.
__________ ____ / \
|_ ___ |_______ _______ ______ |_ \ ___ / \ ___
| | \_| _ _ | __ || __ \ | \ | | / _ \ | |
| |_.-. |/ | | \|| |_ \_| | |__) ) | |\ \ | | / /_\ \ | |
| _ | | | | _| _ | _ / | | \ \| |/ ___ \ | | _
_________ | | '-'_ | | | |__/ | | | \ \_ | | \ | / __\_ _\_| |_/ |
|_ __ \| |___/ | | | |_______||___| |__|| |_ \ |__|/ _ ' ||______|
| | \ \________|_|___| |_ _| |_ _|_ |_____| \ | / / \__| ____ _
| | \ \ . | __ \ | | ,' ,' \ | |____\|_| | / _ ' |
| | | | / \ | |__) ) | |,' ,' | |\ \ | || __' |\ \___ / / \__|
| | | |/ A \ | _ / | \ | | \ \| | | |_ \_| \___ \ \ \___
| | | | ___ \_| | \ \_ | ,'\ \_| | \ | | _| _ \ \ \___ \
| | / / / \ \___| |__|| |_ \ \_ _| \ | | |__/ | __ | |__ \ \
_| |__/ /__| |___| |______||____| \ ||_______|| \_/ /| \_/ /
|_________/ \| |_._____/ |_.____/
'
S A N I T Y ' S R E Q U I E M
~ Eternal Darkness: Sanity's Requiem ~
for the Nintendo GameCube
FAQ/Walkthrough by Bananagirl
bananasquid@msn.com
v2.6 - 08/23/02
Disclaimer!
```````````
This document is copyright ©2002 Bananagirl. It is not to be republished in any
form. It can be printed out for personal use but is not to sold or altered
without permission from the author.
===============================================================================
.:*~*:. < Table of Contents > .:*~*:.
===============================================================================
1. Introduction
2. Preliminary FAQ
3. Game Information
o Story
o Characters
> Alexandra Roivas
> Pious Augustus
> Ellia
> Anthony
> Karim
> Dr. Maximillian Roivas
> Edwin Lindsey
> Paul Luther
> Roberto Bianchi
> Peter Jacobs
> Dr. Edward M. Roivas
> Michael Edwards
4. Game Basics
o Controls
o Saving/Loading
o Health/Magick/Sanity Meters
o Combat
o Magick
o Inventory
o Journal
o Trapper Dimension
5. Walkthrough
o The Precession of Flesh and Bone & Introduction
o Prelude: A Death in the Family - Alexandra Roivas
o Chapter 1: The Chosen One - Pious Augustus
o Chapter 2: The Binding of the Corpse God - Ellia
o Chapter 3: Suspicions of Conspiracy - Anthony
o Chapter 4: The Gift of Forever - Karim
o Chapter 5: The Lurking Horror - Dr. Maximillian Roivas
o Chapter 6: A Journey into Darkness - Edwin Lindsey
o Chapter 7: Heresy! - Paul Luther
o Chapter 8: The Forbidden City - Roberto Bianchi
o Chapter 9: A War to End All Wars - Peter Jacob
o Chapter 10: A Legacy of Darkness - Dr. Edward M. Roivas
o Chapter 11: Ashes to Ashes - Michael Edwards
o Finale: Gateway to Destiny - Alexandra Roivas
6. FAQ
o General
o Prelude
o Chapter 1
o Chapter 2
o Chapter 3
o Chapter 4
o Chapter 5
o Chapter 6
o Chapter 7
o Chapter 8
o Chapter 9
o Chapter 10
o Chapter 11
o Finale
7. Weapons
8. Items
o Alexandra Roivas
o Pious Augustus
o Ellia
o Anthony
o Karim
o Dr. Maximillian Roivas
o Edwin Lindsey
o Paul Luther
o Roberto Bianchi
o Peter Jacob
o Dr. Edward M. Roivas
o Michael Edwards
9. Enemies
10. Spells
11. Sanity Effects
o Sounds
o Sights
o Technical
o Other
12. Secrets
13. Revision History
14. Copyright & Contact Information
15. Credits/Thanks
===============================================================================
.:*~*:. < 1. Introduction > .:*~*:.
===============================================================================
Hello, and welcome to my Eternal Darkness walkthrough. Although the game is
fairly straightforward, it is often hard to know how to trigger an event or
where to go next. This guide should help with that, at least to some extent.
I'm not entirely sure about the names of some of the monsters, namely the
Gatekeepers. If you know anything about this, tell me. I've heard of both
Gatekeepers and Guardians, and I don't know which is right (if either).
I knew nothing about this game until the day I bought it. A few people had
mentioned it, but it never caught my attention until I read the outstanding
reviews it had received. When I had done so, I immediately made a phone call,
and within an hour, the game was within my grubby little mitts. And now, here I
am. Writing a walkthrough for it. Enjoy...
- Bananagirl
===============================================================================
.:*~*:. < 2. Preliminary FAQ > .:*~*:.
===============================================================================
Q. Why did this game receive an M rating?
`````````````````````````````````````````
Pretty much the same reasons most horror movies receive an R rating. It's
violent, bloody, scary, and most kids have probably seen worse on TV.
Q. Buy or Rent?
```````````````
It's a relatively short game (it only took me 18 hours or so to finish it my
first time through, and I was writing while doing so), so if you feel like
renting is the way to go, you could do that. You might not be able to finish
all three paths in that time, though. The game is definitely worth buying if
you're a fan of the genre. And even if you aren't.
Q. Where can I buy this game?
`````````````````````````````
Probably anywhere that sells GameCube games will have this. It's hardly a
rare or outdated game. Go check Wal*Mart or something. Mine came from EB.
Q. Is this game worth playing?
``````````````````````````````
Yep. It's a great game, assuming you aren't easily frightened. I don't
really feel like reviewing it, though. If you still aren't sure, go read
someone else's opinions.
Q. Where can I find _____?
``````````````````````````
Use the find function on your browser or word processor. It's a good tool.
Learn it. Live by it. Use it when you need something.
Q. How do I do _____?
`````````````````````
Same answer as the last question.
Q. If I read this, will it ruin the game for me?
````````````````````````````````````````````````
Maybe. I try to leave out all the good surprises, but I do summarize some
of the cutscenes. Not very well, though. Even so, if you don't want the game
spoiled, try checking DGow's FAQ. He gives subtle hints instead of just
telling you the answer to the puzzles.
Q. Will this game scare the bejeezus out of me?
```````````````````````````````````````````````
Depends. I wasn't really that scared, but others are. Most of it isn't even
frightening so much as creepy. The sort of stuff that puts you on edge and
makes you jump. There are a few surprises that will get you based entirely
on the shock factor and a few unnerving background noises like pounding that
will make you not want to enter the next room. You might be tempted to
answer the door with a baseball bat in your hand. Rest assured that the UPS
man won't want to stick around if you do that.
Q. Are there any naked people?
``````````````````````````````
Nope. Just one instance of a bit of revealing clothing in Karim's chapter.
If you really want to see some naked chicks, play Bubble Bath Babes. It's an
old NES game that's sort of like Snood. There's a pixilated naked girl at
the bottom of the screen.
Q. I heard the game could break my GameCube. Is this true?
``````````````````````````````````````````````````````````
Well, a lot of people have problems that come after playing this game. It
could be a coincidence, but it could be some sort of weird technical error.
I'm not really sure how a disc could break a system, but I'm not really big
on understanding the workings of GameCubes, so I dunno. If you do have
problems, it's highly unlikely at this point that your warranty has expired.
Just find the nearest repair place at Nintendo's website and ship it off to
them.
Q. What's up with my game skipping during the cutscenes?
````````````````````````````````````````````````````````
I dunno. Try cleaning your disc or something. If that doesn't work, it's
probably some weird hardware bug that I've heard of but know nothing about.
It's nothing dangerous, just a bit annoying. Turn on the subtitles so you
know what the characters are saying.
Q. How many spaces will this take up on my memory card?
```````````````````````````````````````````````````````
It takes 15 blocks of memory. You get six saved game slots for this. It's 15
blocks whether you use them all or not, so don't worry about filling them
up. It won't make any difference.
Q. How long will it take me to finish the game?
```````````````````````````````````````````````
Writing and playing, I finished in just over 18 hours. Just playing, your
first time through the game would probably be somewhere between 15 and 20,
depending on your speed. Reading the guide, you can probably finish in 10.
After playing through once or twice, it's possible to finish the entire game
in under 5 hours, if you rush.
Q. Did dinosaurs eat my sweatpants?
```````````````````````````````````
Yes, but if you travel back in time using this portable outhouse, you can
crawl inside the dinosaur and get them back. Finding yourself an outlet to
return to the future is your own problem.
===============================================================================
.:*~*:. < 3. Game Information > .:*~*:.
===============================================================================
Story
-------------------------------------------------------------------------------
Long ago, before the time of humanity, a species known as Ancients inhabited
the earth. Through natural causes, they were driven into the deepest recesses
of the planet until they could return to their full strength.
Hoping to win the favor of the Ancients, secret cults used magick to try to
bring about their return, thereby eliminating humanity. Those who cross their
paths are quickly eliminated. Only a chosen few can stop them. These ordinary
people must harness the powers of the Tome of Eternal Darkness and overcome
their greatest fears to put a stop to the coming of the Ancients.
-------------------------------------------------------------------------------
Characters
-------------------------------------------------------------------------------
Alexandra Roivas (2000 A.D. - Rhode Island, USA)
````````````````````````````````````````````````
Alexandra is the last surviving relative of Dr. Edward Roivas, so when he is
murdered, the police call her to identify the body and attend to his estate.
When she arrives, she refuses to leave the mansion until she has solved the
mystery behind her grandfather's murder.
