***************************************************************************** Eternal Darkness: Sanity's Requiem FAQ/Walkthrough For the Nintendo Gamecube Version 1.0 (Created 8/18/2002) By Devin Morgan This file is Copyright (c)2002-2006 Devin Morgan. All rights reserved. ***************************************************************************** Table of Contents 1. What's New 2. Introduction 3. Story 4. Controls 5. Overview 6. Walkthrough 7. Enemies 8. Bosses 9. Weapons/Items 10. Magick 11. Secrets/Tips and Tricks 12. Credits 13. Copyright Notice 14. Contact Information ***************************************************************************** -=-=-=-=-=-=-=-=-=-= -= 1. What's New -= -=-=-=-=-=-=-=-=-=-= Version 1.0 (8/18/02): The first and last complete version of this FAQ. ***************************************************************************** -=-=-=-=-=-=-=-=-=-=-= -= 2. Introduction -= -=-=-=-=-=-=-=-=-=-=-= Eternal Darkness is a survival horror-esque game for the Gamecube. It was originally meant for the Nintendo 64, but was upgraded and put on the GCN (you can tell by some of the graphics in this game). The game focuses around the mysterious Tome of Eternal Darkness, which consists of many chapters containing stories of people who were affected by the darkness in one way or another. Hence, you must play the roles of all those people to stop the evil darkness before it is too late. New to this game is the sanity system, which you will learn about later in this file. Anyway, if you are looking for a good game for Gamecube to hold you over for something better like Mario Sunshine, this is the one for you! ***************************************************************************** -=-=-=-=-=-=-=-= -= 3. Story -= -=-=-=-=-=-=-=-= "O, oblivious, naive humanity... How ignorant we truly are - safe only in our blind view of the world. We are merely caretakers, for when the Ancients return, we shall be swept aside like driftwood on the tide of destruction..." An Ancient Evil Long before humanity graced the universe, our planet belonged to another species - an ancient species bound by neither physics nor nature, purpose nor ethic. Through the passage of time, against the relentless advance of ice and the continental plates, and for other inscrutable reasons, these "Ancients" were driven deep into the recesses of our world. There, they lie imprisoned until the conditions are right for their return. Humanity's Betrayers Hungry for dominance and the favor of the Ancients, secret organizations seek to restore the Ancients to their former station. For eons they have schemed and plotted in the darkness, attempting to bring these evil entities into our world through arcane magicks - blood rituals, worship, and sacrifice. Of these sects, little is known: those who learn their secrets perish swiftly at their hands. Their scheming works to bring the Ancients' return - and humanity's extinction - even closer. A Light in the Darkness Yet not all hope is lost. The fate of Humanity depends upon the actions of a chosen few. They are average people, unprepared for heroic deeds, but the responsibility is theirs nonetheless. Even as their lives are torn apart by unseen evils, they must show courage in the face not only of the enemy, but also of their own fears. These poor souls teeter on the brink of insanity, tortured by the horrors of the Ancients. A secret war is being waged on the periphery of Humanity's perceptions - a war wreathed in shadows and deception. ***************************************************************************** -=-=-=-=-=-=-=-=-= -= 4. Controls -= -=-=-=-=-=-=-=-=-= Start: Pause game, bring up menu screens Control Stick: Move character, choose target on the enemy to attack Control Pad: Use assigned quick spell, zoom in on item being checked on menu screen C Stick: Rotate item being checked on menu screen A: Attack, confirm selection on menu screens B: Perform designated action onscreen X: Sneak quietly, so enemies do not hear you Y: Use assigned quick spell Z: Reload weapon L: Run R: Target enemy, press to toggle between different targets ***************************************************************************** -=-=-=-=-=-=-=-=-= -= 5. Overview -= -=-=-=-=-=-=-=-=-= Attacking --------- Obviously, there are plenty of creatures for you to take on as you head through this game. They can range from weak enemies such as Zombies, to tougher ones like Horrors and Guardians. Attack with the currently equipped weapon or item by pressing A. For a more efficient attack, hold R to target the specific enemy for an attack. While holding R, you can move the Control Stick to target the creature's head, arms, or keep it neutral to attack the chest. You can kill weaker enemies quickly by chopping off their heads and arms, but for others, body parts won't fall off, so you'll have to attack the head or body continuously to win. There are many enemies to face, each requiring you to fight in a certain way, so be prepared for anything that comes your way! Sanity ------ A main facet of this game is the sanity (green) meter. Sanity is lost each time an enemy spots you with its glowing green eyes. As your character's sanity meter depletes, they may start to hallucinate and see things that really aren't there. If you lose all your sanity, you will start to take physical damage in its place, so be careful! There are a few ways to recover sanity, however. One is to finish off the enemy when you kill it (stand over the enemy and press B to deliver a finishing blow). That will recover a small bit of sanity, usually the same amount that the enemy took from you in the first place. Second is to use Recover Magick. Simply align the spell components with the Xel'lotath rune for its green aspects. One more way is to get caught by a Trapper and sent to the Trapper Dimension. There, step on the portal when it's green to reach the appropriate platform. Then, stand on the green circle to recover sanity. Magick ------ Apart from your items and normal means of attacking, there is Magick that you can use. It is not available from the start, though; you must find the components of a spell in order to create it. You need a Circle of Power (3, 5, or 7 points), an Alignment Rune, and however many Runes are required to make a specific spell. When you find a Rune, you will not know its name. You need to find a Magickal Codex, which interprets the Rune so you can understand its meaning. Circles of Power are used to plot out a spell; the more points on it, the stronger and more intense the spell becomes. There are also Spell Scrolls that you will find throughout your travels, which explain what a specific spell does, and what Runes you need to cast it. There are 12 spells total which can be created, so skip down to the Magick section to learn about them more. Mixing Items/Gun Modes ---------------------- As you progress through the game, you will come across several items that can be combined to form something better. When that is possible, the Mix option will show up when you select the item. Mix it with the correct other item and they will automatically be combined. This is an alternate method to reloading your currently equipped gun, too. Further along, there are a couple guns (namely the Elephant Gun and Double Shotgun) which have different modes of firing. You can change this mode to set the gun up, so it shoots 1 or 2 bullets per shot. This can be helpful when trying to finish off enemies quickly, but remember that you'll run out of bullets twice as fast! ***************************************************************************** -=-=-=-=-=-=-=-=-=-=-= -= 6. Walkthrough -= -=-=-=-=-=-=-=-=-=-=-= ============ Introduction ============ The game will open with scenes and narration by a man named Dr. Edward Roivas. He explains the story behind the Tome of Eternal Darkness and the Ancients being connected to it, and how the evil must be stopped. =============================== Prelude - A Death in the Family =============================== After the introduction, the scene shifts to Alexandra Roivas in what appears to be her room. She has a shotgun, and Zombies are all around. Kill them if you like, and after a few moments, Alex will suddenly wake up from that nightmare. Her phone is ringing and it is 3:33 in the morning (remember that for later). She picks up; it is a detective who alerts her of an accident at the Roivas Mansion in Rhode Island. When she makes it there, the detective shows her the mauled body. There is no evidence explaining why that happened, so Alex vows to find the truth within the mansion herself. ============== Roivas Mansion ============== When you gain control of Alex for the first time, head straight ahead and check out the clock. Take the Dresser Key you find, and go into the east door to that room. Follow the path south and west around the corner, then continue to the end of the path. You will find a grandfather clock with the arms stopped on it. You will be given the option to readjust them as you please. This is where the 3:33 comes into play; set the time on this clock to 3:33 and a hidden wall panel will open nearby. Go through that hall and open the door to enter a hidden study. There, Alex will take a look around before you have control again. When you do, go across the room and take the Gladius sword off the wall. Equip it if you'd like. Then, go back to the desk and check out the large book there. That is the Tome of Eternal Darkness. Choose to read the book and a cutscene will ensue. Chapter 1 will also begin at this point, too. ========================== Chapter 1 - The Chosen One ========================== Character: Pious Augustus Time Period: 26 B.C. This first chapter will open with Pious Augustus talking with some fellow soldiers about finding the artifact. After they leave, Pious will walk onward and fall into a trap leading into the temple below. Inside, climb down the ladder straight ahead and enter the basement room. Go north and Pious will spot a block further ahead. Then, 3 Zombies will rise near the block and come towards you. Defeat them all and pick up the first Granite Block, which is red. Then, enter the next room. In there, defeat 2 more Zombies and take the green Granite Block. Go north and enter the room through the door in the corner. There, defeat 4 more Zombies and grab the blue Granite Block up ahead. Then, climb down the ladder and go downstairs. Defeat a single Zombie and continue to a path split. Since the door to the west is locked for now, go east and into that room. Go straight ahead into the large room, where the camera will point at the colored walls. Kill the Zombies in here, then take the purple Granite Block in the middle of the room. Now that you have all the Granite Blocks, go to each colored wall and place the approriate block into each space. After you do that, the locked door in the previous room will now open. Go back into that room, and head straight into the now open room. In there, head to the middle of the room, where instructions will appear telling how to target an object to attack its head, arms, and body. You must destroy the statue here, so attack its head, both arms, then the chest to clear it. Doing so will open the door across the room. Enter that room. In this room, defeat the Zombies and push the button in the corner of the room (the button is surrounded by a glowing yellow circle). Doing that will make a warp appear in the middle of the room. Step into it to reach another area. In there, go ahead to find 3 Artifacts, each with a different color: red, blue, and green. You can only pick one, and the one you pick will determine the path you will take throughout the game. If you choose to take the red one, enemies will be tougher and will be able to regenerate parts. If you take blue, you will rely more on your Magick to get you by. If you pick the green artifact, enemies will be easier to defeat, but your sanity will be drained much quicker. Pick whatever one you choose; I would recommend the Green Artifact if this is your first time playing through the game. After claiming one of the artifacts, the power of the artifact will engulf Pious. After it stops, he will be transformed into a skeleton, filled with the power of Eternal Darkness. The chapter then ends. ============== Roivas Mansion ============== Back with Alex, she will take the Tome of Eternal Darkness. Turn around and check out the page on the wall; it happens to be a Chapter Page from the Tome. Take the page, then save your game before selecting it from your inventory. When you use the Chapter Page, a new chapter of the game will begin, so remember that from here on out. ========================================= Chapter 2 - The Binding of the Corpse God ========================================= Character: Ellia Time Period: 1150 A.D. Here, you will meet with a girl named Ellia, who is reading a scroll inside of a temple. The scene will then show Pious within the temple, claiming the powers of darkness as his own. After that, you will see Ellia again. She is inside of the temple, wondering what there is to do inside. The entrance/exit door closes behind her, and you have control. To start off, head all the way to the back wall of the room where you will find a statue wearing a necklace. Take the Strange Necklace from it, and the door leading to the east room will close. Not a problem; instead go into the west room. There, Ellia will notice several Zombies lying motionless on the floor. Check out the candles, then continue to the next room. In there, Ellia will step onto a floor tile which activates the traps up ahead. Run past the blades when it's clear, while avoiding stepping on the floor tiles that stand out, to prevent more traps from opening up. Continue to the following room. As soon as you enter this next room, the door will close behind you and a Zombie will rise. An explanation of the Sanity Meter and its depletion when enemies spot you will appear. Defeat the Zombie, then finish it off like instructed to regain sanity. This is how you do it for the rest of the game, so get used to it! Take the Bronze Necklace nearby, and check out the candles with the picture behind it. Since the sun is in the middle, extinguish the right candle (press X) and the other door will partially open. Now, backtrack a few rooms back to the starting room with the statue. In the room with the dead Zombies from before, they will rise up and you'll have to fight, so be ready for that. Back in the starting room, place the Bronze Necklace on the statue to open the east door again. Enter the east room. There, check out the candles in the corner if you like, then continue to the following chamber. Make your way down the trapped corridor, walking around the floor tiles to avoid triggering the traps. In the next room, fight the Zombie that is of the