_____ _ _ | ___|| | | | | |__ | |_ ___ _ __ _ __ __ _ | | | __| | __| / _ \| '__|| '_ \ / _` || | | |___ | |_ | __/| | | | | || (_| || | \____/ \__| \___||_| |_| |_| \__,_||_| _____ _ | _ \ | | | | | | __ _ _ __ | | __ _ __ ___ ___ ___ | | | | / _` || '__|| |/ /| '_ \ / _ \/ __|/ __| | |/ / | (_| || | | < | | | || __/\__ \\__ \ |___/ \__,_||_| |_|\_\|_| |_| \___||___/|___/ Game: Eternal Darkness: Sanity's Requiem Platform: GameCube FAQ/Walkthrough Author: ProtoDude Version 1.2: Updated 8/19/02 *Use Ctrl+f to search for specifics in this document* =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Table of Contents I.Introduction Complete 1. My Introduction Complete 2. Story Complete II. Version History - III. Controls Complete IV.Menu Screen Complete 1. Main Menu Complete 2. Inventory Complete 3. Map Complete 4. Magick Menu Complete 5. Journal Complete 6. Options Complete V. Sanity Complete 1.Explanation Complete 2.Sanity Effects Complete VI. Walkthrough Complete 1.Prelude-Finale Complete VII. FAQ - VIII. Magick Complete 1.About Magick Complete 2.Runes Complete 3.Spells Complete IX. Character Profiles Complete 1.Alex Roivas Complete 2.Pious Augustus Complete 3.Ellia Complete 4.Anthony Complete 5.Karim Complete 6.Dr. Maximillian Roivas Complete 7.Dr. Edwin Lindsey Complete 8.Paul Luther Complete 9.Roberto Bianchi Complete 10.Peter Jacob Complete 11.Dr. Edward Roivas Complete 12.Michael Edwards Complete X. Enemies Complete 1.Normal Complete 2.Bosses Complete XI. Items and Weapons Complete 1.Melee Weapons Complete 2.Projectile Weapons Complete 3.Other Complete XII. Contact Information Complete XIII. Legal Statement Complete XIV. Credits - //////////////////////////////////**\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ ======================================================================= I. Introduction ======================================================================= \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\**/////////////////////////////////// ----------------------------------------------------------------------- My Introduction ----------------------------------------------------------------------- After 4 years in development and a major leap from N64 to Gamecube Eternal Darkness: Sanity's Requiem is finally here. The game is very deep and this will be my largest FAQ yet and my first full walkthrough. Let's get started! ----------------------------------------------------------------------- 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 continental plates, and for other inscrutable reasons, these "Ancients" were driven deep into the recesses of out 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-ever 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. (credit Eternal Darkness: Sanity's Requiem Instruction manual) //////////////////////////////////**\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ ======================================================================= II. Version History ======================================================================= \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\**/////////////////////////////////// Version 0.5: Written 6/26/02- Finished with four chapters of the walkthrough. Put in the controls and Magick sections. A lot more is coming but this much will get you a good ways into the game. Version 0.55 Written 6/30/02- Very minor update. I just added in a character section(only the characters in the instruction manual) and a few insanity effects in the Sanity section. Expect the next major update to the walkthrough by Wednesday 7/3/02, which will probably cover at least the next 3 chapters, if not 4. It's still far from finished with many more updates to come. Stay tuned. Version 0.6: Written 7/2/02- Another minor update. Added all the Runes and 6 spells in detail to the Magick section and cleaned up some smaller stuff. Tomorrow the walkthrough will continue up to at least how to find the Chapter Page to Chapter 9, and, if I have time, I'll start the Item/Weapon section. Bear with me now, remember it's my first walkthrough and I want it to be good. Version 0.7: Written 7/3/02- Finished the Walkthrough through Chapter 6. This is the first update for today. Another one is coming later. Version 0.8: Written 7/3/02- Second update today. Walkthrough complete through Chapter 8. Next major walkthrough update will come next Wednesday. The next minor update(s) will come sometime within the next week, but before Wednesday. Version 0.85: Written 7/4/02-Continued Magick section. All that remains there is in-game spell descriptions and Rune locations. Next updates will consist of an Enemy section and a Menu Screen section. Version 0.9: Written 7/6/02-Started an Enemy section. All *normal* enemies are in it and completed. Let me know if I skipped one. Started a menu screen section. I also put in Complete/Incomplete next to all sections so readers know what's done and what's still to come. Version 0.94: Written 7/10/02-Walkthrough finished through Chapter 10. This is the first of 2 updates today. These last few chapters are taking longer to write a walkthrough for than I expected and I may not finish the walkthrough today, but I most likely will. Version 0.95: Written 7/10/02-The Walkthrough section is complete! My first completed walkthrough! Also completed the Introduction section. Version 0.99: Written 7/17/02- Slight reformat to make sections and subsections easier to distinguish. Finished up Character Profiles, Menu screen and Magick sections. Did a FAQ section and started the Weapons and Items section. Hopefully the next update will see all sections completed and be the first completed version, 1.0. Version 1.0: Written 7/24/02- First completed version! All sections are pretty much complete. Version 1.1: Written 8/3/02- Added a bunch more insanity effects and some FAQs. A few other minor additions. Version 1.2: Written 8/19/02-Added some ASCII art at the top and some more insanity effects. //////////////////////////////////**\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ ======================================================================= III. Controls ======================================================================= \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\**/////////////////////////////////// There is only one pre-set configurations of controls in Eternal Darkness and they cannot be customized. Control Stick- Walk/Tiptoe When locked with R: Left/Right=Arms Up=Head Down/Neutral=Torso C-Stick- Rotate item in Check mode Control Pad- Quick Spells #2, 3, 4, and 5 A- Attack B- Context sensitive: Open Door/Examine/Detail/Pick Up/etc. Y- Quick Spell #1 X- Tiptoe(Sneak) Z- Reload, Hold to fully reload R- Lock onto enemy, Release slighty to lock onto next enemy L- Hold to run Start/Pause- Bring up menu screen //////////////////////////////////**\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ ======================================================================= IV. Menu Screen ======================================================================= \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\**/////////////////////////////////// =-=-=-=-=- Main Menu | =-=-=-=-=- Start Game- This is where you start new games from the beginning. After completing the game once, choosing this will bring up a screen asking if you want to load your already completed game data. Load Game- This is where you can load our data from a game that's already in progress. Options- This is where you can set various options and settings for the game. More on this later. Jump to Game- After Completing the game twice this option will appear on the main Menu. It allows you to jump to any chapter of the game and play through it. Credits- After completing the game for the first time this option will appear on the main menu screen. Obviously, it allows you to view the game's credits. ----------------------------------------------------------------------- In-game menus ----------------------------------------------------------------------- =-=-=-=-=- Inventory | =-=-=-=-=- This displays three meters and your item inventory. Health- The red meter is your health. It'll appear the first time you are damaged by an enemy. It can be depleted but enemy attacks, traps, or a severe loss of sanity. Use Recover aligned with Chattur'gha to replenish your health. Sanity- The green meter is your sanity. The first time you encounter an enemy with Ellia, this meter will appear. Each time thereafter that you are spotted by an enemy, this meter will drop. When it does you'll begin to experience the game's "insanity effects" which will alter gameplay according to how low this meter is. More on Sanity later. Magick- This meter displays your remaining Magick power. Each time you cast a Magick spell, this meter drops. Each individual spell will use a differing amount of Magick power. Also the higher he Circle of Power you use, the more Magick power will be drained. To replenish you Magick, simply move your character around. Item Inventory- This area or the Inventory screen displays what items the current character is carryng. The amount of items you can carry at one time is unlimited. For each item in your inventory there are a few things you can do. Using an item in the correct location will open doors and things like that. Equiping an item will allow you to, most of the time, use it as a weapon. There are a few exceptions, like Michael Edward's Flashlight, that you can equip, but are not weapons. Checking an item allows you to view a description of the item and to rotate and view the item itself. Mix is the option that allows you to combine two items into one. Mode is only available later in the game and changes the firing mode on some firearms. =-=-=-= Map | =-=-=-= The map shows an outline of every area you've been to for your current character. The yellow corners around an area indicate that that's where your character currently is. With Roberto Bianchi in Chapter 8 the map is complete as soon as you gain control of Roberto, so you don't have to go to a certain room for it to appear on the map. Also as Roberto, there are a number of black, blinking X's on your map. These indicate that you need to go to that room and survey it. Controls: Control Stick: Move map around quickly Control Pad: Move map around slowly C-Stick: Zoom in/out A Button: Center map(determined by each floor's preset center) Z Button: Center map on character's current location Y Button: Move up on floor X Button: Move down one floor =-=-=-= Magick | =-=-=-= This is where you do everything related to spells, whether it's casting a known spell, or creating a new one. Spell List: This is where you can view and cast all your known spells, or assign them to a quick spell button. Viewing a spell scroll here will give you a description, as well as the runes required to create it. New Spell: This part of the Magick menu is used to create new spells. You first choose a Circle of Power to put runes on, then and alignment, then finally your target, effect, and possibly some power runes. More on creating spells in the Magick section. Rune List: This is where you can view each and every rune you have uncovered. Sometimes, you may find a rune's Codex before you find the rune itself. I this case, the Codex will be displayed here until that rune is found. Quick Spell: In this menu you can review which spells you have assigned to each Quick Spell Button. =-=-=-=- Journal | =-=-=-=- Cinema: In this part of the Journal menu, you can see each and every cut-scene in the game as many times as you want. After you have completed the game more than one time(choosing different artifacts with Pious), on certain cut-scenes you will see two(or three if you've completed the game with all three artifacts) rune symbols in the upper right corner. You can change these to reflect the cinema shown in each game. Autopsy: Once you perform an autopsy on an enemy with Maximillian Roivas(Press B over their writhing body) you can view Max's observations from this menu. It usually tells a weak point of that particular enemy and some other things as well. When you are a character after Max's chapter and you view an autopsy, Maximillians voice will detail the enemy. He'll have gone insane already in his voiceovers for these autopsies so the monologue is rather humorous. ----------------------------------------------------------------------- Options ----------------------------------------------------------------------- Save Settings: Choosing this will save your current options settings. Subtitles: On/Off With this option on, subtitles at the bottom of the screen will accompany dialogue in the game. Widescreen: Standard/16:9 This option allows you to set the screen ratio for standard or widescreen TV sets. Rumble Feature: On/Off This option allows you to toggle the controller's rumble feature on or off. Volume Adjustment: This allows you to adjust the game's overall volume. Brightness Adjustment: This allows you to adjust the brightness of your television screen. Sound Mode: Mono/Stereo/Stereo Surround This allows you to change the sound mode. You'll enjoy the game more with stereo or stereo surround. //////////////////////////////////**\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ ======================================================================= V. Sanity ======================================================================= \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\**/////////////////////////////////// One of the most unique aspects of Eternal Darkness is its sanity meter. As a character encounters monsters their sanity level will drop. As their sanity begins to fall characters will begin to hallucinate and strange things will happen. Characters may begin to hear things, see, things, and do things that aren't real. To regain lost sanity a player must "finish off" and enemy when it's on the ground, or they can use a magick spell. This really adds to the game since the player is always questioning what is real and what's not. The lower your sanity, the more crazy things start to get. Keep your sanity meter high and you'll run into few things that aren't really happening. But if you let your sanity drop you never know what might happen...or not happen. Insanity effects I've experienced: 1. Banging on doors 2. Footsteps above you 3. Phone ringing 4. Torso being severed during a spell 5. Room turned upside down 6. All doors in a room lock 7. After finishing a chapter the screen says "Eternal Darkness: Sanity's Redemption, Coming Soon..." 8. Books fly from shelf to shelf 9. Head, arms and torso fall off after entering a room 10. "Volume" adjust meter comes on the screen and drops 11. "Mute" comes on the screen and sound is lost 12. People crying replaces the music 13. Statue's head follows Alex's or Paul's(Credit Terminator71) movement 14. Screen appears to shut off 15. Screen tilts 16. Screen shakes 17. Blood drips down walls 18. Your character talks to themselves 19. As Max, when you enter a room, you'll find yourself locked in an asylum. 20. You'll enter a room as a zombie and be able to walk around. 21. Your character shrinks 22. Alex will see her dead body in a bath of blood in the second floor bathroom. 23. Character shoots a bullet through the screen and a bullet hole appears(Credit Roby2640) 24. Your character grows in size(Credit GAMEMASTER223 and Dolfin8217) 25. Flies crawl across the screen(Credit Luke(ToXin3000) and Conrad Cota(CCota)) 26. Your character sinks into the floor(Credit Luke(ToXin3000), Haggart McKnight, T o o L1501, and Dolfin8217) 27. The screen will turn to the "Microsoft blue screen of death"(Credit Jander Sunstar(jander23) and VongKiller18) 28. Using recover aligned to Chattur'gha will cause you to lose health(Credit BlueFighter975) 29. Examining mirrors reveals a zombie(Credit BlueFighter975) 30. Pictures start to move(Credit BlueFighter975) 31. Cockroaches and spiders crawl across the screen(Credit BlueFighter @aol.com and David Hill(dahill2002@yahoo.com)) 32. Saving the game will actually make the game seem like it deleted the file instead(Credit Haggart McKnight) 33. Loads of ammo for your guns line the floor(Credit GAMEMASTER223) 34. Blood drips from the ceiling and splats on the floor(Credit Dolfin8217) 35. When you enter a room full of monsters you'll get a message saying your controller isn't plugged in(Credit VongKiller18) 36. Character kills themselves(Credit GAMEDUDE280) 37. After going through a door you'll appear in the wrong room(Credit GAMEDUDE280 and terrinmasters) 38. Your attacks won't connect(Credit GAMEDUDE280) 39. See enemies that aren't really there(Credit GAMEDUDE280) 40. Your characters shoot themselves when reloading a gun(Credit Sparkdawg, default_user01, zyano_starseeker, and dlev2005) 41. You are unable to defend yourself against monsters(Credit Gaw4786 and Terminator71) 42. Screen has a brownish color after entering a room(Credit Gaw4786) 43. Fire poker is tending the fireplace without anyone touching it(Credit zyano_starseeker) 44. Your head falls off and you can pick it up and put it back on(Credit OmegaBibby, pentaro, and WizKid007) 45. The game seemingly resets and the Edgar Allen Poe poem appears(Credit OmegaBibby, FunyBunyRcc, and WizKid007) 46. You inventory appears empty(Credit yourfaceisfallingoff and WizKid007) 47. Pious Augustus'(demon form) appears as a picture when you don't move your character(Credit yourfaceisfallingoff) 48. Controls are reversed(Credit XXXThe Big PoeXXX) 49. Rooms become round cylinders(Credit WizKid007) 50. Knives and pots float in the mansion's kitchen(Credit zyano_starseeker) 51. Enemies shrink dramatically(Credit zyano_starseeker) 52. The rats grow in size(Credit zyano_starseeker) 53. Books in the library form a circle and spin like a carousel(Credit zyano_starseeker) 54. There is a hung man in the piano room who opens his eyes and speaks when you talk to him(Credit zyano_starseeker, SerenaM81, and Christopher Van Ness) 55. When you enter a room in locations where more than one chapter takes place, such as the cathedral, you will appear as another character. For example in chapter 9 with Peter, if you enter a room you may appear as either Anthony or Paul Luther(Credit ravenillunia666) 56. When you enter a room you are attacked by Pious(Credit ravenillunia666) 57. On the wall on the second floor opposite the double doors the picture of the mountain range will be a hellish landscape(Credit Captain Raptor and LostNeflite) 58. In Paul's chapter, in the room where you find the Book of Reliquaries there is a picture of a man, woman, and child. It will change to a picture of demons(Credit Captain Raptor) 59. There is a picture of a man in the room where Paul is locked up that will turn into a picture of a smiling corpse(Credit Captain Raptor) 60. In Peter's chapter, in the room where you pick up the revolver at the beginning, there are three French propaganda posters. The one on the right turns into a poster of a Mantorok zombie, with the words 'your fate', when you lose sanity(Credit Captain Raptor) 61. Your character seemingly has something biting their leg and their leg starts bleeding(Credit GAMEMASTER223) 62. After picking your head up when it falls off it will spin on the screen and quote Hamlet(Credit mad_meg) 63. In Paul's chapter the cathedral will appear the way it does in Peter's(Credit SerenaM81) 64. The screen will turn black and the word VIDEO will appear in the corner(Credit fat_Max_Pain) *THAT'S IT. I'M NOT UPDATING THIS SECTION ANYMORE. IT'S FINISHED. ALL FUTURE E-MAILS REGARDING THIS SECTION WILL BE IGNORED* //////////////////////////////////**\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ ======================================================================= VI. Walkthrough ======================================================================= \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\**/////////////////////////////////// The opening sequence is narrated by Edward Roivas, the grandfather of Alex Roivas. He tells of the return of an ancient civilization, known as the Ancients. The Ancients are a civilization that lived long before humaity, but seasons of ice forced them to withdraw and they have hidden dormant in the earth since then. Edward Roivas speaks of disturbing the Ancients and them not taking kindly to it. This is what caused his death. Edward then speaks of his granddaughter, Alex, being the only Roivas left. The first playable sequence begins with Alex Roivas, the main character, in a room full of skeleton like zombies armed with a shotgun. All you need to do is keep shooting the zombies since another cinema is coming up. After being overwhelmed by zombies you'll see Alex run for the door with the zombies behind her. As this goes on her grandfather's ghost appears before her. A phone rings in the distance and Alex wakes up. Notice the time, 3:33, as you'll need it later. Alex answers the phone. She finds out that her grandfather has been killed and goes to the Roivas Family Estate where he lived and she's asked to identify the body. Two weeks later no more clues are found by authorities so Alex is forced to investigate the accident on her own. This is where the real game begins. ----------------------------------------------------------------------- | | | Prelude | | | ----------------------------------------------------------------------- =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Prelude: A Death in the Family | Alex Roivas- Rhode Island, USA 2000 A.D. | =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= You begin in the main hall of your grandfather's mansion. Straight behind you is a small clock. Again the time displayed is 3:33, this will help later. Examine the clock in detail and you'll find a Dresser Key. If you go up to the second floor of the main hall you find a double door. If you check you inventory you'll find you were already in possession of a 2nd Floor Key. Using the key will cause it to break in the lock. Don't worry, you'll be able to fix it later. Go back down the stairs and enter the room to your right(none of the other rooms are important right now). This is the library. Ignore the door and head through the library. You'll come to a small room with a fireplace, a picture, a desk, and a grandfather clock. Examining the clock closely allow you to turn the hands. If you remember the two other clocks from earlier where the time said 3:33 this puzzle is simple; just turn the hands to 3:33 and a bookcase will move and a passage will open. Go down the secret passageway and through the door. You'll come into your grandfather's secret study. On the far wall is a Gladius, your first weapon. Take it down and head back to the desk. There is a large Tome on the desk. Open it to continue the game as the Roman Centurion, Pious Augustus. ----------------------------------------------------------------------- | | | Chapter 1 | | | ----------------------------------------------------------------------- =-=-=-=-=-=-=-=-=-=-=-==-=-=-=-=- Chapter 1, Act 1: The Chosen One | Pious Augustus-Persia 26 B.C. | =-=-=-=-=-=-=-=-=-=-=-==-=-=-=-=- When you open the Tome Alex will have a vision of a monster you'll later know as Mantorok. She then begins to read and the story of Pious unfolds. Pious is talking to his soldiers about a recent battle the just fought. After the soldiers leave Pious hears an eerie voice calling to him. He follow the voice to a ring of stones. Stepping in their center the stones begin to glow and a ring of electricity is formed. The electricity shoots into Pious and he disappears, only to reappear moments later in an underground dungeon. When you gain control of Pious you start in a large square room with a hole in the middle and a ladder leading down. Taking the ladder down you'll find a hallway with a couple of the skeleton monsters, the ones that Alex fought in her dream, laying on the ground. At the end of the hallway Pious will spot a cube with a red rune symbol. Behind the cube is a skeleton zombie that will get up when Pious sees the cube. Go towards the zombie and you'll find two more zombies lurking in the shadows. These monsters are easy to dispatch. Take their head off and they'll stay facing in one direction, swinging aimlessly. Taking off both arms kills them. You can also finish them off when they're on the ground. This is not necessary now but will be when you start to use your sanity meter. After destroying all three, take the cube and go through the door. In this room there are two more zombies that will attack. Kill both, grab the Granite Block with the green rune symbol, and leave through the door into the next room. There are five zombies in the next room and it's a rather tight squeeze. Take all their heads off so they stop moving, then proceed to disarm and kill them. Grab the blue Granite Block and head down the ladder on the left side of the screen. Mist covers the floor of this chamber. There is a zombie, one locked door, and one open door. Kill the zombie and go through the open door. Down the short hall you'll find a large, circular room. Kill the four zombies and grab the purple Granite Block from the center of the room. There are four cube-shaped holes in the wall, with a colored rune symbol above each. Place the Granite Blocks in their corresponding holes to open the locked door from the previous room. Head back that way and through the newly opened door. You come to a room with a statue of Pious in its center. Hack off the head, arms, and finally the torso of the statue to open the door blocking your path and go down the hallway. Kill the three zombies and push the button in the corner with the light coming out of it. Three pillars at the room's center will rise and a circle of light will appear. Step in the circle. You'll reappear in a hall with 3 artifacts at the end. Depending on which you choose, the game will vary. For now, this guide is based on choosing the red artifact. Picking it up will end the act. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Chapter 1, Act 2: The Eternal Darkness | Alex Roivas- Rhode Island, USA 2000 A.D. | =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Pious will be filled with energy from the artifact and this turns him into a demon. He is now much more powerful, as he explains at the end of the act, but, unfortunately, as of now your time playing as him is through. You'll get control of Alex once more. Near the door of the study is a Chapter Page of the Tome of Eternal Darkness, which you received at the beginning of this act. All you need to do is Use it from the item screen. ----------------------------------------------------------------------- | | | Chapter 2 | | | ----------------------------------------------------------------------- =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Chapter 2, Act 1: The Binding of the Corpse God | Ellia- Angkor Thom Region, Cambodia 1150 A.D. | =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Ellia is reading a story when the voice of the demon that was Pious takes over. It is speaking to the gigantic monster known as Mantorok. The demon casts a spell causing pillars with purple energy filling them to crash down into the body of Mantorok. Ellia then speaks of a yearning for adventure. A door closes behind her and you gain control. Straight ahead of Ellia is a statue of a goddess. Around its neck is a Strange Necklace. Take it and a door will close. The necklace can be used to heal some lost health up to 10 times. There is still one open path from this main hall. Head down it and you'll come to a room with skeleton zombies lining the floor. There is also a design on the floor depicting a setting sun. Notice the candles and the design behind them. The design shows a setting sun as well. The candles represent 3 times of day. The lit one on the right hand side represents the end of the day, or the sun setting, as do the designs on the wall and floor. Remember this for future rooms. The next room is lined with booby traps. Ellia will automatically step on a tile that causes blades to fall from the wall. If you notice the lighter color of the tile she steps on you can easily avoid setting off future traps. Move through the blades and try to avoid the light tiles to avoid more blades. None of the zombies come alive. In the next room a door will close behind you and a monster will arise. You will then learn of your sanity meter. Kill the monster and finish it off to regain your sanity. Now look at the designs on the floor and wall. They show a sun at midday. Extinguish the candle on the right side so the candles represent midday too. This will cause two doorways to partially open. Grab the Bronze Necklace and head back to the main hall with the goddess statue. Along the way some zombies will come alive. Finish them off to regain your lost sanity. Back in the main hall place the Bronze Necklace on the goddess statue and the doorway that closed earlier will re-open. In that room the candles are already set to what they need to be. Continue through the hallway and you'll come to some more booby traps. Carefully make your way down the hall to another candle room. The door will shut behind you and a monster will attack. Fight back and destroy it. The wall and floor designs depict nighttime so extinguish the two lit candles. This will open the door that closed when you entered the room that the two partially opened doors. Move through the newly opened door. Avoid the booby trap tiles and make your way to the center of the hall. On the right is a zombie, on the left is a blowpipe on a pedestal. Taking the blowpipe will cause a trap door under Ellia to open. She'll fall down a chute and land in another hallway. Her short sword shatters and she's left with only the blowpipe. To make matters worse a man is being attacked by zombies. This is the toughest battle yet because the blowpipe is so weak, but it's still rather easy. Just protect the man and kill the zombies from a distance. Grab your broken sword from the ground and have the guard repair it. If you accidentally stepped on the trap tile while fighting the zombies there will be blades swinging in the hallway. Avoid these and any more trap tiles along the hall to the next room. You can't do anything in this large room yet, so just dispatch the two zombies and go through the next door. It's another trap-laden hallway so do your best to avoid getting hurt. You'll come into another large room with 4 zombies. If you're lucky they'll start fighting each other to the death. Finish off any that you need to regain your sanity. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Chapter 2, Act 2:Chaos Entombed | Ellia- Angkor Thom Region, Cmabodia 1150 A.D. | =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- The next room is the room where Mantorok dwells. It'll eat two guardsthen the Pious demon will enter and tell Ellia to leave. Ellia will then be zapped unconscious. She'll awaken and a man will give her one of Mantorok's hearts and tell her to guard it well. Take the Metal Staff in the arms of the statue in from of Mantorok. Zombies will spot you when you make your way back to the previous room so kill them to regain your sanity. Go back through the trap room. In the large room kill the zombies and use the Metal Staff as a lever to open the door behind Mantorok. Go back through the trap room one last time. In the room with Mantorok, go behind it and through the now open door. In the next room the demon will enter and ask where the essence of Mantorok is. Ellia will stay silent and the demon will cast her into oblivion. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Chapter 2, Act 3: Death of a Dancing Girl | Alex Roivas- Rhode Island, USA 2000 A.D. | =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- In the next room the demon will enter and ask where the essence of Mantorok is. Ellia will stay silent and the demon will cast her into oblivion. When you're back as Alex, the candles in the study will light. On the wall is a picture of the sun rising, much like the pictures in Ellia's quest. Extinguish the second and third candles so only the one representing the rising sun remains. The chest under the candles will open and a Message Tube will be laying inside. Take it and open it in the item menu to find the next Chapter Page. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Chapter 2, Act 4: The Absent Horror | Alex Roivas- Rhode Island, USA 2000 A.D. | =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= A cinema will begin and the demon will be talking with an Ancient. They speak of Charlemagne the Frank and how his death has been intricately planned and that nothing but a miracle could save him. As Alex use the Chapter page in the item menu. ----------------------------------------------------------------------- | | | Chapter 3 | | | ----------------------------------------------------------------------- =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Chapter 3, Act 1: Suspicions of Conspiracy | Anthony- Amiens, France 814 A.D. | =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Anthony is given a message by a man and told to deliver it to the Emperor Charlemagne, and that it's for his eyes only. The curious Anthony takes a peek at the scroll when no one's looking. A spell is cast upon him and he moves to warn Charlemagne of the danger of this scroll. You gain control of Anthony in a temple, where a funeral of sorts is taking place for a dead monk. There is a door in the temple with voices behind it. It's locked and you need the Bishop's key to open it. Go to the front of the temple and you'll find a casket. Open it and all the monks will flee in horror of the gory corpse. One monk, however, will stay behind and give you a sword, a Scramasax. Make your way up the stairs to the entrance door at the back of the temple. You'll be transported to a walkway with screaming faces on it. At the end is a giant hand containing the Tome of Eternal Darkness. Take it and you'll be transported back to the stairs. Continue up the stairs to the second floor. As you reach the top of the stairs, the spell from the scrollwill begin to change Anthony. Grab the Blue Urn off the back shelf. On one of the podiums is your first Circle of Power. Take it, then go into the item menu and use the Blue Urn. Anthony will drop it and you'll find a Magickal Rune in the remains. Examine the middle bookshelf behind the podiums. Pull the book out and the shelf with the feather pens and ink will move away revealing a hidden passage. Go down the ladder. At the bottom there are three zombies, and one contains a Magickal Rune. Kill them all and from the one you'll get the Rune. In the next room a monk is being attacked by zombies and lights one on fire. The zombie rolls around and lights up a tapestry, which reveals a door. Finish off the zombies and pick up the torch. Talk to the monk and he'll tell you that the Bishop went crazy and dropped his sword and a Green Urn when he went ahead. The monk will give you the Two-Edged Sword. Equip the torch and move over near the door. There are 3 pieces of the Green Urn on the floor. Pick them up and mix them in the item menu. No you can go through the door. There is a zombie with a Magickal Rune at the bottom of the stairs. Going down them you'll see a tablet on the floor. Pick it up and you'll find that it's a Magickal Codex to decipher Magickal Runes. Continue down and kill the zombie to get the Rune. When you go through the door at the bottom the spell from the scroll will do some more damage to Anthony. There are some more zombies in this room so kill them all. Take the Codex off the pedestal and the Filled Red Urn off the platform beside the fountain. To avoid backtracking combine the three Runes you have right now on the Circle of Power to form the Enchant Item spell. Use it on your Broken Blue and Green Urns and fill them both with water from the fountain. Torch the tapestry on the wall and go through the door behind it. There is a single zombie in the next hall. Space is limited so you might want to avoid using the Two-Edged Sword so you don't hit the wall so much. Continuing through the next door you'll come into a chamber filled with books. As you enter the Bishop will be limping through a secret door, which closes securely behind him. On the table is a Spell Scroll. There is also a Codex on the floor. For future reference the Codices allow you to tell what a Rune is. Scrolls allow you to know exactly what Runes are needed for the scroll. With both you can identify the Runes needed to make a spell. Since you've already repaired and filled the Urns, place them on the special tile near the door you entered through. This will open the door that the Bishop went through. Through the secret passage, the next hall is empty so just go through the door. The next room is where the Bishop is and he will attack. Keep attacking his head and the battle should be short. There are two other zombies in the room so dispatch them as well. On the Bishop's dead body is the Bishop's Key, which you need to open the door in the temple. Go to the previous room and Anthony will be damaged by the spell even further. There are two zombies as well. There are more zombies in the next room too. In the next hallway a Trapper lurks. Avoid it by sneaking(hold X or gently tilt the Control Stick). There is another Trapper in the next room too. If you get caught, just follow the colored portals to the exit. In the next room, the stairway, there are three zombies. Again, with the limited space, don't use the Two-Edged Sword. Continuing back to the ladder leading to the temple Anthony will be damaged by the spell even further. Back in the Temple's second floor a large, three-headed monster is waiting, and the stairway is blocked off. Slice off it's 3 heads with the Two-Edged Sword to kill it and the stairs will open. Go down the stairs, kill the zombies, and use the Bishop's Key on the door. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Chapter 3, Act 2: Conspiracy Revealed | Alex Roivas- Rhode Island, USA 2000 A.D. | =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Anthony will find Charlemagne dead and the spell will almost completely kill him. A demon will rip out of the monk and the chapter will end. You'll be back in control of Alex now. Use the Enchant Item spell on the Broken Second Floor Key to repair it. Now go out of the study, into the library, and back into the main hall. Use the Second Floor Key on the double door and open it. Go into the room at the end of the hall on the right. There is some .38 Revolver Ammunition on the nighstand next to the lamp. Go through the door in this room and into the bathroom. Examine the bathtub and you'll find the shotgun. Heh, just kidding. Were you scared? On top of the toilet is a page from the journal of Maximillian Roivas. Take it and exit the bathroom and the bedroom. From there go to the end of the hall and go through the door on the right(it's the only door on that wall). Inside there is a painting. A Chapter Page is sticking out. Take it and use it to begin the next chapter. ----------------------------------------------------------------------- | | | Chapter 4 | | | ----------------------------------------------------------------------- =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Chapter 4, Act 1: The Gift of Forever | Karim- Persia 565 A.D. | =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Karim will be walking through the desert. He will remember the conversation he had with the lady of his desires, Chandra. Karim wants to marry Chandra, but she wants him to do her a favor first: find an ancient treasure which she seeks. He sets out to find it and encounters the same circle of pillars and energy that Pious Augustus came upon so many years before. He is transported to another underground dungeon. As Karim, you're in a large, square room filled with zombies and a dead man. There is also a hole with a ladder leading down. Try to go down it and you'll be transported to the walkway with the screaming faces on the floor. Take the Tome of Eternal Darkness to be returned to the dungeon. The zombies will have come alive and you'll have to kill them. After that's done go down the ladder. Moving through the tunnel will cause three zombies to come to life. Take the Statuette from the pedestal. Moving further down the tunnel will awaken another zombie containing a Rune. Kill it to get the Rune and then go up the ladder to the next area. Here, place the Statuette on one of the 3 circles on the floor and move toward the barrier with the Rune symbol on it. With the Rune in Karim's possession the barrier will fall and you can go down the ladder. Down the ladder there is another tunnel with more zombies, a Codex and another Statuette at the end. Kill the zombies and take both the Statuette and the Codex. Move back through the tunnel and take the torch on your way. Go up the ladder and in the large room place the Statuette on another circle on the ground. Now two of three are covered and Karim can step on the last on to raise the elevator in the center of the room. Trappers come out so sneak to the elevator and take it down. In the next hallway there are three dead bodies and one contains a second Tulwar for Karim to wield. When you try to go through the door the dead body that you took the Tulwar out of will attack. Avoid it and move to the next room. If you fight it a demon will come out and take away more sanity than you can recover by killing it. In the next room there are two more zombies. Kill the one to the upper right on the screen when you enter the room but don't kill the other one since a demon hides in that one as well. Avoid the remaining zombie and take the "Recover" Spell Scroll from the dead man's fingers. Now go to the next room. Kill the three zombies in the next room. You can't get past the Rune barrier until you get the Rune from the monster in the next room so go through the other door. Aim for the monster's head to kill it and get the Rune, and also pick up the Codex on the shelf. Exit the room. Watch for the Trappers and go over to the Rune barrier, which will lower itself. Go down the ladder. A sequence where Alex's grandfather appears to her may begin here. He tells her that he'll always be with her and that he'll keep the darkness away. Back as Karim head down the ladder. In this hall there is another Codex. Once you pick it up the Recover spell will automatically be formed. This allows you to recover lost sanity. There is a pile of rubble in front of one door so go through the other. Here there is a Ram Dao broadsword in stone. Taking it will cause the door to shut behind you and a group of enemies will come at you. Killing each wave will cause another to come until a monster with a Rune appears kill it and get the Rune to open the door back up. Now use the Enchant Item spell with the red Rune alignment to enchant the Ram Dao. Go back through the door and up the ladder. Move past the Trapper carefully and back into the room with the zombie you left alive. You can now kill it and the demon that pops out of it since you have the recover spell(which can now be used to recover health as well as sanity). Use the enchanted Ram Dao on the lock on the door to open it. Kill the zombies in this new hallway. Move down the hallway and go up the ladder. There are two Trappers in here so move slowly and carefully. In the center of the room is the Ruby Effigy. Take it and go down the ladder. Walk over to the pile of rubble and climb over it. You'll hear a monster come. Aim for it's head with the Ram Dao and two hits should kill it. Go down the ladder to a small room. Place the Tome of Eternal Darkness in the bone hand in the sculpture in the middle of the room and a doorway will open. Take your book back and go through the opened passage. In this hall a red barrier will pop up and wave after wave of enemies will attack. Use the enchanted Ram Dao to kill them all. Move as far back as you can to avoid being crowded. The last beast will be a big beast but one or two swings to the head will drop him and the barrier will be gone. Past the barrier is the green artifact that was not chosen by Pious years before. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Chapter 4, Act 2: The Shadow of Corruption | Alex Roivas- Rhode Island, USA 2000 A.D. | =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= When you examine it Chandra's spirit will visit you and tell Karim how she was killed when she met with a man and his mistress had her killed. She then says that the artifact is not for them and that they must protect it and that Karim must make a sacrifice. She then kisses Karim and he makes the sacrifice she spoke of. Back in the mansion as Alex go out of the study and library and into the main hall. Go over to the other side of the hall and enter one of the two doors on the left wall. Inside there is a lock on a door where you need to insert a sword. Enchant your Gladius with the red Rune Enchant spell and use it on the lock to open it. When you open the door a rat will scurry out. In the small supply closet there is a Spice Jar with a Chapter page in it. Open the jar to get the page and use it to start Chapter 5. ----------------------------------------------------------------------- | | | Chapter 5 | | | ----------------------------------------------------------------------- =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Chapter 5, Act 1: The Lurking Horror | Maximillian Roivas- The Roivas Family Estate, Rhode Island 1760 A.D.