Pious Augustus (26 B.C. - Persia)
`````````````````````````````````
Pious joined the Roman army at a young age, and as an experienced leader, he is
sent by the emperor to retrieve an artifact. When he reaches the relative area,
he begins to hear voices calling him across the desert. He follows, only to be
swept into a mysterious labyrinth.
Ellia (1150 A.D. - Angkor Thom Region, Cambodia)
````````````````````````````````````````````````
Ellia discovered the Tome of Eternal Darkness and read it. The forbidden book
gave her a thirst for adventure that led her into a temple. Within, she
witnesses things that no person should ever have seen.
Anthony (814 A.D. - Amiens, France)
``````````````````````````````````
Anthony is given a message to deliver to Emperor Charlemagne, but he disobeys
orders and looks at it. The scroll curses him, and Anthony vows to warn
Charlemagne of the treachery. Nosy bastard. That'll learn 'im!
Karim (565 A.D. - Persia)
`````````````````````````
Karim sets out to recover an artifact at the request of the woman he loves. His
search leads him to a labyrinth, which he must traverse in order to find what
he seeks. At the end, he is given a much greater task.
Dr. Maximillian Roivas (1760 A.D. - Rhode Island, USA)
``````````````````````````````````````````````````````
After the death of his father, Maximillian moved into the family mansion. He
lives alone, as his wife is dead and his children are grown. He begins to
explore the mansion, determined to make it his own as it was his ancestors'.
Unfortunately, his children think that the mansion is affecting his sanity.
Edwin Lindsey (1983 A.D. - Angkor Thom Region, Cambodia)
````````````````````````````````````````````````````````
Lindsey discovered Ellia's temple using a satellite. Unfortunately, the
Cambodian government didn't want him in the country, so he had to get in
through some not entirely legal means. Once there, his guide decides to take
care of him, and he whips out some mad Indiana Jones skillz...
Paul Luther (1485 A.D. - Amiens, France)
````````````````````````````````````````
Paul arrives at the monastery expecting a warm welcome from his fellow monks,
but instead is accused of murder. With the help of a custodian, he manages to
escape. He must uncover the mystery of the strange activities of the monks.
Roberto Bianchi (1460 A.D. - The Middle East)
`````````````````````````````````````````````
Roberto is a famous architect, so when he is captured while traveling, he is
ordered to survey the area that the warlord is going to build his monument on.
The soldiers tell him that if he does it, he *might* make it out of there
alive. It's worth a shot, right?
Peter Jacob (1916 A.D. - Amiens, France)
`````````````````````````````````````````
During World War I, a journalist named Peter who is researching his next story
on the war front finds himself in Amiens, which is serving as a field hospital
to meet the needs of the many wounded and dying soldiers. His explorations
uncover many things about the Ancients' involvement with the war.
Dr. Edward M. Roivas (1952 A.D. - Rhode Island, USA)
````````````````````````````````````````````````````
Edward's interest in his family draws him into this whole mess when he stumbles
upon the ghost of Maximillian, who asks that Edward carry out the task that
landed Max in the asylum. Guess what Edward gets to do!
Michael Edwards (1991 A.D. - The Middle East)
`````````````````````````````````````````````
Michael is a Canadian firefighter. He and his team place some dynamite, but it
detonates itself due to some weird electrical thing before they can get out of
the way. Michael finds himself in some underground labyrinth, right in front of
the Corpse Pillar. Dang. I hate it when that happens.
===============================================================================
.:*~*:. < 3. Game Information > .:*~*:.
===============================================================================
Controls
-------------------------------------------------------------------------------
Controls are taken mostly from the instruction manual. A few changes have been
made with the wording.
Control Stick:
- Move character
- Select target when locked onto an enemy
D-Pad:
- Quick Spells #2-#5
- Zoom in on an item while using Check in the Inventory Screen
Start:
- Open/Close the menu screens
L Button:
- Run
R Button:
- Hold to lock onto an enemy
- Release slightly and click the button again to lock onto the next closest
enemy
X Button:
- Sneak
Y Button:
- Quick Spell #1
A Button:
- Attack/Select
B Button:
- Context sensitive: A B Button icon will appear on-screen whenever you can
perform an action with the B button
C Stick:
- Rotate item while using Check in the Inventory Screen
-------------------------------------------------------------------------------
Saving/Loading
-------------------------------------------------------------------------------
While in the menu, access the Options subscreen and choose Load/Save. From
there, choose whether you would like to save or load and select the memory card
with your data. From there, choose a slot. If you try to load a game in the
middle of a current game, you will receive a warning that states that all
current data will be lost. A similar warning will ensue if you attempt to
replace a saved game, except relating to the data saved in the file as opposed
to the progress of the current game. At some points, the game will not allow
you to save, saying it is dangerous to do so.
As any experienced gamer should know, saving is something that should be done
as frequently as possible. While not saving adds challenge, it also adds
frustration when a bonethief sneaks up on you and burrows in before you can
shake it off. Save often in Eternal Darkness. Every 10 to 15 minutes or so is
probably good.
Another important thing to remember is that you will often miss something the
first time you play through a chapter. It's probably not a bad idea to keep a
saved game at the beginning of at least the last two or three chapters you've
played in case you forgot something in one of them. As a general rule, always
keep at LEAST two saved games. If you screw up and you've been using one save
the entire way through, you've gone and ruined your game. I can say from
personal experience that ruining your game because of one stupid thing is
incredibly frustrating. I mean, how was I to know that I needed to give Dave
the key to the car before he was locked into the room with the purple
meteorite?
-------------------------------------------------------------------------------
Health/Magick/Sanity Meters
-------------------------------------------------------------------------------
Health is a representation of your energy. It is depleted when you are
physically harmed. It is restored through the use of a spell. Some items carry
a spell to restore health. However, use of such things is limited, so don't
overdo it.
Magick is used when a spell is cast. It is restored as you move about. Spells
that are cast using items do not affect one's magick meter. Later in the game,
your magick will become increasingly important as the spells require more
magickal energy to cast. You can skirt around this by the following cheap
method: In a room already cleared of enemies, hold down the L button and have
your character run around in a tight circle. The movement will restore your
magic meter, but the size of the circle should prevent any objects from
interfering with your path. Also, since this only requires your left hand, it
leaves your right one free to do other things. Like typing. Or eating. Or tying
your shoes.
Sanity is depleted when a character is shocked by an enemy. When the sanity
meter gets too low, the character begins to hallucinate. Sanity can be restored
by finishing enemies once they have been defeated. Some items also have the
ability to restore sanity. If your sanity gets too low, you will experience
sanity effects. These range from seeing blood dripping from the ceiling to
having your head cut off and handed to you. They do no actual physical harm,
but it can be a bit frustrating if you do not realize what is going on at
first.
-------------------------------------------------------------------------------
Combat
-------------------------------------------------------------------------------
During gameplay, you will often encounter an enemy of some sort or another. To
dispose of them, you must destroy them. This can be done in one of two ways.
The first method is to use the A button to swing or shoot your weapon. This
hits any enemy in the path of the attack, and often knocks them down. It is
relatively weak, however.
The second method is to use the R button to lock onto a specific body part of
an enemy, usually the head. The control stick can be used to select varying
parts. Hold the R button and the control stick in place and press the A button
to attack. This focused attack is slightly stronger than the first method.
When using a projectile weapon, press Z at any time to reload. If you run out
of ammo, a B button icon will appear, but this often happens at inopportune
times. In the inventory, one can use the Mix command to combine ammunition and
a weapon to reload.
It is best to avoid being surrounded during battle. If you are attacked by too
many enemies at once, you will constantly be mauled and as such will never have
a chance to take action. Do not rush into a room, instead, edge your way in
slowly. With luck, only the creatures closest to the door will spot you, and
you can tackle them one at a time.
Some spells, such as Enchant Item and Shield, should be kept on at all times.
They will give you the upper hand in many fights that you would otherwise lose.
Also, all projectile weapons should be kept fully loaded when not in combat
should the need to use one arise without warning. Weapons that take a long time
to load or hold very little ammo will especially need this, as stumbling into
a room with an empty Crossbow does not make for an easy fight.
One of the most important strategies you should master here is guerilla
fighting. This tactic is mostly used with small rebel factions. It involves
striking quickly then running away before the enemy can retaliate. This should
be put to use quite frequently during the game, especially with projectile
weapons. The enemies in Eternal Darkness do not regenerate when you leave the
room, so it is best to fire your weapon or strike until your Shield wears off,
then retreat to an empty room to reload and recast your spells. While you are
as strong as ever, the enemy has been considerably weakened by your previous
attacks.
Most projectile weapons are fairly useless in the general scheme of things.
The only use for almost all of them is shooting Trappers from afar, but I
didn't notice this until pretty close to the end of the walkthrough, and I'm
too lazy to fix it in ever chapter up until that point. You read it here.
That's good enough.
-------------------------------------------------------------------------------
Magick
-------------------------------------------------------------------------------
Throughout the game, you will use magickal spells to solve puzzles and enhance
your character and their weaponry. Before magick can be used, however, a
character must first find the Tome of Eternal Darkness. Once they have that in
their position, a spell can be formed by finding its four basic components:
- A Circle of Power is the basis of a spell. The strength of the spell is
dependent on the number of points the symbol on the Circle of Power has. The
more points there are, the stronger the spell formed is.
- Runes are used to form the spells. They determine the actual effect of the
spell, and what the target is.
- Codices are used to decipher the Runes you find. When you discover one, the
name and meaning of a Rune is automatically added to the Runes menu.
- Spell Scrolls are the instructions for making a spell. They contain
information concerning the effect and purpose of the spell, as well as which
Runes are required to make it.