strong color according to the artifact you picked with Pious (if you pick green, Zombie will be red; if blue, then green; if red, then blue). After you beat it, check out the candles for another puzzle. Extinguish them all since the portrait in the back is empty, and the doors will open. Head into the room that is now totally open. In here, go around the trap tiles until you reach the middle of the room. Look to the west and take the Blowgun sitting there. Doing so triggers a trap door underneath you which drops you into the basement level. The Short Sword will break upon impact, forcing you to use the Blowgun as your weapon. Anyway, there are 2 Zombies of your color to fight. There is also a fellow guard in here, which one of the Zombies tries to kill. Quickly kill the Zombies, and talk to the Guard. He will repair your Broken Short Sword at no charge here! Re-equip the Short Sword and head through the trapped hallway into the next room. There, the camera will point to the center structure, then 2 Zombies will come to life and attack. Defeat them, then go through the east door to another room. Make your way all the way through this hazardous hall of traps, then continue into the room at the end. There, kill off the Zombies, including the one that is of the stronger color. Finish them off and head through the other door to the north room. Go down the hall and enter the last nightmarish room. In here, a cutscene will take place with Pious confronting Ellia, with Pious killing the guards of the temple nearby. After the talk, the statue in the center of the room will zap Ellia, knocking her out. When she awakens, an odd person shows up and puts the Mantorok Essence inside of Ellia to force her into the eternal darkness. After he leaves, you'll have control again. Approach the statue and take the Metal Staff it holds. Now, backtrack through a few rooms until you reach the room with the center structure with a slot in it. There, defeat the newly arrived Zombies, then use the Metal Staff in the slot. It will act as a lever, opening the room in the back of the Mantorok room. Head back to that final room, and go around the path and into the final room of the chapter. In this final room, Pious will confront Ellia once again. He will ask her where the essence of Mantorok went, and Ellia does not answer. As a result, Pious will end up finishing her off, and then the chapter ends. ============== Roivas Mansion ============== With Alex again, there is more to do inside the hidden study. Go around the desk and you'll spot a table with candles lit atop it. All of them are lit, and there is a picture of a sunrise behind it. Extinguish the middle and right candles, and a hidden compartment will open below. Check it to find a Message Tube. Check out the Message Tube on the menu screen to uncover the Chapter Page inside. The scene will cut off, leading into a cutscene with Pious. He speaks with his master about Mantorok's essence, as well as the fate of the ruler Charlemagne. When the scene comes back to Alex in the mansion, use the Chapter Page to enter Chapter 3. ==================================== Chapter 3 - Suspicions of Conspiracy ==================================== Character: Anthony Time Period: 814 A.D. This chapter starts with Anthony talking to a hooded man about the bishop's plan to overthrow the emperor inside the cathedral. After the man leaves, Anthony will be outside, and he will realize that he must warn Charlemagne of the plot before it's too late. With control of Anthony, head down the aisle to the other end of the room. Open the closed casket you find to see a rather disturbing sight. Anthony will talk to a nearby monk, who will give him a Scramasax sword for protection, and to go warn the bishop of this discovery. Equip the sword, then go back to the other end of the room, and head up the stairs. Anthony will be warped to another area. Follow the path to the end, and take the Tome of Eternal Darkness. From here on out, Anthony will slowly transform from being human into being a zombie (you'll witness those changes when he glows yellow upon entering some rooms). Anyway, when you rearrive at the top of the stairs, go up to the next room. Here, check the bookshelf to find the Blue Urn. At the other end of the room, take the Circle of Power (3 point) sitting there. Behind there, you will find 3 bookshelves in the wall. Check out the middle one and pull the book to open a hidden doorway behind the left shelf. Climb down to the room below. There, go through the door into the following room. You will find a Zombie with a Rune inside of it. Defeat it and finish it off to claim the Antorbok Rune. Continue down the hall and kill 2 more Zombies, then head into the next room. Upon entering this room, you'll find a monk being attacked by some Zombies. He knocks one away with his torch, which bursts into flames and burns down a decoration covering a door on the wall. Enter the room and defeat the Zombies, then take the Torch and talk to the monk. He gives you the Two-Edged Sword as thanks, and mentions a broken urn in the room. Equip the Torch to see the dark parts of the room, and pick up the 3 pieces of the Green Urn. Now, go through the door into a new area. Go down the first set of steps and you will notice a stone slab on the ground. That is a Magickal Codex, which allows you to learn what a specific Rune is called. Pick up this one, then continue stairs and swipe the torch at the rune-holding Zombie to kill it in one shot. Claim the Magormor Rune it has, then go to the next room. In this room, defeat some more Zombies by using the Torch. Take the Ulyaoth codex on the ledge, then take the Filled Red Urn on the other ledge. Go by the fountain and use the Blue Urn, but it will accidentally drop, shattering. You will find the Ulyaoth Alignment Rune by doing so, allowing you to form your first Magick Spell! Use the components you've collected thus far to form Spell 1 (Enchant Item). Use the Torch and swing it at the decorative covering on the opposite wall to uncover a door. Go through it into another room. Go around the bend and kill the Zombie, then continue to the following room. You will see a monk running off into another room, which closes behind him. There is a floor panel which opens the door, but you need something to weigh it down. Take the Antorbok codex in the corner, and the Enchant Item Spell Scroll on the table. Assign that spell to a button, as it instructs you to. Now, go back a couple rooms to the room with the fountain. Use the Enchant Item spell on the Broken Blue and Green Urns to fix them again. Use both urns in the fountain to fill them with water. After that, head back to the room with the floor switch, and place all 3 filled urns on there to open the door. Go through it into the next room. Go all the way down the hall to the end, and into the following room, where you will confront the monk from before. He will come to attack, so defeat him quickly, along with the Zombies that rise around you. Take the Bishop's Key after the fight. Now it's time to really backtrack a bit, all the way to the first room of the chapter. Along the way, you will encounter plenty of Zombies, as well as the first Trapper enemy (small scorpion creature which sends you to the Trapper Dimension if you aren't quiet). Sneak around it to avoid being sent there. When you're in the upstairs library room again, you will be confronted by a Horror, which is a tough 3-headed enemy. Target its heads from behind, avoiding its attacks, to defeat it. Finish it off to regain sanity, then go downstairs to the first room again. There, go down to the locked door and unlock the room with the Bishop's Key. A cutscene will show that Charlemagne is already dead, and Anthony collapses again in his near-zombified state. The monk will speak, and a Bonethief will explode out of the monk who was talking, and the chapter ends. ============== Roivas Mansion ============== Back in the mansion with Alex, exit the hidden study. Make your way back to the main room of the mansion where the stairs are. Go upstairs and try to use the Second Floor Key on the locked door. The key will break, so use the Enchant Item spell on it to repair it, then unlock the door and enter that hall. Go straight to the wall, then go right and enter that room. There, take some .38 Revolver Ammunition on the nightstand by the bed. Enter the connected bathroom via the door in the corner, and take the page from the Journal of Maximillian Roivas on the toilet. Also, check out the bathtub for a fright if you're up for it. Go back into the bedroom and check out the dresser; it has an odd symbol in front of it. Remember this for later, since we'll be returning here soon. Exit the bedroom, then go all the way down the hallway to the corner. Enter the room in the corner. Take some more .38 Revolver ammo on a table, and check out the painting above the fireplace to find a Chapter Page. Save, then read the page to start Chapter 4. =============================== Chapter 4 - The Gift of Forever =============================== Character: Karim Time Period: 565 A.D. The opening cutscene shows Karim walking through a hot desert. The next scene shows him with what appears to be his girlfriend talking. She wants some treasure, and for Karim to get it for her. Karim then continues through the desert to a stone formation similar to when you were with Pious earlier. Karim is warped down into a temple, and the level begins. Start off by going straight to a ladder leading downward. Try to climb down and you'll be warped to the room where the Tome is found. Go forward and take the Tome of Eternal Darkness, and you will be back in the first room of the temple. Defeat the newly awakened Zombies, then climb down to the room below. Follow the path to the corner, and defeat a couple Zombies there. Take the white Statuette, and continue along the path. Kill 2 more Zombies and take the Santak Rune that one was holding by finishing it off. Then, climb up the nearby ladder to reach the next room. In here, approach the glowing wall with the insignia of the Rune you just collected on it. It'll disappear, so climb down into that room. There, grab the Torch on the wall and continue to the end of the corridor. Kill the 3 Zombies, then take the Magickal Codex for the Xel'lotath Alignment Rune. Also, take the black Statuette here. Head back to the room above, and you'll see 3 circle-shaped switches on the floor. Place the Statuettes on the 2 smaller ones, then stand on the large one to uncover an elevator in the middle of the room. Some Trappers come up with it, so sneak around then and go down the elevator to the next area. Head down this hall, around the dead bodies lying around. At the last one, you'll notice a Tulwar sticking out of it. Take it, and the dead guy will come up and fight. Kill it, and a Bonethief will explode out of it. Kill it, then progress into the following room. Defeat the Zombies in here, as well as the Bonethief that pops out of one of them. Take the Recover Spell Scroll that the dead man holds in his hands. Then, go through the left door in the back corner into that room. There, kill 3 Zombies and advance through the room. Pass the glowing wall with the Rune insignia on it for now, and continue into the next room at the far end. In that room, defeat the Horror with the Narokath Rune inside of it. Take the Rune, then grab the Magickal Codex for the Santak Rune on the ledge. Go back to the previous room, and clear the glowing wall since you have the required Rune now. Climb down that ladder, and the scene there will revert to Alex in the study, with a ghost of her grandfather appearing to speak with her. After that ends, climb down into that new room. Go straight ahead and claim the Magickal Codex sitting there. You will then automatically discover the Recover spell! Now, follow the path east into the next room. Go down the hall into the large room, where you will find a large sword sticking out of a stone ledge. Pull out the Ram Dao sword, and the door will close. Several waves of Zombies will appear, so defeat them all. For the final wave, there will be a Zombie with the Xel'lotath Alignment Rune inside. Kill that final group to claim the rune, then the door will open. Now, backtrack through a few rooms until you come to the room with the green insignia on the door. Use the Enchant Item spell aligned with Xel'lotath on the Ram Dao, then use the sword to fill the slot and open the door. Enter that room. Defeat the 3 Zombies here, then follow the path until you reach a ladder. Climb up into that room. You will find several Trappers in here, so sneak past them and claim the Ruby Effigy in the center of the room. Climb back down to the room below, and continue along the path to a pile of rubble. Choose to climb over it, then keep going on the darkened path. You'll find a Horror that is of the color you're strong against. Defeat it, then climb down into another room. There will be a skeletal hand on the table; place the Tome of Eternal Darkness on it to open the nearby gate. Take the Tome again, then go into that room. There, you will be ambushed by LOTS of Zombies and Bonethieves! You cannot pass them since a green wall will stop you. Just kill the Zombies as they come to your side of the wall, retreating to the back area to recover with the Talisman when needed. Defeat the Horror that appears at the end, then finish it off to clear the barrier. After you're done, claim the blue Artifact and the ghost of the woman Karim was talking to earlier appears. After a conversation where Karim is forced to guard the Artifact, the girl will possess Karim and the chapter will end. ============== Roivas Mansion ============== Once again with Alex, leave the hidden study. Head through the next couple of rooms to the main room of the mansion. Enter the room on the opposite side of the mansion; that is the kitchen. As soon as you enter the kitchen, you'll notice a green emblem on the closet door. Use the Enchant Item spell aligned with Xel'lotath on the Gladius, then use the Gladius on the door. It will fit into the slot and open the door. In the closet, take the Spice Jar on the shelf. Check it out to find the Chapter Page inside. A cutscene will then take place with Pious speaking with the master in its lair. After it ends, use the Chapter Page to start the fifth chapter. ============================ Chapter 5 - A Lurking Horror ============================ Character: Dr. Maximillian Roivas Time Period: 1750 A.D. This chapter will begin with Dr. Roivas at his desk, writing in a journal. When he is done, you will have control. Check the desk to find some Flintlock Pistol ammunition. Then, head through the door out of the room. Enter the room right next to the one you just came out of, and find more ammo there. Leave the room, then go east and down