| =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- The opening cut-scene tells the chilling story about Edward Roivas finding the mention of one of his ancestors, Dr. Maximillian Roivas. After the death of his wife and after his children went off on their own to start their own adult lives, Max is left alone with the servants in the Rovas Masion. We see Max writing a letter, seemingly into his journal. He speaks of the recent death of his father and how he had inherited the Roivas Family Estate. He knows there are many secrets to the mansion, and he sets out to find them, and learn his family history. You begin as Max in the same room that contained the Chapter 4 page behind the painting. On the desk Max was writing at s some Flintlock Pistol Ammunition. In your inventory you will see that you already have one Flintlock Pistol, as well as a medical journal which Max will use later when he encounters some monsters. Some autopsy information about these monsters is displayed in the same part of the pause screen as the cinemas. The ammunition is the only item in the room so after picking it up make you way into the hall. There is a door right next to the one you just came out of. Enter it and you'll find some more Flinlock Pistol Ammunition. There is also a servant with some "strange qualities" that you might come across later, or if you attack him now. Don't unless you want to battle a Bonethief. Move back out into the hallway and continue straight down it to the other end. Along the way there is a dresser with some Flintlock Pistol Ammunition. Enter the door at the hall's end to a bedroom. Inside there is a letter from Aaron Roivas, Max's dad, on the nightstand, Letter #1. The letter tells you that the Tome of Eternal Darkness, shich Max is looking for, is in the mansion, but most scholars are unable to understand it. Also on the mantle above the fireplace is the Redgormor Magick Rune Codex. You can also go into the bathroom from this bedroom and pick up another bag of Flintlock Pistol Ammunition. Move back out into the hallway and go through the double doors to the first floor. Going down the stairs you'll see a flashing item on the table in the middle of the room on a table. It's Letter #2 from Aaron Roivas and it tells that the Ancients have forsaken the house and that Max is advised to leave and bring the Tome of Eternal Darkness with him, that it's a very potent tool, and it could swing the battle against the Ancients in their favor. In the room to your left(go through either door on the west wall) you'll find the Ulyaoth Rune Codex. Over on a cabinet shelf is some more Flintlock Pistol Ammunition. Over on the other side of the room is the pantry where Alex found this Chapter Page. Inside it for Max is a Pump Handle, which will come in handy later. Now back out in the main hall enter the lone door on the north wall. Inside is a servant and a simple puzzle by the fireplace. Examining it will tell you that the path to truth will open when the wings of darkness are spread before Chattur'gha's greatest foe. Since Ulyaoth is Chattur'gha's greatest foe, move the bird statue in front of the blue rune symbol. The flames of the fireplace will die and a passage behind it will be open. Enter the secret passage to enter a small study. Inside there are plenty of items, a Reveal Invisible sell scroll, a sabre mounted on the wall, a second Flintlock Pistol mounted on the wall, and the Tome of Eternal Darkness sitting on the desk. After picking up the Tome, you'll see a scene of a Horror appearing in the main hall. Back as Max, a letter will drop out of the Tome and Max will catch it. It's Letter #3 from Aaron telling about the ancient city of Ehn'gha beneath the mansion. It advises Max to gather men and seal the entrance to it in the basement. It also tells Max where his next clue is, near the light on the upper floor, which means the stained-glass window. Go back into the main hall(a servant will attack you along the way and a Bonethief will come out) and fire two shots from your Dual Flintlocks then switch to the Sabre and finish off the Horror, performing an autopsy if you wish to. You'll get the Redgormer Rune after killing it and, if you've picked up everything so far, the Reveal Invisible spell will be made automatically. Go up the stairs, through the door and to the stained-glass window. Behind the stand next to it you'll find a Sealed Envelope. After picking it up a Bonethief will shatter the glass. Two quick strikes to the head are enough to kill it. You can perform and autopsy here too, if you haven't done one on a Bonethief yet. Check the sealed envelope, and open it. Inside is Letter #4 and the Basement Key. The letter tells of how the Ancients are getting closer and that they want the Tome for themselves, and it explains the special seal further. Go back out into the main hall and the screen will flash. The screen will also turn black, and white, like Alex's dream at the beginning. Moving down the stairs will show a Horror with a Rune in it. Again take two shots with the Dual Flintlocks to wound it and finish it off with the Sabre. After picking up the Rune the screen will flash again, like it was an insanity effect, but you'll have the Ulyaoth Rune in your possession. Go down the stairs to where the Horror was in the hallucination and you'll find a triangle/rune symbol and some more Flintlock Pistol Ammunition. Us the Reveal Invisible spell aligned with Ulyaoth(blue) to reveal an invisible door to the basement. Use the Basement Key and enter the door. Down the stairs you'll find two zombies, and out of one will pop a Bonethief. Over by the well in this room is the Bankorok Magickal Codex. There is also one more bag of Flintlock Pistol Ammunition in a corner, and the Damage Field spell scroll. Move over to the well and use the Pump Handle that you picked up earlier to drain the well. Move down the stairs and you'll encounter a single zombie containing the Bankorok Rune. Kill it to get the rune and the Damage Field spell will automatically be made. Move down the steps and you'll get a view of the city Aaron was talking about, Ehn'gha. Just past this is a barrier. With the Bankorok Rune in your possession it'll dissipate and you can continue down the stairs. At the bottom a small cut-scene will commence and you'll see a 7-point barrier form behind you and the monster will teleport to the other end of the room. The trick to this guy is to get to him and damage him before it forms a Damage Field around itself. It also casts the same spell that Horrors do that sends an energy bolt your way. These are fairly simple to avoid. One last spell it casts is the Summon Zombie spell, which, obviously, summons a zombie. The zombies are best to leave alone and avoid. Keep attacking the big spider monster before it has a chance to form a barrier and you'll kill it easily. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Chapter 5, Act 2: Humanity Prevails | Alex Roivas- Rhode Island, USA 2000 A.D.| =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- A cut-scene will start showing Max examining the creature. He says he killed one of them, but could not fend off a whole city of them without help. He knows there's a way to stop them but couldn't figure out how. Max is now in an asylum and speaks how he tried to gather men to help him but people thought he was crazy and placed him in the asylum. He then starts to go crazy(say it don't spray it Max) and continues to curse those that put him there, and blabbers on about the damnation of the human race, that the Darkness is coming. Now your back as Alex without a single clue. But you do have a Dresser Key that, until now, has remained unused. Go up to the second floor bedroom where the door to the bathroom is and use the Reveal Invisible spell aligned with Ulyaoth on the dresser in the corner to reveal a keyhole. Use the Dresser Key to open the door. Inside is the Chapter Page for chapter 6 and a Revolver. Take them and a cut-scene will begin. ----------------------------------------------------------------------- | | | Chapter 6 | | | ----------------------------------------------------------------------- =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Chapter 6, Act 1: Corrosion of the Dead God | Alex Roivas- Rhode Island, USA 2000 A.D. | =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Pious speaks of locating the Essence of Mantorok and that it will be theirs in a short time. Chattur'gha tells Pious to get the Essence from the jungle as soon as possible. Now as Alex, just use the Chapter Page to begin your quest as Dr. Edwin Lindsey. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Chapter 6, Act 2: A Journey into Darkness | Dr. Edwin Lindsey- Angkor Thom Region, Cambodia 1983 A.D. | =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Edward speaks of the Ancients and their Guardians having great influence on the world and that their influence has swept through all parts of the world. Edwin Lindsey is an archaeologist who is hired by Paul Augustine(name sound familiar? Augustus anyone?) The scene starts with both men walking into the temple that Ellia explored many years ago. Paul puts a gun to Edwin's head, but Edwin knocks it away. A shootout ensues and Paul eventually reveals his tru form, Pious Augustus. After some shooting Pious summons some Guardians of Chattur'gha to deal with Edwin. Here's where you come in. Equip your Kukri short sword(this dudes got a lot of items, huh?). The easiest way to defeat Guardians is to equip a melee weapon and move around behind the Guardian and slash at it's head. Always make sure you're moving behind it so it can't trap you, steal you energy, and use that to summon a zombie. After about 5 slashes it'll drop dead and the floor will clean up from blood colored to a more traditional color of mist. All doors are shut for Edwin, but lucky for you, he's got 7 items in his possession when you start. If you think back to Ellia, you'll remember that a necklace was put on the goddess statue to open some doors. Now where is that necklace? One item, your Archeaologist's Brush, can give you the answer. At the room's center is a small area covered with dust. Use the Brush to reveal not a nexklace, but a bracelet instead, sitting on the all-too-familiar pattern of alignment runes. Pick up the Bronze Bracelet and place it on the goddess' wrist. Moving toward the newly opened passage will transport you to the walkway to the Tome of Eternal Darkness. Grab it with Edwin and you'll be taken back to the temple. Now go through the passage. You'll encounter your first two zombies with Edwin in this room, but there's nothing else of interest. Moving through the next doorway you'll come to a trap-riddled hallway, the same one's Ellia came across. There is a single Trapper in the room, so take out your Automatic Pistol and blast it before it triggers any traps. When going down these halls it's a good idea to carry your torch. This makes it much easier to see the pressure sensitive trap tiles. Partway down this hall is a small alcove which contains a Metal Bracelet resting on a pedestal. Take it(no trap door this time) and go down near the end of the hall, where you'll see some cobwebs. Use the Archeaologist's brush to reveal the Tier Magickal Codex. Now go down the rest of the hall. In the next room is a Horror protected by a Damage Field. You can't do anything to him now and it won't hurt you. Grab the Bronze Necklace off the pedestal and run back through the trap room and room that held the zombies to the main hall with the goddess statue. Put the Bronze Necklace on its neck to open the other door in this room, and the other door in the room with the Horror. Go through the door to the next room. There is a simple puzzle here. Take the Silver Bracelet off the stand in front of the serpent statue. Immediately put the Metal Bracelet you picked up earlier on the stand and the statue won't shoot darts at you and it'll re-open the doors. Now continue through the other door in this room. Through this door is another trap hallway. Take out your torch to see the tiles better. You can also just torch the zombies in this hall. At the end is another cobweb so brush it off to find the Nethlek Rune Codex. The next room contains four zombies and space is limited. Take off some head and they'll fight one another. Kill any that remain and one will release a rune, Nethlek. That's it for this room so move to the next hallway. A zombie attacks so either cut it up with a trap or kill it yourself. There's a cobweb with the Dispel Magick scroll underneath in an alcove. The Dispel Magick spell will be mad now. In the other alcove is a goddess statue. Drop the Silver Bracelet off now and you can return later with the Silver Necklace. Go down the hall to the next room, the one with the Horror. Use the Dispel Magick spell aligned with Ulyaoth to break the barrier. Equip the shotgun and keep a little distance from the Horror. 3 shots to the head will kill it. Take the Silver Necklace from this room and move into the previous room where you put the bracelet on the goddess. Now put the necklace on the statue to open another passage. This passage is dark so equip the torch unless you're fighting. There's a normal zombie, a zombie containing a rune, and a guardian here. Kill them all and go down the stairs to the next room, past the barrier that lifts when you've got the rune. Look at your map and take the south path first. In the next room there's a statue in the middle, a goddess statue, and a pressure platform. Step on the platform and the guard statue will turn to you. Quickly run over to the goddess and steal the Gold Bracelet. In the next room you may step on a tile filling the hall with green gas so if you do, make your way quickly through it. The next room contains a magick field that needs to be brought down if you want the Mantorok Rune. It's blue so align the spell with Xel'lotath. Down the next trap hall is another goddess statue so drop off the Gold Bracelet. The next room has a green barrier so use Dispel Magick aligned to Chattur'gha. Continue on to the next trap hall. Just avoid the traps and move through to the next room. Kill the Horror and Dispel the barrier to fully bring down the purple barrier you saw earlier. Use the brush to unveil a Necklace under the cobwebs. Continue to the next hallway(the first one you entered on this floor) and continue down it past the room with the statues and past the hall where the barrier was brought down(note it's location for future reference) to the room with an elephant head statue and an acid bath. Put the Necklace in the pool the press the switch to clean the Necklace and turn it into the Gold Necklace. Now move to the next hall where the goddess statue was and place the necklace on it. The next room is a stairway with two zombies and a horror. Take out the zombies with your Kukri and the Horror with the Shotgun. The next floor is a one-way only path so move in the only direction you can, avoiding some more traps(who put all these here. In the next room you'll get your fill of zombies and there's also a cobweb on the burning face statue. Brush it off to reveal the Aretak Codex. Continuing on is a dark trap hallway so whip out that torch. The traps in this hall are easy to avoid so make you way to the next room, killing the zombie at the end of the hall. The next room contains more zombies so kill them all and continue to the next hall. Avoid the traps and enter the next room. There are some zombies and one has a rune. Kill them and pick up the rune. The barrier will dissipate and you can go through. Another hallway, more traps, you know the drill. Kill all these zombies and take the Summon Trapper scroll, which will make the spell. Now if you want you can go back to where the purple barrier was and get the Mantorok Rune. So go back to where it was(I told you to remember) and summon a Trapper. Go through the hole and across the bridge to a rune platform. Step on it to open a hidden door and then gain control of Edwin again. Grab the rune and a Horror will burst through the wall and attack. Kill it with the Shotgun. Now go in the room whre you sne your Trapper and sweep the cobwebs away to find the Mantorok Codex. Now go all the way back to where you found the spell scroll. Yeah it's a long way, but you had to get that rune didn't you? The next room is the one that Manotrok is in. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Chapter 6, Act 3: In the Hands of Kali | Dr. Edwin Lindsey- Angkor Thom Region, Cambodia 1983 A.D.| =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= A cut-scene will begin and Pious will tell Edwin that the Essence of Mantorok is not easily controlled. He then sends more guardians to kill Edwin, but the power of Mantorok stops them and then opens a door behind Mantorok. Go through it to start another cutscene. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Chapter 6, Act 4: Daughter of Light | Alex Roivas- Rhode Island, USA 2000 A.D. | =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Edwin will find the corpse of Ellia, hanging from a statue. She tells you not to touch the Essence. She tells how she hid from the Darkness all these years. She then gives up the Essence of Mantorok and Edwin takes it. We then see Edwin giving the Essence the Alex's grandfather, Edward Roivas. He takes the Essence and hides it behind a book written by Edwin Lindsey. When you gain control of Alex search the area where Edward put the Essence and you'll find it right where he left it. Now go upstairs to the stained-glass window and the the Dispel Magick spell aligned with Ulyaoth. The glass will dissapear and a Chapter Page will be floating above you. Taking it will start a cut-scene. ----------------------------------------------------------------------- | | | Chapter 7 | | | ----------------------------------------------------------------------- =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Chapter 7, Act 1: The Black Guardian | Alex Roivas- Rhode Island, USA 2000 A.D.| =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- In the cut-scene we see Pious summon a great beast that is supposed to protect the Essence of Ulyaoth. Back as Alex just use the Chapter Page to start the next Act. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Chapter 7, Act 2: Heresy! | Paul Luther- Amiens, France 1485 A.D | =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Edward speaks of corruption is France. Devilry and heresy are running rampant in Amiens France. Under Martial Law, Paul Luther cannot leave the town. A strange monk welcomes Paul and Paul requests lodging and a viewing of the Hand of Jude. The monk tells Luther that he wants to purge the town of deviancy and plays along like a true monk, speaking of his "truth" and "faith". We'll see how faithful and truthful he is later. As Paul, you start in vestibule of the same cathedral that Anthony explored many years earlier. It's raining fairly heavily outside and it's night. All you have in your inventory is a Meditation Rod, which can restore some sanity. The door to Paul's right is locked and the stairs to his left don't lead to much right now. So go through the large double doors to enter the main hall of the cathedral. Stay out of the middle of the aisle for now. I f you go up it a cut-scene will start and you'll be captured. Instead stay to the side aisles so you can gather some items before you get locked up. The room is shaped like a T andon the left side of the hall you can grab a torch off the wall. Through the door on the left is a small room containing a chest, a closet of sorts, and some demonic pictures. Open the chest to get the Crossbow. If you look at the rack of cloaks a small Podium Key will drop out. Take it and leave the room. There is a podium to the right of the main altar and you can use the Podium Key on it to open a drawer containing Diary Page 1 from the diary of the monk, Andrew. He tells of his journey to Amiens to see the sacred relic, the Hand of Jude. He also speaks of what a kind town Amiens is, filled with good people and his doubt that it is a town of witchcraft. On the pew near the podium are some Crossbow Bolts. If you go down the stairs behind the altar you'll arrive in the basement of the cathedral. In the first room you see is the Book of Reliquaries, which tells that certain relics, including the Hand of Jude, are false. There are also some Crossbow Bolts in the room too. Go back out into the hall and move to the next area, which contains the bellows for the organ upstairs. Next to it is a Mace, which is a nice weapon to start with. There is also another quiver of Crossbow Bolts on some boxes here too. There's a monk that tells you you need to go back since you can't go into the next room. This is as much as you can explore right now so go back upstairs and walk down the middle aisle of the cathedral to start a cutscene. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Chapter 7, Act 3: A Murder | Paul Luther- Amiens, France 1485 A.D. | =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Paul will call for the guards but instead the monk you met at the beginning of the chapter will come instead with two other monks. They make Paul the first suspect and Paul is then imprisoned after a small lecture on why he shouldn't fear of being accused. You're now locked in a room with nowhere to go. For some reason the guards left you with all your weaponry. There are two pictures on the wall and one contains an Emerald. When you lit the Emerald a cut0scene will begin. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Chapter 7, Act 4: Light Within the Darkness | Paul Luther- Amiens, France 1485 A.D. | =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- A man will come in. It's the custodian. He's here to free you and tells you that there are strange things going on in Amiens. He tells you that the dead monk was Brother Andrew, the monk that wrote the Diary Page you found earlier. He says you can find him in the bell tower later and that he'll give you a key to the Old Tower then he'll make his exit. Trying to exit the room will take you to the walkway of screaming faces. Grab the Tome of Eternal Darkness to go back to the cathedral. Exit your prison room and go across the vestibule to the set of stairs and go up. The room is empty, save for a few candles, so continue to the next room, the cathedral balcony. There's one zombie that will awaken here so either torch him or use you Mace. Moving on you'll enter the bell tower. Go up the set of stairs. At the top is a rope to ring the bell. Ring it and the custodian will come. Talk to him and a cut scene will begin. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Chapter 7, Act 5: Conversation in the Bell Tower | Paul Luther- Amiens, France 1485 A.D. | =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= He tells of all the things that inhabit the cathedral and he'll ask for proof of the heresy at work. He tells you to continue the task that Brother Andrew started. He asks you to bring him proof of the person who started all this and gives you the Old Tower Key. Go back through the balcony and the empty room to the vestibule, and then through the main doors of the cathedral. Go all the way to the altar and take the right hall this time. Use the Old Tower Key and open the door to enter the old tower. You'll see a short cut-scene of a Bonethief burrowing inside a fellow monk. The monk then proceeds to attack you. Attack it until the Bonethief pops out and kill that. At the altar is the Shield spell scroll and next to the altar is an empty casket, intended for Andrew before he was even killed. Now go into the room that you use the Bishop's Key on in Anthony's chapter and you encounter Anthony himself! He's a little worse looking than the last time we saw him, as the spell has taken it's toll on him thoroughly. Kill him(I know, it's sad). Just stay behind him and he won't even be able to touch you. After his death Paul will say a short prayer and then you'll receive the Ruby and Two Edged Sword. Back out in the smaller cathedral make you way up the stairs. There is a single Bonethief waiting to make you it's next victim. Shoe it who the boss is and grab the Diary Page 2 from the podium. It tells that the order will not allow Andrew to see the relic and that he thinks it's strange that their preparations don't incorporate the traditional acts of their faith. There is also a Sheet of Music on the shelf in this room. Take it make your way to the main cathedral hall where the organ is. Examine the organ and you can start to play the organ. After playing the correct notes the cabinet on the other side of the altar will open. Inside is the 5-point Circle of Power. Now go back down the stairs behind the altar. The monk blocking your path earlier near the bellows is no longer there so go through the door. There are two Trappers in the room so use the Crossbow to take them out. The second wine cask on Paul's left hand side(your right) is special. Turn the spigot to open a path at the end of the wine cellar. Go through it to meet a lovely Horror. Use the Two-Edged Sword to keeps at least some distance between you and the Horror. Paul doesn't have much health so be careful here. The Horror contains a Sapphire gem to go along with you Ruby, and Emerald. At the back of this room is a plate that will hold the gems. Put them in to open a path on the floor. Through the door beneath the room is a hall with 3 zombies. Continuing through the door will bring you to a zombie infested room with the same statue that's on the second floor of the Roivas mansion. One zombie contains the Pargon rune. Go through the next door to a stairway leading down. Go down to find a single zombie and a door. The door leads to a room with two horrors. Let them fight until only one is left. It'll be wounded for an easy kill. You can even pick up the Crossbow Bolts while they're fighting. In the corner is a statue that looks like your friend, the custodian. There is only one open door in this room besides the one you came through. Enter it to a corridor with some zombies. Kill them and proceed to the next room. The next room is the secret study with the secret door. There's some Crossbow Bolts here before you push the door open. Grab them then push open the secret passage. Kill the zombies and continue into the room where the Bishop was in Anthony's chapter. Kill the lone zombie and grab both the Pargon Codex and the Diary Page 3. This one tells of Andrew's knowledge that the whole order of monks are heretics and that the relic they were guarding was not the Hand of Jude, but rather the Essence of Ulyaoth. Now that you have the proof the custodian required make your way back through all the tunnels back to the wine cellar then back up to the cathedral's main altar. Now go to the vestibule and up the stairs to the empty room, across the balcony and finally up the stairs to the bell tower and the waiting custodian. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Chapter 7, Act 6: Suspicions Confirmed | Paul Luther- Amiens, France 1485 A.D. | =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Paul will tell the custodian that he's found the truth that Andrew wrote that Augustine is a heretic. The custodian shows Paul a dagger that foreshadows that his days are numbered and that Augustine is moving to silence him. He tells Paul to keep his faith. Right before you gain control of Paul again, a small ball of light looms behind the custodian. Now make your way back through the main cathedral hall, down the stairs, through the wine cellars and halls to the room with the statue that looks like the custodian. There will be a few new zombies, Bonethieves, and Trappers along the way so stay sharp. Use the Sacrificial Dagger on the custodian effigy. You'll hear a bloodcurdling scream issued by the custodian in another room nearby, confirming his death. Nice, you just killed him. But hey, another passage opened so that's okay. Go through the passage to a large room. There is a 5-point Damage Field blocking your path so power up your Dispel Magick spell with two Pargon runes and use it aligned with Ulyaoth. The field will disappear so move past it to the sacrificial altar where the dead body of the custodian is laid. A cut-scene then starts. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Chapter 7, Act 7: Heresy Revealed | Paul Luther- Amiens, France 1485 A.D. | =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Augustine comes and tells him the truth. Augustine then leaves two Bonethieves to kill Paul, but a tough guy like him can handle it, right? After killing them go back around into the room with the custodian effigy where you used the dagger. You'll se Augustine go through a door with an emblem on it. Follow him through. You'll come to a empty hallway. Moving on through the door you'll come to a stairway leading down. Nothing here either, move through the door. Surprise, an empty tunnel. Move to the decorated door and go through to start a cut scene. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Chapter 7, Act 8: The Black Guardian's Lair | Alex Roivas- Rhode Island, USA 2000 A.D. | =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Paul enters a big room and then the Guardian of the Ulyaoth Essence pops out of the ground. Pious tells it that he'll take care of Paul himself. The beast has others plans. It smashes Paul like a bug, ending this poor monk's adventures. When you're Alex again you'll find a Note From Edward in the Tome. You next clue is in the letter. Apparently Alex must find 88 keys in order to continue. Sound tough? Sure does. Is it? Nope. 88 keys are not what you may think. How about piano keys? Okay, head top the room with the piano in it and check it out. Play the notes and the piano will open and you'll find the Chapter Page. ----------------------------------------------------------------------- | | | Chapter 8 | | | ----------------------------------------------------------------------- =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Chapter 8, Act 1: Flesh for the Pillar | Alex Roivas- Rhode Island, USA 2000 A.D.| =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- A cut-scene starts and we see 3 guards standing over a week man. The man reveals one guard as Pious. Pious tells the man that he'll be given a special place among the suffering. All you need to do as Alex now is use the page. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Chapter 8, Act 2: The Forbidden City | Roberto Bianchi- The Middle East 1460 A.D | =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Edward tells of a special monument to be built by a great warlord. Roberto Bianchi is forced to survey the site for construction. Two guards toss him into a hole and force him to finish his work before they'll drag him out. As Roberto, your only starting item is a torch. Time to find some weapons. Move down the first passage and go down the ladder. You'll enter a room that should look familiar from Karim's chapter. There's a man in here but nothing else of interst. Go down the next ladder. There's a zombie in this tunnel, but I'd advise you just move past him, unless you like wasting time trying to kill him with your torch. Go up the next ladder and you'll enter the first room you need to survey. There are some Crossbow Bolts near the ladder so grab those. There's also a very nice blade nearby as well, a Saif. Go to the middle of the room and Examine to survey the room. That's all for this room so climb down the next ladder. It's a cross-shaped room with bars blocking 3 rooms. Pull the lever in the room's center to open the first set of bars. Set this zombie on fire then pull the next lever. You can't light up these next guys so take out that beautiful blade you got and slice 'em up. Pull the next lever to open the last set of bars. Lay these guys to waste and climb the ladder. You'll find the crossbow and two men here. Grab the crossbow and check your map to see where you need to survey this room. It's on the right hand side where there is rubble falling. Now try to climb down the next ladder. You'll be taken to the Walkway of Screaming Faces where the Tome of Eternal Darkness reside. Pick it up to move back to reality and climb down the ladder. A cowardly man is at the bottom, and a long, curved tunnel is ahead of you. Move down the hall to a ladder, taking out any and all Trappers you see with the Crossbow. At the top of the ladder is the room where the Ruby Effigy was in Karim's chapter. There's a Guardian of Chattur'gha and a zombie in here so kill them both and take the Summon Zombie spell scroll at the room's center. Go down the ladder at the room's opposite and and you'll be in an area where two Horror's lurk. Let one kill the other and then kill the second, weakened one. There are some Crossbow Bolts in front of the ladder you just came down. Move around the tunnel to a door and go through. Upon entering the next room you'll see a zombie walk under a crusher and get squished. This causes bars to com crashing down, blocking your way through to another ladder. Use the Summon Zombie spell to create a zombie and walk it under the crusher. It'll get crushed and the bars will lift, Move down the ladder and you'll come to a hallway with a zombie and a Guardian of Xel'lotath. Kill both and move down the hall. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Chapter 8, Act 3: Guardian of the Temple | Roberto Bianchi- The Middle East 1460 A.D.| =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- A cut-scene will begin and you'll see Karim. He'll attack you and you won't get hurt. This shows Karim that you are the Chosen One and the artifact he's been guarding is can be taken by Roberto. After the cut-scene pick up the artifact and you'll also receive the Ruby Effigy if you got it with Karim. You also need to survey this room, so go ahead and get it done. Now move back down the hall and up the ladder to the crusher room. Now do through the other door, on the left, and you'll enter a room with four zombies. Kill them all. There are some Crossbow Bolts on a ledge in this room. Go through the single \door in this room to enter a room that needs surveying. Survey the oom. When you do the 3 men will chase after you(their infested by Bonethieves). Just avoid them and go into the last room. Now go down the ladder in this room. There are two Trappers here so lay them out with the Crossbow. One door is blocked so you've got no choice but to enter the open one. There are a few monsters in here, including a Horror, so let them fight it out before you join in on the fun. After all the monsters are done, look to the center of the room. There's a key, but no visible way to get to it. But there is an invisible way. Cast a 5-point Reveal Invisible spell aligned with Ulyaoth to reveal an invisible platform. Now you can get to the "Forgotten Corridor" Key. Now go back to the room where the Trappers were and grab the Sapphire Effigy. Now go back up the ladder. Use the "Forgotten Corridor" Key on the double doors in this room. On the other side is a long hallway, with a yellow, damaging, energy on the floor. Use a 5-point Shield spell and you'll be able to cross the floor unharmed. Through the door on the other side you'll find a circular chasm that you need to cross. Bars will slam down behind you, and you'll need to pull a lever before it will open. There is a bridge being held aloft by a rope above the chasm. Slice the rope and the bridge will crash down, bridging the gap. Go towards the middle of the bridge and two worm-like beasts will come up. One whack on the head will drop each beast. Move to the bridge's center and survey the room. That completes your survey so now you just need to get back to where you started. On the other side of the bridge is a lever that will open the door that shut behind you when you entered the room. Go back out the room and use the Shield spell to get back across the floor. Now move back through the double doors then past the door and ladder to the crusher room. Go through the door on the right hand side. Continue past all the filthy rats and dead bodies to the ladder. Next is the room where the Ruby Effigy was so just move to the next ladder. Down that is another long tunnel. Move down that to another ladder leading up, by the cowardly man. Another room, another ladder. Down this one is the cross-shaped one so move straight to another ladder. Move across this one to...another ladder! Going down this one will bring you to a zombie(hopefully you didn't kill it before). This is pretty exciting. Another ladder. Go up it and a cut-scene will begin. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Chapter 8, Act 4: A Monument for All Time | Alex Roivas- Rhode Island, USA 2000 A.D. | =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Roberto tells the guards that the foundations are infested with demons and that many lives will be lost if it is built. The guards then tell Roberto that the demons are the reason the monument it to be built. The guards are then seen throwing bodies down the "living pillar" to serve as the monuments foundation. Roberto is thrown down, then we see his body in the pillar. As Alex you're once again left with no clues...except a crumbling ceiling. Playing the role of Roberto Bianchi, survey the area as Alex, near the picture in the study of the living pillar. You'll find a Chapter Page and Alex will realize Roberto's spirit guided her to it. ----------------------------------------------------------------------- | | | Chapter 9 | | | ----------------------------------------------------------------------- =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Chapter 9, Act 1: Binding the Black Guardian | Alex Roivas- Rhode Island, USA 2000 A.D. | =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= A cut-scene ensues and we see Pious performing a human sacrifice, how nice. A man tells Pious that the Black Guardian is growing restless and the binding holding it is weakening. Pious tells him that it must be kept in place, and that Chattur'gha does not like failure and that more flesh and bones must be fed to the Black Guardian guarding the Ulyaoth artifact below the Amiens cathedral. As Alex, just use the Chapter page to begin your journey as Peter. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Chapter 9, Act 2: A War to End All Wars | Peter Jacob- Amiens, France 1916 A.D. | =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- We see Peter speaking of the countless horrors of war. As he continues speaking about this and how this hospital is Oublie cathedral has more patients than it can cope with, we see a dying soldier being dragged to a bed by a nurse. As Peter you find yourself rocked every so often by nearby explosions. There is Soldier's Letter #1 straight behind you on the table. Pick it up and read it and you'll get your first letter from Private Reginald Jackson. In this letter that he writes to his love, Margaret, about the injury he has sustained to his legs. He also tells how he thinks the cathedral is haunted and the disappearance of many a soldier each day. Now go out of the main cathedral hall through the double doors to the vestibule. There is a set of stairs to the screen's left, go up them. You'll come into a room filled with medical supplies and a single nurse(no, not that kind of single). Through the next door you'll come to the cathedral balcony. There's more medical supplies here as well, but not much else. Continue through the next door to the bell tower. On a medical crate is Soldier's Letter #2. In this one Reggie tells of ghostly voices belonging to no one echoing through the cathedral at night. He also tells of the talk of other young soldiers and how they too hear the voices. He also tells of cries of help in the night, cries that are answered only with snarls of rage. And he lastly speaks of Lance Corporal Haskill who has gone missing. Make your way back to the main cathedral hall now. Go up near the altar to the podium and take the Sealed Envelope off it. Open it to get the Soldier's Orders. They are to a certain Private Thompson, telling him to leave his post and rally in the streets surrounding Oublie Cathedral. There's nowhere else to explore as of right now, soit's time to find Private Thompson and get him out of your way. Go through the hall's main double doors and back into the vestibule. There is only one man there and guess who it is? Private Thompson! Give him his orders and he'll move from in front of the door. Go inside and you'll find a Revolver. Pick it up and there'll be an explosion that got too close to the cathedral, and now the lights are out. Time to restore power to the cathedral. As you try to leave the room you'll be sent to the Path of the Chosen Ones so go grab that Tome. Outside the door you'll see a single Bonethief. With only a Revolver to defend yourself, simply ignore it and go back into the main hall through the double doors. You'll immediately see a Bonethief digging itself into a nurse. If you're quick you can shoot it and knock it off but it's worthless now. If the Bonethief bores into here there will be two Bonethieves and two people infested by Bonethieves in this room. Run past them all to the altar. Grab the Rifle. Again, this is a very tough weapon to use against Bonethieves. Instead of attacking anything yet. Go through the door on the right side of the main hall to the Old Tower. There are a couple zombies, a Bonethief, and a nurse. Ignore all and go up the stairs to a familiar room. Hanging on the wall is a much needed melee weapon, the Two-Edged Sword. There's also some 8mm Revolver Ammunition on a shelf. Take it if you think you'll need it and go back down stairs. Now you actually have a chance against these guys. Kill all the monsters in this room, preferably the Bonethief first. In the door where Anthony was in Paul's chapter you'll find a big load of zombies. Kill all and take the two boxes of .303 Rifle Ammunition. Then take the Torch off the wall. Now, we can really get to restoring that power. Go back into the Old Tower hall and then back into the main hall. There will be quite a group of enemies in there, four Bonthieves/People possessed by Bonethieves in there so you've got you work cut out for you. After killing them all go down the stairs behind the altar. Turning left at the stair's bottom you'll see two doors. Take the one on the right first. Equip your Torch if you can't see. Take the single box of .303 Rifle Ammunition and leave the room. Now go in the other door. Inside is a single box of 8mm Revolver Ammunition. Take it and leave the room. Now go through the corridor to the bellows of the church. On the crates in this area are two boxes of .303 Rifle Ammunition. Take both then go through the door nearby. There are three Trappers in here so use a projectile weapon and kill all three. Now go in the left door(Peter's right, assuming you haven't moved around yet). Examine the boiler and turn the wheel on it. This transfers power to the generator in another room, but there's one more thing to do here. Summon a Trapper and send it through the small hole in this room. On the other side is the 7 point Circle of Power and a dead man leaning against the door. You can't take the Circle of Power so target the dead man and send him to the Trapper Dimension. Now go through the newly accessible door and grab the 7-point Circle of Power with Peter. Now go back into the boiler room then out the door and across the hall to the room where the generator is. Grab the box of .303 Ammunition and go over the the fuse box on the wall. There is a fuse missing. Get this. THERE IS NO ACTUAL FUSE IN THE CATHEDRAL. So stop searching. Instead you'll have to improvise a bit. Ever wonder about that Lucky Penny in Pete's inventory? Well here's what it's for. Jam the Lucky Penny into the fuse box to complete the circuit. Now power up the generator and the lights are back! Now make your way back up stairs to the main cathedral hall. As you move away from the stairs leading down, an explosion will shatter the stained glass. Go over to the organ and grab the Sheet of Music. There may be a few bonethieves about so watch your back. Now play the organ to open the familiar cabinet. In case you can't remember and since the sheet doesn't show the whole tune the buttons at A, B, Y, X, B, Y, A. Grab the Door Handle and then go to the branch of the main hall opposite the door leading to the Old Tower. You'll see a 7-point red Circle of Power type deal, indicating that the Reveal Invisible spell is needed to proceed. First create it then align it with Ulyaoth and cast it. A door will appear, but it's missing a handle. Hmm, what to do now? Use the Door Handle to open it and go through. In this room there's one box of .303 Rifle Ammunition and two boxes of 8mm Revolver Ammunition. Take them if you want and go down the ladder. Go through the corridor at the bottom to an open room with four zombies. Two have Bonethieves inside so watch out. Kill them all and proceed through the next door. Go down the stairs, through the door, and into another open room. There's a Horror and two zombies in here so let them fight it out before you join in. Kill them then use your map and go through the door on the west wall. Shoot the Trappers and go through the next door. There's a Bonethief, but it doesn't see you so you can get in a swing or two before it even spots you. On the table is Soldier's Letter #3. This one talks about mysterious shadows, more disappearances and all that. Now push the red shelf inward to go to another corridor with a Trapper. Kill it and go through the door. Have a gun equipped when you do and quickly shoot the Trapper. Now take out your sword and kill the zombie. Grab the Binding Hall Key off the podium then make you way back to the room where I told you to go through the west door. Now go through the south door. This is the chamber where the custodian was sacrificed in Paul's chapter. There are quite a few Trappers in here so be wary and shoot them all with a gun. At the sacrificial altar is the Magickal Elixir which will restore all your Magick in an instant. This will come in very handy later on. Now go back into the room you just came from, use the Binding Room Key, and go through the last door, the one with the emblem on it. Kill the three zombies and go through the door at the hall's end. Go down the stairs and grab the box of .303 Rifle Ammunition along the way. At the bottom of the stairs is a spell scroll. Take it and the Magickal Attack spell will be made. Go through the door and you'll come to a hallway with a door leading to a boss. Make sure to save your game. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Chapter 9, Act 3: Food for the Beast | Peter Jacob- Amiens, France 1916 A.D.| =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= BOSS: as you go through the door you'll come to the large hall wherePaul met his death. Paul walks down it and finds himself looking at the Essence of Ulyaoth. The Black Guardian of Chattur'gha comes out of the ground and sets up a barrier around the hall, preventing Peter's escape. The Black Guardian will begin by launching missile-like projectiles at you. Simply run back and forth until he stops. When he does he'll shoot his tongue out at you. Avoid it by running sideways. As soon as it's tongue misses you begin a 7-point Magickal Attack aligned to Ulyaoth. The barrier will get closer and he'll then summon zombies. Cast a Damage Field spell and the zombies will be no problem. As soon as the zombies are summoned begin another 7-point Magickal Attack spell. If your quick enough it'll get to him while he's flashing. If it misses, kill the zombies and he'll summon more, and he'll start flashing again. The barrier will the be moved closer and the Guardian will begin to smash it's claws down at you. Avoid them until the guardian stops and raises it's head up. It'll begin flashing. I'd advise using a 5-point magickal attack in favor of a 7-point one since the time he's flashing is rather short. Two hits from the 5-pointer are all it takes and the battle is finished. Grab the artifact to start a cut-scene. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Chapter 9, Act 4: Memories that Haunt | Alex Roivas- Rhode Island, USA 2000 A.D.| =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- 69 years later we see Peter as an old man talking to Edward Roivas and giving him the artifact. They then drink to the artifact and the chapter ends. Alex will find a Lucky Penny on the back of the chapter page. Go out of the study and back into the library. You'll se the ghost of a servant appear saying "Help me!" Go over to her and talk to her. Here face is rather torn up and she says "I can't get the blood out!". Hmm, interesting, lady. Anyway, she'll drop the Basement Key. Go out of the library to the main hall and go to the basement door and unlock it. Go down the stairs and grab the Shotgun off the wall, as well as some shells for it on the well. On the wall is a fuse box. Open it and "pull a Peter" by using the Lucky Penny as a fuse and trip the breaker. The circuit is complete for the dark room on the second floor. Make your way upstairs and go through the door on the west wall. There is the Journal of M.Roivas, p2 on the chest and a chapter page in the cabinet above. A cut-scene begins. ----------------------------------------------------------------------- | | | Chapter 10 | | | ----------------------------------------------------------------------- =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Chapter 10, Act 1: Dark Servants | Alex Roivas- Rhode Islan, USA 2000 A.D. | =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Pious is talking to a Guardian of Ehn'gha. He then is talking to Chattur'gha about another Roivas and how horrible his death will be. Nice to know, since Edward is next. Use the Chapter Page. Edward is talking about Freud, Jung and other such people and psychiatry. He then begins his search of his family history. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Chapter 10, Act 2: A Legacy of Darkness | Edward Roivas- Roivas Family Estate 1952 A.D.| =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Edward is talking about Freud, Jung and other such people and psychiatry. He then begins his search of his family history. Grab the Historical Journal off the fireplace. Check it to find the Minute Hand. Now go out of the library and across the hall to the kitchen. You'll find a single box of .38 Revolver Ammunition. Go out of this room and to through the double doors to the room with the grand piano. Inside you'll find the Sabre mounted on a display. Take it and leave the room. Back in the main hall, go upstairs to the second floor and through the door. Turn right to go to the bedroom. Inside is a box of Shotgun Shells. There's nothing in the bathroom so leave this room and go all the way down the hall and through the door on the north wall. Take the Shotgun Shells and Elephant Gun Ammunition off the desk. Opposite the desk is another Historical Journal. Examine it to get the Hour Hand. Now go back downstairs to the library. Go to the area of the library with the clock and a cut-scene will commence. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Chapter 10, Act 3: Echoes of the Past | Edward Roivas- Roivas Family Estate 1952 A.D.| =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= We see the ghost of Maximillian Roivas. He speaks to Edward about dying in an asylum because of trying to warn the world about the Ancients. He then tells Edward to set the clock to 3:33. Grab the spell scroll off the chair before doing anything, then put the hands back on the clock and do as Max says, setting it to 3:33. The passage to the secret study will open and Edward will walk down it to the study. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Chapter 10, Act 4: The Legacy Unveiled | Edward Roivas- Roivas Family Estate 1952 | =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Max is there and tells Edward to use the items in the room to avenge his wasted death. Rambo must have been here because there's plenty of ammunition and a Revolver. Take them all, as well as the Tome of Eternal Darkness. The Magick Pool spell will be made automatically. Go back out into the main part of the library and you'll see a vampire-like creature sucking blood through the air from a poor, helpless maid. After getting its fill the monster will disappear and run, knocking over a vase on the way. The waman will be alive and well, but feeling an urge to attack you. Kill her and grab the Bottom Half of the Basement Key that was in the vase. Exit the library and you'll be able to hear the monster going up the stairs. Go up them youself. To be able to see the monster you can use a Reveal Invisible spell aligned against its color, in this case use Ulyaoth. You'll see a scene of the monster in the bedroom. Go there and attack it until it leaves. You'll then se it in the basement, apparently regaining energy from a pillar. Talk to the servant you just saved to get the Gun Cabinet Key. Now go to the room with the gun cabinet in it(the north door on the second floor) and use the key to get the Elephant Gun. Leave the room and go back out into the main hall. You'll see the vampire monster going up the stairs. He now goes into the room you were just in with the gun cabinet. Go in there and save the man. The vampire will leave, knocking over a chair. It then recharges itself in the basement again. It's next victim is in the main hall. Go there and you'll see it come from the basement. Take it out another time and it'll drop the Top Half of the Basement Key and go recharge itself. It'll now be waiting in the basement for you. Put the key back together and enchant it to repair it, then open the basement door. Make sure you've got the Reveal invisible spell running so you can see this guy. First take out his pillar so he can't recharge. Now keep running behind it and slashing its head to destroy it. Grab the Summon Horror spell scroll of the shelf, as well as all the ammo lying around. You'll also find the Double Shotgun displayed on the wall so take that too. Go down the ladder in the well and you come to a familiar locale. Go down the stairs and you'll come to the large room where you fought a Guardian of Ehn'gha with Max. This time, however, there are two horrors. I'd advise using the Double Shotgun to kill them. Go through the open gate and you'll come to another large hallway with a Guardian of Ehn'gha and a Horror, and a barrier will form behind you. Concentrate on the Guardian since sometimes the Guardian will accidently hit it instead of you with it's attacks. Now go through the door at the end of the hall. Inside examine the left most stone and press it. Go through the portal. At the top of the tower put the Pargon rune in place and go through the portal. You'll come into a large room with two Horrors. Ignore them and go straight up the stairs, then down the other side to a lever. Pull the lever and a barrier will be brought down. Go through the doorway where the barrier was and back out into the main hall. Go back into the room where you pushed the stone and push the second one from the left(I'll be moving left to right throughout this thing). Inscribe the Redgormor Rune at the top of the tower and go through the portal. There's a Horror and some Trappers in this room. Ignore them all and go across the bridge and pull the lever. A barrier will dissipate. Go through the open passage to the room you were in last time with the 2 Horrors. Ignore them again and make your way to the main hall, then to the stone room. Press the next one and go through the portal. Inscribe the Pargon Rune and go through the portal. Flip the lever up the stairs to the right of Edward when he comes out of the portal. Another barrier will lift, but monsters will break out of their cases on the wall. Ignore them and go through the passage to the main hall. Back in the stone room, activate the fourth one, go through the portal. Inscribe the Pargon rune, go through the portal. In this room there's a lever near the open pit in the middle of the room. Flip it and Edward will hallucinate and see a worm-like monster attack him. Bottoms up on the old Liquid Courage will have Edward back to his senses. Now go back to the main hall and to the stone room. Activate the fifth stone and go through the portal. Shoot the Trapper, inscribe the Ulyaoth rune and leave. Ignore the Guardian, make your way up the two flights of stairs and flip the lever at the top. Go through the open passage to the main hall, back to the stone room, activate the sixth stone and go through the portal. Inscribe the Pargon rune, leave through the portal. Go straight for the lever. Shoot the Trappers if you want, or just ignore them and leave through the now open doorway. Ignore the monster(s) in this room and it's back to the main hall, then the stone room to activate the next stone and go through the portal. Inscribe Pargon, leave through portal. This is a very mundane task, wouldn't you agree? Ignore all the monsters and flip the lever. There's a Guardian blocking a doorway so if he's got a damage field up dispel it and shoot him once to get him out of your way and then go through the doorway. Ignore the monsters leave the room, back to the main hall, then the stone room to activate the next portal and continue. At the tower's top kill the Trapper and activate the Nethlek rune. Leave through the portal. Go either way around the large block in the middle and avoid the Trappers. Dispel the damage field around the Guardian and shoot it to get access to the lever. Flip it and leave the room to the mains hall. Go to the stone room and activate the last stone. Inscribe the last Pargon rune to complete the 9-point Dispel Magick spell and the path back to the mansion will open. Edward also caused energy inside the city to build up and now he's got to make his escape. Go through the portal. Kill the Horror and make your way around the area to where the Guardian is. Go around it and flip the lever. Go through the open passage to the room with the large block in the middle. Avoid any and all monsters and make you way back to the main hall. Four Guardians of Ehn'gha will come, but they're flying around in their glowing ball form so just run for the exit. Go back up the stairs leading back to the mansion and a cut-scene will begin. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Chapter 10, Act 5: Death Comes to Us All | =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= The city of Ehn'gha and it's inhabitants will be blasted by a shockwave from the spell Edward made in the towers. We then see a red glowing ball of a Guardian of Ehn'gha floating behind Edward, who is reading in a chair many years later. This is Edwards death. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Chapter 10, Act 6: A Vision of Victory | Alex Roivas- Rhode Island, USA 2000 A.D.| =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Pious is then speaking to Chattur'gha and Chattur'gha tells him of a vision he had of his dominance. As Alex you'll get a note from Edward telling you that you can have some of the tipple in the barrels in the basement. Another clue. Go down to the basement and look at some of the barrels. You'll find the Pickax. Go up to the second floor and near where the stained glass was you'll find something unusual about the wallpaper. Use the Pickax to unveil the servants quarters from Max's times. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Chapter 10, Act 7: Maximillian's Dark Duty | Alex Roivas- Rhode Island, USA 2000 A.D. | =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= You'll see a cut-scene of Max killing his servants, who he thought were possessed by demons. Dispel the Magick in the room and grab the Stethoscope and the Journal of M. Roivas, Closing Notes telling of his plan to murder his servants. Go back to the basement(there are some enemies along the way) and examine the large safe. With the stethoscope you can open it. Read the on-screen instructions. Once it's open you can collect the Essence of Ulyaoth, a Crankshaft, a Letter From Edward, and the next Chapter Page. ----------------------------------------------------------------------- | | | Chapter 11 | | | ----------------------------------------------------------------------- =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Chapter 11, Act 1: A Storm Rises | Alex Roivas- Rhode Island, USA 2000 A.D. | =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= A cut-scene showing Pious and a servant begins. The servant speaks of a storm of young blood, which Pious says he will sacrifice for Chattur'gha. Use the Chapter Page to begin Chapter 11. The cutscene begins with Edward talking about the Ancients and how involved they are in everything. We see Michael Edwards and his firefighting team trying to put out a ferocious blaze in the Middle East. He sys it's the worst fire he's ever seen and that everything used to put out fires is in place. We hear a growl and electricity from an unknown source triggers and exlosion from the equipment. Michael then wakes up underground and finds his comrades dead. He then eyes the"living pillar" and Roberto Bianchi's spirit comes out. He gives Michael the Essence of Xel'lotath as well as the Ruby and Sapphire Effigies. Take out your Fire Ax and hack away at the zombies that attack you. Over on the right hand side is a fallen soldier. I seems Rambo is following you through your journeys, as he's left you plenty of weaponry and ammo. It includes and Assault Rifle, 5.56 Rifle Ammunition, a Pistol, 9mm Pistol Ammunition, and OICW Grenades for use with the Assualt Rifle. In the next room take out the Guardian of Chattur'gha and Mantorok zombie, then move on to the next room, down the ladder. There's a few zombies and Trappers so keep your guard up. Go up the first ladder you see. At the top is a dangerous room, occupied by two Guardians of Chattur'gha. Avoid them since it's pointless to kill them or go further down this path. Take the Gold Amulet off the pedestal. Now go back down the ladder you came from. Continue down the corridor to the next ladder leading up. Go up and kill the zombies in the room. Take the Staff off pedestal in the room's center. Combine it with the Gold Amulet to make the Staff with Amulet. Now go back down the ladder you came up on. Continue down the corridor to the final ladder. At the top is a scale replica of a city. There is a shaft of light oppsite the ladder you came up. Put the Staff with Amulet in the hole under the light to star a puzzle. Shine it on both golden domes on the city to open up two hidden mirrors. Lastly shine the light on the obelisk in the middle. This causes light to be reflected from the obelisk to one mirror then the other, then finally a building in the middle. This sequence opens a hidden panel on the floor. Try to go down the ladder to be transported to the Walkway of Chosen Ones. Grab the Tome of Eternal Darkness to be transported back. Now go down the ladder. This room is Trapper filled so kill all of them with the Pistol and continue up the next ladder. There's two Horrors here, but with an Assault Rifle, who cares? Lay them out and go down the next ladder. Make your way around the tunnel and past the ladder. You'll see a hole in the ground and some worms will pop out. One whack on the head to each will put them down. Dispel the damage field around the Emerald Effigy and take it. Now go back to the ladder you just passed and go up it. At the top are 2 zombies and a Horror. Let them fight as much as they want then take out what's left. Go down the ladder at the room's center to another long hallway. There are a few zombies and a Guardian. Take them out or avoid them, whatever fits your style. Now go through the door at the end. Quickly take out your Pistol and shoot all four Trappers in this room in quick succession before they ban begin anything. Now go through the door to Michael's left when he first entered the room. There's quite a battle for Mike here. Wreak some havoc on the 5 zombies in this room. Now go through the only door(right now) in the room. Inside are 3 zombies so waste them. If you collected all 3 effigies here's where you use them. Place the Emerald Effigy in front of the red warrior, the Sapphire in front of the green scholar, and the Ruby in front of the blue sorcerer. Two rooms back some panels will shift and a stairway will open. Go back to that room and down those stairs. At the bottom is a display holding up the permanently Enchanted Gladius! Too bad good ol' Mike can't use it. Apparently, he's not the Guardian of Light. Wonder who that is, huh? Now go back up the stairs and through the door you just came through. You were just here, I know, but there's more to do. See that obelisk? Summon and Trapper, target it, and send it to the Trapper Dimension. Now with Mike go down that ladder. There's two Trappers at the bottom so shoot them with the pistol. There's a single ladder leading down. Go down it. You'll see a glowing object in the small shrine. It's a spell scroll for Bind, which will automatically be made. Now go through the doorway opposite the shrine. There are two Horrors creating a seemingly impassible barrier. Use a 7 point version of the Bind spell you just learnes on one of the creatures. Kill the remaining Horror after the battle and take the Plastic Explosives on the floor. Now go back to the shrine room and up the ladder. Go down the hall and up the next ladder. In this room you'll notice that one wall looks strangely like a door should be there. Use Reveal Invisible aligned with Ulyaoth to reveal it. Open it and go through. On the other side you'll find a fallen soldier with the Detonator Caps. Take them, then cast a shield spell(5-point should be enough) and go across the floor to the next room. Go onto the bridge that you need to destroy and some worms will come up. Kill them. Combine the Detonator Caps with the Plastic Explosives to form the C4 Bomb. Enchant it with a 7-point spell to power it up. Then place it on the bridge. UH OH! 3 minutes?! That's it?! Believe me, it's plenty of time. Shield yourself and cross the yellow floor. You might want to use the Flashlight, as things have gotten much darker. Avoid the Horror and go through the door. Avoid the zombies and go through the door opposite the one you just came through. Now go through the one next to that one. Move down the long corridor and go up the ladder. Move across the room to the other side and another ladder. Go down it to another corridor, inhabited by two Horrors. Avoid both and move along it to the last ladder. The way you cam in has been blocked off by rubble, but all the shaking has revealed another door behind the rubble that was there when you first came through here. Go through the double doors and up the ladder in the next room. A cut scene will show the place exploding. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Chapter 11, Act 3: Back to Civilization | Alex Roivas- Rhode Island, USA 2000 A.D. | =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= We then see Mike walking up to an elderly Edward. He gives him a mysterious package. Mike will not tell Edward what is in the package, leaving its contents a mystery unsolved. He then tells Edward that he has one last task to do before the Ancients find him. He then leaves, bidding Edward good luck. The observatory is now lit, so after a few things you can head there. Leave the study as Alex and you'll find a few zombies outside your door. There's more zombies in the other area of the library so kill them too. Go out to the main hall and you will hear the doorbell ring, the door close, and footsteps running away in a hurry. Who was it? Anyway, grab the package, the Brown Paper Parcel, and open it to view its contents. Inside is the Essence of Xel'lotath and the Enchanted Gladius, if you got it. Remember, only the Guardian of Light can wield the blade. Try to equip it. What?! We now know Alex as the Guardian of Light. Now go to the observatory and now that you have the Crankshaft you can move the mirrors around. Maneuver the mirrors to each other, and ultimately, make the light shine on the spot on the globe. Light will shine through and open a passage in the basement. Go down to the basement and through the door, which leads to the hole you just opened. Go down the ladder to the stairway leading to Ehn'gha. Go all the way down the stairs and across the walkway leading through a set of bars. You're now back in the "main hall" that we saw in Edward's chapter, only now, the floor is covered by magickal yellow energy. Cast a 7 point shield on yourself(you'll be doing this a lot) and go to the end of the main hall to the door. You'll need to stop on one of the sets of stairs to your right on the way to cast another shield. Do so then go to the door. There's a damage field in front so dispel it and finally go through the door. In the stone room(I'll now call it the Giant Circle of Power, since that's what it is) there are two pieces of a pedestal. Grab both off the floor then put them back together and repair it with an enchant spell. Now place it on the empty stand near the other two pedestals. Place an Essence of a god on each pedestal. This will power up the Circle of Power. Activate the first stone to go to the first tower through the portal. On the tower there are 3 Trappers so shoot each with the Revolver then inscribe the Pargon rune. Go out the portal to the same room Edward encountered after activating that first rune. Blocking your path back to the main hall is a pit. Use a Reveal Invisible spell to reveal a floor over the pit so you can go through the doorway. Cast another shield spell and make you way from the main hallway to the ginant Circle of Power. Engage the second array and go through the portal. On the tower inscribe the Aretak rune, then go through the portal. Shoot any an all Trappers that get in your path to the doorway on your right. Go through it to the room where the pit was and go across to the main hall. Cast another shield, go the the CoP(Circle of Power) room and activate the third stone. Inscribe another Pargon rune and leave the tower through the portal. You'll now see some tiles with pictures and colors of creatures. What you need to do is put the creature of those colors on each tile. Summon a blue Trapper, a Red Zombie and a Green Horror to complete the puzzle and fill the display on the wall. This will bring down the barrier and now you can go through the doorway to the main hall. Shields up, go to the CoP room and activate another stone. Shoot the Trapper and inscribe the next Pargon rune. Go to the portal. You'll appear in a room with a glowing purple floor. If you just try to run across the floor you'll go insane and when you recover you sanity, reappear at the start of this room. The trick is to sneak across the floor, going very slowly. Then you can go out to the main hall. Get a shield, go to the CoP, power up a stone, go through the portal. At the tower inscribe the Ulyaoth rune and leave through the portal. There are a few Trappers in this room so either avoid them or shoot them. You've got plenty of ammo so just waste them. Then got out the doorway to the main hall and back to the CoP to activate the next stone and go to the next tower. Shoot the Trapper at the top and inscribe the Pargon rune. Through the portal is a room where the Trappers disappear. Cast a Reveal Invisible spell aligned with Ulyaoth to see the Trappers. Continue to the next room, which lead to the main hall. Then go back once again to the CoP room. Activate the seventh stone and go through the portal. Inscribe the Pargon rune, leave through the portal. There are 3 obelisks in this room that need to be hit with a Magickal Attack. Any color will do. Go through doorway the barrier was blocking and through the next room back to the main hall, then to the CoP room. Engage the eighth array and go through the portal. Inscribe the Tier rune and leave the tower through the portal. Go to Alex's left around the big block and you'll see a damage field. Get a shield up and dispel it from the stairs, then go down the stairs and out of the room. Now go through to the main hall and into the CoP room and activate the last stone. Inscribe the last Pargon rune to complete a 9-point Summon Creature spell, which will summon an Ancient god, Ulyaoth, to battle against Pious god of choice, Chattur'gha. There are three Horrors creating a barrier. Use bind on one, then after it dies, another until only one remains. It'll be pretty weak for an easy kill. Now finally go out of the room. You'll be in the room with the yellow floor so get a shield and walk across to the main hall. Go the the CoP room for the last time and into the portal at its center. You'll be asked if you want to save. Do so if you want, then step into the portal to take on the final boss, Pious. Alex will see Pious telling of the completion of his summoning spell. Alex will then come back telling of her seizure of three of the Ancients' Essences. Pious then summons Chattur'gha. After Chattur'gha is summoned the towers will begin there summon and Ulyaoth will rise in the heavens. BOSS: The Essence of Chattur'gha will appear and will cast a shield around Pious. First hit Pious once. This battle is much easier with the Enchanted Gladius. If you have it, throw it at him to get the first hit. This will cause the Essence to reappear. Now target the Essence and hit it with the Gladius. What was that? Hit Pious again to make the Essence reappear again and hit it again. I'm sure you know what that place is now, but what does it have to do with this final battle? You'll find out soon enough. Hit Pious once again and then the Essence. You'll then be transported to that place and gain control of Ellia's spirit. Go grab that Tome of Eternal Darkness for old times' sake and then you'll be in control of Ellia fighting Pious! Hit the Essence with Ellia to be back as Alex. Hit Pious again with Alex and you'll then gain control of Anthony's spirit! Hit the Essence. Repeat this process for Karim and you'll be treated to a scene of Ulyaoth kicking Chattur'gha's butt. Continue the process with Maximillian Roivas, Paul Luther and Roberto Bianchi which will completely destroy the Essence. You'll then see Ulyaoth take of a claw of Chattur'gha. Continue throwing the enchanted Gladius with Alex and avoiding Pious' attacks. After a good number of hits he'll finally go down for good and you'll then see Ulyaoth finish off Chattur'gha. Alex then decides to finish off Pious by jamming his own staff into his stomach. Alex then realizes that allowing Ulyaoth into the universe was just as bad as having Chattur'gha. You'll then assume control of Grandpa Roivas to bind the creature. Choose the Bankorok rune to bind the creature. "Ahh, that's the ticket!" Sit back and watch the ending. Thanks for reading and using my walkthrough! /////////////////////////////////**\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ ======================================================================= VII. FAQ ======================================================================= \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\**/////////////////////////////////// Q: What kind of game is Eternal Darkness? A: Eternal Darkness is classified as an action/psychological thriller. IT'S NOT A SURVIVAL HORROR GAME, NOR IS IT RELATED TO RESIDENT EVIL IN ANY WAY! It also has some minor RPG elements like spell creation and, of course, playing the role of characters. Q: What is it rated by the ESRB? Why? A: Eternal Darkness received an "M"(17+) for Mature rating from the ESRB. Descriptors are "Blood and Gore" and "Violence". A few elements may also frighten young children or more impressionable gamers. Q: How many blocks does it use on the memory card? How many save slots are there? A: It takes up 15 blocks on the memory card and that gives you six save slots. Q: Where can I find Eternal Darkness? A: Anywhere Nintendo Gamecube games are found. Q: How much does it cost? A: As with most new GC games, Eternal Darkness will cost $49.99(US) at most retailers. If you really search you could probably find somewhere that sells it as low as $39.99(US). Q: How many characters are there? A: There are twelve playable characters in the game. Q: If I liked Resident Evil, does that mean I'll like Eternal Darkness? A: Tough call. Despite what some people may tell you, Eternal Darkness and Resident Evil are two completely different types of games. I think you'll like Eternal Darkness regardless of your thoughts on Resident Evil. Q: Where do I find _________? A: Check the Walkthrough section. Q: How do I beat __________? A: Again, check the Walkthrough section. Q: How long will it take me to beat the game? A: My first time through it took me around 14 hours. Although some say they beat it in less than 7 hours their first time through. It all depends on your skill as a player, and wheter or not you used a strategy guide or FAQ. Q: Is this game very difficult? A: I don't think it's very difficult. The combat system is very good so if you know what you're doing the enemies aren't too tough. The puzzles are along the same lines as, God forbid I say this, Resident Evil. There are a few stumpers in there though, but that's what this guide is here for. Q: How do I make a 5-point spell? A 7-point spell? A: Refer to the Magick section of this FAQ. Q: I'm on chapter 11 and Roberto only game me the Ruby Effigy! In this FAQ you said he'd give me the Sapphire Effigy too! Why didn't he? A: Because you didn't get the Sapphire Effigy with Roberto in Chapter 8. Refer to the walkthrough section for chapter 8 to find out where it is. Q: I didn't get the Ruby/Sapphire Effigy and now I'm on chapter 11 and can't open the door. Do I need to start over? A: No. The Ruby, Sapphire, and Emerald Effigies are only necessary if you want to obtain the immensely powerful Enchanted Gladius to use on the final boss with Alex. There is no door you need to open with the effigies in order to complete the game. //////////////////////////////////**\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ ======================================================================= VIII. Magick ======================================================================= \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\**/////////////////////////////////// ----------------------------------------------------------------------- About Magick ----------------------------------------------------------------------- In ED you'll need at least 4 components to create a magick spell: Circle of Power Magick Runes(at least 3) Magick Codices(at least 3) Magick Spell Scroll The Circle of Power is what you put Runes in. It is the base of power for spells. The Magick Runes are what determine the alignments, target, and effect of all magick spells. Magick Codices are what you use to decipher Runes. You can't tell what effect, alignment, or target Rune that is. Spell Scrolls are the "recipes" that tell exactly what Runes are needed to create a specific spell. *ATTENTION* I thought this was common sense but after repeated e-mails I guess not. To make a 5-point spell use the exact same 3 runes you'd use for a 3-point spell and add 2 Pargon runes. To make a 7-point spell use the exact same runes I've listed for a 3-point spell and add 4 Pargon runes. ----------------------------------------------------------------------- Runes ----------------------------------------------------------------------- There are 4 types of Runes in Etenral Darkness; Alignment Runes, Target Runes, Effect Runes, and a Power Rune. 1. Alignment Runes These Runes align each spell to an ancient. Each alignment has a strength and a weakness, except Mantorok, which is strong against all, and weak against none. a. Chattur'gha(Red) -Strong against: Xel'lotath(Green) -Weak Against: Ulyaoth(Blue) b. Ulyaoth(Blue) -Strong Against: Chattur'gha(Red) -Weak Against: Xel'lotath(Green) c. Xel'lotath(Green) -Strong Against: Ulyaoth(Blue) -Weak Against: Chattur'gha(Green) d. Mantorok(Purple 2. Effect Runes These Runes determine what effect your spells will have on their target. There are five. a. Antorbok Project b. Bangkorok Protect c. Narokoth Absorb d. Nethlek Dispel e. Tier Summon 3. Target Runes These Runes determine what target your spells will effect. There are 4. a. Aretak Creature b. Magormor Item c. Redgormor Area d. Santak Self 4. Power Rune This Rune(there's only one) is used to power up each spell. If you already know a 3-point spell, just add two Power Runes to make it a 5-point spell, or 4 Power Runes to make it a 7-point spell. a. Pargon Power ----------------------------------------------------------------------- Spells ----------------------------------------------------------------------- This subsection will detail the effect of each spell, how each is made, and a description for each. 1. Enchant Item a. Combine any alignment Rune with the Magormor and Antorbok Runes b. This spell can be used on a 3-,5-, or 7-point Circle of Power and used with any alignment. c. This spell will power up the enchanted item. Use it on your weapons to make them more powerful. Also it can be used to repair a broken item. 2. Recover a. Combine any alignment Rune with the Santak and Narokoth Runes. b. This spell can be used on a 3-, 5-, or 7-point Circle of Power and used with any alingment. c. This spell will recover some health when aligned with Chattur'gha, some sanity when aligned with Xel'lotath, and both sanity and health when aligned with Mantorok. You can align it with Ulyaoth but it's pointless to since you'll use magic to cast the spell then recover that same amount so you end up with just as much, no more, no less, magick power as before you cast the spell. 3. Reveal Invisible a. Combine any alignment Rune with the Redgormor and Narokoth Rune. b. This spell can be used on a 3-, 5-, or 7-point Circle of Power and used with any alignment. c. This spell will reveal invisible doors, locks, etc. To successfully use it, you must match the spells alignment and power with the clue's(there is usually a rather obvious clue for when to use this spell. By matching alignment I mean using the one that's most effective against another alignment. This means if the clue's alignment is Xel-lotath(green) use Chattur'gha(red), if it's Chattur'gha, use Ulyaoth(blue).To match the power, if you see a 3-point triangle in the clue, use a 3-point spell, if you see a 5-point pentagon in the clue, use a 5- point Circle of Power to cast the spell. Aligning this spell with Mantorok(purple) will turn your character transparent and they will be invisible to enemies. 4. Damage Field a. Combine any alignment Rune with the Redgormor and Bankorok Runes. b. This spell can be used on a 3-, 5-, or 7-point Circle of power and used with any alignment. c. This spell creates an impermeable barrier around the character. It will either form a triangle(3-point), pentagon(5-point), or heptagon(7-point) field. The barrier is impossible to pass through by enemies. If an enemy touches the barrier they will be damaged. Each Damage Field spell will cause more damage to certain enemies depending on which Rune it's aligned with. 5. Dispel Magick a. Combine any alignment Rune with the Redgormor and Nethlek Runes. b. This spell can be used on a 3-, 5-, or 7-point Circle of Power and used with any alignment c. This spell will bring down an enemy's Damage Field spell or will bring down any magickal barrier. For it to work you need to align the spell using the alignment that's strongest against the barrier you're trying to bring down and match the power with the number of Rune symbols you see on the ground, which form the barrier boundaries. For example use a 5-point, Xel'lotath Dispel Magick spell against a 5-point, Ulyaoth barrier. 6. Summon Trapper a. Combine a Chattur'gha, Xel'lotath, or Ulyaoth Rune with the Aretak and Tier Runes on a 3-point Circle of Power. b. This spell can only be cast using a 3-point Circle of Power with a Chattur'gha, Xel'lotath, or Ulyaoth Rune. c. This spell will summon a Trapper that you can control. You move around the same, using L to move quicker. R is still target and A will send out the familiar Trapper "shockwaves to send enemies or objects to the Trapper Dimension. If you come to an area that can only be traversed by a "small dog", that's your cue to summon a Trapper. 7. Shield a. Combine any alignment rune with the Bankorok and Santak Runes. b. This spell can be cast using a 3-, 5-, or 7-, point Circle of Power and used with any alignment. c. Casting this spell will summon 3, 5, or 7 tiny balls of energy that will swirl and circle around your character. You'll be impervious to any type of damage as long as at least one orb is circling you. This spell is like an upgraded Damage Field spell that allows you to move around and still be impervious to enemy attacks. 8. Summon Zombie a. Combine a Chattur'gha, Xel'lotath, or Ulyaoth alignment rune with the Aretak and Tier runes on a 5-point Circle of Power. b. This spell can only be cast using a 5-point Circle of Power with a Chattur'gha, Xel'lotath, or Ulyaoth rune. c. This spell summons a zombie that you can control. Controls are the same as the Trapper(and for the most part, the characters too) with L being to move faster, R will target and enemy, and A is used to attack. I only found this spell useful in one specific case, the one where it's required with Roberto Bianchi. 9. Magickal Attack a. Combine any alignment rune with the Redgormor and Antorbok Runes. b. This spell can be cast using a 3-, 5-, or 7-point Circle of Power and used with any alignment. c. This spell will send out a shockwave of energy each times it's cast, damaging any enemy unlucky enough to be in its blast radius. If used on a 7-point Circle of Power it makes for a very powerful attack. This is an absolute necessity if you hope to beat the Guardian at the end of Chapter 9 with Peter. 10. Summon Horror a. Combine a Chattur'gha, Xel'lotath, or Ulyaoth rune with the Aretak and Tier runes on a 7-point Circle of Power. b. This spell can only be cast on a 7-point Circle of Power with a Chattur'gha, Xel'lotath, or Ulyaoth rune. c. This spell will summon a Horror. The controls are the same as they are for the zombie. The one difference is that if you're far away from a targeted enemy you'll shoot out and energy bolt aimed at the enemy instead of the usual swing of the arm from the Horror. This is a great spell to use and send the Horror into a room full of enemies. 11. Magick Pool a. Combine any alignment rune with the Redgormor and Tier Runes. b. This spell can be cast on a 3-, 5-, or 7-point Circle of Power and used with any alignment. c. This spell will place a spinning rune symbol above the character's head. As long as the symbol stays there the character will continually sap energy from the environment and replenish either their health, magick, or sanity. The higher the Circle of Power used the longer the spell lasts. Aligning with Chattur'gha will replenish health, aligning with Xel'lotath will replenish sanity, aligning with Ulyaoth will replenish magick, and aligning with Mantorok will replenish both sanity and health. 12. Bind a. Combine any alignment rune with the Aretak and Bankorok Runes b. This spell can be cast on a 3-, 5-, or 7-point Circle of Power and used with any alignment. c. This spell will make any creature it's cast on to fight for you. Really, it's that simple. It's required in areas where Horrors are creating impenetrable barriers. Casting it one one will cause it to fight another, they'll forget about the barrier, and then the barrier will dissipate. //////////////////////////////////**\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ ======================================================================= IX. Character Profiles ======================================================================= \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\**/////////////////////////////////// This section lists the names of characters, their time period, and the size of their health, magick and sanity meters. Alexandra Roivas Rhode Island, USA 2000 A.D. Alexandra, a student at Washington University, is a headstrong and independent woman. Imaginative and quite intelligent, Alexandra is completing her graduate degree in abstract mathematics and number theory. She is stubborn and her obstinate attitude often gets her in trouble. She has returned to Rhode Island to tend to her deceased grandfather's estate and to find some answers about his gruesome death. Pious Augustus Persia 26 B.C. Born into a family of wealthy patricians, Pious Augustus joined the army of the Roman Empire at an early age. Poius was a centurion and commander during the empire's campaigns in Persia. He is now in his late twenties-many of his peers have retired to lives in Roman politics, but he remains a loyal soldier of the empire. Although Pious has grown weary of constant fighting, he continues, driven by the belief that life has a greater purpose in store for him. Ellia Angkor Thom Region, Cambodia 1150 A.D. Ellia was born into servitude and raised as a dancer in the court of Suryavarman II, the king who reunited the Khmer empire after years of unrest. After finding and reading a strange book, she yearns for adventure. Her curiosity leads her into a temple, where she uncovers secrets she was never meant to find. Anthony Amiens, France 814 A.D. A young man living in France, Anthony is a loyal servant to his king, the Emperor Charlemagne. After receiveing a magick scroll with deadly effects, Anthony is cursed. He then starts his journey to warn his Emperor of the scroll's effects. Over time Anthony discovers that the scroll's spell is taking its toll on his own body. Karim Persia 565 A.D. Karim is a brash young man of noble heritage trained in the arts of the sword. He spends his time seeking adventure and the hand of many a lady. His heart has been won by a mysterious woman named Chandra and his life is thrust into a new perspective. He wishes to marry her, but Chandra has other ideas. She wants to make use of Karim's skill at swordcraft and adventure, and in return for her love, she asks him to locate a lost relic. Dr. Maximillian Roivas Rhode Island, USA 1760 A.D. Maximillian, a learned medical doctor, lectures at many universities within the United States. Although not a famous scholar, he is certainly respected by both his students and peers. Maximillian is a somewhat portly man in his mid-fifties. His wife passed on years ago, after fighting consumption for many years. His three children, themselves now adults, visit him from time to time. More often than not, though, he remains alone in the family estate, left alone to his own devices. His children fear for his sanity-they believe it is unhealthy for an old man to be left alone in such a large house. They may be right... Dr. Edwin Lindsey Angkor Thom Region, Cambodia 1983 A.D. Dr. Edwin Lindsey is an archaeologist who is hired by the mysterious Paul Augustine to scope out an ancient temple in the jungles of Cambodia. Lindsey may finds out who this Paul Augustine really is as they enter the temple and is left on his own to investigate the temple and get out alive. Brother Paul Luther Amiens, France 1485 A.D. Paul is a Franciscan monk whose journeys have taken him to Oublie Cathedral in Amiens, France during the time of the Inquisition. He has journeyed there to see the sacred relic, the Hand of Jude. After an unexplained murder in the cathedral Paul is left to investigate the strange happenings himself and he finds out that the cathedral and its order of monks are not what they seem... Roberto Bianchi The Middle East 1460 A.D. A Venetian artist and architect, Roberto finds himself caught in the evil schemes of Pious. Captured by Pious he is forced into the crumbling ruins of a site that is to be made a monument, Roberto must survey the area and report his findings. Peter Jacob Amiens, France 1916 A.D. During World War I a young soldier named Peter Jacob finds himself in Amiens, France, inside what was once Oublie Cathedral. It's now been transformed into a field hospital for the victims of war. Peter immediately finds a strange note and decides to seek answers to all his questions. He finds that war is not the only thing he should be afraid of in this cathedral... Dr. Edward Roivas Rhode Island, USA 1952 A.D. Edward is in his early thirties, and has always prided himself on his rational attitude. Continuing a long family tradition of scholarly pursuits, Edward Roivas is a practicing psychiatrist living in his family's ancestral home in Rhode Island. He has spent much time studying the works of Freud and Jung. Now, confronted by an irrational world, he find himself privy to dark secrets his reasoning can barely comprehend. Michael Edwards The Middle East 1991 A.D. Michael is a Canadian firefighter who is in the Middle East, hired to put an end to blazes formed on oil fields in the Middle East. After a deadly, premature explosion on one of the fires, Michael is the only survivor. He finds himself in the ruins of the monument that Roberto surveyed the site for and he must destroy the area...and escape. (Credit Eternal Darkness: Sanity's Requiem Instruction Manual) //////////////////////////////////**\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ ======================================================================= X. Enemies ======================================================================= \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\**/////////////////////////////////// ----------------------------------------------------------------------- Normal enemies ----------------------------------------------------------------------- Mantorok Zombie: Probably the most common enemy in the game. It's characterized by it's extremely thin body structure and dark color. The first thing you should always do is slice their head off. After doing so they'll always bring their arms above their torso and search for their missing head. This gives you plenty of time to either take one shot at their torso with any weapon that is pretty powerful, such as Karim's Ram Dao or Michael Edward's Fire Axe. If your melee weapon isn't quite that powerful, such as Edwin Lindsey's Kukri, one swipe to each arm will drop the zombie and you can finish it off. Chattur'gha Zombie: Another common site, especially if you pick the Chattur'gha artifact with Pious. They are characterized by their red color and humanoid body structure. Out of the 4 types of zombies these are the toughest, as they can take quite a beating before lying down if your melee weapon isn't too powerful. With Karim's Ram Dao, one hit to the head will cleave their torsos clean off, and with Mike Edward's Fire Axe two overhead chops(one taking off the head) will take off the torso. But with mostly any other melee weapon the best strategy is to first take off the heads of all the Chattur'gha zombies in a room. If you're lucky they'll start battling each other and a few will be kill. If they're just swinging at thin air, wait until they take a swing, then move in and chop off one arm, then the other. Most of the time they still won't be dead so take a few more hacks at the torso to ground them. ***Be warned that Chattur'gha zombies will re-grow appendages after a certain amount of time if they aren't killed.