Once you have a spell to cast, you can select it from the Spell List in the
Magick subscreen of your menu. The spells you cast most frequently can be
assigned to the five quick spell buttons on your controller, which are the
D-Pad and the Y button. By pushing these buttons at any time, you can cast a
spell without having to access the Magick menu.
A spell's effects are heavily based on the alignment of the spell. Once you
create a spell, you can choose which alignment to use under the Magick menu
subscreen. The four alignments are matched with their colors. Each magick
alignment has a counter-alignment. If you know one, it's easy to figure out
all of them, 'cause they make a circle.
- Chattur'gha is Red and cancels out Xel'lotath
- Xel'lotath is Green and cancels out Ulyaoth
- Ulyaoth is Blue and cancels out Chattur'gha
- Mantorok is Purple and works well against everything
The power of a spell is dependent on the number of points of the symbol on the
Circle of Power being used. The most basic one has a triangle, and therefore
3 points. Once you find the pentagonal circle, your spells can be enhanced by
the addition of the Rune of Power, Pargon. Two of these can be used with
whatever combination of runes you had from the triangular circle to upgrade
your spell. An upgraded spell is more effective, but it also requires more
Magick power to cast. Summon spells cannot be upgraded, but by adding more
Power runes, you will uncover a different spell. The Mantorok rune does not
work with summoned creatures.
There are a total of 14 runes in the game. Aside from the Alignment Runes,
there are also 5 Action Runes and 4 Target Runes, plus one Power Rune.
Action Runes: Target Runes: Power Rune:
- Bankorok (Protect) - Magormor (Item) - Pargon (Power)
- Tier (Summon) - Redgormor (Area)
- Narokath (Absorb) - Aretak (Creature)
- Nethlek (Dispel) - Santak (Self)
- Antorbok (Project
In order to create most spells, you must combine an Alignment Rune with one
each of the Action and Target Runes. This is done automatically for you when
you receive a Spell Scroll if you have all the Runes, but you will often have
the means to make a spell before you find its scroll. This can be used to your
advantage, if you know what the spells to be made are.
Spell #1 - Enchant Item (Antorbok + Magormor)
Spell #2 - Recover (Narokath + Santak)
Spell #3 - Reveal Invisible (Narokath + Redgormor)
Spell #4 - Damage Field (Bankorok + Redgormor)
Spell #5 - Dispel Magic (Nethlek + Redgormor)
Spell #6 - Summon Trapper (Tier + Aretak)
Spell #7 - Shield (Bankorok + Santak)
Spell #8 - Summon Zombie (Tier + Aretak)
Spell #9 - Magickal Attack (Antorbok + Redgormor)
Spell #10 - Summon Horror (Tier + Aretak)
Spell #11 - Magick Pool (Tier + Redgormor)
Spell #12 - Bind Creature (Bankorok + Aretak)
If you do make a spell before you have the scroll, the game will not tell you
the effects of it. You will still be able to cast the spell, but whatever it
does will be unknown. You'll either have to figure it out, look it up, or wait
to find the Scroll.
In many cases, you will find a Rune before you find its respective Codex. The
Rune can still be used, but its effect will be unknown until it is identified.
This works much the same as building a spell before the Scroll is found.
In the menu, you are given the chance to set Quick Spells to be used with the
D-Pad and Y button. Take advantage of this. It is generally a good idea to
keep Enchant Item, Recover, and Shield on your Quick Spells at all times, as
these three should be the ones used most frequently. The other two slots are
fairly open, but Magickal Attack and Magick Pool will probably be used a lot,
so those are probably useful, too.
The alignment of a spell can greatly affect the way it works. The three main
runes counter each other in most cases (a Xel'lotath Reveal Invisible spell
will show anything hidden with Ulyaoth, a Chattur'gha Dispel will take down a
Xel'lotath Damage Field, and so on). When Mantorok comes into play, the effects
vary. A Mantorok-aligned Shield will cause poison-like damage to all enemies in
the same room as you, and casting Reveal Invisible with it will make *you*
invisible. This means enemies will not attack and you will not lose sanity from
an encounter. Reapers will still follow you, but they do not attack or spread
their wings.
The strength of a spell, as determined by the number of points on the Circle of
Power used to construct it, is also very important. A 3 point Dispel won't work
on a 5 point Damage Field, and a 5 point Reveal Invisible won't work on
something hidden behind a 7 point symbol. Keep this in mind and don't waste
your magick.
In addition to the strength, the Circle of Power also affects the casting time.
The more runes you've got in a spell, the longer it takes to say them all. When
you've got a slim margin of time, it's sometimes better to use a weakened
version of a spell instead of trying to beef it up and missing your chance.
-------------------------------------------------------------------------------
Inventory
-------------------------------------------------------------------------------
By opening the Menu and selecting the Inventory subscreen, your character gains
access to their weapons and items. Here, you can change and examine equipment,
use specific items, combine items, select which item to use a spell on.
- Use allows a character to cast a spell if it is instilled in an item, or, if
selected in the proper location, put an item to use, such as unlocking a door
with a key.
- Equip can be used with certain items to select them as your weapon. When an
unarmed person acquires a weapon, it is automatically equipped. If you wish
to chain weapons, however, this is where it is done.
- Check provides a description of the item in question. When this is selected,
the item can be examined. The D-Pad zooms in or out on the item, while the
C Stick rotates it.
- Mix is used to combine items in one's inventory. First select one of the
components, then the mix command, then the second component.
- Mode switches between single and double shot capabilities on guns with two
barrels. A double shot deals more damage, but the single shot will let you
fire two weaker shots before reloading.
When you begin a chapter, it is usually a good idea to check your inventory to
see what items your character starts with. Often, they'll have something that
you must use to solve a puzzle later in the chapter.
-------------------------------------------------------------------------------
Journal
-------------------------------------------------------------------------------
Under the Journal subscreen, you can review various cinematics from earlier in
the game. Each act's corresponding journal entry is added upon successful
completion of said act and can be viewed at any time.
More importantly, the journal can be used with Maximillian in Chapter 5 to
record the data from the autopsies he performs. Autopsies will give you the
actual name of the creature you fought, as well as whatever weaknesses and
interesting characteristics it might have. It is unfortunate that this only
works in one chapter...
-------------------------------------------------------------------------------
Trapper Dimension
-------------------------------------------------------------------------------
Occasionally, you will run into little creatures that look like scorpions.
These are called Trappers. They are blind, so if you sneak past them, they
won't notice. However, if you run or step on them, they'll shoot out waves of
energy. If you get hit by these, you'll be sucked into the Trapper Dimension.
The trapper dimension is inhabited by all sorts of nasty undead creatures, and
you can't use magick within its confines.
The dimension has 5 platforms. The first one is the beginning platform. It has
one shifting light circle and nothing else. There is a platform that refills
each of your meters as well. They each have two steady light circles. The final
platform is the exit platform. It has only one steady circle.
To move around in the dimension, you must step on the light circles. Whatever
color is displayed as you step on the circle determines the platform to which
you are transported. The Red circle takes you to the Health platform, Blue to
Magic, Green to Sanity, and Purple to the Exit.
On each of the three meter platforms, there is a circle that shows rising
particles of the color of the meter that it corresponds to. Stand in this
circle, and your meter will be refilled. It is because of this that the Trapper
Dimension is sometimes beneficial. Even so, most of the time it's just a pain
in the butt. You'll probably be sneaking past or shooting most Trappers you
see.
===============================================================================
.:*~*:. < 5. Walkthrough > .:*~*:.
===============================================================================
The Precession of Flesh and Bone & Introduction
-------------------------------------------------------------------------------
The very first scenario in the game displays a few shots from various time
periods and other fun things like that. You should probably watch it. The
graphics are pretty, and you can pick up a general idea of the game's theme
from it.
When that's over, the introduction plays. It's really just a bunch of close-ups
of the Tome of Eternal Darkness with a voice-over by Dr. Edward Roivas. Listen
to it if you want; otherwise, ignore it and just wait for it to be over. After
that, the game actually begins.
-------------------------------------------------------------------------------
Prelude: A Death in the Family - Alexandra Roivas
-------------------------------------------------------------------------------
You find yourself in a room full of zombies. You are armed with a shotgun, so
use that to blow as many heads off as you can before you run out of ammo. Then
you're screwed.
Or not. It was only a dream, and Alexandra will wake up to a ringing phone. On
the other end is the Rhode Island police telling her that her grandfather is
dead, so Alex will fly out to identify the body. Note her clock, which says
3:33. Let's step out and look at this logically for a second... It's 3am in
Seattle, so it's 6 in Rhode Island. She gets on the next flight out, so she'd
probably get there about mid-day. WHY IS IT DARK OUTSIDE? Anyway, your
grandfather is dead. His head's gone. There isn't any evidence, so the police
can't do anything. It's up to you to solve the mystery.
When you regain control of Alex, examine the clock directly behind her. Have
her look at the key, and you'll receive the Dresser Key. Note that the clock is
frozen at 3:33. When Alex was woken up by the telephone call, it was also 3:33.
I see a pattern.
Go to the right side of the room and go through the first door. Walk all the
way to the back of the library and you should come across a small study of
sorts. There's a clock here, but this one doesn't say 3:33. We'll have to fix
that. Oh, and assuming that clock is right... why is there still daylight at
midnight? Anyway, turn the hands to the time is 3:33 and a passage will spring
open behind you. Go down the hallway and into the *real* study, and read the
book on the desk.
-------------------------------------------------------------------------------
Chapter 1: The Chosen One - Pious Augustus
-------------------------------------------------------------------------------
Act 1: The Chosen One
`````````````````````
The chapter opens on three Roman soldiers, talking about a battle and an
artifact the emperor wants. Two of the soldiers walk away, and Pious begins to
hear voices, which he follows across the desert. There's a short scene
involving sand and 3000 volts or so of electricity through the chest with no
long-term ill effects, and then you'll find yourself in a labyrinth sort of
thing. Step off the dais and examine the ladder to go down.