the other hall. At the split, continue going straight. Take more Flintlock Pistol ammunition on the table, and head into the room at the end. Take the Letter #1 on the table by the bed, as well as the Magickal Codex above the fireplace. Check out the bathroom and you'll find yet another pack of ammo. Now, leave the bathroom and the master bedroom altogether. Go down the hall, and turn at the first chance you get. Go through the door to the next room. Go downstairs and take Letter #2 on the middle table. Then, enter the kitchen on the west side of the main room. Grab the Magickal Codex on the shelf, then enter the closet and take the Pump Handle there. Check a shelf at the opposite end of the room to find more Flintlock Pistol ammunition. Exit the kitchen and go into the room to the north, which is the dining room. Check the fireplace and read the hint that is given. You'll then be able to move the bird statue in front of one of the 4 colored blocks. If the color in the hint is green, move the statue to the red block; if blue, move to green; if red, move to blue. If done correctly, a hidden passage will open in the fireplace. Enter that room. In there, take the Reveal Invisible Spell Scroll in the corner, as well as a Sabre on one wall, and a second Flintlock Pistol on the other. Take the Tome of Eternal Darkness at the desk, and a Horror will appear in the main chamber of the mansion. Letter #3 will drop out of the book, and Max will grab it. Now, leave this hidden room, and the dining room as well. Go down the hall and equip the Sabre, and fight the Horror. Be careful, as a servant will become possessed and try attacking you as well. After you kill the Horror and the Bonethief that comes out of the servant, you will get the Redgormor Rune that the Horror held, and you will automatically learn the Reveal Invisible spell. Have Max do an autopsy (press B) on both creatures, then finish them off and head upstairs to the second floor hallway again. There, head left and follow the path all the way to the end. You will find a stained glass window, and a small shelf to the sides. Check out the left shelf to find a Sealed Envelope behind it. Take it, and defeat the Bonethief that bursts out of the window. After that, open the Sealed Envelope and you will get the Basement Key that was inside, as well as Letter #4. Now, head back through the door leading downstairs. You will enter what appears to be a sanity effect, since the room is in monochrome colors, and a Horror is in the right corner downstairs. Go down and lure it out into the open area, then kill the Horror and take the Chattur'gha Alignment Rune it held. The room will revert to normal again. Go through the door and head downstairs, then into the right side of the room. Take some ammo on the table to the side, and approach the green emblem on the wall. Use the Reveal Invisible spell aligned with Chattur'gha to reveal a hidden room. Unlock it with the Basement Key, then enter. Go down the steps and defeat the 2 Zombies, and the Bonethief that comes out of one of them. After that, take the Damage Field Spell Scroll by the edge of the well, as well as some ammo in the back of the room, and a Magickal Codex for the Bankorok Rune on a shelf. Go by the pump next to the well and use the Pump Handle to pump out the water. Then, climb down into that room. Another sanity effect will be experienced, so try to open the nearby door to snap out of it. Climb down and enter the real next room. Here, defeat the Rune-holding Zombie in front of you to get the Bankorok Rune. You will automatically discover the Damage Field spell as well! Then, head downstairs to a glowing wall. Since you have the Bankorok Rune, it will allow you to pass. Save your game here, then continue downstairs to the room at the bottom. In here, you will meet the Guardian creature, which will be of the same color as yours. Defeat it by equipping and enchanting the Flintlock Pistols you have aligned with Chattur'gha. Cast the Damage Field aligned with Chattur'gha as well to protect yourself, then shoot at the Guardian and any Zombies that come near. Reload within the barrier formed by the Damage Field, and attack the Guardian a few times to win. There will be one more cutscene with Max leaving the basement lair. Then it will show Max later on in an asylum because of his discovery of the hidden city below the mansion. The chapter then ends here. ============== Roivas Mansion ============== Back in the mansion, head out of the study and continue to the main room of the first floor. From there, head upstairs to the second floor hallway. At the split, go right and enter the master bedroom. There, go to the dresser with the green emblem on it, and use the Reveal Invisible spell aligned with Chattur'gha to reveal a keyhole. Use the Dresser Key to open it, then take the Revolver and another Chapter Page. A cutscene will then ensue with Pious and the master once again. When that's done, save the game with Alex, then use the page to enter Chapter 6. =================================== Chapter 6 - A Journey Into Darkness =================================== Character: Edwin Lindsey Time Period: 1983 A.D. The chapter opens with a cutscene showing the explorer Lindsey and his partner, Augustine, exploring a hidden temple. This is the same temple that you went through with Ellia early on in the game. Augustine tries to kill Lindsey, so he fights back. Eventually, his partner is revealed as Pious, and a winged creature which I will call a Gatekeeper is brought in to attack. Kill it by shooting its body when it opens its wings, or run behind it and attack if you don't want to wait. After it's over, finish it off and the green sanity-draining floor will recede. Now, check out the middle of the room and the controller will rumble. Use your Archaeologist's Brush to dust off the tile on the floor, revealing a formation and a Bronze Bracelet. Pick up the bracelet, then place it on the statue at the back of the room. Doing so will open the left door. Enter that room. In this place, take the Tome of Eternal Darkness. When you get back to the temple, go into the next room. There, defeat the Zombies and continue to the following room. Avoid the traps by watching where you step. Halfway through the room, go into an alcove to the right and take the Metal Bracelet you find. Continue onward and when you come to some cobwebs in the corner, use the Archaeologist's Brush to dust it away, then take the Magickal Codex you find for the Tier Rune. Continue to the next room. Here you will find a Horror protected by a Damage Field, which you cannot penetrate just yet. Take the Bronze Necklace next to it, and head back to the first room of the temple. Place the necklace on the statue and open the other door. Enter that other room. There, approach the Naga statue, and take the Silver Bracelet on the ledge in front of it. The doors will then close and the Naga will shoot at you if you do not replace the bracelet. Put the Metal Bracelet there (it won't know the difference), and continue into the next room. Avoid the traps while defeating the Zombies you encounter. When you come to more cobwebs, brush them away and take the Magickal Codex for the Nethlek Rune. Continue to the next room, where you will be ambushed by 4 Zombies. Kill them all and take the Nethlek Rune that one drops. Go on into the next trapped hallway. Make your way through until you reach a cobweb; brush it off and take the Dispel Magick Spell Scroll, and you will automatically discover that spell! Now, go on into the next room with the protected Horror. Use the Dispel Magick spell aligned with Chattur'gha to dispel its barrier, then kill it. Take the Silver Necklace that it was guarding, then head back to the room you just came from. Continue until you come to a statue against the left wall. Place the Silver Bracelet and Necklace on it, and the adjacent door will open up. Go into that room. Equip the Torch and defeat the Zombie here, then go down a set of steps and kill another one. Take the Aretak Rune that is left behind, and continue downstairs to find the Gatekeeper again. Kill it and any summoned Zombies, then keep going to the bottom and clear the glowing wall since you have the required Rune. Then, go into that room. Here in this trap room, head south and avoid the tiles that activate the traps. Kill a couple Zombies along the way, then enter the next room. Here, a statue guards the necklace sitting in front of it. Stand on the circular floor switch to turn the guard around, then take the Gold Necklace and head back to the previous room. Go all the way north and enter the northwest room this time. Here, you will find a Horror that is of the color weaker than your own. Kill it, then use the Dispel Magick spell aligned with Ulyaoth to break the barrier around the rune in the room. It will vanish, weakening the spell blocking a door further along. Brush off the cobwebs you find to get the Necklace. Then, continue to the next room. There, head all the way down the trapped hallway as quickly as you can while avoiding everything. At the other end, enter that room. There, defeat the 2 Zombies that are of the color stronger versus your own. After that, use the Dispel Magick aligned with Chattur'gha to break the shield and further weaken the barrier on the door. Continue into the next room. In that room, go through this trapped hall as well. Take note of the statue on the right side as you progress. At the end, enter another room. Defeat the weaker-colored Zombies here and use a Xel'lotath aligned Dispel Magick to destroy the final barrier. Since you cannot fit through the wall you just unblocked, you will have to come back in a little bit. You'll notice a statue holding what appears to be a sink to the side. Place the Necklace in it, then press the switch, filling the bowl with acid. When it recedes, pick up the Gold Necklace. Now, go back to the previous room. Place the Gold Necklace and Bracelet on the statue to open a doorway leading downstairs again. Go through the door into that room. A cutscene will take place between Alex Roivas and the ghost of her grandfather again. After it ends, you'll control Lindsey again. Enter the next room and go downstairs. Kill the strong Zombies and Horror, then continue down and into the following room. There, go up the hall while avoiding the traps and the tiles that trigger them. In the room after this, kill all the Zombies, then brush off the cobwebs and take the Magickal Codex for the Aretak Rune. Then, go to the next room. Equip the Torch here and avoid some more traps/floor tiles. In the following room, fight the Zombies that are of the color stronger than your own. After that, go through the other door to the next room. Get through this next trap-ridden corridor, then head into the room after it. In there, defeat some Zombies and grab the Tier Rune that one of them drops. Now that you have the required Runes, use the New Spell function to create Spell 6 (Summon Trapper), using the Aretak and Tier Runes. Now it's time to backtrack like I said earlier in this stage. Make your way back upstairs to the previous floor. Once there, get to the south corridor by the wall with the hole just "small enough for a dog" to get through. Use the Summon Trapper spell and direct the Trapper into that room. Go across the bridge and step on the floor switch, which opens a room outside with the rune in it. Cancel out the Trapper by pressing A, then with Lindsey, take the Mantorok Rune. A Horror bursts from the other wall, so kill it, then go into that room. Cross the bridge and brush the cobweb to get the Magickal Codex for the Mantorok Rune. Now, make your way all the way back downstairs to where you found the Tier Rune. Lower the glowing wall since you have that rune, then enter the next room. Go down the hall while avoiding yet another batch of traps, and go into the following room. There, kill a bunch of Zombies and take the Summon Trapper Spell Scroll sitting on the ledge. Then, go into the next room. Follow the corridor into the room where Mantorok is found. A cutscene will take place with Pious confronting Lindsey. Pious will send 2 Gatekeepers to attack, which will be taken care of by the power of Mantorok. After Pious leaves, the statue will open the door in the back of the room. Go around the path and enter the room in the back. There, another cutscene will ensue where Lindsey finds the possessed corpse of Ellia sitting on the statue. It'll talk to him, then pull out the essence, which is jarred and taken away to the Roivas Mansion by Lindsey. A man hides it behind a comic book that you will see, then the chapter ends. ============== Roivas Mansion ============== Once again with Alex, leave the study. Continue down the path and around into the main library room. Here, look among the shelves for the aforementioned comic book. Check it out and open the hidden shelf behind it. Take the Heart of Mantorok, then continue into the main chamber of the mansion. Go upstairs to the second floor and enter that hallway. Follow the hall to the left and around the corner to spot Alex's grandfather's ghost walking through the wall. Continue onward to the stained glass window. The window is protected by magic when you approach, so you'll have to remove that. Use the Dispel Magick spell, aligned with Chattur'gha, to remove it. After you do so, grab the Chapter Page floating in midair. Another cutscene will take place, showing Pious in a large room, summoning a giant creature. It is directed to guard the artifact in the room. When the scene ends and you're back with Alex, read the page and enter Chapter 7. =================== Chapter 7 - Heresy! =================== Character: Paul Luther Time Period: 1485 A.D. The chapter will open with a cutscene showing a conversation between Paul Luther and a rather evil looking monk within a cathedral during the Inquisition. After the scene, you have control of Paul, so head straight to the double doors, and go through them. Continue north towards the altar and you will spot a dead body laying on one of the pews. The monk from before will enter and take Paul away, putting him into a locked room. There, check out the painting on the wall and take the Emerald hanging on it. Another cutscene will begin, where a man will come and free Paul. After the conversation is over, exit this room. You will be warped to the room where the Tome is. Go ahead and take the Tome, then when you're back in the other room, exit through the door. Now, go up the stairs across the room. Make your way through the next few rooms up to the bell tower. Ring the bell and the man who freed you will enter. Talk to him and he will give you the Old Tower Key. Go back downstairs to the first room of the cathedral, then go through the double doors to the north into the next room. There, make your way to the end