*** Xel'lotath Zombies: As with all zombies, the Xel'lotath Zombie is a common site. Their appearance is similar to the classic mummy look, as they are wrapped in what appears to be cloth. They are much easier to kill than Chattur'gha Zombies. If you have a Torch in your inventory, all it takes is one swipe to light these guys up. Of all the zombies they are possibly the easiest to kill. The other method to kill them is just an easy decapitation from any melee weapon, which will 9-times out-of-10 be an instant kill. They do have the ability to take away more sanity than the other zombies though. Ulyaoth Zombies: You guessed it, another common site. These guys look like their counterparts, Chattur'gha and Xel'lotath Zombies, except they're blue. Unlike Xel'lotath and Mantorok Zombies Ulyaoth Zombies cannot be lit on fire. Their most destructive attack is a self-destruct explosion. If you damage them enough without decapitating them, they'll rear back and start shaking. After a short period of time, they'll explode. The only way to avoid this is to take off their head. They're not nearly as strong as Chattur'gha Zombies, and after the initial attack that takes of their head, usually one or two more hits to the torso will be enough to lay these guys out for a finisher. Chattur'gha, Xel'lotath, and Ulyaoth Trappers: All three versions of Trapper are nearly identical, save for their coloring. Trappers are the smallest enemies in the game and resemble 3-legged scorpions. While they can't damage you directly, their only attack sends out a shock wave that sends you to a realm known as the Trapper Dimension. In the Trapper Dimension are a series of portals leading to an exit portal. There are 4 colors of portals in the Trapper Dimension: Red, blue, green, and purple. The red, blue, and green portals lead to platforms where you can recover your health, magick, and sanity, respectively. The purple portal leads to the platform with the exit portal. Trappers cannot see you but their sense of hearing is very good. If they hear you run or walk by them, they'll send out their shockwave attack, sending you to the Trapper Dimension. There are two ways to deal with Trappers. One, you can sneak by them very quietly, but if you touch them, it will cause them to "Trap" you just as easily as if they heard you go by. The other way, which I recommend, is to shoot them with a projectile weapon. One hit to these little guys is all it takes. Chattur'gha, Xel'lotath, and Ulyaoth Horrors: These are some big dudes. You'll know them when you see them by their large size and three heads. They're rather sluggish when it comes to moving around. They've got two main attacks. One is use a big swipe at your character with their arm. To avoid this one just don't get too close to them. The other is an energy bolt that they shoot out at your character. This is used when you're farther away. Also, if you get too close to them and touch them, you'll get a jolt of energy from them. The energy bolts differ in the type of damage they do depending on the Horror. Chattur'gha Horrors take away only health, but the amount they take away is significantly more than the other two Horrors. Xel'lotath Horrors take away a little health as well as some sanity with their energy bolt, while Ulyaoth Horrors take away a little health and magick. The definite weapon of choice on Horrors is a shotgun. One blast to each of the 3 heads is all it takes. Any other projectile weapon works somewhat well too, and enchanting them is an even better idea. If you don't have a projectile weapon, enchant a melee weapon and try to stay behind the Horror so it can't take any swipes at you. *E-MAIL FROM GrimmMrGrimm* There is an easy way to find out when a Horror is about to release it's bolt of energy from afar. When they stop then take a huge step with one of their legs, MOVE. THe bolt will come at you. Guardians of Chattur'gha, Ulyaoth, and Xel'lotath: They are characterized by their large pair of wings, wicked stinging tail, and skull head. They can take a lot of beating and are hard to get a hit on, unless you know what you're doing. All you need to do is run behind them, aim at their head and get one or two slashes in and repeat 1 or two more times. If they open their wings and trap you, they drain your health and use it to summon a zombie. It can get somewhat annoying when there are two of these guys in one room(very annoying in fact). Your best bet is to try to get behind one, and away from the other. This is easier said than done since they'll both be going after you, and you only. Get one to open it's wings, then move behind the other. Repeat until one remains, then it's blue skies from there. Bonthieves: These skinny little monsters can be quite a nuisance when theres more than one. They have the ability to burrow themselves into a host being and use that being to attack you. If a human comes at you and attack you, chances are, there's a Bonethief inside. Killing the human will cause the Bonethief to be released and then the Bonethief itself will start to attack you relentlessly until it's killed. The period of time between each of a Bonethief's attack is very short so you've got to be quick in dealing with them. Their main attacks are an upward slash with the wicked blade-like part of their arm and an attack where they jump onto your character and begin burrowing inside of you. If they do jump on you just move the control stick in a circular motion and you'll suffer almost no damage at all. Dealing with one is a piece of cake; just take two slashes at their head with most melee weapons will lay them out. More than one can be tricky however. If one jumps on you its very dangerous since by the time you shake it off the other one will almost immediately be in the air and aiming for you. If there's more than one just keep moving and you should be all right. When space is limited make sure you've got a full health meter before dealing with a group. ----------------------------------------------------------------------- Bosses ----------------------------------------------------------------------- Vampire Monster: You only see this as Edward. It can recharge itself as long as the pillar in the basement of the mansion is standing. You need to attack it enough so that it flees from you three times. It's rather clumsy and its attacks are slow so just run behind it and slash its head. Also when its absorbing from another person get a shot with the Elephant gun in to shorten the fight and use the Saber for the rest. After the third time you send it packing head down to the basement and attack the pillar until its destroyed. Now use the tactics above to kill it for good. Black Guardian of Chattur'gha, Ulyaoth, and Xel'lotath: You meet this monster at the end of Peter's and Paul's Chapters(where's Mary?). Paul is flat out killed by it and doesn't get a chance to fight it. Peter does however. Consult the walkthrough section for strategies to beat it. The same strategy works for all three. Pious Augustus: The big, bad final boss of Eternal Darkness. See the walkthrough section for tips on defeating him. //////////////////////////////////**\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ ======================================================================= XI. Items and Weapons ======================================================================= \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\**/////////////////////////////////// ----------------------------------------------------------------------- Melee Weapons ----------------------------------------------------------------------- Broken Short Sword: "A Short Sword with its blade shattered into many pieces. It is completely useless."(Ellia) Dual Tulwar: "The Tulwar is a curved blade with a heavy chopping edge. Most Tulwars had a circular hilt and pommel, making them easy to recognize. Karim can now fight 'Florentine' with a Tulwar in each hand!"(Karim) Fire Ax: "A multipurpose Fire Ax made from molybdenum alloy for extra strength and heat resistance."(Michael Edwards) Enchanted Gladius: "This Gladius carries a powerful enchantment. This unique weapon can only be wielded by its destined owner-the Guardian of Light"(Michael Edwards, Alex *only usable with Alex) Gladius: "This is a Gladius, the standard weapon of the Roman army. A short, double-edged sword with a sharp, triangular point, the Gladius was designed primarily for hacking and chopping at the enemy, but could be used to pierce armor as well."(Alex, Pious) Kukri: "The unusual 'L' shape of the Kukri gives the weapon a significant advantage in close quarters. The combination of a cutting edge on the inside curve of the blade and heavy weight of the blade tip gives the Kukri immense stopping power."(Edwin Lindsey) Mace: "A weapon covered with spikes and flanges that focus force upon striking. The Mace was effective against an enemy wearing chain mail. Although usually directed against the head, a Mace blow to a limb could break bones even if the armor was not pierced."(Paul Luther) Ram Dao: "This is the Ram Dao broadsword, typified by its long, broad blade and heavy cutting edge. A formidable weapon, it enables its user to strike at many enemies at once and still keep distance. With a sweep Karim can knock down enemies, and can cause extremem damage with an overhead attack."(Karim) Sabre: "Cavalry swords like the Sabre, were used chiefly as an item of ceremonial dress for officers. The brass knuckle guard was a style popular with both American and English cavalry officers in the second half of the Eighteenth Century."(Maximillian Roivas, Edward Roivas) Saif: "This is a Saif-a curved Arabic sword with a distinctive pommel. The Saif is the standard weapon of most Middle Eastern armies."(Roberto Bianchi) Short Sword: "A Short Sword with a wooden grip-light and durable. A small curve running from the handle makes it better for hacking rather than stabbing."(Ellia) Scramasax: "This Frank and Saxon weapon relies on a hefty blade to deliver deadly cutting and slashing attacks. It does not have a hand guard, as it was designed for offensive, rather than defensive, fighting."(Anthony) Tulwar: "The Tulwar is a curved blade with a heavy chopping edge. Most Tulwars had a circular hilt and pommel, making them easy to recognize."(Karim) Two-Edged Sword: "A heavy single-handed sword with two cutting edges, it is commonly known as the Bastard Sword, or 'Hand and a Half' Sword for the length of the hilt, which can fit in on hand, with the other for support."(Anthony, Paul Luther, Peter Jacob) ----------------------------------------------------------------------- Projectile Weapons ----------------------------------------------------------------------- Assault Rifle: "The Objective Individual Combat Weapon(OICW) is a Heckler and Koch G-36 rifle mounted under a 20mm grenade cannon. It is commonly assigned to Special Forces units. The rifle uses a 30-round clip and is chambered for 5.56mm NATO ammunition."(Michael Edwards) Automatic Pistol: "Since 1907 this weapon has been a trusted sidearm to U.S. armed forces. Through two World Wars, Korea, and Vietnam, the Colt M1911 Automatic Pistol has proven itself to be a reliable firearm with good stopping power."(Edwin Lindsey) Blowgun: "An ancient weapon, the Blowgun propels a poison dart at an enemy, causing death within several seconds."(Ellia) Chakrams: "The Chakram was a favored throwing weapon through Central Asia in medieval times. A balanced ring of metal, sometimes beautifully decorated, it would be hurled at an attacker. Heavy Chakrams could sever limbs or heads. However, they were not designed to return to the thrower."(Karim) Crossbow: "The Crossbow is a powerful and accurate weapon that shoots a wooden bolt."(Paul Luther, Roberto Bianchi) Double Shotgun: "The Ithaca Model 'A' Shotgun was also known as the Auto or Home Burglar Gun. A double-barreled, breech-loaded shotgun, it is capable of firing one or both barrels simultaneously."(Edward Roivas) Dual Flintlocks: "Dual Flintlocks pistols for those who wish to fight 'akimbo' style. The French Flintlock Holster pistol was in use from the 1680's. As a muzzle-loaded pistol, its rate of fire is rather low, but it packs a powerful punch."(Maximillian Roivas) Elephant Gun: "The Holland and Holland Double Rifle fires and enormous .50 by 3" nitro slug, quite capable of stopping rhino or elephants dead in their tracks. Only a crazy man would feel comfortable facing a 'Holland and Holland'."(Edward Roivas) Flintlock Pistol: "The French Flintlock Holster pistol was in use from the 119602. As a muzzle-loaded pistol, its rate of fire is rather low, but it packs a powerful punch."(Maximillian Roivas) Pistol: "The Glock 17 is a semi-automatic pistol, renowned for its resilience under harsh firing conditions-the Glock can even fire underwater! The Glock fires 9mm pistol ammunition."(Michael Edwards) Revolver(Alex): "This is a Smith and Wesson Model 37, one of the smaller revolvers in the Smith and Wesson family. This double action revolver is capable of firing .38 Special ammunition, which allows for extra stopping power."(Alex) Revolver(Edward Roivas): "This is an Enfield MkI Star Revolver, introduced prior to World War One. It is a double action pistol with a six-shot top-break cylinder. The Enfield is chambered for .380 revolver ammunition."(Edward Roivas) Revolver(Peter Jacob): "This Lebel Modele 1892 Revolver was introduced prior to World War One. A double-action pistol with a six-shot swing-out cylinder chambered for 8mm French Service ammunition."(Peter Jacob) Rifle: "The Lee-Enfield Mk III bolt-action rifles are legends in their own time. Completely reliable even under adverse conditions over three million were produced in Britain, India and Australia."(Peter Jacob) Shotgun(Lindsey): "A Remington M-870 Shotgun, slightly modified with an extended tube magazine, choke barrel, rifle sights, and a bayonet lug. This is the same shotgun used by the U.S. Marine Corps since 1970."(Edwin Lindsey) Shotgun(Alex): "The Winchester Model 1300 Defender is quite possibly on of the finest pump-action shotguns avalaible. The unique slide action operates a rotating bolt, and unlocking is recoil-assited, making it very fast and smooth to cycle."(Alex) ----------------------------------------------------------------------- Other Items ----------------------------------------------------------------------- .303 Rifle Ammo: "A box of .303 Rifle Ammunition."(Peter Jacob) .38 Revolver Ammo: "A box of .38 Caliber Revolver Ammunition."(Alex, Edward Roivas) .45 Pistol Ammo: "A clip of .45 Pistol Ammunition."(Edwin Lindsey) 5.56mm Rifle Ammo: "A magazine of NATO 5.56mm Ammunition."(Michael Edwards) 8mm Revolver Ammo: "A box of 8mm Revolver Shells."(Peter Jacob) 9mm Pistol Ammo: "A magazine of 9mm Pistol Ammunition."(Michael Edwards) A Lucky Penny: "An old coin, marked in a peculiar manner. It has held sentimental value for someone. Whoever holds the penny will undoubtedly receive good fortune!"(Peter Jacob, Alex) Archaeologist's Brush: "A large, soft-bristled brush designed for clearing dirt and dust from surfaces without damaging them."(Edwin Lindsey) Basement Key: "A small, antiquated key, somewhat rusted by the ravages of time. This is the key to the basement of the Roivas Masion."(Maximillian Roivas, Alex, Edward Roivas) Binding Hall Key: "An oddly shaped key, carved from what appears to be a large bone. Smaller bones and fragments of other organic matter form the teeth and handle of the key."(Peter Jacob) Bishop's Key: "This is a gold, gem encrusted Bishop's Key. Its form echoes the likeness of a bishop's sceptre. This is the key to the Bishop's Room."(Anthony) Blue Urn: "This Urn has been glazed with a rich cobalt blue shellac, instilling it with an otherworldly character. It has a strange sigil on its side."(Anthony) Book of Reliquaries: "This is the 'Forgeries of the Reliquaries', dating back to the late thirteenth century, exquisitely illuminated and bound with hard leather, it reads: 'Doubtless many obscure orders requiring more income than can be garnered from the tithe, resorted to forging ancient relics to bring people from outside their region to their diocese, and thus becoming more lucrative. 'While it could be said that a false hope is still hope, relics such as Cuthbert's Jawbone, the Hand of Jude, and the infamous Thighbone Flute of Connaught, while being forgeries, deceive the righteous unjustly. Their existence as 'true' relics is the utmost heresy.'"(Paul Luther) Bottom Half of Basement Key: "This is the Bottom Half of the key to the mansion's basement. The top bit is apparently missing."(Edward Roivas) Broken Basement Key: "This is the key to the basement of the Roivas mansion. It appears to be broken."(Edward Roivas) Broken Blue Urn: "The Urn is broken into many fragments. Perhaps it can be repaired?"(Anthony) Broken Green Urn: "Fragments of a broken Urn pieced together to form a crude whole. Deep cracks mar its structure and, while almost complete, it is far from watertight. Perhaps it can be repaired somehow."(Anthony) Broken Second Floor Key: "This is the key to the Second Floor of the Roivas Mansion. It appears to be broken."(Alex) Bronze Bracelet: "An exquisite bronze bracelet, designed to be worn around the wrist or ankle. It is embellished with inset gems and engravings."(Edwin Lindsey) Brown Paper Parcel: "A parcel, wrapped in plain brown paper. It is not addressed to anyone and appears to be have been wrapped in a hurry. There might be something inside."(Alex) Bronze Necklace: "A well-crafted Bronze Necklace, resplendent with glowing gems."(Ellia, Edwin Lindsey) C4 Bomb: "The C4 Satchel and the Detonator Caps have been combined into a single unit-it is now a primed bomb. When the bomb is used Mike will have 3 minutes to get to safety."(Michael Edwards) Chapter Page-"A Journey into Darkness": "This appears to be a page from the Tome of Eternal Darkness. It is entitled 'A Journey into Darkness'. USE this item to read the Chapter."(Alex) Chapter Page-"A Legacy of Darkness": "This appears to be a page from the Tome of Eternal Darkness. It is entitled 'A Legacy of Darkness'. USE this item to read the Chapter."(Alex) Chapter Page-"Ashes to Ashes": "This appears to be a page from the Tome of Eternal Darkness. It is entitled 'Ashes to Ashes'. USE this item to read the Chapter."(Alex) Chapter Page-"A War to End All Wars": "This appears to be a page from the Tome of Eternal Darkness. It is entitled 'A War to End All Wars'. USE this item to read the Chapter."(Alex) Chapter Page-"Heresy": "This appears to be a page from the Tome of Eternal Darkness. It is entitled 'Heresy'. USE this item to read the Chapter."(Alex) Chapter Page-"Suspicions of Conspiracy": "This appears to be a page from the Tome of Eternal Darkness. Is is entitled 'Suspicions of Conspiracy'. USE this item to read the Chapter."(Alex) Chapter Page-"The Binding of the Corpse God": "This appears to be a page from the Tome of Eternal Darkness. It is entitled 'The Binding of the Corpse God'. USE this item to read the Chapter."(Alex) Chapter Page-"The Forbidden City": "This appears to be a page from the Tome of Eternal Darkness. It is entitled 'The Forbidden City'. USE this item to read the Chapter."(Alex) Chapter Page-"The Gift of Forever": "This appears to be a page from the Tome of Eternal Darkness. It is entitled 'The Gift of Forever'. USE this item to read the Chapter."(Alex) Chapter Page-"The Lurking Horror": "This appears to be a page from the Tome of Eternal Darkness. It is entitled 'The Lurking Horror'. USE this item to read the Chapter."(Alex) Crankshaft: "A large brass crankshaft-seemingly part of an antique."(Alex) Crossbow Bolts: "A quiver of Crossbow Bolts."(Paul Luther, Roberto Bianchi) Detonator Caps: "These electric detonator caps will transform a package of otherwise safe C4 plastic explosives into a primed bomb. They have a built in timer, set for a maximum time of 3 minutes."(Michael Edwards) Diary Page 1: "The Diary of Brother Andrew, Page 1. 'I have finally arrived at Amiens, and my pilgrimage to see the Hand of Jude draws to a close. 'I cannot wait to lay eyes upon the sacred relic. My journey here has been arduous and it shall be good to relax for a while in this peaceful village. 