At the bottom, examine the corpse and walk forward. You'll see the first of
many zombies that you will encounter in this game stand up, so go knock his
head off. If you get hit, the game will stop to tell you about life energy. Pay
attention, f00. When that zombie is disposed of, move forward again, and you'll
run into two more. They'll attack from either side, so jump out of the way
before you get sandwiched and lob off their heads. When all zombies have been
eliminated, move forward one more time and pick up the granite block lying on
the floor, then open the door and go in.
This room has two more zombies to deal with, but again with the decapitation
trick. It works wonders on these guys. When you've finished them both, take
the granite block on the pedestal and go out through the door in the corner.
Five more zombies waiting in here... As soon as you walk in, three of them will
try to corner you, so it's a test of speed to see if you can get off at least
2 heads before you're surrounded. Otherwise, you'll be hit on more than one
side, and that just isn't my idea of fun. Grab a third granite block from the
floor before you go down the ladder.
There's a zombie lurking just around the corner, so be ready when he lunges for
your brain. The door to the left is blocked. You'll have to go right when
you've finished him.
Upon entering the room, you'll be treated to a nice quick look at all the wall
panels, and then you'll be mobbed by your new fan club, which consists of four
zombies with apparently no morals. Take the last cube from the dais. It's
impressive how this guy, who has no pockets, can carry four blocks of granite
without showing any visible signs of strain, even when he runs. Anyway, go
around the room and plug your granite blocks into their respectively colored
holes with the Use command in your inventory. Make sure you match them
correctly. If you make a mistake, you'll have to fight another zombie.
Act 2: The Eternal Darkness
```````````````````````````
When all four blocks are in place, you'll see the grating that was previously
blocking the other door in the last hallway disappear, so go that way. The
next room has a statue of a centurion that you must destroy in order to
continue. Take out his arms and head first, then the torso to gain passage to
the next room. Slaughter the welcoming committee of three zombies, then examine
the glowing thing in the corner. Have Pious push the button and step into the
center of the room.
You'll be transported to a hallway with three artifacts. Pick one. The game
will be altered by your choice. With red, the enemies will be harder, and
they'll be able to regenerate lost parts. Blue is magick, and the enemies
will explode with a big blue bang. Green is sanity, and your character will
lose it faster. When you've made your choice, Pious will take another bolt of
energy, but he won't deal with this one quite as well as the last one.
When you regain control of Alex, turn around and pick up the page in the frame
behind you, then use it to begin Chapter 2.
-------------------------------------------------------------------------------
Chapter 2: The Binding of the Corpse God - Ellia
-------------------------------------------------------------------------------
Act 1: The Binding of the Corpse God
`````````````````````````````````````
The reading girl you see here is quickly replaced by Pious, and when that
little scene is over, Ellia will pine for adventure. Immediately, the door is
sealed, and she's shut into some temple labyrinth thing. Lucky her.
Go across the room and examine the statue on the wall. It's wearing a necklace,
which you should take. Doing so will seal another door, but it's not the one
you need to go through, so it's all good. There is a door to the left of the
statue, across from the one that just closed. Go through that one and you will
find yourself in a room with a diagram of sunset on the floor and three candles
representing that time of day in front of a design on the wall depicting the
same thing.
Go through the doorway you see here, and you'll find yourself in a hallway full
of traps. Stepping on the lighter spots on the floor trigger these, and Ellia
will automatically step on one when she enters. To avoid the falling blades,
wait for one to pass then run across while the other one is dropping. The next
section's trap trigger can be avoided, so do so and go through the doorway at
the end of the hallway. The door will spring shut behind you, and the game will
tell you a little bit about Sanity as it shows you a zombie thing. As with
everything else you've killed so far, his head is his weak point, so chop it
off.
With him out of the way, you are free to look around. The floor and wall
diagram seem to represent mid-day, but the candles don't. Pick up the bronze
necklace, then examine the candles and snuff out the one on the right with your
X button. A door will open slightly, but not enough for you to go through. Go
back through the trapped hallway.
In the sunset room, you will be attacked by three more zombies, which shouldn't
be a huge problem for you. Just remember to finish them all off to keep your
sanity intact. When you're done, go to the room with the statue. Remember,
taking the necklace closed the door. So maybe if you give it one... Use the
Bronze Necklace on the statue to open the door, then go through.
This room features sunrise, but all is well on the candle front, so continue on
into the next room. This hallway is also full of traps, so avoid the lighter
spots on the floor. If you do hit them, run. These traps shoot spikes out of
the wall, and those can be painful. When you reach the end of the hallway, go
through the doorway (again, the door will close behind you) and you'll be
attacked by a mummy. You can probably guess what to do here. Off with his head!
The room you are currently standing in has a night theme, so the candles should
all be extinguished. The one in the middle already is, so blow out the others.
The half-opened door will come fully open, giving you access to yet another
rigged hallway. The other end of the hallway leads to the mid-day room, but
there's nothing else to do there. Halfway along the hallway is an alcove,
though. Peek in, and you should see a Blowgun. Pick it up.
Act 2: Chaos Entombed
`````````````````````
I wouldn't want to be falling with a sword right above me, but all is well
until you hit the ground and your weapon breaks. Fortunately, you've now got a
Blowgun, so go after the zombies that are cornering the guard. Make sure you
don't hit the guard! When the immediate threat is gone, pick up the Broken
Short Sword, then talk to the guard, who will repair your Short Sword for you.
Since your Blowgun ammo is limited, you may want to switch back to your sword,
but whether you do or not is your choice. When you've gotten it repaired, turn
around. More traps here, and this time the falling blades are big enough to do
some serious damage. Again, avoid the trap triggers on the floor. Halfway down
the hallway is one that spans the whole way across, and you won't be able to
avoid it. Right in front of you, two huge blocks will slam together, which can
be pretty painful if you're between them. Wait for them to go, then run through
as they're opening.
At the end of the hallway, you'll find yourself in a room with a column in the
middle. There is a slot at the base of the column, but you have nothing to go
in there just yet, so just kill the two zombies and finish them off, then go
out through the side door. Yet ANOTHER trap-filled hallway. There's another
unavoidable light spot, here, too. It sets off spikes that shoot out of the
walls. And once you get past that, there's a doorway with one in the middle
that will start falling blades and pounding stones. Not cool. Just avoid them
when you can. Remember that you have a magic healing necklace when Ellia starts
limping.
The next room has a fire in the center as well as a mummy and 3 zombies.
They'll fight each other if their paths cross, so you might as well let them do
the hard part. Make sure you finish them off for the sanity factor, though.
There's a mural here, but it doesn't really teach you anything, so just leave
through the doorway to the right.
Act 3: Death of a Dancing Girl
```````````````````````````````
Follow the twisted hallway, and you'll end up meeting Pious and Mantorok. Some
guy will show up and hand you a glowing heart, which looks a bit painful going
in. When that's all over, run up to the statue in front of the beast and
examine it to get a metal staff. With that in hand, head back to the first
large room on this floor. The one that you got to after helping the guard. The
traps are still in place, and all the enemies are back, so be careful. If
you're lucky, the zombies in the trap hallway will wander between the pounding
blocks.
When you get back to the room with the slot, insert your metal staff to open a
door behind Mantorok, then go back there again. Run around behind it and go
through the doorway to trigger a nice event with Pious.
Act 4: The Absent Horror
`````````````````````````
As Alex, you'll get a quick shot of the candles, then you're in control. Go
examine the candles. The wall seems to show sunrise, so extinguish the center
and right candles to open a hidden panel and take the Message Tube within.
Open it to find another Chapter page, and you will see another cutscene with
Augustus. Looks like they're gonna kill Charlemagne...
Back in the present time, Alex will discard the Message Tube. Use the page to
begin the next chapter.
-------------------------------------------------------------------------------
Chapter 3: Suspicions of Conspiracy - Anthony
-------------------------------------------------------------------------------
Act 1: Suspicions of Conspiracy
```````````````````````````````
You will be given a scroll to deliver to Emperor Charlemagne, but instead of
delivering it, your naughty little character will read it. Since something bad
happened to him, he has now vowed to warn Charlemagne of the treachery.
When you have control of your character, talk to the monks. One will tell you
that they are mourning the death of another monk, but never believe anything
you're told about cause of death. There's probably something about this that
isn't an accident. Open the coffin. The monks will hightail it out of there at,
this point, but one will give you a Scaramasax before he goes, which you should
equip. The monk will tell you to find the bishop.
Go upstairs after you've talked to the monks. At the top, there are two
statues, one of which says Pious Augustus, the other Ellia. Walk to the end of
the little catwalk thing and you'll end up standing on a carpet of screaming
faces. Take the Tome of Eternal Darkness from the hand.
Go upstairs again. This time, you'll enter a relatively normal looking room.
Anthony's looking far from relatively normal at this point. Oh well. Go over to
the shelf beside the staircase to pick up a blue urn. Use it, and Anthony will
break it. Smooth. Now you've got a broken blue urn and your first Rune, which
is dependent on the artifact Pious chose. The red artifact nets you Xel'lotath,
the green artifact Ulyaoth, and the blue artifact Chattur'gha. You'll get a
little explanation from the game about spells.
After that, examine the center desk to get a Circle of Power. More game
explanations, then back to controlling Anthony. Examine the bookshelf directly
behind the desk and move the odd looking book. With the shelf out of the way,
climb down the ladder.
Go around the corner, and you'll encounter a transparent zombie. Chop off his
head, beat him down, and all that other fun stuff. You'll get your second
Magickal Rune, Antborok. There are two more zombies lurking in this hallway as
well, but they should be no problem.