by the altar, then head west. Take a Torch off the left wall as you go through a side corridor, then enter that room. Here, open the chest to get a Crossbow, then check the closet where the robes are hanging to get a Podium Key. Exit this room, and go directly across to the right side of the room. Unlock the door with the Old Tower Key, and enter the room. There, a monk will be possessed by a Bonethief. Kill the monk, then the Bonethief that pops out. Grab the Shield Spell Scroll at the back of the room, then enter the room to the left. There, you will encounter the remains of Anthony from the earlier chapter. Defeat him and you will get the Ruby and the Two-Edged Sword Anthony had. Leave this room, then go up the stairs nearby to the next floor. There, defeat the Bonethief and take the Sheet of Music on the shelf. Also, take Diary Page 2 on the table. Go back downstairs, then through the first door to exit this room. Get to the center of the room by the altar. Then, step onto the podium to the side of that, and use the key to unlock the drawer. Take Diary Page 1 from here, then step off the podium. Head to the organ on the left side of the room. Play it (A, B, Y, X, B, Y, A) and the cabinet across the room will open. Go there and take the 5-point Circle of Power you find. Now, go down the stairs behind the altar into the basement. In this next room, go down and right along the path. Go left and into a side room. There, take the Crossbow Bolts and the Book of Reliquaries you find, then exit the room. Continue through this basement area to the next large room. Grab the Crossbow Bolts and the Mace on the wall in there, then go through the door into the next room. Here, you will find several wine casks which are filled with aging wine. One of them is hollow; find and turn the handle on it to open a hidden room at the back wall. Avoid the Trappers and head into that room. Defeat the Horror and take the Sapphire it drops. Place the 3 jewels you have (Emerald, Ruby, Sapphire) on the special panel to open a path leading downstairs. Go down and enter the next room. There, defeat some Zombies, then continue down the corridor into the following room. Kill some more Zombies and claim the Pargon Rune that one of them carries. Now is a good time to strengthen your spells by using the new Circle of Power and the Pargon Rune. Recover your sanity and health if needed, then enter the next room. Watch the red Horror kill the green one, then run in and kill the red one yourself. Take the Crossbow Bolts on the ledge and head into the following room. Go down and around the hall, kill 2 Zombies, and go into the room at the other end. Defeat the 2 Zombies here, then take the Crossbow Bolts on the left bookcase. Check out the shelf against the back wall; choose to push it back and a new passage will open. Enter there. Go through the next 2 rooms, killing the Zombies you come across. In the last room, take the Magickal Codex for the Pargon Rune, as well as Diary Page 3. Now, exit this room and get ready to backtrack quite a bit. Make your way all the way back through the basements, until you get back into the first floor of the cathedral again (where the pews are). Once there, head through the middle of the room and through the double doors into the following room. Go up the stairs and continue until you reach the bell tower. Talk to the man there about the heresy going around in the cathedral. After the cutscene is over, you will receive the Sacrificial Knife. Head downstairs and make your way into the basement behind the altar again. Continue through the rooms until you reach the one with an effigy in the corner with a slot in the middle. Use the knife on it and a nearby wall will open up, revealing a hidden doorway. Enter that room. In this area, go straight ahead to find a 5-point Damage Field of your color blocking the way. Use a 5-point Dispel Magick spell aligned with the color stronger than your own to destroy it. Then, continue onward to the very end. Check out the man mauled on the table, and a cutscene will ensue. The evil looking monk from earlier will enter and speak at length. After he leaves, 2 Bonethieves will be left behind. Kill them, then head back out of this room. You'll see the monk enter a previously looked room, so follow him into there. Go through the next few corridors, then at the end of the last one, enter the room and stop the heresy. A cutscene will take place with Pious and the guardian creature he summoned, and Paul will be killed. The chapter ends at this point. ============== Roivas Mansion ============== As soon as you return to the mansion with Alex, you will receive a Note from Edward. Read its hint about the 88 keys (piano) and leave the study. Make your way to the center room of the mansion, then go west and north into the dining room. Check out the hanging man, then go by the piano and choose to play it (A, B, Y, X, B, Y, A). Doing so will open the piano; take the Chapter Page you find, and a cutscene will take place. A captured soldier will be in the desert, and Pious will be there as well. After some dialogue there, save the game with Alex, then read the Chapter Page. ============================== Chapter 8 - The Forbidden City ============================== Character: Roberto Bianchi Time Period: 1460 A.D. This chapter starts with Roberto being held captive by Pious's soldiers. They order him to survey a site underground as his punishment. When you gain control, if you check the map, the rooms marked with an "X" are the ones you must survey. Anyway, head through the corridor and up the ladder to the first room. Go across the room and down the other ladder to the following area. Equip the Torch and follow the path to the other end, defeating a Zombie along the way. At the end, climb into the next room. In here, go by a nearby pillar and press B; choose to survey the area and your job will be done, in this room at least. Now, grab some Crossbow Bolts to the left of the ladder you just came up. Go across the room and take the Saif sword on the ledge, then climb down into the next room. Here, go ahead until you reach a barred-in area with a lever. Pull the lever and open one of the cells of Zombies. Kill them and pull the next lever to open the next cell. Kill the next set of Zombies and pull that last lever, opening the last gate. Next, go up the remaining path and defeat the Zombies that rise along the way. Then, climb up to the room above. Survey this room, take the Crossbow on the ledge, and try climbing down the other ladder. Take the Tome in this special room as usual, then when you rearrive in the room you were in, climb down the ladder. In here, get through this room by sneaking past 3 Trappers. At the end, climb into the next room. When you enter this room, you will find the floor is green, which means it will gradually drain your health. There is a Gatekeeper enemy in here as well; kill it and the green floor will disappear. Kill the Zombie you find, too. Take the Summon Zombie Spell Scroll in the middle of the room and you will automatically discover that spell! Now, head into the next room. Grab the Crossbow Bolts on the floor in front of you, then go south and defeat the Horrors you find. After that, go through the door at the end to reach the next room. Here, you will witness a demonstration of the trap in this room. Use the Summon Zombie magick, then move the Zombie to where the crusher trap is (between the doors). Doing so will open a gate barring access to a ladder. Now that it's open, climb down into the room below. There, avoid the Trapper and defeat the Gatekeeper and Zombie you find. Then, continue down the path into the last room. Here, you will encounter the ghost of Karim from earlier in the game. He defends the artifact in the room, and after he realizes you are the "chosen one", he disappears. Take the Essence, as well as the Ruby Effigy in here. Before you leave here, survey the room. Now, backtrack to the room with the crushing trap. This time, enter the door to the left of it. In this room, defeat the several Zombies you find. Then, go down the ladder to the floor below. There, use a 5-point Reveal Invisible spell aligned with the color stronger than your own. Take the Sapphire Effigy that it reveals, then head into the next room while avoiding the Trappers as best as you can. In this next room, a small platform above the lava will be revealed for you to walk over, provided the Reveal Invisible hasn't worn off yet. Go across and grab the Forbidden Corridor Key there. Kill the Horror and the Zombies, then leave this room. A scene with Alex and the ghost of her grandfather will take place. After the scene goes back to Roberto, go into the next room. Go back up the ladder into the room above. This time, enter the door on the right side of the room. In this room, survey it and avoid the 3 people in here as they will attack you. Run out of this room as quickly as you can to avoid a tough battle. Unlock the double doors with the Forbidden Corridor Key, then enter that room. There, follow the path to the intersection, where you will find the next corridor to be electrically charged. Use a 5-point Shield magick of the color stronger than your own, then run through that corridor. At the end, go through the door into another room. Here, go forward to the middle area, then target the rope and cut it off, lowering a bridge. Go across, killing the 2 Worms that pop out of the pit. At the other side, pull the lever to open the gate out of this room. On the bridge, survey the room, and your job will be done. Now, use the map to backtrack all the way to the surface again. Once there, Pious will ask for an assessment of the rooms surveyed. Pious will then decide to add Roberto to the sacrifice, and the next scene will show them atop a tower with a pit in the middle. People will be thrown in, as will Roberto, all as sacrifices. Then, the chapter is over. ============== Roivas Mansion ============== From here, go around the desk and check the corner. Choose to survey the room and Alex will find a Chapter Page. A cutscene will take place showing Pious in the cathedral basement chopping apart a body. A monk will speak to him, then the scene will end. With Alex again, save, then read the page to reach the next chapter. ================================= Chapter 9 - A War to End All Wars ================================= Character: Peter Jacob Time Period: 1916 A.D. The chapter starts with a scene showing the cathedral, which was transformed into a military hospital. Bombs burst outside, and you, as Peter Jacob, are inside to write about it. When you have control, check the table in front of you to get Soldier's Letter #1. Go forward to the altar, then check on the podium to find a Sealed Envelope. Open it to get the Soldier's Orders. Now, go through the double doors at the other end of the room. Go by the guard standing in front of a nearby door, and give him the Soldier's Orders. He will leave, so enter the room. Take the Revolver; a bomb will then hit outside and the cathedral will lose power. So, leave this room to reach the room where the Tome is. Get it, then when you return to the dark room, exit it. From here, go across the room and head up the stairs into the room above. Avoid the possessed woman here and go through the door into the following room. Continue straight across the balcony to another room. In there, take the Soldier's Letter #2. Now, head back downstairs to the room there. Go through the double doors into the main cathedral room. Head straight through the middle aisle, avoiding the Bonethieves and possessed people here. If you need to, use the Flash Pan to stop them all momentarily. At the altar, take the Rifle, then head east and into that side room. Use the Flash Pan on the person and Bonethief, then enter the room to the left. Grab the Torch on the back wall, and use it to kill off the Zombies quickly. Recover your sanity with some magick, then collect the ammo laying around, and leave the room. Go up the stairs nearby and into that room as well. Take some Revolver ammo on the shelf, and the Two-Edged Sword. Equip that, and go downstairs. Here, kill the Bonethief and the possessed human if you want, then leave this room. Back in the main hall, kill the enemies that are around, then go down the stairs behind the altar. When you get down there, go left and you'll find 2 doors. Enter both rooms and collect some ammo, then continue onward through the basement. Collect 2 more bits of ammo and go into the room to the left. In here, enter the door to the left first. Equip the torch so you can see the generator; turn the wheel of it. Leave this room, then enter the one across from you. Collect the Rifle ammo, and head to the fusebox against the back wall. Use the Lucky Penny and it will act as the missing fuse. Now, pull the lever by the generator in here and that will turn on the electricity in the building again! Leave this room and enter the left room again. Use the Summon Trapper magick, then send the Trapper through the hole in the wall. In this room, target the dead man lying there (press/hold R), then press A to warp it away. When you have control again, open the door to the left of the wall. In that room, take the 7-point Circle of Power you find. Leave this room, and the other one as well. Now, head back upstairs to the area behind the altar again. When you get up there, the stained glass windows will be blown out by another bomb outside. Anyway, go west to the organ. Take the Sheet of Music and play the organ to open a cabinet across the room. Go there and take the Door Handle you find. Now, go back to the middle area and head down the couple steps, and continue west into a side corridor. When you come to the wall, use a 7-point Reveal Invisible spell aligned with the color stronger than that of the design on the wall. Doing so will reveal a door; use the Door Handle and enter that room. In this room, collect several bits of ammo, then climb down the ladder into the room below. Follow the short corridor here into yet another chamber. Kill the Zombies and Bonethieves here, then head to the next room. Go down the spiraled stairs into the room at the bottom. There, defeat the Horror and 2 Zombies in here, then head into the south room (check the map so you go into the right one). Here, follow the path all the way to the end, while trying your best to avoid being trapped by the Trappers. At the end of the path, pick up the bottle of Magickal Elixir. After that, go back to the previous room. This time, enter the room to the west. Avoid the Trappers and continue through the hallway into the next room. Kill the Bonethief there, and take Soldier's Letter #3. Next, check the back shelf and push it inward, revealing a new path. Enter that room. Follow the hall around, avoiding the Trapper, and head into the room