'Amiens is full of good people, strong in their faith and their role in our world. If the blight of witchcraft is present in this world, then I doubt it is in Amiens.'"(Paul Luther) Diary Page 2: "The Diary of Brother Andrew, Page 2. '...I suppose it is understandable that they will not show me the Hand of Jude on such little notice, but I must confess that the preparations they make are most unusual. 'No acts of consecration, no daily prayer or worship are demonstrated by this strange order. One wonders if they are holy at all, let alon being under the auspices of the Grand Inquisition. 'Perhaps it is my naivete of our faith. There are many practices associated with it, and they differ greatly from region to region. Perhaps Amiens is merely more eccentric than the others.'"(Paul Luther) Diary Page 3: "The Diary of Brother Andrew, Page 3. '...with a shudder my heart turned to ice. I came to the brutal realization that the entire order were heretics and that I was in incredible jeopardy! 'Who knows how long they had kept their dark secret-masquerading as custodians of the Hand of Jude, when in fact, they guarded a damnable relic-the Essence of the unholy (god's name that's strongest against Pious')? 'And used IT to lure potential victims to their hideous sacrifice! I felt sick, and despite my faith, I felt intense fear and hopelessness. I know that I must escape this place before they suspect my knowledge. 'I must warn the world and notify the real Inquisition of their presence. Knowing death is just around the corner and fearing every moment, I commit these words to paper. Augustine will find this book. 'I will remove certain pages and hide them, so that all who may follow might discover the truth before it's too late.'"(Paul Luther) Door Handle: "A door handle for and obscure door. It doesn't appear to belong to any particular door in sight."(Peter Jacob) Dresser Key: "This appears to be a key to a chest of drawers or a Dresser."(Alex) Elephant Gun Shells: "A box of .50 x 3" Nitro cartridges. These shells are for the Elephant Gun."(Edward Roivas) Emerald: "The Emerald's deep green surface reflects the light inside it perfectly. Its cut is the work of a master craftsman."(Paul Luther) Emerald Effigy: "A small statue of a scholar ravaged by an unseen foe. It is made from a clear Emerald."(Michael Edwards) Essence of Mantorok: "Mantorok's heart pulses with unholy life. Although the Corpse God itself festers elsewhere, its power resides within this artifact."(Alex) Essence of Ulyaoth: "The Essence of Ulyaoth-its veil-shifts from plane to planem reality to reality, never really existing but never really not."(Alex, Roberto Bianchi, Michael Edwards) Essence of Xel'lotath: "The Sigil of Xel'lotath gives off an eerie green light, as if the air around it is spun into the madness itself."(Roberto Bianchi, Alex, Michael Edwards) Filled Blue Urn: "This Urn has been glazed with a rich cobalt blue shellac, instilling it with an otherworldly spectral character. It has a strange sigil on its side. It is filled with a foul-smelling fluid."(Anthony) Filled Green Urn: "This Urn has been glazed with an iridescent green shellac, making it shine with a disturbingly alien light. It has a strange sigil on its side. It is filled with a foul-smelling fluid."(Anthony) Filled Red Urn: "This Urn has been glazed with a deep red shellac, giving it the sheen of a bloody heart recently torn from its host body. It has a strange sigil on its side. It is filled with a foul-smelling fluid."(Anthony) Flashlight: "A durable emergency flashlight equipped with a long-endurance battery."(Michael Edwards) Flash Pan: "This is a photographer's Flash Pan, used to hold combustible powders that when ignited create a large white flash. This can be used to stun some enemies."(Peter Jacob) Flash Powder: "A pouch of Flash Powder for use with a photographic Flash Pan."(Peter Jacob) Flintlock Pistol Ammo: "A bag of Flintlock Pistol Balls."(Maximillian Roivas) "Forgotten Corridor Key": "The key to the 'Forgotten Corridor'."(Roberto Bianchi) Gold Amulet: "Circular in shape, with a series of jewels clustered around what appears to be a glass lens. It has a fitting on one side, as though it was once attached to something."(Michael Edwards) Gold Bracelet: "An exquisite bracelet made of gold, designed to be worn around the wrist or ankle. It is embellished with inset gems and engravings."(Edwin Lindsey) Gold Necklace: "A well-crafted Gold Necklace, resplendent with glowing gems."(Edwin Lindsey) Granite Block(Blue): "This is a sharp-edged block of granite, etched on one side with a curious lined design, colored blood red."(Pious) Granite Block(Green): "This is a sharp-edged block of granite, etched on one side with a curious lined design, colored an insipid green."(Pious) Granite Block(Purple): "This is a sharp-edged block of granite, etched on one side with a curious lined design, colored a ghostly blue."(Pious) Granite Block(Red): "This is a sharp-edged block of granite, etched on one side with a curious lined design, filled with purple and filled with black shadow."(Pious) Green Urn: "This Urn has been glazed with an iridescent green shellac, making it shine with a disturbingly alien light. It has a strange sigil on its side."(Anthony) Gun Cabinet Key: "A small key to unlock the bindings on the gun cabinet."(Edward Roivas) Hidden Note From Edward: "A small note, written on a page from the Tome of Eternal Darkness. 'Dear Alex, I have left you a small surprise to keep you going when everything seems to go awry. It was my favorite tipple, and there are several barrels of it in the basement. Please help yourself to what you can find. My guess is that I won't be needing it. Your loving Grandfather, Edward.'"(Alex) Historical Journal(red): "An old musty book, bound in dry dusty leather. This book covers the early history of the Roivas family, dating back before the settlers of this land. There appears to be something pressed between the pages!"(Edward Roivas) Historical Journal(brown): "An old musty book, bound in dry dusty leather. This book covers the 'recent' history of the Roivas family, going back perhaps a hundred and fifty years. There appears to be something pressed between the pages!"(Edward Roivas) Hour Hand: "This appears to be the hour hand of a large clock, made from stamped brass."(Edward Roivas) Journal of M. Roivas, closing notes: "This is a page from Maximillian Roivas' Journal. It reads: 'As I contemplated these ideas, my suspicions of my servants grew and I became increasingly fearful of them. I began to watch them carefully... 'Days ago I watched one of them stretch his neck. I could have sworn I saw it twist in a most peculiar direction, and a bulge of muscle tissue collect and grow in the most incorrect of manners, as if a bone was being displaced from its proper location and something else moving in its place. I stumbled away knowing that I was surrounded by unholy creatures that wore the skins of mortal men and women! 'I had to take action! Dear God, let my hand be swift and merciful, lest the world see more of these diabolic creatures!'"(Alex) Journal of M. Roivas, p1: "This is a page from Maximillian Roivas' Journal. It reads: 'Everything that brightened my life now engulfed me in darkness. I fed on the light of truth yet starved on the shadows of lies. I have learned through my lifetime but know less than a newborn baby.'"(Alex) Journal of M. Roivas, p2: "This is a page from Maximillian Roivas' Journal. It reads: 'I sought to love all yet now love causes me pain and suffering. I have learned to fear nothing although it is nothing that I most fear. All that were loyal to me now number among my worst enemies.'"(Alex) Letter #1: "A letter, written with some precision, in longhand: 'Dear Friend, 'The antiquity of which you ask is indeed the Tome of Eternal Darkness, or a copy of it, at least. Its secrets are still hidden from me, for I have been unable to read it, as have most scholars who have tried. 'It will remain within the sanctity of the mansion, for in the wrong hands it would be a powerful weapon. 'Peruse it if you will, but beware its magick...It is a harsh mistress. Aaron Roivas.'"(Maximillian Roivas) Letter #2: "A letter, scrawled by a panicked hand, with clotted ink: 'Dear Friend, 'The house has been forsaken by the Ancients-I dare not enter it for fear of my mortal soul. I would suggest that you leave also. Bring the book. It is a far more potent tool than you have learned, and it may well swing the balance in our favor. A.Roivas'"(Maximillian Roivas) Letter #3: "A letter, scrawled almost indecipherably by a wavering hand: 'Dear Friend, 'As I suspected, the Ruins of Ehn'gha-that blasted necropolis lie deep under the site of the mansion! The accursed servants of (Pious' god's name here) are so close I can almost hear their chittering!! 'There is a secret opening in the basement, and from there we can gain access... I urge you to gather some men and seal it, or better still destroy that damned place!! I have stowed something that you will find useful on the upper level. Look to the light, and you will find it. I wish that I could be at your side, but my ailment worsens daily and I know that my time is short... A.R.'"(Maximillian Roivas) Letter #4: "The letter, written in a scrawling hand, reads: 'Dear Friend, 'As I expected, the beasts are drawing closer to our discovery. They want the book for themselves it seems, and do not want us to have it in our possession. I have taken steps to ensure that their ilk will not touch the key in this envelope, should you fall prey to their claws. 'The envelope containing the basement key has been sealed with a corrosive magick-if one not aligned to us tries to handle it, it will be released inflictin pain, suffering and a grievous blow to their sanity, should they have any left! 'Be swift with your task! A.R.'"(Maximillian Roivas) Letter From Edward: "Dear Alexandra, If you are reading this Alex, then I am surely dead. Knowing that the police will contact my only living relative, I made sure to leave this message for you. As I write this letter, Pious Augustus is waiting for his chance to strike me down for what I have done to the Guardian City. I believe I have slowed Augustus' plans, but not stopped them completely. He will still try to bring his Ancient into this world. You must continue what our ancestor Max has started. You must gather the artifacts and call forth an Ancient to combat what Augustus brings into this world. Of the artifacts there are four, but one of these is in the clutches of Pious himself. They are: The Black Heart of Mantorok The Claw of Chattur'gha The Sigil of Xel'lotath The Veil of Ulyaoth Your skill in the arcane science will not be as strong as Pious', who has had two millennia to prepare his gate. You will need all the remaining artifacts to match his power. It all rests with you my dear. I wish you well in this desperate act. I wish I had more guidance for you but I am at my wit's end and I feel I am running out of time. Your Loving Grandfather, Edward"(Alex) Liquid Courage: "A small flask of the old sauce, Liquid Courage! A magickal elixir to power one's spirit in the face of adversity. 'Bottoms up!' Using this will regain sanity."(Edward Roivas) Magickal Elixir: "A small milky blue bottle, stoppered with a chipped cork. This Magickal Elixir will restore all of Peter's magickal energy."(Peter Jacob) Medical Journal: "Maximillian's medical journal. Used to take notes on medical and pathological analyses."(Maximillian Roivas) Meditation Rod: "The priest's Meditation Rod is a small staff used as a focus for meditative prayer. Using it will allow Paul to meditate and regain some lost sanity."(Paul Luther) Message Scroll: "Message Scrolls like this were often used to transfer messages securely. This one has a strange diagram on it consisting of a pentagonal shape with strange letters at each corner. When Anthony had opened the scroll, something strange happened. That 'something' had been intended for the Emperor Charlemagne. Suspecting a plot against the Emperor, Anthony pledged that he would warn Charlemagne at all costs!"(Anthony) Message Tube: "An antique leather-bound message tube - the kind used to transport sealed message scrolls. It appears to be unopened. There might be something inside."(Alex) Metal Bracelet: "A seemingly worthless bracelet, made from cheap, flawed metal. The workmanship is rather crude. It is probably junk."(Edwin Lindsey) Metal Staff: "This large piece of metal looks to be a lever of some kind."(Ellia) Minute Hand: "This appears to be the minute hand of a large clock, made from stamped brass."(Edward Roivas) Necklace: "This necklace is encrusted with cysts of corroded metal upon its surface. It's difficult to tell what it looks like. Perhaps it can be cleaned somehow?"(Edwin Lindsey) Note From Edward: "The note reads: 'My Dearest Alex, 'I am glad you have followed my paper trail thus far. I knew I could depend on you. 'This will be the hardest part of your journey. Look for the 88 keys to continue your journey into the past. You loving Grandfather, Edward.'"(Alex) OICW Grenades: "These are 20mm air-fused Grenade Shells for use with the OICW Rifle."(Michael Edwards) Old Tower Key: "A large, rusted iron key. Used for access to the Old Tower."(Paul Luther) Pedestal Fragment(piece): "A piece of broken masonry. It appears to be part of the top of a display pedestal."(Alex) Pedestal Fragment(whole): "The top of a display pedestal. Other than it not being attached to the rest of the pedestal, it is in excellent condition."(Alex) Pickax: "A hefty Pickax, for demolishing walls. Too cumbersome to be used as a weapon, it might some in handy somewhere else."(Alex) Piece of Green Urn: "This appears to be One-Third of a Broken Urn."(Anthony) Plastic Explosives: "A formed lump of C4 Plastic Explosives. The detonator simply needs to be added and the charge will explode at a preset time of 3 minutes."(Michael Edwards) Podium Key: "A tiny brass key, for the podium in the Cathedral Apse."(Paul Luther) Pump Handle: "This appears to be the handle of a manually driven pump."(Maximillian Roivas) Ruby: "A deep crimson Ruby cut with intimate care and workmanship. Light is trapped within its recursive facets, making it appear to glow from within."(Paul Luther) Ruby Effigy: "A small statuette of a defeated Warrior, kneeling in respect to and unseen victor. It is made from a deep red Ruby."(Karim, Roberto Bianchi, Michael Edwards) Sacrificial Knife: "An ornate, long-bladed knife, used to sacrifice humans. For Paul to even pick it up is repulsive, for the sense of evil it emits is intense and unnerving. The souls this blade has taken live on within its metal."(Paul Luther) Sapphire: "The Sapphire glows with a bright luminance resulting from its stunning cut. Light is kept within its surfaces givin it an almost ethereal hue."(Paul Luther) Sapphire Effigy: "A small statuette of a Sorceror, driven mad by an unseen force. It is made from a lustrous Sapphire."(Roberto Bianchi, Michael Edwards) Sealed Envelope(Max): "A paper envelope, sealed with a glob of melted wax. And odd Rune is pressed into the wax. There appears to be something heavy inside."(Maximillian Roivas) Sealed Envelope(Peter): "A Sealed Envelope. It looks rather official."(Peter Jacob) Second Floor Key: "This is the key to the Second Floor of the Roivas Mansion. It looks very old and worn."(Alex) Silver Bracelet: "An exquisite bracelet made from silver, designed to be worn around the wrist or ankle. It is embellished with inset gems and engravings."(Edwin Lindsey) Silver Necklace: "A well-crafted Silver Necklace, resplendent with glowing gems."(Edwin Lindsey) Sheet of Music: "A piece of parchment with some musical notations written on it. It is somewhat tattered, probably through years of use."(Paul Luther, Peter Jacob) Shotgun Shells: "A box of 12-guage Shotgun Shells. These will fit any cartridge firing shotgun."(Edwin Lindsey, Alex, Edward Roivas) Soldier's Letter #1: "First letter from Pvt. Reginald Jackson to his love Margaret: 'I was admitted to this hospital on Tuesday. The damage cuased to my legs was slight, but there is no way I could ever walk normally again. I hate this place-every day I and reminded that I will never be able to do the things I love. 'The hospital is a very strange place. Converted from an old cathedral, there is an odd atmosphere around it. Silent but for the words of the wounded, calling out in the night. There is no doubt it is haunted. 'What I find most odd in this place is that you never see anyone leave during the day. It's not right-no good-byes or farewells. Just an empty bed when you wake.'"(Peter Jacob) Soldier's Letter #2: "Second Letter From Pvt. Reginald Jackson to his love Margaret: 'I've been here for over a week now, and there is no word when I will be allowed to leave. 'Strange things have happened. At night the sounds of the hospital change-echoes of voices that don't belong to anyone haunt the walls and corridors. 'The restless ghosts perhaps, or sounds of movement, or whispers. I have seen war firsthand and the sounds at night in this hospital scare me more than I ever thought possible. What is going on here at night? Why do I feel so threatened? 'My fears are worsened by the talk of the other young soldiers...One said he had heard cries for help in the middle of the night-cries that were only answered by snarls of rage, and not compassion. Another said Lance Corporal Haskill had not been discharged, but had gone missing. 'I stare at his empty bed, with a sense of unholy dread, gnawing at my heart.'" Soldier's Letter #3: "Third letter from Pvt. Reginald Jackson to his love Margaret: 'It's been two weeks since Haskill went missing and I'm afraid to go to sleep. 'More than once I saw shadows of people moving past my bed, peeking through the blinds to see a wounded soldier being taken from his bed, drugged and delirious in the dead of the night, never to be seen again...as Haskill was, perhaps as I will be... 'What happened to them, I don't know...I am afraid to ask what happened, for I know that I would surely be the next one to be taken into the darkness.'"(Peter Jacob) Soldier's Orders: "An official note, on Army regulation stationary. The note reads: 'Pvt. Thompson, By order of Lt. Hargraves, on behalf of H.R.H George V, you are to leave your post of duty, and rally in the street outside Oublie Cathedral. Further orders will be presented at the rallying point. God save the king.'"(Peter Jacob) Spice Jar: "A firmly sealed glass spice jar. The faint aroma of Arabian spices is tantalizingly emanating from it. There is a piece of paper inside."(Alex) Staff: "A long staff made from hardwood. Its finish, once clean and resplendent, is now dented and cracked. One end of the staff is merely bare wood, indicating that something was once attached to the end."(Michael Edwards) Staff With Amulet: "A long staff made from hardwood. Its finish, once clean and resplendent, is now dented and cracked. It is topped with a gold amulet, inset with a lens."(Michael Edwards) Statuette(light and dark): "A crudely sculpted statuette of a man. It seems particularly heavy for its size."(Karim) Stethoscope: "An antique stethoscope made of brass. Used for amplifying the sound of a beating heart. This one is probably two hundred years old."(Alex) Strange Necklace: "A Strange Necklace, fashioned from a dark ancient stone and engraved with weird designs. It can be used to cast a healing spell when Ellia is standing still."(Ellia) Tome of Eternal Darkness: "This is the Tome of Eternal Darkness, where experience, spells, and enchanted items can be stored for future use. It has been made from fragments of human skin and bone, and endowed with magickal powers."(Alex, Ellia, Anthony, Karim, Maximillian Roivas, Edwin Lindsey, Paul Luther, Roberto Bianchi, Peter Jacob, Edward Roivas, Michal Edwards) Talisman: "An ancient Talisman that has been in Karim's family for many generations. It is said to bestow long life on those that have kept it. This item can be used to restore health."(Karim) Top Half of Basement Key: "This is the Top Half of the key to the mansion's basement. The bottom half is apparently missing."(Edward Roivas) Top of a Broken Pedestal: "A loosely assembled top of a display pedestal. In its current state it will not stay together."(Alex) Torch: "The Torch, or brand, is a common source of illumination from ancient times. The Torch can be used to light (Character's name)'s way or to set fire to enemies."(Anthony, Karim, Edwin Lindsey, Paul Luther, Roberto Bianchi, Peter Jacob) Two-Thirds of a Broken Green Urn: "This looks like Two-Thirds of a Broken Green Urn put together."(Anthony) //////////////////////////////////**\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ ======================================================================= XII. Contact Information ======================================================================= \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\**/////////////////////////////////// You can contact me, ProtoDude, via e-mail at Bubbeast115@aol.com. Please feel free to e-mail me and comments, questions, or suggestions regarding this FAQ or Eternal Darkness in general, as long as you MAKE SURE IT'S NOT ALREADY IN THIS FAQ. If you find a mistake, let me know. Also if you find another site other than those listed below in the Legal Statement, please let me know immediately. Also, include the game's title in your e-mail somewhere so I know what you're talking about. //////////////////////////////////**\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ ======================================================================= XIII. Legal Statement ======================================================================= \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\**/////////////////////////////////// This document is Copyright (c)2002 ProtoDude. This document and all it's parts were written exclusively for use and viewing on the following site(s): www.gamefaqs.com www.neoseeker.com www.cheatcc.com Any and all other websites, publications, or individuals are prohibited to publish, reproduce, or sell this FAQ in any way, shape, or form. If you find this FAQ or any part of it on any other site or in any other publication than the ones listed above, please let me know immediately. //////////////////////////////////**\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ ======================================================================= XIV. Credits ======================================================================= \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\**/////////////////////////////////// -CJayC for hosting this FAQ on his website, www.gamefaqs.com -Me, for writing this -You, for reading this -Nintendo and Silicon Knights for making Eternal Darkness -Eternal Darkness Instruction manual for characters and story -Anyone and everyone that contributed to this FAQ. Your name is displayed next to your contribution. -The ASCII art generator at: http://rigaut.home.cern.ch/rigaut/FigletJava.html Which I used for the title at the top.