Open the door at the end of the hallway, and you'll see a monk fighting a
zombie. Two more are approaching as you enter the room. Kill them both, but be
careful not to hit the monk. When you're done, talk to him, and he'll tell you
what happened. He'll also give you the Bishop's sword. Pick up the torch that
the monk dropped, then check the corner near the door to find three pieces of
the green urn. When you've collected all of them, use the Mix function to
combine them, then go into the next room.
Walk down the stairs, and you'll be able to pick up a Magick Codex for
Magormor. More game explanations. Run down the stairs and you'll find a
transparent zombie, complete with the Magormor Rune. Take care of him, then
open the door at the end of the hallway.
Anthony's definitely starting to look like a clothed zombie. When you walk in,
fight the zombies, then pick up the Codex beside the stairs. This is the codex
of the Rune you got from the Blue Urn earlier. Examine the fountain and grab
the red urn beside it. Go examine the tapestry on the right side of the room
and attack with your torch to set fire to it, revealing a door. Go in.
Run down the hallway, killing (and finishing) the zombie on your way, and go
through the door at the other end. You can see a limping figure go through a
secret passage. This is the bishop the monk spoke of earlier. Pick up the
Antborok Codex leaning against the bookshelf, then examine the desk to find the
"Enchant Item" Spell Scroll. It will combine with your Runes and Circle of
Power to form the Enchant Item Spell. Use this on your broken urns to repair
them, then run back to the room with the grotesque fountain and fill the Blue
and Green Urns.
Return to the room where you saw the bishop. There is a rectangle on the floor
in front of the desk. If you stand on it, the secret door opens up. The weight
of the three filled urns combined should open it, so put them down on the
pressure plates and go through the passage. Go to the end of the hall. Before
you open the door, enchant your sword and make sure it's equipped. When you're
ready, open the door. You will be forced to fight the bishop. Sometimes when
Anthony fights, his health is really low and he falls. But just when he should
be dead, his meter will refill completely and he'll stand up again. What's up
with that? I dunno. This might happen elsewhere in the chapter, too. I'll have
to look into it. Just hack at the Bishop's torso to take care of him, and when
it's all over, you'll get the Bishop's Key. Go back to the church.
Act 2: Chaos Entombed
`````````````````````
Your health will probably be fairly low at this point, so be careful. In the
hallway, two zombies are waiting to maul you. There's another pair in the
next room, and a Trapper lurks in the hallway beyond. If it hits you, you'll
be transported to the Trapper Dimension. If your health is low, this might be
a good thing. Otherwise, sneak past it. There's another one in the next room,
and three zombies in the room after that. In the next room, Anthony is starting
to look like the bishop. Climb up the ladder, and you will encounter a Horror.
Avoid his bolts by running behind him and attack him as he charges. Four or
five hits should knock him down, so finish him off, go downstairs, and take
care of the two zombies there. When that's done, go open the door behind the
staircase using the Bishop's Key. Unfortunately, you're a little bit late...
As Alex, leave the library. Go upstairs and try to open the door there with
the second floor key. It will break. Fortunately, you have a spell for this, so
use Enchant Item on the key to repair it, then unlock the door and go in.
Turn right and go through the door at the end of the hallway. Inside, examine
the night table for some .38 Revolver Ammo, then go through the door beside
the fireplace. There is a piece of paper on the toilet. Pick it up and read it.
Then examine the bathtub... Have you seen Thirteen Ghosts or What Lies Beneath?
They have bathtubs, too.
Leave the bathroom and master bedroom and run down the hallway. Open the first
door on the right and you'll end up in another bedroom. There is another box of
ammo on the dresser. Examine the painting above the desk, and you'll find the
Chapter page entitled "The Gift of Forever".
-------------------------------------------------------------------------------
Chapter 4: The Gift of Forever - Karim
-------------------------------------------------------------------------------
Act 1: The Gift of Forever
```````````````````````````
As the chapter opens, you'll see Karim crossing the desert, then a flashback to
a conversation with the girl he's been lusting after. Then back to the desert.
Eventually, you'll find yourself in a temple of sorts. Seem familiar?
Check out the dead guy on the floor if you want to, then go down the ladder.
You'll find yourself in the same hallway Anthony ended up in the first time he
tried to go upstairs. Note that his statue has now been added to the
collection. Grab the Tome of Eternal Darkness, and you'll end up back in the
first room. Kill the zombies, then climb down the ladder again.
Run to the end of the hallway and kill the zombies. There is a statuette in the
middle of the room. Examine it, then pick it up. Go down the hallway to the
left and kill the transparent zombie to get a rune, then kill his minion and
climb the ladder.
Cross the room and step up to the yellow shield. Because you have the rune from
the zombie, it will disintegrate, and you can pass through. Climb down the
ladder and pick up the torch on the wall. Go down the twisted passageway and
kill the zombies in the next room. Pick up the Codex (Red path, Chattur'gha;
Green path, Ulyaoth; Blue path, Xel'lotath) and the Statuette.
Go back down the hallway and climb back up the ladder. When you get to the top,
try standing on one of the circular rugs on the floor. It will make a grinding
noise. Put one statuette on each rug and stand on the final one. The altar will
rise, releasing four red trappers. Sneak past them and walk over to the altar.
Examine it and ride down.
The next hallway has three bodies in it. The last one has a Tulwar in its back,
which you can take. Karim can now wield two Tulwars simultaneously. The man you
pulled it from will stand up. Act quickly to defeat him, and a bonethief will
leap out. Kill this as well, then move on to the next room.
Kill the two zombies and the bonethief that leaps out of one of them, then
examine the dead man to gain the "Recover" scroll. Leave through the door in
the corner. In the next room, you will be attacked by three blue zombies, so
cut off their heads and finish them to regain some sanity. At the end of the
hallway is another door. Go through it, and you will encounter a transparent
horror. Run behind it and hack away, and you'll get a ruin. Pick up the codex
where the beast was standing and go back up the ladder.
There is a Trapper lurking here, so sneak past and go to the shield at the
other end of the room. The rune from the horror will allow you to pass through.
You can go down the ladder. There is a niche in the wall with a codex. You
should now have all of the components of the Recover spell.
There is no way to reach the door on the left, so go right instead. Remember
this room from when you were controlling Pious? Pull the Ram Dao out of the
stone, and you will be surrounded by zombies. Equip the Ram Dao and enchant it,
and they should go down with only a few hits. After you defeat all of the
zombies, there will be another onslaught. Repeat the process until a
transparent zombie appears. Once you've defeated him and received the rune,
the door will spring open.
Go back through the door and up the ladder. Return to the room in which you
found the Recover Spell Scroll. Using the Rune that matches the color of the
rune on the door for alignment, cast the Enchant Item spell on your Ram Dao.
Stand in front of the door with the strange insignia and use your enchanted
broadsword to open it.
There are three more zombies in the next room. Once they are gone, move down
the hallway and climb the ladder. There are trappers crawling around here, so
move slowly into the center of the room and pick up the Ruby Effigy. Once you
have it, return to the ladder and climb down.
Further down the same passageway is a pile of rubble. Examine it to climb over,
but you will be in pitch darkness. You should hear a monster further down the
hallway, and sure enough, there's a horror just ahead. Aim for his heads, and
he'll fall. Finish him off, then climb down the ladder.
Act 2: The Shadow of Corruption
```````````````````````````````
Examine the hand-like structure in the center, then use the Tome of Eternal
Darkness on it to open the grating. Pick up the Tome, then walk out of the
room and into a hallway. As you try to walk down, a barrier will spring up and
you'll be assaulted by a few waves of zombies. Destroy them all, and you'll be
attacked by a horror. Hit him in the heads a few times, and he's history.
At the end of the hallway is a circular room. Upon the death of the beast, an
artifact will appear. If Pious took the blue one, this one is red. If Pious
took red, it's green. If green, it's blue. Take the artifact, and you'll get a
nice cutscene...
Welcome back to the Roivas mansion. Pick up the Gladius from its frame above
the fireplace and leave the library. Go through the door beside the table with
the telephone. Inside, there is a door with a wooden plaque. Enchant your
Gladius with the spell of the corresponding rune and open the door. Inside,
pick up the spice jar and open it to find the Chapter page entitled "The
Lurking Horror".
Act 3: The Preparations Begin
``````````````````````````````
After you open the jar, there will be another cutscene featuring our favorite
former Roman soldier. As it stands, the planets will soon be aligned and Pious
is about to say the final incantations. You'll have to hurry if you want to
finish the game before he does. As such, use the Chapter page you just picked
up.
-------------------------------------------------------------------------------
Chapter 5: The Lurking Horror - Dr. Maximillian Roivas
-------------------------------------------------------------------------------
Act 1: The Lurking Horror
`````````````````````````
As the chapter opens, there is a voice-over of Maximillian as he writes. When
he finishes speaking, he stands up. On the desk is some Flintlock Pistol
Ammunition, which you should pick up. That in hand, open the door and step out
into the hallway. Go through the door beside the room you just came out of, and
you'll find yourself in a bathroom. There is a bag of ammo here, but aside from
that, only the servant. Leave the room.
Run down towards the master bedroom. There is another bag of pistol ammo on the
table that holds the creepy bust that follows you around in Alex's time. Go
into the bedroom and examine the bedside table to get a letter, then read it in
your inventory. There is a codex on the mantelpiece to take, and a servant
scrubbing the floor. The servant won't talk, so just ignore him for now and
open the bathroom door. There is more ammo beside the bathtub, so pick that up,
then return to the hallway.
Open the second floor door and go downstairs. On the table that the carriage
clock will sit on 140 years later, pick up letter #2. Read it, then go to the
right side of the staircase. That symbol on the wall is a bit suspect... As is
the painting beside it of the foyer, since it shows a door there. Pick up the
ammo that lurks by the wall, then go into the dining room. Inside, pick up the
codex and go into the pantry, where you can will find a pump handle. Take it
and leave the room.