at the end. Kill the Zombie and avoid the Trapper, and take the Binding Hall Key. Now, head back a few rooms to the room with 4 doors (where you fought the Horror earlier). Unlock that door and enter the new room. Kill 3 Zombies in this darkened hall, and enter the following room. Go downstairs to the bottom level. There, take the Magickal Attack Spell Scroll from the wall to learn the spell on the spot. Then, enter the next room. Go around the hall and reach the last doorway before the boss. Assign a 3 or 5-point Magickal Attack spell to one of the specified buttons. Save your game and fully recover your sanity/health/magick, then enter the next room. In here, you will witness a cutscene showing the Black Guardian boss appear. You will have to fight this thing, so read the Bosses section for help defeating it. After the fight, you will have control one last time. Walk around to the back end of the room and claim the final artifact. Another scene will take place, showing Peter Jacob 69 years later giving the artifact to Edward Roivas. After that, the chapter ends. ============== Roivas Mansion ============== When you're back with Alex, you will find a Lucky Penny behind the just-used Chapter Page. Take it and leave the study, and head into the library. You will see the ghost of a servant up ahead. Talk to her and she will disappear, leaving the Basement Key behind. Take it and head to the main area of the mansion, then north to the locked door. Open it with the key and head into the basement. There, grab the Shotgun off the wall, and collect ammo around the room. Open the fuse box on the wall and use the Lucky Penny in place of the missing fuse. Then, turn on the lights to an upstairs bathroom. Head back upstairs, then up to the second floor hallway. Go straight, then directly west into the rooms straight ahead (between the 2 tables). Check atop the chest to find another page from the Journal of M. Roivas. After that, open the medicine cabinet and take the Chapter Page inside. A quick cutscene with Pious and a Guardian in the basement will ensue. Then, it will show Pious talking to his master again. After you get control again, read the page and start Chapter 10. ================================= Chapter 10 - A Legacy of Darkness ================================= Character: Edward Roivas Time Period: 1952 A.D. This chapter begins with Edward talking about his family tree and wanting to learn more about it. When you gain control of him, pick up the first Historical Journal atop the fireplace. Then, go south into the next room. You will see the same ghost that Alex has been dealing with at this time. He'll mention setting the clock to 3:33, then he'll disappear. However, there are no hands on the clock, so you must find them first. Take the Magick Pool spell scroll, and go back out of here, and continue to the main room of the mansion. Go across the room and enter the kitchen. There, take the Sabre off the wall, then leave the room again. Go upstairs and through the door to the second floor hall. Go right and into the master bedroom, and take the ammo you find around. Leave here, then go down the hall to the corner. Enter the door to the right, which is Edward's room. Take more ammo, noting the locked gun cabinet, then take the second Historical Journal on the table. Now, go back downstairs and into the library room with the clock. Check out both Historical Journals to find the Minute and Hour Hands of the clock. Place them on and set the time to 3:33, then a cutscene will show the ghost entering the study. You will automatically follow it in, where it will show you the Tome on the table. Take all the ammo and a Revolver on the wall, then take the Tome of Eternal Darkness. After that, leave the study and continue to the following room. You will witness a Vampire appear and suck blood out of a lady servant, then run away, knocking down a vase on the way out. The servant will become possessed and attack, so aim for the head and attack with the Sabre a few times to kill her. Check out the broken vase and you will find the Bottom Half of the Basement Key. Then, continue out to the main room. Head upstairs here and through the doors to the second floor hallway. Go right and you will see a scene with the Vampire attacking another servant. Enchant your Sabre with the alignment stronger than your own, and enter the room. Attack the Vampire and avoid its attacks until it runs away to recharge in the basement. Talk to the servant and he will give up the Gun Cabinet Key. Leave the room and go down the hall into the second bedroom. Unlock and open the gun cabinet, and take the Elephant Gun. Now, stay in this room and the Vampire will return shortly to attack. Attack it until it runs off, then talk to the servant to get some ammo. Go back downstairs and wait again, then the Vampire will reappear. This time it'll attack in this main room, so fight it while avoiding its swiping attacks to make it retreat. It'll leave the Top Half of the Basement Key behind. Mix the two parts of the key, then enchant the broken key to get a full Basement Key. Go to the right side of the room and head north to the basement door. Unlock it, recover your health and re- enchant the Sabre, and cast a Shield spell on yourself, then go into the basement. Here, go downstairs and the Vampire will run around trying to attack you. If you stand still it'll come by you to attack, so draw it away from the giant energy statue in the well, and attack the statue by targeting it. Hit it once or twice, then run across the room so the Vampire goes there, then repeat. After the statue is destroyed, fight/kill the Vampire. After that, go around and collect the loads of ammo scattered throughout the room, as well as a Double Shotgun and the Summon Horror spell scroll. Recover and cast another 5-point Shield spell, then climb down the ladder into the room below. Go all the way down the stairs here, making sure to be in full health and a good Shield protecting you. Enchant the Elephant Gun and the Double Shotgun, save your game, then go downstairs into the next room. In this room, go forward and you will be faced by 2 Horrors. Aim for their heads with the Elephant Gun, then the Double Shotgun when you used both bullets. Get far away and reload while avoiding their attacks, then return and hit them again with more shots until they're both down. Use the Sabre to finish them off. Recover any sanity/health you're still missing, reload both guns and re-enchant them, recharge the Shield, then save your game. Head onward and down the steps into the next area. Here, there will be a Horror and a Guardian to take on. First, kill the Horror with a couple shots from the enchanted Elephant Gun. Then, set up a 3- point Damage Field around yourself, and then cast a 5-point Dispel Magick in the color stronger than your own. Doing so will destroy the barrier protecting the Guardian. Target it and shoot it with an enchanted Elephant Gun or Double Shotgun to cause damage. It'll then disappear and reappear elsewhere in the room, so wait until it reappears and attack again. Repeat this all until you kill it, then finish it off to regain massive sanity. Save, then go through the door at the far end of the room. In this room, you will find what appears to be a massive Circle of Power, which must be activated. If you go around the perimeter of the room, there are 9 fields of energy you can open up, all of which open a warp field in the middle of the room. Step into the warp and activate the appropriate Rune in that room, then go through the warp and make your way through the room you end up in, and repeat. Start with the first one on the left. Activate the Pargon Rune and go into the next room. Kill the 2 Horrors here, then go forward and pull the lever in the back of the room. Go back up and head left out of this room. Back in the main hall, go into the room with the Circle of Power. Activate the second warp and step into it. Here, activate the Redgormor Rune, then enchant your weapons and enter the next room. Shoot down the Horror in front of you, and watch out for the Trappers around. Go to the back of the room and pull the lever, then run to the right side of the room. Go through the doorway, then continue across the room to reach the main hall. Enter the middle chamber, and activate/enter the third warp. Activate the Pargon Rune and enter the next room. Get to the middle of this large room and go to the back area, and pull the lever. Doing so will open the path out of here, but releases a Horror, Zombie, and Trapper into the room. Run right across the room and exit, then enter the round room again. Activate and enter the fourth warp, then in that room, activate the Pargon Rune here. Step into the warp to reach the fourth room. Head to the middle of the room and pull the lever. A cutscene will take place showing a giant worm coming out of the middle pool, and Edward drinking some Liquid Courage to snap out of this scene. When you have control, go south out of here to the main hall. Enter the round room and activate the middle warp, and enter it. Here, sneak around the Trapper and you'll have a choice of what alignment rune to activate. Pick the one that's stronger than your own, then go through the warp to the next room. Fight and kill the Guardian here, then go up the stairs and pull the lever. Go to the south end of the room and exit, then head to the round room once more. Activate the sixth warp and enter that room. Activate another Pargon Rune here, then step into the warp to reach a new room. There, go up the steps and pull the lever to remove the barrier blocking the room exit. Sneak around the Trappers and leave this room. In the next one, go south and out of this one as well. Go north and enter the round room, and activate the next warp. Step into it and activate a Pargon Rune. Go into the next room via the warp. Go down the steps and head to the right, avoiding or killing the Zombies you see. Go up the next set of steps and pull the lever at the top. Go down and continue to the right. Kill the Guardian in the way and exit the room. Go south and out of the following room, then head to the round room yet again. Activate the second to last warp and enter it. There, sneak around the Trapper and activate the Nethlek Rune, then go through the warp to another room. Go south and down the steps to the lower area, while avoiding the Trappers. Enchant your Elephant Gun and fight the Guardian. Kill it, then go up the steps and pull the lever. Go back down and head through the doorway out of here. In the main hall, go all the way north into the round room. Activate the final energy field and enter the room. Activate the last Pargon Rune, and a cutscene will take place showing the giant Circle of Power activating. When the scene returns to you, step into the warp to reach the next room. Here, go around and defeat the Horror in the middle area. Go around to the other side and defeat the Guardian there. Pull the lever, then get out of this room. Go across the next room to reach the main hall. From here, go up the steps and out of this room. Continue across this next room and start going up the spiral steps. Halfway up, Edward will stop to watch the city explode from a vantage point high above. After that, another scene will take place 48 years later with Edward in the mansion. A Guardian appears in the mansion, and then the chapter ends just as it goes down to attack. The chapter is now over. ============== Roivas Mansion ============== Before you get control, you will watch a scene between Pious and the master again, with news about the city being destroyed. After the scene ends, you are back with Alex in the hidden study. You will receive a Hidden Note from Edward. Read it to learn about a secret stash in the basement for you to have. So, leave the study and head down to the basement. As soon as you go down the stairs, go left and check out the barrels. You will find something stashed between them; pull it out to get a Pickax. Go back upstairs with it, and continue up to the second floor. In that hall, go left all the way to the corner. Continue to the left and you will find an odd area of the wall. Use the Pickax there and a cutscene will take place. Alex will break down the wall and the scene will again change back to Maximillian's era. You will see him kill off his servants in this room. When you get control back in the present with Alex, you will see a damage field in the middle of the room. Use a 5-point Dispel Magick spell in the color stronger than that of the field to clear it. Check out the pile in the middle to find a Stethoscope and another page of the Journal of M. Roivas. Leave this room and you will finally encounter enemies in the hallway. Defeat the Bonethieves and avoid the Trapper, and go through the door leading to the main room of the mansion. Go down the stairs and avoid or kill the Zombies, then go to the basement. Check out the back of the room for a safe that you couldn't open before. Use the Stethoscope to check it out, then choose to open the safe. Turn the knob to the right until you hear the first click (59), then turn it to the left (81). Turn it to the right once more (46) and open it. Take the Essence, the Crankshaft, a Letter from Edward, and another Chapter Page. View the scene with Pious and a hooded man, then you'll have control again. Save your game, then read the Chapter Page to start Chapter 11. =========================== Chapter 11 - Ashes to Ashes =========================== Character: Michael Edwards Time Period: 1991 A.D. Starting off here, you witness a fire taking place in the Middle East. You are a firefighter there trying to fight the blaze, but an explosion knocks you and your crew into the tower from earlier in the game with Roberto. You are the only survivor of this incident. Roberto will appear to Michael and give him one of the Essences, and information about the Roivas Mansion. You will also receive the Ruby Effigy and Sapphire Effigy, provided you've been collecting them as I directed in those past levels. When you gain control, equip the Flashlight and the Fire Ax, and defeat any nearby Zombies. Check out a corpse in a dark corner, and take its weapons, including an Assault Rifle, Pistol, and Grenades. Equip the Assault Rifle and go through the door into the next room. Kill the Gatekeeper and any Zombies it summons. Finish them off and go down the ladder to the area below. There, go down the path and shoot down the Zombie in your path. Climb up the first ladder to the left. In that room, grab the Gold Amulet on the ledge across from you, then go back down to the previous room, avoiding the 2 Gatekeepers. Continue onward and kill 2 Zombies and a Trapper, then go up the ladder on the right side. There, defeat 4 Zombies and take the Staff in the middle of the room. Mix it with the