her, causing the tattoos' power to overwhelm her. Reika now haunts the Kuze Shrine through the Manor of Sleep, cursing those who lost loved ones into becoming trapped within the Manor in their dreams; those unable to find a new reason to live die in reality and turn to ash. Rei manages to reach the heart of the Manor of Sleep and defeat Reika, reuniting her spirit with that of Kaname and sending the two off into the afterlife. This lifts the curse and allows the spirits trapped in the Manor of Sleep to depart. Yuu appears and takes the tattoo curse from Rei before passing on. Both Rei and Miku wake from the dream, deciding to continue living despite the pain of their losses. Depending on whether Rei finds a set of key items in the Manor of Sleep on a second playthrough, Kei either succumbs to the curse, or wakes with Mio and introduces her to Rei and Miku. Development Fatal Frame III was developed by series creator Tecmo. Makoto Shibata and Keisuke Kikuchi returned respectively as director and producer, while Kenishi Asami acted as lead programmer. Shibata created the concept for Fatal Frame III as production was ending on Fatal Frame II: Crimson Butterfly (2003), based around the concept of a more intense kind of horror. As the PlayStation 3 would soon release, Shibata made Fatal Frame III the final PlayStation 2 entry, rounding out the games up to that point as a trilogy. The game's theme was fear emerging from everyday normality, with a dream-based location adding beauty into the setting. As with earlier entries, Shibata drew inspiration from the Japanese horror movie Ring and Daijiro Morohoshi's manga Yōkai Hunter. The concept of dreams also tied into Japanese creatures based around dreams such as the baku. The team researched unspecified ancient Japanese beliefs to believably portray its themes and supernatural events. Looking for something the team had not done before, Kikuchi created the design theme of "interactive fear",showing the protagonist's growing fear as the curse's details are revealed. He also wanted to explore different types of fear and gameplay through the multiple characters. The real world-based dual location had also not been done before. The gameplay of each character was designed from the dual perspectives of their appearance and potential gameplay use. The number of ghost battles was reduced, but their difficulty and complexity was increased,