Go to the end of the hallway and through the double doors. Over the fireplace,
examine the picture that has four colored circles. An inscription beneath will
ask for the greatest enemy of a certain rune. Looking at the color of the rune
in question, you will see an arrow pointing in a clockwise direction. Move the
statue to the color that falls right before the one it asks about to open a
secret passage. Go in.
To the right of the fireplace is the "Reveal Invisible" Spell scroll, but you
don't have the Tome of Eternal Darkness just yet. Beside the scroll is a weapon
stand with a Sabre. Take and equip it. On the other side of the room, a pistol
is hanging on the wall. Pick it up. Finally, turn to the desk, and you will
find the Tome of Eternal Darkness. Take it. A transparent horror will appear in
the foyer, and a letter will slip out from between the pages of the book.
Go back downstairs via the secret passage, and you will be attacked by a
servant. Decapitate him and a bonethief will spring out. Defeat that and perform
an autopsy using B. You will then get a tutorial on such things from the game.
After you finish off the bonethief, step out of the room to begin the battle
with the transparent horror. As ever, attack the heads. You will get the final
rune of the Reveal Invisible Spell.
Go upstairs again and walk towards the stained glass window. Behind the podium
to the left, you should see something white. Search and you will find a sealed
envelope. As soon as you take it, kill the bonethief, then examine the
envelope. Open it to get letter #4 and the basement key. Read the letter, then
go downstairs. The game will focus on a transparent horror on the right side of
the foyer. Cross over to him and chop off his heads to receive another rune.
Act 2: Insanity Prevails
`````````````````````````
Back on the right side of the entrance hall, use your new rune as a Reveal
Invisible alignment to reveal a hidden door where the mysterious rune thing on
the wall was before. Use your basement key to unlock the door and go in. At
the bottom, defeat the two zombies and autopsy one of them, then pick up the
spell scroll at the edge of the fountain and the nearby codex. There is some
ammo in the corner beside the stairs. When you have picked everything up, use
your pump handle on the pump beside the well to empty it and go down the
ladder.
The first time you go down you will get a nice sanity effect, so try again,
and you will encounter a transparent zombie carrying a rune. You should now
be able to construct the Damage Field spell. Go down the stairs. If you look
over the edge of the balcony, you can see the city the third letter spoke of.
Continue down the stairs once the shield has been dispelled by the rune you
just picked up.
At the bottom, a guardian will appear. Follow and kill it. If you enchant your
dual flintlocks with the rune of his weakness, it will go faster. Try to avoid
the zombies he summons by running around them, and put some distance between
yourself and the minions after the boss fires off an attack. This will give you
time to reload, as you won't be getting pummeled on all sides. After that, you
see Max's fate...
As Alex, leave the library and go upstairs. Enter the master bedroom and walk
over to the dresser. There is no keyhole, but there is a triangle flanked by
rune symbols. Cast the Reveal Invisible spell with the counter-alignment of
the rune displayed (it's the same one you used to open the basement) and use
your dresser key in the keyhole that's revealed. Open the drawer to find a
Revolver and a new Chapter page, "A Journey into Darkness".
-------------------------------------------------------------------------------
Chapter 6: A Journey into Darkness - Edwin Lindsey
-------------------------------------------------------------------------------
Act 1: Corrosion of the Dead God
````````````````````````````````
You will see a short cutscene in which Pious and his god discuss the Mantorok,
that creepy red thing with lots of eyes from Chapter 2. When it's all over, use
the Chapter page to trigger the next act.
Act 2: A Journey into Darkness
```````````````````````````````
At the beginning, you will see Lindsey and another man stepping into the temple
from Chapter 2. Enjoy the ensuing gunfight. I am *definitely* catching strong
Roger Rabbit vibes from Augustine. Anyway, shoot the big evil-looking guardian.
Occasionally, a zombie will pop up. Just blow its head off. The shotgun is good
for this, being the traditional zombie-hunting weapon. Remember to finish them
off.
With all the enemies out of the way, examine the floor in the center. It's
coated with dust, so use your brush to clear that out of the way. Pick up the
bracelet that was lying beneath the layer of dust.
Go up to the statue that Ellia took the necklace from 833 years ago. It is
missing its bracelet. You just happen to have one of those, so use it to open
a door. You will end up in the room with the giant hand, so take the Tome of
Eternal Darkness. Once you've picked it up, try again to go into the door and
you will be in the sunset room. Kill the two zombies within, then go on to the
trapped hallway.
The traps are still active, but the lighting makes it a bit hard to see the
panels that trigger them. Not only that, there's a trapper in here. You have to
sneak around, avoiding the panels. If you trigger a trap, you can't run. Life
is tough like that. Halfway along the hallway, a pedestal holds a Metal
Bracelet. Pick it up.
Near the end of the hallway you'll find a corner shrouded with cobwebs. Use
your brush to clear them away and you will find a codex.
Go through the doorway to encounter a horror. He is surrounded by a damage
field, so you won't be able to hit him. Instead, pick up the Bronze Necklace
from the stand. In addition to blocking access to the beast, the field is also
preventing you from reaching the other necklace. Turn around and go back to the
room with the statue. Give her the necklace to open two more doors, then go
through the new door in the statue room to reach the sunrise room. Inside, a
silver bracelet sits on a pedestal, but you must provide an offering, or the
doors close. Take the Silver Bracelet and replace it with the metal one you
picked up earlier.
Go through the door to the left of the statue and avoid the trap panels. At the
end of the hallway, another cobweb conceals another codex, so brush it away and
go through the doorway to encounter some colored zombies and a transparent one.
Kill them off to get a new rune, then go through the doorway.
Avoid the traps, kill the zombie, and step into the alcove to find a cobweb
which hides the Dispel Magick Spell Scroll. Continue down the hallway until you
reach the room with the horror trapped within the damage field. Dispel the
field with the rune's counter-color and shoot the beast in the head a few times
with your shotgun. When he falls, you're free to take the Silver Necklace
behind him.
Act 3: In the Hands of Kali
```````````````````````````
Turn around and go back through the hallway you came from. Halfway along, a
statue appears to be missing some silver jewelry. Give it the necklace and
bracelet, and a passageway will open up across from it. Go through.
Kill the zombie directly inside the door and go down the stairs. On the
landing, a transparent zombie has a rune for you to steal, so beat him down
and take it. A guardian is waiting further down the stairs, so be careful.
Wait for him to spread his wings, then aim for the head. With him out of the
way, keep going down. At the bottom, a shield blocks further passage, but you
have the rune, so it's no real problem.
Go through the door. Take the passage to the left of the entrance and you will
encounter a statue of a guardian and a statue. In the corner of the room,
stand on the circular panel to cause the guardian to turn around. The statue
will lift its arm. Run forward and grab the bracelet before the guardian can
turn around again. When you're done, go through the door behind the guardian.
This hallway is full of poison traps. Run through as quickly as possible to
avoid losing too much health. At the other end, a zombie awaits you, so pick
him off, then dispel the danger field with its counter-rune. Go through the
doorway that you did not come in through and run along the hallway. Avoid the
crushing block traps. Halfway along, you will encounter a statue, but you do
not have a necklace yet, so ignore it for now.
In the next room, kill the mummies and cast a red dispel. Cross the hallway,
reload your shotgun, and go in. A Horror awaits you. Fill it with lead and cast
a blue dispel. In the corner, a cobweb hides a necklace. Take it and leave
through the other door and run to the end of the hallway. You should now be in
the guardian room. Take the next door to the poison trap hallway and cross
that. In the next room, there is a statue with a small basin beneath it. Use
your necklace in it and press the button. The acid will clean off the necklace.
Take the door to the right.
Act 4: Daughter of Light
`````````````````````````
At the midpoint of the hallway, the statue is awaiting her jewelry. Adorn the
statue with your finds to open a passageway across from her. Go through, run
down the stairs and kill the mummies and the beast, then continue on your way.
Go through the door at the bottom and turn right. Go through the door at the
end of the tunnel and you'll find a burning face. Kill off the zombies and
clean away the cobwebs to get another codex. Go through the door to the right.
Traps galore and a red zombie at the end. Then a whole roomful of red zombies
through the doorway. Knock off their heads and let them fight each other. When
they're gone, take the right doorway and go to the end of the hall. There are
three mummies for you in the next room, and one of them is transparent. Get his
rune and go through the shielded door. Take out the zombies and pick up the
"Summon Trapper" Spell Scroll from its perch on the edge of the fire thing in
the center of the room.
Head back through the door that you came in and go through the hallway to the
room at the other end. Keep backtracking. Eventually, you will reach the stairs
that took you down here. Go up them. At the top, head south then west. You
should be in the hallway that had the purple shield until you destroyed the
three damage fields. Avoid the traps and make your way to the center of the
corridor. Use the Summon Trapper spell.
Take your trapper in through the hole in the and have it cross the bridge. Step
onto the panel to open a doorway, then press start to return to controlling
Lindsey. Pick up the rune and defeat the Horror that bursts out of the wall,
then go into the room it came from to find the Mantorok Codex. Return to the
room in which the Summon Trapper Spell Scroll was found.
Go through the door to the right to find yourself in Mantorok's room. Pious
will stop to talk to you, but the statue in front of Mantorok will protect you.
Run behind the li'l bugger and into the room to find Ellia. Lindsey will take
the heart to Edward Roivas.
The game will cut to Alex back in the study. Go out into the library and look
for the book behind which the heart was hidden. It's on the second shelf from
the door to the hall. Examine it and look behind it to discover the Heart of
Mantorok.