Gold Amulet to put them together, then go back down out of here. From here, continue to the end of the hall. Climb up that ladder into the next room. Go across to the beam of light and place the Staff mixed with the Gold Amulet in the hole. You will then be able to direct the beam of light at the model of the city in the middle of the room. Burn up the 2 domes on the sides, then point the light at the tall middle one. That will cause the reflection to bounce around the mirrors you opened up, revealing a hidden ladder by where you placed the Staff. Go down that ladder into the next room. Here, take the Tome of Eternal Darkness, then go down the ladder again into the next area. In this room, head down the hall and target/kill the Trappers you encounter. Go up the ladder at the other end to reach the following room. In there, kill the 2 Horrors and go down the other ladder to the next room. Head down the darkened path to the corner, then continue on the path. Go straight to the end and you will see 3 Worms come out of a hole in the floor. Shoot them all, then use a 5-point Dispel Magick in the color stronger than that of the barrier to clear it. Take the Emerald Effigy and go back to the ladder on the left side you passed, and climb into that room. Here, kill the Horror and Zombies, then climb down the ladder in the middle of the room to reach the next one. Head down the hall and kill off yet some more Zombies and a Gatekeeper. At the end, go through the door into the next room. There, kill the 4 Trappers and enter the only door you can. Kill the Zombies and pass the obelisk on the right side, then go through the door at the end. Kill the Zombies in here and you will notice 3 wall panels, each of a different color. Place each of the Effigies you should have, provided you've been collecting them as I have in the walkthrough, on the ledges of the colors stronger than them (Emerald on red; Ruby on blue; Sapphire on green). Doing so will cause a stairway to appear in a previous room. So, leave this room and the one after that. Go down the stairs in this next room and take the Enchanted Gladius on the ledge there. This is a great weapon, which will really come in handy against the final boss, so it's good that you have it! Go back upstairs and into the following room. Here, check out the obelisk once again. Use a Summon Trapper spell of the color stronger than your own. With the Trapper, target the obelisk and press A to warp it away. With control of Michael, climb down into the now-accessible room. Shoot the Trappers here, then go down the next ladder into another room. There, grab the Bind spell scroll on the table. Go back out of here, but instead of climbing back up the ladder, go through an unseen doorway into the next area. There, you will see 2 Horrors behind a barrier, unable to attack you. Use a 7-point Bind spell of the color stronger than your own, and a Horror will fight the other one. After one dies and the barrier is dispelled, kill the remaining Horror. Take the Plastic Explosives on the floor in the back, then you'll see a quick cutscene showing a room you should get to now. Anyhow, go back to the previous room and up the ladder. Follow the path and go up the next ladder to the room where the obelisk was. Go to the suspicious looking back wall and use a 7-point Reveal Invisible spell of the strong alignment. It'll reveal a door, so head into that new room. Go ahead to the corner and pick up some Detonator Caps. You'll then see another quick cutscene of that room with the bridge. Before you continue, mix the Detonator Caps with the Plastic Explosives to form the C4 Bomb. Now, use a 5 or 7-point Shield spell to protect yourself, then run across the yellow floor. At the end of the hall, you'll enter the next room. There, go north and walk onto the bridge. 3 Worms will come out of the pit below; shoot them all down with single shots to remove them quickly. At the middle of the bridge, use a 7-point Enchant Item spell on the C4 bomb, then place it there. The 3:00 timer will begin, so run out of this room. Use another 5-point Shield spell and go across the yellow floor. Ignore the Horror at the other end and continue to the next room. Run across the following room, avoiding the Zombies there. Here, you will see the door to the right is now accessible, so go through into that room. Run all the way down the path, avoiding all the Zombies. Climb the ladder at the end into another room. Run across this next room and go down the other ladder. You'll then view a cutscene with Alex and the ghost of her grandfather. When you have control again, go down that ladder again. Run all the way down this next hall, avoiding the 2 Horrors in the way. Go up the ladder at the end. In this large round room, go north and through the door out of here. Go up the ladder and you will witness the caverns below exploding due to the C4 Bomb. Another cutscene will take place a few years later with Michael talking to Edward Roivas. Michael gives him a box containing the Essence found in Chapter 11. Michael leaves, then the chapter ends. ============== Roivas Mansion ============== Back again with Alex, you will view a quick scene showing a beam of light appearing in the room with the telescope. When you get control, leave the hidden study. Kill the Zombies and head into the library. Kill 2 more Zombies and head all the way to the end. Enter the room straight ahead rather than to the right; this is the room with the telescope. Check out the crank below the telescope and adjust the light so it points at the first mirror on the opposite wall. Go to that mirror and reflect its light onto the next mirror. Go to the second mirror, and reflect that light onto the mirror panel on the globe in the floor. That will activate something in the basement. Leave the telescope room and head into the main chamber of the mansion. Kill the Zombies and head towards the door leading to the basement. The doorbell will ring and a package will be dropped in. Go and retrieve the Brown Paper Parcel. Open it to get the final Essence, as well as the Enchanted Gladius if you got it in the previous chapter. Then, head down to the basement. Go through the door down there and into the following room. Go down the ladder you uncovered and go into the room below. Go around the path and head all the way down the spiral steps to the very bottom. In the next room, run across and go down into the room at the other end. There, you will see the entire floor is yellow, and there is a barrier at the other end of the room. You are blocked from exiting, so you must continue from here. Start by using a 7-point Dispel Magick spell aligned with the color stronger than your own to clear the barrier at the other end of the room. Then, use a 7-point Shield spell on yourself and run across. Go through that door at the end to reach the next room. Here, you will notice that this is where the giant Circle of Power was in Chapter 10 with Edward. One of the pedestals is broken, so go around the room and pick up the 2 Pedestal Fragments. Mix and enchant them to form the Top of the Pedestal. Place it on the broken pedestal and it'll be fixed. Now, place an Essence on each of the pedestals to power up the room. Now you have to activate each panel with the appropriate Runes, just like you did in Edward's chapter. Activate the first one on the left and enter the warp in the middle of the room. Sneak around the Trappers and activate the Pargon Rune at the end. Go back and step into the warp to reach the next area. There, go forward to a lava pit; use a 7-point Reveal Invisible spell aligned with the stronger color to make a floor appear and cover the pit. Go left to the main hallway. Use the Shield spell to get over the yellow floor, then enter the middle chamber. Activate/enter the second warp. There, activate the Aretak Rune and step back into the warp. In this next room, avoid the Trappers and head to the right. Go through the door to the next room. Go across it and enter the room with the yellow floor. Get into the middle room with the giant Circle of Power again. Next, activate the third panel and enter its warp. Activate the Pargon Rune and enter the following room. There, you will notice 3 panels, each with a picture of a Trapper, Zombie, and Horror by it. You must summon each of those creatures aligned with the appropriate colors while standing in front of the appropriate monoliths, and direct the creatures into the circle you stand in. Once you do this for all of the creatures, the barrier will be removed and you can continue out of this room. Go back to the room with the Circle of Power. Activate the fourth panel and step into the warp. There, activate the Pargon Rune and avoid the Trapper. Go into the warp and enter the next room. Here, you will notice the purple floor; when you step onto it, you'll witness a sanity effect with the giant Worm coming out of the middle area. If that happens, recover all your sanity and you'll return to normal. Then, sneak across that floor and go south out of here. Go north and into the middle room again. Activate the next warp in the series and enter that area. Activate the alignment Rune that is the color stronger than your own, then step back into the warp to reach another room. There, go up the stairs and head south while avoiding the Trappers, and enter the main hall again. Use the Shield if necessary and get into the middle room at the end. Back here, activate the sixth warp and enter that room. Go up and sneak around the Trapper, then activate the Pargon Rune and leave here. In the next room, you will notice that all the Trappers wandering here have mysteriously vanished. Use a 7-point Reveal Invisible spell to reveal them all, then sneak around and go south out of this room. In the following room, go up the steps to the south and continue to the main hall. Get to the middle room once again. Activate and enter the seventh warp, and activate yet another Pargon Rune. Go back to the warp and enter the next area. There you will see 3 statues; one for each alignment Rune, but you cannot reach them. Use a 7- point Magickal Attack spell in the color stronger than yours to destroy them all. Go through the door out of this room. In the next room, go south and exit there. In the main hall, use the Shield to get to the Circle of Power room once more. This time, activate the eighth panel and enter its warp. Select the Tier Rune from the selection atop the steps, then go back into the warp. In the room you end up in, start by using a 7-point Dispel Magick spell in the stronger color to dispel a barrier in the room. After that's done, go south and follow the path all the way around. Go down the steps and use the Shield before stepping on the yellow floor. Head north and through the doorway out of here. Go north with the Shield spell and enter the middle room once more. Activate the final panel and enter the room the warp leads to. There, go up and activate the Pargon Rune. The giant Circle of Power will then activate and one more warp will appear. Go through the warp in the current room and enter the next area. Here, you will see 3 Horrors surrounded by a barrier. Use a 7-point Bind spell of the stronger color to take control of one. After one is killed, repeat it until there is one left. The barrier will then go down; kill the last one and go around, and through the doorway at the end. In this next room, put up a Shield spell and run straight across to the following room. In the main hall, go north to the middle room with the Circle of Power once more. As you approach the warp, it'll prompt you to save your game. Do so, and recover your health/sanity. When you're ready, step into the warp and head to the next area. Upon entering this area, you will confront Pious for the last time. After some taunting, a cutscene will show the Ancients appearing above to fight in the air. The final battle will then begin, so read the Bosses section. After you win, congratulations; you have completed Eternal Darkness! ***************************************************************************** -=-=-=-=-=-=-=-=-= -= 9. Enemies -= -=-=-=-=-=-=-=-=-= Bonethief: A small creature which jumps out of possessed humans after you decapitate them. It makes an odd echoing noise and can jump onto you, draining your energy. Push it off and target to attack; a few good blows will put an end to it. Gatekeeper: This tall, winged creature is one of the few that summons Zombies to attack you. If you come close, it'll open its wings and try to whack you with its tail. That is when it is vulnerable from the front. To kill it quickly, get behind it and attack it like that for a quick victory. Horror: This giant 3-headed creature is what I consider a level up from Zombies, and can be quite annoying. If you come close, it'll try to swipe at you with its giant claws. If you're far away, it'll attempt to zap you with its electrical attack. A good method of attacking is to get close enough, then when it swipes at you, run behind it and target its head, then attack. When it turns around to swipe again, run around again and repeat until it's dead. Trapper: This small scorpion-like creature is blind, and therefore relies on its hearing to sense your presence. If you run past and it hears you, it will attempt to send you into the Trapper Dimension. To avoid that, sneak around these creatures (hold X while moving). Vampire: This creeper, found in Chapter 9, is a bloodsucking annoyance. It gets its power from a statue in the basement, then goes about the mansion trying to suck the life out of the servants. If you injure it when it's out and about, it'll simply recharge and return. If you attack it, it'll disappear and swipe at you, so be cautious when fighting at close range with this creature. Your best bet is to take out the statue in the basement, then kill the Vampire for good. Worm: This giant creature comes out of the abyss and simply sucks away your sanity. It does not attack, but its effects on your sanity can be annoying, so kill it quickly when spotted. Zombie: The basic creatures of the game. They shuffle about slowly and attack when you are near. Target its head and arms to quickly dispose of it. ***************************************************************************** -=-=-=-=-=-=-=-= -= 8. Bosses -= -=-=-=-=-=-=-=-= Guardian Found: Chapter 5 Strategy: This is the first of just a few bosses in the game, and this one is pretty simple, too. Start by casting a Damage Field around yourself of the color stronger than you, then stay within that barrier. Use the Enchant Item spell on your gun or whatever weapon you're using; make sure the alignment is with the color stronger than that of the enemy. This creature will also use a Damage Field to prevent regular attacks from getting in, and will even summon Zombies to attack. When it uses its bolt