening: the music turns heavier, silhouettes appear outside the store, and the ambient sound starts to feel off. Nothing outright happens yet — Day 3 is the creeping-wrongness day, not the scare day.
day · 04
Day 4: Axel's Visit and the First Horror Beat
Day 4 is the turning point — the first day the game stops being cozy.
The errand
Only one customer comes in: Axel, the kid from the Day 1 phone call. He buys a pack of vegetables or a similar fruit/grocery item. There are no dialogue choices today; the conversation is one-way.
The line
Axel says something disarmingly sweet: “Okay lang naman po! I eat my vegetables and fruits!” (“It's fine! I eat my vegetables and fruits!”) — the kind of line that marks him as a well-behaved kid, which is exactly why what happens next lands so hard.
As he talks and turns to leave, the game delivers its first outright horror beat: the visuals distort, a wrong shadow appears behind the boy or outside the store, and a harsh sound cue hits. The music has been sinking for a while, but this is the first visible break from reality.
After the event, the screen fades to black with a jarring sound, and the “Day 5” card appears.
day · 05
Day 5: Officer Jomar and the Body by the Canal
Day 5 brings the investigation into the open.
The visit
Officer Jomar, a neighborhood patrolman, visits the store. He asks whether you have noticed anything suspicious. If you answer “No / I haven't heard anything,” Jomar tells you that a body was found by the canal and that he is looking into the neighborhood. That discovery — the body — is the day's key story beat, and the first time the missing-person thread becomes an official investigation.
The horror escalates here too. Day 5 and Day 6 are where the scare moments concentrate: sudden harsh sounds, a jarring shout and audio cut during the Day 6 sequence, and the growing sense that the storefront is being watched.
day · 06
Day 6: The Record Book, the Confrontation, and the Arrest
Day 6 is the ending day, and everything converges.
The identity
Jomar returns and tells you the victim's identity: Miguel Jr. — Junjun. The regular who owed you money is the dead man found by the canal. The debt conversation from Day 1 retroactively becomes a great deal darker.
The book
Then Lucia shows up. She offers you her Paluwagan record book — the neighborhood savings-pool ledger — and asks whether you will keep it. Choosing “Keep safe” accepts it — but she also tells you not to open it. That instruction is the point.
The ledger
When you open the book (its cover reads “Utang Ina”), the interface zooms in on the inner page. Junjun's name is crossed out, with “Dealt with” written next to it. The ledger — Lucia's own record — marks Junjun as handled.
Lucia immediately comes back to the counter, sees that you have read it, and starts to panic — she begs you to open the gate. Officer Jomar arrives again, and the game ends with Lucia being taken by the police, followed by the credits. The whole sequence plays out at the counter window; there is no back-room scene to find.
That is the ending, full stop. It is a single, fixed ending: dialogue choices never change the main story or the finale. They shape only the immediate conversation — and, in a couple of spots like Day 5, whether you hear a specific piece of information that day. There is no “bad ending” for missing clues and no way to fail.
the case, closed
The Murder Explained: Why Lucia Killed Junjun
The killer is Lucia, the elderly regular who kept the Paluwagan ledger — and the motive is money, not ritual. Lucia took the community savings pool's funds for herself. When Junjun, already behind on his share and desperate for work, came to confront her about the debt, the argument turned violent. He ended up dead, dumped by the canal.
The evidence
The game stays grounded here on purpose: there is no cult, no ritual, and no supernatural conspiracy behind the murder. It is a plain, grim case of a community savings scheme turning into a killing — the “desperate act of survival” that the developer's own description points to. The ledger is the evidence: one name crossed out, “Dealt with,” in the handwriting of the woman who ran the book.
reading between the lines
What the Story Means: the Title, the Pool, and the Cozy Disguise
The game never lectures you about its themes, but they are easy to trace:
The title
Narinig Mo Ba? means “did you hear that?” The whole game is an exercise in listening — you hear the gossip, the half-finished sentences, the customers' strange calm. By the ending, you have heard more than anyone ever said out loud. The player is the one who hears.
The savings pool
The Paluwagan is supposed to be the neighborhood supporting itself — a rotating fund where everyone chips in. In this story, the fund is embezzled and the debtor is killed. The community's mutual-aid symbol becomes the murder weapon's paperwork.
The cozy disguise
The game deliberately dresses itself as a warm store simulator, and the horror is built from the most ordinary things: eggs, vegetables, candy. Nothing monstrous needs to appear for the dread to work — the everyday simply starts to feel wrong.
left open
What the Game Never Answers: Lea and the Shadow
Two threads are deliberately left open:
Lea's fate
Lucia's daughter exists only in conversation — the custody gossip on Day 2, her mother's eerily normal cooking talk on Day 3 — and the game never tells you what happened to her. She is not in the ledger, and no ending scene mentions her.
The shadow behind Axel
On Day 4, something wrong appears behind the boy during his vegetable purchase, and he never shows up again. What the shadow was, and what it meant for him, is never explained.
These are not gaps in the game's documentation — they are choices. In a neighborhood where one murder is solved, the game leaves you wondering about the other stories it only whispered.
don't do these
Common Mistakes to Avoid in Narinig Mo Ba?
Waiting for customers who never come
The customer list for each day is fixed. If the store feels empty, you are not missing a trigger — you have already served everyone scheduled for that day. There is nothing to grind or farm.
Looking for a closing button or an end-of-day summary
There is no “close shop” action and no daily earnings panel. The day simply ends when the last customer leaves, with a straight cut to the next day's card.
Assuming the dialogue choices affect the ending
They do not. The game is one fixed story. Choices change the tone of a single exchange and occasionally gate a piece of gossip (like the body discovery on Day 5), but the finale is identical either way.
Expecting a tutorial
The game has no tutorial or onboarding. If the transaction flow is unclear, watch the loop: take the item, take the money, build the change yourself, hand it over.
Worrying about wrong change
Hand over the wrong bills and nothing goes wrong — the game lets you correct yourself. Treat the transaction as forgiving rather than as a fail state.
before you ask
Narinig Mo Ba? Walkthrough FAQ
About 18–35 minutes for a full playthrough, depending on how fast you read and count change.
Six: Day 1 through Day 6.
Automatically, after you serve the last customer scheduled for that day. The screen fades to black and the next day's card appears.
No. They affect only the immediate conversation and, in a few spots, whether you hear a particular piece of gossip that day.
No — one fixed ending.
There is no fail state — no death, no lose condition, and no way to miss the ending.
It is name-your-own-price on itch.io, so you can pay nothing. The only official and safe source is the developer's itch.io page — copycat sites claiming to host the game are not affiliated and may contain trackers or malware.