Leave the library and go upstairs. Turn left at the end of the hallway, and you
will see the ghost of Maximillian go through the wall. Go up to the stained
glass window and dispel the damage field. Go through and pick up the Chapter
page.
-------------------------------------------------------------------------------
Chapter 7: Heresy! - Paul Luther
-------------------------------------------------------------------------------
Act 1: The Black Guardian
`````````````````````````
Pious will be seen summoning a large creature to guard the artifact room. When
he's gone and done that, the game returns to Alex. Use the Chapter page.
Act 2: Heresy!
```````````````
When the game begins, Paul will be speaking to a creepy looking monk. This is
actually the bishop. He'll tell you a little bit about the inquisition, then
you're on your own.
Act 3: A murder
```````````````
After the bishop finishes talking to you, go straight and open the double
doors. Run down the aisle and you will discover a dead monk. Looks like you're
stuck here, at least for the time being.
Act 4: Light within the Darkness
`````````````````````````````````
In the room, examine the painting and take the emerald. Watch the scene, then
leave through room through the door. Into the room of the funky hand with you.
Grab the Tome and leave. Go through the double doors into the chapel and run to
the front. There are some crossbow bolts sitting to the right of the altar, so
pick those up, then go through the door on the side of the piano. On your way,
pick up the torch in front of the window.
In this next room, open the chest to get a Crossbow. Examine the robes hanging
in the alcove to find the Podium key, then return to the previous room. Go up
to the podium and use your key to open the drawer and find a diary page. Read
it, then leave the chapel and go upstairs via the doorway across from the room
in which you were locked earlier. Go through the door and you will encounter
your first zombie. Kill him and cross the room to the next door. Climb up the
stairs and ring the bell to bring about the coming of the custodian.
Act 5: Conversation in the Bell Tower
`````````````````````````````````````
He will tell you a bit about what's going on, and hand you the Old Tower Key.
Go back downstairs and into the chapel. Turn right at the altar to get to the
door to the Old Tower and use your key to unlock it. Go in, and you will see
a bonethief in the process of acquiring its host. Shoot it and run out of the
room to reload.
Back as Paul, kill off the bonethief and run forward. Pick up the "Shield" Spell
Scroll on the altar. Anthony is running around in the Bishop's reception room,
but he's a bit hard to deal with at the moment, so cast shield and go upstairs
instead. The little evil guy will be deflected by your shield, leaving you free
to grab the sheet music from the bookshelf and the second diary page from the
desk.
Go back to the chapel and play the organ. Press the buttons from the sheet
music, and the tabernacle will open. Go over to it and take the Circle of Power
from within, then go down the stairs behind the altar. Take the first left and
go into the room, then examine the desk to get the Book of Reliquaries. There
are some crossbow bolts on the shelf. Once you have those, leave the room.
Continue down the hallway and pick up the mace beside the organ's mechanism.
The mace is faster than the crossbow, but don't equip it just yet. Grab the
bolts at the other end of the room and go into the door beside them. There is
a Trapper here, so be sure to sneak to avoid a trip to its dimension. Tap on
each of the barrels until you find the empty one, then turn its spigot to
reveal a secret passageway. Inside, you will find a transparent horror. Shoot
it, run out, reload, run back in. When he falls, you'll get a Sapphire.
Now that you have the mace, you should be able to deal with Anthony. Go to
the Bishop's room in the old tower and cast shield. Equip your mace and go in.
When he falls, you get the Ruby and the Two-Edged Sword. You should now have
all of the gemstones, so go downstairs and into the basement (the stairs are
behind the altar) and return to the secret room beyond the wine cellar.
At the end of the room, there is a podium. The horror was standing in front of
it when you walked in. Use your gemstones on it. Holy secret passageways,
Batman! Go down the stairs and kill the zombies, then open the door at the end
of the hall. When you've defeated the transparent zombie within, you can get a
rune. Go through the door in the northern section of the room, then head down
the stairs.
Go into the next room and you will see two horrors fighting. One will kill the
other, leaving you to deal with the victor. If you don't have shield cast
already, run out of the room and do that. Load your crossbow while you're at
it. It never hurts to start a fight with a projectile. Since it's easy, do the
run-out-reload-run-in-shoot thing. When the fight is over, grab the crossbow
bolts and examine that thing in the corner. Then open the door nearby and go
in. At the end of the hallway, you should be in the bishop's study.
Kill off the mummies and take the crossbow bolts from the bookshelf, then
examine the secret door behind the desk. Have Paul push it to open it. Kill off
the zombies that lurk within and go to the secret room at the end of the
hallway. Inside, there is a zombie and diary page #3. Read it, then check the
niche in the wall to find the codex. You can now power up your spells, which
you should do now.
Act 6: Suspicions Confirmed
```````````````````````````
Return to the bell tower. You now have sufficient evidence for the custodian.
Talk to him, and he'll give you a sacrificial knife. Remember that thing in the
basement that looked like the custodian? Go pay it a visit. At this point,
monsters are everywhere and there are trappers in the secret room beyond the
wine cellar, so tread carefully.
Act 7: Heresy Revealed
```````````````````````
Once you reach the custodian statue thing, use your sacrificial knife on it
to reveal a hidden door, then go in. Dispel the damage field using a 5 point
counter-rune spell. When you get to the end...
Act 8: The Black Guardian's Lair
`````````````````````````````````
Kill the bonethieves and leave the area. As you step out of the room, you will
see the bishop going into the room that was previously locked. Follow him in.
Go down all the stairs and hallways until you reach the final door. Remember
that cutscene at the beginning of the chapter? This room looks kinda familiar,
don't you think? As does the bishop, suddenly... So ends the chapter.
When you return to Alex, you will find a note from Edward. Read it. 88 keys,
eh? What do we know that has 88 keys? Musicians? Why, a piano, of course! Go to
the double doors at the end of the left side of the hallway. There's a piano in
there, so go play it. You've still got Paul's sheet music, so use that. Doing
so will net you the Chapter page entitled "The Forbidden City".
-------------------------------------------------------------------------------
Chapter 8: The Forbidden City - Roberto Bianchi
-------------------------------------------------------------------------------
Act 1: Flesh for the Pillar
```````````````````````````
If you looked at all the paintings in the secret study as Alex, you would've
seen one that depicted a pillar of corpses. This cutscene seems to be talking
about the beginning of that particular picture's focus. When it's all over,
have Alex use the Chapter Page.
Act 2: The Forbidden City
`````````````````````````
As a surveyor, your job is to look into all the rooms that are marked on the
map with an X. Which pretty much means you've gotta run around exploring the
place. From the first room, there is a tunnel leading out. Go through it and
climb up the ladder at the end. There's a worker running around up here, but
he has nothing interesting to say, so just climb down the ladder at the other
end.
You only have a torch right now, so run around the zombie at the bottom and
climb up the ladder at the end of the tunnel. Up there is your first surveyable
room, so have a look around. After you've assessed the structure, pick up the
Saif lying on a ledge and equip it. There are also some crossbow bolts lying
around the area.
You can climb back down and regain some sanity from the zombie, then go across
the room to the ladder on the opposite end. In one of the corners of the cell,
there is a lever that operates the gates. Pull it and defeat the red zombie
that comes out, then pull the lever within his cell. This will release two
mummies, which should be no problem for you. Their lever will open the other
two gates, so go up the ladder to the south (check your map for directions)
and pick up the crossbow bolts in front of you and the crossbow on the ledge
halfway across the room, then survey the room.
Go down the ladder beyond the crossbow to reach the chamber of the Tome of
Eternal Darkness. Take it and go down the ladder again. At the bottom, a worker
cowers. Talk to him, and he'll tell you that he heard the screams of his fellow
workers from down the hall. Sounds like trouble. Walk down the hall, of course.
Sneak, rather. There are trappers about. Climb up the ladder at the end and
take the "Summon Zombie" Spell Scroll from the center of the room. Watch out
for the enemies creeping around.
Cast a shield spell and climb down the ladder. You'll come face to face with a
beast. Kill him, then look around. There are a few dead workers lying on the
floor, and some bolts in front of the ladder. Walk in the direction of where
the beast was and open the door. As you step into the room, you will see an
interesting zombie death. Kill off the zombies, then go down the ladder. There
are trappers here, so tiptoe. One direction is blocked, so the correct door to go
through should be obvious.
When you walk in, you'll see a key sitting on a podium on the other side of a
pit of lava. Since there's no obvious way around it, check out the color on the
podium and cast a 5 point Reveal Invisible spell of the opposite color. Makes
a nice bridge, eh? Stroll across and get your key, then leave the room. Walk
back to the ladder, but be sure to pick up the Sapphire Effigy from the niche
in the wall on your way past.
There are some crossbow bolts sitting on a ledge, so pick them up and go into
the next room. Survey it, and the workers will mob you. Beat them down, but
beware of the bonethieves that will pop out. Just chop off everyone's head and
you'll be fine. When you're done, leave the room and go through the double
doors at the end of the hallway. You'll have to use your key to unlock them.
Go through and heal yourself, then run across the floor. It will shock you, but
you should make it across before you die. Heal once more, then enter the room.
Inside, a slave will tell you that worms ate his fellow workers. Go over to the
rope that is holding the bridge aloft and hit it with your sword to lower it,
then cross. When the worms pop up, hit them to make them leave. Survey the room
and pull the lever on the other side of the room, then to back the way you came
until you reach the screen where the zombie was splattered in the trap.
Act 3: Guardian of the Temple
`````````````````````````````
Slamming the trap once closed the gate, so wouldn't doing it again open it? We
don't want Roberto so suffer the same fate as Paul, so someone else will have
to trigger it. Now would be a good time to use your Summon Zombie spell, eh?
Have your zombie step onto the trap, and Roberto is free to go down the ladder.