attack, stay protected within your forcefield. Attack it with your enchanted weapon to cause damage; a few hits will most likely kill. Black Guardian Found: Chapter 9 Strategy: I would have to say this boss is more annoying than difficult to defeat. There are 3 different parts of the battle, too, so be ready for a long romp here. For the first part, run behind where you start so you get distance between yourself and the boss. When it prepares a beam to shoot at you to grab you, move across the corridor to avoid it. Use a 3 or 5-point Magickal Attack spell to hurt the boss at this point. Repeat this 2-3 more times, then a cutscene will take place. The barrier behind you will move up, so you won't have as much room back there to run. The boss now starts to summon 3 Zombies in a single wave to come after you. When they come close, kill them, then be ready to run around to avoid the several beam attacks targeted at where you stand. When that wave stops, quickly do a 3-point Magickal Attack to cause damage. Do that again when possible a couple more times, and then the final part of the battle will start. This time, you have nowhere to run except around the circular room. Avoid the boss's attacks and launch your Magickal Attack spells when you can. 3 more hits from a 3-point spell will do it for this fight. Remember, if you are low on magick at any point, use the Magickal Elixir and keep on going! Pious Augustus Found: Final Battle Strategy: This is the last battle of the game against Pious in the forbidden city. This battle isn't really so hard, though; you just have to be able to endure the attacks and recover whenever you get far enough away from Pious. Anyway, have the Enchanted Gladius equipped (if you have it; otherwise the regular Gladius will do), and target/attack Pious. That will draw out his Essence. Go and attack the Essence and it'll disappear. Pious uses 3-point (and later on, 5-point) Magickal Attack spells on you, or he'll swipe at you with his staff when you come in close. The best time to recover is when you get Pious to get to one end of the room and start a Magickal Attack spell. That is when you should run to the other end, avoid the spell, then whip up a quick 5-point Recover spell. Repeat that tactic a few times and the ghost of Ellia will reawaken in the room where you found the Tome of Eternal Darkness all those times. Go and take the book, then the battle will continue. Continue the strategy, but this time after you hit the Essence, you will become a ghost of one of the dead characters from earlier in the game. Continue the same battle plan until you have gone through every dead character (Roberto is the last one). The Essence will shatter and you will see a cutscene with the Ancients. After that, the battle commences. Now that the Essence is gone, Pious will use 7-point Shield spells to protect himself. Shoot at him from afar with whatever gun you want to deplete his shield. This is a great time to get far away and fully recover if needed. When his shield is gone, hit him with the Enchanted Gladius to cause damage. Repeat that a few more times until he is defeated, then watch the ending for the game is over. ***************************************************************************** -=-=-=-=-=-=-=-=-=-=-=-= -= 9. Weapons/Items -= -=-=-=-=-=-=-=-=-=-=-=-= ============================ Alexandra Roivas - 2000 A.D. ============================ Basement Key Found: Get from ghost servant in library after Chapter 9 Information: Use to open the door to the basement. Brown Paper Parcel Found: Get by the front door after Chapter 11 Information: Open to get the final Essence and the Enchanted Gladius (if you got it in Chapter 11) Crankshaft Found: Safe in the basement Information: Used to adjust the mirrors in the telescope room. Dresser Key Found: Main Hall (check the clock in the middle of the room) Information: Use to open dresser in Master Bedroom. Enchanted Gladius Found: In the Brown Paper Parcel, provided you retrieved it in Chapter 11 Information: An enchanted Gladius good for the final battle of the game. Essence of Ulyaoth/Chattur'gha/Xel'lotath Found: Safe in the basement Information: This is another of the artifacts to be found in the game. Essence of Ulyaoth/Chattur'gha/Xel'lotath Found: Open the Brown Paper Parcel after Chapter 11 Information: This is another of the artifacts to be found in the game. Gladius Found: Hidden Study (on the back wall) Information: Sword which can be equipped to attack enemies. Heart of Mantorok Found: Library (after Chapter 6; check for the comic book on the shelf) Information: The essence of Mantorok, obviously. Hidden Note from Edward Found: Hidden study (after Chapter 10) Information: Gives a hint about a secret in the basement. Journal of M. Roivas, closing notes Found: Servants' room (in the pile surrounded by the barrier) Information: A page from Maximillian Roivas' journal. Journal of M. Roivas, p1 Found: Bathroom attached to the master bedroom Information: A page from Maximillian Roivas' journal. Journal of M. Roivas, p2 Found: Main bathroom which you turn the lights on in via the fusebox Information: A page from Maximillian Roivas' journal. Letter from Edward Found: Hidden study (after Chapter 7) Information: Gives a hint as to where to go after Chapter 7. Lucky Penny Found: Hidden study (after Chapter 9) Information: A lucky penny which can be used as a makeshift fuse. Pedestal Fragment Found: Room with the giant Circle of Power Information: Combine both fragments and enchant them to repair it. Revolver Found: Upstairs dresser (after it is unlocked) Information: Handgun which can be equipped to shoot at enemies. Second Floor Key Found: N/A (initially in the inventory) Information: Unlocks the door to the second floor hallway (breaks when used the first time; use the Enchant Item magick to fix). Shotgun Found: On the wall in the basement Information: Powerful gun which can be equipped to shoot at enemies. Stethoscope Found: Servants' room (in the pile surrounded by the barrier) Information: Use to open the Tome of Eternal Darkness Found: Hidden Study (on the desk) Information: The book of evil, basically. Top of the Pedestal Found: Mix and enchant the Pedestal Fragments Information: Place on the broken pedestal. ======================== Pious Augustus - 26 B.C. ======================== Gladius Found: N/A (initially equipped with this) Information: Sword which can be equipped to attack enemies. Granite Block Found: Random areas of temple Information: Use to open locked door in outside hall (place in the right slots in the large room with the colorful walls). ================= Ellia - 1150 A.D. ================= Blowgun Found: On a ledge in the middle of the last trapped hallway on the first floor (triggers a trap door) Information: A primitive shooter which can be equipped to attack enemies. Bronze Necklace Found: Room on west side with candle puzzle Information: Place on statue in the main room to open the east door (after removing the Strange Necklace). Metal Staff Found: Room with first Pious confrontation (get from statue) Information: Stick this in the slot in an earlier room to act as a lever, opening the final room of the temple. Short Sword Found: N/A (initially equipped with this) Information: Sword which can be equipped to attack enemies. Strange Necklace Found: Starting room (take from statue at the back wall) Information: Partially recovers your health. Tome of Eternal Darkness Found: N/A (initially in the inventory) Information: The book of evil, basically. ================== Anthony - 814 A.D. ================== Bishop's Key Found: After defeating monk in basement Information: Unlocks the locked room in the first room of the stage. Blue Urn Found: Bookshelf in upstairs room Information: Fill with water to weigh down switch further in the stage. Green Urn Found: Room where monk is being attacked (pick up the pieces here, and fix it afterward) Information: Fill with water to weigh down switch further in the stage. Message Scroll Found: N/A (initially in the inventory) Information: Note warning Emperor Charlemagne of the plot against him. Red Urn Found: Room where monk is being attacked (it is on the ledge by the fountain, already filled) Information: Fill with water to weigh down switch further in the stage. Scramasax Found: Monk (check out casket in first room and it will be given to you) Information: Sword which can be equipped to attack enemies. Tome of Eternal Darkness Found: N/A (in other world after walking up first set of stairs once) Information: The book of evil, basically. Torch Found: Room where monk is being attacked (the monk drops this) Information: Use this to light dark passages, burn enemies, etc. Two-Edged Sword Found: Monk who is attacked (given to you as thanks for saving him) Information: Large sword which can be equipped to attack enemies. ================ Karim - 565 A.D. ================ Chakrams Found: N/A (initially in the inventory) Information: Metal rings which can be equipped to throw at enemies to attack. Ram Dao Found: Room with the waves of Zombies (pull from the stone ledge) Information: Large sword which can be equipped to attack enemies. Also used to open a special door when enchanted. Ruby Effigy Found: Room with the Trappers Information: A ruby effigy which serves a great purpose late in the game. Talisman Found: N/A (initially in the inventory) Information: Partially recovers your health. Tome of Eternal Darkness Found: N/A (in other world after climbing down the first ladder) Information: The book of evil, basically. Torch Found: Room with black Statuette Information: Use this to light dark passages, burn enemies, etc. Tulwar Found: N/A (initially equipped with this) Information: Sword which can be equipped to attack enemies. ================================= Dr. Maximillan Roivas - 1750 A.D. ================================= Flintlock Pistol Found: N/A (initially in the inventory) Information: Gun which can be equipped to shoot at enemies. Letter #1 Found: Upstairs bedroom Information: A letter from an old relative, Aaron Roivas, regarding the curse within the mansion. Letter #2 Found: Middle table in main room Information: A letter from an old relative, Aaron Roivas, regarding the curse within the mansion. Letter #3 Found: Secret room (drops out of the Tome of Eternal Darkness) Information: A letter from an old relative, Aaron Roivas, regarding the curse within the mansion. Letter #4 Found: Sealed Envelope (when opened) Information: A letter from an old relative, Aaron Roivas, regarding the curse within the mansion. Medical Journal Found: N/A (initially in the inventory) Information: This is the book where Max stores information on enemies autopsied in the mansion. Pump Handle Found: Closet in the kitchen Information: Use to pump water in the basement. Sabre Found: Secret room (on the wall) Information: Sword which can be equipped to attack enemies. Sealed Envelope Found: Behind shelf by stained glass window (after Horror fight) Information: Open to find the Basement Key. Tome of Eternal Darkness Found: Secret room Information: The book of evil, basically. ========================= Edwin Lindsey - 1983 A.D. ========================= Archaeologist's Brush Found: N/A (initially in the inventory) Information: Use to dust off dirty tiles or corners to find hidden items and such. Automatic Pistol Found: N/A (initially equipped with this) Information: Gun which can be equipped to shoot at enemies. Bronze Bracelet Found: First room (brush off the tile in the middle of the room) Information: Place on the statue in the same room to open the left door. Bronze Necklace Found: Room with the protected Horror (on the ledge next to it) Information: Place on the statue in the first room to open the right door. Gold Bracelet Found: Southwest room (step on switch to rotate guard, then take the bracelet) Information: Place on statue in east trapped room, along with the necklace, to open the adjacent door. Gold Necklace Found: Northeast room (place Necklace in bowl and press switch) Information: Place on statue in east trapped room, along with the bracelet, to open the adjacent door. Kukri Found: N/A (initially in the inventory) Information: Short knife which can be equipped to attack enemies at close range. Metal Bracelet Found: East trapped hallway (on a ledge in the right alcove halfway through the room) Information: Use to get through the room with the Naga statue by taking the Silver Bracelet, and replacing it with this. Necklace Found: Northwest room (brush off cobwebs to find) Information: Place in bowl in the northeast room, and hit the switch to turn it into the Gold Necklace. Shotgun Found: N/A (initially in the inventory) Information: Powerful gun which can be equipped to shoot at enemies. Silver Bracelet Found: Room with Naga statue Information: Place on the statue in the west trapped hall, along with the necklace, to open the adjacent door. Silver Necklace Found: Room with protected Horror (after you dispel the shield and kill it, check the ledge behind it) Information: Place on the statue in the west trapped hall, along with the necklace, to open the adjacent door. Tome of Eternal Darkness Found: N/A (in other world after entering the left room for the first time) Information: The book of evil, basically. Torch Found: N/A (initially in the inventory) Information: Use this to light dark passages, burn enemies, etc. ======================= Paul Luther - 1485 A.D. ======================= Book of Reliquaries Found: Room to the left after first entering the basement Information: Book which explains the heresy taking place. Crossbow Found: In a chest in the left side room from the church main hall Information: Weapon which can be equipped to shoot arrows at enemies. Diary Page 1 Found: In the podium drawer (after it is unlocked) Information: Use along with the other pages as evidence of the heresy. Diary Page 2 Found: On the table on the second floor of the Old Tower Information: Use along with the other pages as evidence of the heresy. Diary Page 3 Found: In last room of the basement Information: Use along with the other pages as evidence of the heresy. Emerald Found: In the room you are locked in Information: Use along with the other 2 jewels to open a hidden room in the basement. Mace Found: First basement room Information: Staff with a spiked end which can be used to attack enemies. Meditation Rod Found: N/A (initially in the inventory) Information: Use to partially recover your sanity. Old Tower Key Found: From the man at the bell tower after you are freed (ring the bell to get the man to come up, then talk to him) Information: Use to unlock the door leading into the Old Tower. Podium Key Found: In left side room from the main church hall Information: Use to unlock the podium drawer. Ruby Found: After defeating Anthony in the Old Tower Information: Use along with the other 2 jewels to open a hidden room in the basement. Sacrificial Knife Found: Get from the man in the bell tower after collecting the 3 Diary Pages. Information: Use on the effigy in the basement to open a hidden room. Sapphire Found: After defeating the Horror in the basement Information: Use along with the other 2 jewels to open a hidden room in the basement. Sheet of Music Found: On shelf on the second floor of the Old Tower Information: Use to play the organ, which opens the cabinet across the room. Tome of Eternal Darkness Found: N/A (in other world after leaving the locked room) Information: The book of evil, basically. Torch Found: Main church hall (check the wall along the left corridor leading to the side room) Information: Use this to light dark passages, burn enemies, etc. Two-Edged Sword Found: After defeating Anthony in the Old Tower Information: Large sword which can be equipped to attack enemies. =========================== Roberto Bianchi - 1460 A.D. =========================== Crossbow Found: In the second room to be surveyed Information: Weapon which can be equipped to shoot arrows at enemies. Essence of Ulyaoth/Chattur'gha/Xel'lotath Found: Room that Karim guards Information: This is another of the artifacts to be found in the game. Forbidden Corridor Key Found: Room with the lava surrounding the middle area of the room Information: Unlock the locked double doors on the first floor. Ruby Effigy Found: Room that Karim guards Information: A ruby effigy which serves a great purpose late in the game. Saif Found: In the first room to be surveyed Information: Sword which can be equipped to attack enemies. Sapphire Effigy Found: Room with the lava surrounding the middle area of the room Information: A sapphire effigy which serves a great purpose late in the game. Tome of Eternal Darkness Found: N/A (in other world after climbing down the ladder in the second surveyed room) Information: The book of evil, basically. Torch Found: N/A (initially in the inventory) Information: Use this to light dark passages, burn enemies, etc. ======================= Peter Jacob - 1916 A.D. ======================= Binding Hall Key Found: In the room following the one with the movable shelf Information: Use to unlock the locked door in the room with the Horror. Door Handle Found: In the cabinet on the right side of the main cathedral room (play the organ to open) Information: Use to open the invisible door at the west side of the room. Flash Pan Found: N/A (initially in the inventory) Information: Use to flash at enemies, temporarily stunning them (needs Flash Powder). Lucky Penny Found: N/A (initially in the inventory) Information: A lucky penny which can be used as a makeshift fuse. Magickal Elixir Found: Basement room with the Trappers (at the end of the path) Information: Allows you to completely refill your Magick meter 5 times. Revolver Found: Room that the soldier was guarding Information: Handgun which can be equipped to shoot at enemies. Rifle Found: On the altar in the main cathedral Information: Gun which can be equipped to shoot at enemies. Sealed Envelope Found: On the podium Information: Open to find the Soldier's Orders. Sheet of Music Found: Next to the organ Information: Use to play the organ, which opens the cabinet across the room. Soldier's Letter #1 Found: On table next to the starting point Information: A letter from a soldier telling of the events in the war. Soldier's Letter #2 Found: Bell tower room (at the bottom of the stairs) Information: A letter from a soldier telling of the events in the war. Soldier's Letter #3 Found: Basement room with a single Bonethief Information: A letter from a soldier telling of the events in the war. Soldier's Orders Found: Inside the Sealed Envelope Information: Give to the soldier in the room outside the double doors and he will leave his post. Tome of Eternal Darkness Found: N/A (in other world after trying to exit the dark room after the power goes out) Information: The book of evil, basically. Torch Found: Room with the Zombies and ammo supply Information: Use this to light dark passages, kill enemies, etc. Two-Edged Sword Found: Upstairs from the room with the 2 Bonethives (side room to the east of the main church hall) Information: Large sword which can be equipped to attack enemies. ========================= Edward Roivas - 1952 A.D. ========================= Bottom Half of the Basement Key Found: From the broken vase in the library (after getting the Tome) Information: Combine with the other half to gain a broken Basement Key. Gun Cabinet Key Found: From the servant in the master bedroom (after saving him from the Vampire attack) Information: Use to open the gun cabinet in the regular bedroom. Historical Journal Found: Atop the fireplace in the library, on the table in an upstairs bedroom Information: Journal with Roivas family history written inside. Hour Hand Found: Inside a Historical Journal Information: Place on the clock in the library. Liquid Courage Found: N/A (initially in the inventory) Information: Recovers a small amount of sanity (can be used 7 times). Minute Hand Found: Inside a Historical Journal Information: Place on the clock in the library. Revolver Found: Hidden Study (on the wall by the door) Information: Handgun which can be equipped to shoot at enemies. Tome of Eternal Darkness Found: Hidden Study (on the desk) Information: The book of evil, basically. =========================== Michael Edwards - 1991 A.D. =========================== Assault Rifle Found: Take off a corpse in the first room Information: Powerful gun which can be equipped to attack enemies. C4 Bomb Found: Get by combining the Detonator Caps and Plastic Explosives Information: Enchant and place on the bridge in the last room, then escape before they explode. Detonator Caps Found: In the room you reveal by using a 7-point Reveal Invisible spell Information: Combine with the Plastic Explosives to create a timebomb. Emerald Effigy Found: Inside a 5-point barrier next to the pit of Worms Information: An emerald effigy which serves a great purpose late in the game. Enchanted Gladius Found: Hidden room unlocked by placing the 3 Effigies on the ledges in the room with the colored walls Information: An enchanted Gladius good for the final battle of the game. Essence of Ulyaoth/Chattur'gha/Xel'lotath Found: Given to you by Roberto in the starting area Information: This is another of the artifacts to be found in the game. Fire Ax Found: N/A (initially in the inventory) Information: Ax which can be equipped to attack enemies. Flashlight Found: N/A (initially in the inventory) Information: Use this to light dark passages. Gold Amulet Found: In the first room with 2 Gatekeepers Information: Mix with the Staff, then place in the slot in the room with the light. Grenade Found: Take off a corpse in the first room Information: Throw it and it'll explode, killing any enemies it hits. Pistol Found: Take off a corpse in the first room Information: Gun which can be equipped to attack enemies. Plastic Explosives Found: Room with the 2 Horrors (where you have to use the Bind spell) Information: Combine with the Detonator Caps to create a timebomb. Ruby Effigy Found: Given to you by Roberto in the starting area Information: A ruby effigy which serves a great purpose late in the game. Sapphire Effigy Found: Given to you by Roberto in the starting area Information: A sapphire effigy which serves a great purpose late in the game. Staff Found: In the room with the 4 Zombies Information: Mix with the Gold Amulet, then place in the slot in the room with the light. Tome of Eternal Darkness Found: N/A (in other world after going down the new ladder in the room with the light reflections) Information: The book of evil, basically. ***************************************************************************** -=-=-=-=-=-=-=-=-= -= 10. Magick -= -=-=-=-=-=-=-=-=-= ================ Circles of Power ================ 3-point Circle of Power Found: Chapter 3 5-point Circle of Power Found: Chapter 7 7-point Circle of Power Found: Chapter 9 =============== Alignment Runes =============== Chattur'gha Found: Chapter 5 Description: Aligns spells with the red element. Mantorok Found: Chapter 6 Description: Aligns spells with the purple element. Ulyaoth Found: Chapter 3 Description: Aligns spells with the blue element. Xel'lotath Found: Chapter 4 Description: Aligns spells with the green element. ===== Runes ===== Antorbok (Project) Found: Chapter 3 Aretak (Creature) Found: Chapter 6 Bankorok (Protect) Found: Chapter 5 Magormor (Item) Found: Chapter 3 Narokath (Absorb) Found: Chapter 4 Nethlek (Dispel) Found: Chapter 6 Pargon (Power) Found: Chapter 7 Redgormor (Area) Found: Chapter 5 Santak (Self) Found: Chapter 4 Tier (Summon) Found: Chapter 6 ============= Magick Spells ============= Enchant Item Runes: Antorbok, Magormor, alignment rune Description: Enchants an item with the color of the alignment rune used. It can be also used to repair broken items. Recover Runes: Santak, Narokath, alignment rune Description: Partially recover one of your meters, depending on the Alignment Rune used (Ulyaoth for magick, Xel'lotath for sanity, Chattur'gha for health). Reveal Invisible Runes: Narokath, Redgormor, alignment rune Description: Reveals an otherwise invisible aspect of a room when used in the right area. Damage Field Runes: Bankorok, Redgormor, alignment rune Description: A protective field is placed around you, preventing enemies and their attacks from getting in. Dispel Magick Runes: Nethlek, Redgormor, alignment rune Description: Dispels an enemy's protective forcefield, or walls blocking your path, depending on the Alignment Rune used (Ulyaoth for dispelling red forcefields; Xel'lotath for blue; Chattur'gha for green). Summon Trapper Runes: Aretak, Tier, alignment rune, 3-point Circle of Power Description: Summons a Trapper enemy for you to control. With it, you can access otherwise inaccessible passages or even clear a group of enemies ahead. Press A to use the Trapper's ability to send others to the Trapper Dimension. After you use that move, the Trapper cancels itself out. Shield Runes: Bankorok, Santak, alignment rune Description: A shield will protect you from all damage. The strength and longevity of the protection is dependent on how many points the Circle of Power you use has. Summon Zombie Runes: Aretak, Tier, alignment rune, 5-point Circle of Power Description: Summons a Zombie enemy for you to control. With it, you can solve a puzzle in Chapter 8, as well as later in the game. Press Start to cancel out the Zombie and regain control. Magickal Attack Runes: Antorbok, Redgormor, alignment rune Description: Use a magick-based attack on all enemies in the area. The intensity of the attack is dependent on how many points the Circle of Power you use has. Summon Horror Runes: Aretak, Tier, alignment rune, 7-point Circle of Power Description: Summons a Horror enemy for you to control. With it, you can send a Horror into battle against other enemies. Press Start to cancel it out and regain control. Magickal Pool Runes: Tier, Redgormor, alignment rune Description: When used, this gives you unlimited power in the color of the alignment rune. When it runs out, you will have no magick left in the meter, obviously. Bind Runes: Bankorok, Aretak, alignment rune Information: Gain control of an enemy, and it'll attack the other enemies. The stronger the enemy, the more points you'll need on the Circle of Power to take control of it. ***************************************************************************** -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= -= 11. Secrets/Tips and Tricks -= -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Unlock Credits Option --------------------- To unlock the option that allows you to view the Credits and skip cutscenes in the game, you must complete the game once. Unlock Eternal Mode ------------------- To unlock Eternal Mode, which gives you the invincibility option, you must complete the game 3 times on the same save file (each time pick a different artifact). This mode can only be used with the Jump to Game one, though. Unlock Jump to Game Option -------------------------- To unlock the Jump to Game option, which serves as a level select, you must complete the game twice on the same save file (pick 2 different artifacts in the games). ***************************************************************************** -=-=-=-=-=-=-=-=-= -= 12. Credits -= -=-=-=-=-=-=-=-=-= Admodieus: I borrowed part of his strategy for the Black Guardian boss of Chapter 9. GameFAQs (http://www.gamefaqs.com): For the secrets listed in this guide. ***************************************************************************** -=-=-=-=-=-=-=-=-=-=-=-=-=-= -= 13. Copyright Notice -= -=-=-=-=-=-=-=-=-=-=-=-=-=-= This file is Copyright (c)2002-2006 Devin Morgan. All rights reserved. Please view the following URL to see the list of sites that are allowed to post my work: http://www.freewebs.com/dbmfaqs/allowlist.html This list is comprised of sites I know and trust well. If your site is not on the aforementioned list, you are not currently not allowed to post any of my files on your site. If you wish to acquire permission, feel free to email me (see the section below); permission may or may not granted at my discretion. Please respect my work and do not steal it or post it without my permission. I only want my most recent work to be available and I do not feel that can be achieved if others take from me without my knowledge or permission. If you are writing a FAQ for this game as well, and would like to use some information, contact me and we'll talk. Please do not rip me off, as that is blatant plagiarism and such will not be tolerated. ***************************************************************************** -=-=-=-=-=-=-=-=-=-=-=-=-=-=-= -= 14. Contact Information -= -=-=-=-=-=-=-=-=-=-=-=-=-=-=-= As of this version, the file contains all the information I know to date. If it is a work in progress, give me time before bombarding me with emails about things being missing. All I ask is that you READ THE FAQ before emailing me, since that's what it's here for! Don't waste my time (and yours) by asking me for information obviously covered in the guide. If it's in reference to a side quest or item, chances are they can be found in another section besides the walkthrough, so check the appendices as well. If you have any questions, comments, or things to add that are not already in this FAQ, feel free to email me. I usually do post submissions, credit given of course, so long as I feel they are relevant to the game in question. My email address is: dbmfaqs(at)gmail.com. Thanks for reading, and be sure to check out the rest of my work at this URL: http://www.gamefaqs.com/features/recognition/3579.html =- End of File -=