Oh, and you might want to shield and heal before doing so. Run past the enemies
here, as they're a bit too hard to fight to make it worth it. When you reach
the end of the tunnel...
You'll end up with the Ruby Effigy and [Whatever Artifact Karim took in Chapter
4]. Survey the room, and you should get a message that says you have surveyed
all the rooms. If not, look at your map and go to whatever rooms still have an
X. Once you are done, head back to the room from the very beginning of the
chapter. As always, watch out for trappers.
Act 4: A Monument for All Time
```````````````````````````````
When you reach the room, you will see a short conversation with Roberto's
captors in which he tries to warn them of the bonethieves beneath the city. Then
you will see a line of the sort that is normally only present in Disney World,
and right at the front of it is that guy from the beginning cinema. Roberto's
task is complete.
Have Alex go survey the area in front of the painting of the Corpse Pillar to
find the next Chapter page, then use it to begin the next chapter.
-------------------------------------------------------------------------------
Chapter 9: A War to End All Wars - Peter Jacobs
-------------------------------------------------------------------------------
Act 1: Binding the Black Guardian
`````````````````````````````````
Before Alex uses the page, you'll get a nice cutscene in which one of the evil
monks from Amiens is telling Pious that the guardian wants flesh. I guess Paul
just wasn't good enough for him in his current state...
Act 2: A War to End All Wars
`````````````````````````````
As you gain control of Peter, you will see a brutally wounded man being dragged
in. Examine the table in front of you to get a soldier's letter and read it.
Run up to the altar where you found the first page from Andrew's diary while
controlling Paul. You will find a sealed envelope there, so pick it up and open
it to receive some soldier's orders, which you can read.
Leave the chapel and go to the main hallway. Turn right and go up the stairs
there. Go through the door on beyond the stairs and the one at the other end
of the hall and examine the crate beside the door to find the second soldier's
letter. Read it.
Go back downstairs. Standing in front of the door to the room in which Paul was
imprisoned is a very bored looking guard. Give him the orders, and he'll leave.
Go into the room and take the revolver from the bench, and the building will
take a hit, knocking out the power. Try to leave the room. You'll find yourself
in the hall of the Tomb of Eternal Darkness. Roberto's statue has been added to
the collection. Take the book, then leave the room.
There are bonethieves all over the place, but you have hardly any ammo, so try
to avoid them and run through the chapel. The guard in front of the basement
stairs behind the altar is dead, so go down and take a left. Go into the room
on the right. There is some rifle ammo on the shelf, so take that, then cross
the hallway to the other room. There is some Revolver ammunition on the desk
in here. Get that and leave.
Further down the hallway, you'll find the room with the organ mechanism. There
is rifle ammo on two of the crates here, so take it and go into the wine
cellar. There are two trappers in here, so walk quietly and go to the room to
the right of the entrance. There is a generator here, but turning it on does
nothing. Go look for the fuse box on the far wall.
There appears to be a missing fuse. You don't have a fuse. You just have a
penny. What possible use is there for a penny in this game, anyway? You don't
buy anything. Use your penny as a replacement fuse, then flip the lever on the
generator. Ah, power. Such a sweet thing. Grab the rifle ammunition on the
crate and leave the room. Cross over into the boiler room through the door on
the opposite side of the wine cellar. Inside is a boiler (go figure) and a hole
that would admit something about the size of a small dog. Turn the wheel on the
boiler and Summon a Trapper.
Take your Trapper through the hole in the wall and focus on the dead soldier
leaning against the door. Send him to the Trapper Dimension using A, then
return to Peter. Now that there's no dead guy blocking the door, you can open
it and go in to get a 7 Point Circle of Power. Take this opportunity to upgrade
all your spells using the Pargon Rune, then go back upstairs to the chapel. Go
right through the door on the side of the tabernacle. In the bishop's room, you
can pick up some ammunition and a torch. Go upstairs to find the Two-Edged
Sword, then return to the main chapel.
Check the altar for a rifle. We's agoin' bonethief huntin'. But first, go check
out the organ for some sheet music. Play it while you're there. Hm... the
music's a bit torn... It's missing a note. Never fear, for I remembered what it
was. A, B, Y, X, B, Y, A. You can thank me later. Head over to the tabernacle
and take the Door Handle within, then go back to the other side of the room and
head for the wall that should have a door. The one on the side with the organ.
Reveal the invisible with a 7 point spell of the opposite color of the wall's
symbol and use the door handle on the door to go in.
Take the ammunition from the various crates, then climb down the ladder. Before
you do so, explain this... The door is sealed with magick. Magick requires the
Tome of Eternal Darkness. The Tome of Eternal Darkness was in the hall, waiting
for you. How the heck did all those medical supplies get in there? I doubt the
person who put them there was in possession of the Tome.
Anyway, go down, go to the end of the hall, and open the door. Looks like it'll
be a tough fight. Kill everything inside and go through the door on the
opposite wall. Head downstairs and take the door at the bottom to find a horror
and some zombies, then go through the door to the sacrificial chamber. Avoid
the trappers that are creeping about and go to the table to get a Magickal
Elixir.
Go back to the previous room and take the other door to go to the Bishop's
study. On the stool, there is a letter for you to take and read, 'cause you're
such a nosy guy. When you're done, examine the bookshelf behind the desk and
push it out of the way to reveal a secret passage. Surprise, surprise. Go on in
and watch out for the trapper. At the end of the hallway is a door that leads
to the Binding Hall Key. Take it and go back to the hallway that once held the
coffin/statue thing of the custodian.
Use your new key on the door with the funny symbol to unlock it and go in. Run
past the zombies to the end of the hallway and open the door. Down the stairs,
you'll encounter a dead body. Some rifle ammo is stuffed in the niche beside
him. Grab that and keep going. The "Magickal Attack" Spell Scroll is framed at
the bottom of the stairs, so take that. Magickal Attack is VERY useful now, as
you're probably running fairly low on ammo. Go through the door and down the
corridor, then open the funky looking door there. You'll find yourself in
everyone's favorite room.
Act 3: Food for the Beast
`````````````````````````
If you took the blue path, the guardian has this nasty habit of hitting you
with balls that take away some of your magick energy in addition to your
health, so put that elixir you got earlier to use. Use it well. Not too well,
though. You'll need it to last you this entire fight. The red path will hit you
with red bolts that take away health. The balls are fairly easy to avoid, so
just run out of the way when they get fairly close to you. The green path has
green lightning that drains your sanity. Move your control stick to get free
from it. There are also green columns that drain your health and magick. Thanks
to psyguard for the information about the green path.
When the guardian is charging his little balls or lightning, run up close to
him and hit him with a 3 Point opposite rune Magickal Attack. He'll take
damage, but not too much. He'll keep hitting you, so go back and zap him again
when you get the chance. Keep your health up at this point, 'cause you can't
dodge the balls if you're dragging your feet.
After you've done this a few times, he'll move up the line that's keeping you
from escaping and start summoning zombies instead. This is a bit more difficult
to deal with. Make a damage field as close as you dare to go to the guardian,
and as he summons the third zombie, run in there and start casting a 7 Point
magickal attack of the opposite color. If timed right, it should hit him while
he's flashing, taking you up to phase 3.
The line has moved right up to the edge now, so it's all about stomping. Just
run back and forth in front of the boss and wait for him to pause. As soon as
he does, whip out your 5 Point magickal attack on him. Do this twice and he's
toast. Anyone else think Paul had a better ending?
Act 4: Memories That Haunt
```````````````````````````
69 years later, we see Peter still alive. Like Lindsey, he managed to live
through his ordeals. Unlike Lindsey, we don't get to see where his artifact
goes when it's out of his care.
Take Alex out of the study and into the main part of the library. Talk to the
maid to receive the basement key, then go out into the hall and unlock the
door. It's in the same place as it was in Chapter 5. Downstairs, there's a
shotgun hanging from the wall and some shells for it on the edge of the well
and the nearby shelf. There's some revolver ammo on a crate by the stairs.
Examine the fuse box and use your lucky penny in it, then trip the breaker.
You'll get a shot of the bathroom upstairs, so guess where we're going next?
This being the bathroom at the left end of the hall, as opposed to the one
connected to the master bedroom. Go in and check it out to find the second
page of Max's journal.
Look at the medicine cabinet hanging on the wall above the sink and open it up
to find your next Chapter page...
-------------------------------------------------------------------------------
Chapter 10: A Legacy of Darkness - Dr. Edward M. Roivas
-------------------------------------------------------------------------------
Act 1: Dark Servants
`````````````````````
As ever, the first cinema in the chapter features Pious. He is speaking with a
guardian, ordering it to kill the Roivas. He then speaks with his Ancient. In
a few more years, the planets will be aligned properly, so you don't have much
time left.
Act 2: A Legacy of Darkness
```````````````````````````
Instead of the usual chapter page voiceover, the chapter starts with Edward
talking about his family tree and its many interesting people, including a
man who has been committed. That would be Maximillian, of course.
Act 3: Echo of the Past
```````````````````````
Once you have control, examine the mantel and pick up the book. Check it in
the inventory to find the minute hand of a clock tucked between the pages. Go
to the back of the library to trigger an event with your favorite ancestor,
who will tell you to set the clock to 3:33. He will then disappear, leaving you
alone. Pick up the "Magick Pool" Spell Scroll from the chair, then have a look
at that there clock.
The clock is missing its hands. You have one of them, but you're still missing
the hour hand. Leave the room and go into the kitchen to find some .38 Revolver
Ammo on a shelf near the pantry, then leave the room and go into the room with
the piano. There is a Sabre mounted on the wall, so take that. When you're done
here, go upstairs. In the master bedroom, you can pick up some .38 revolver
ammo on the mantel and some shotgun shells on the dresser. Do so, then head
into the bathroom. Examine the bathtub.
Were you expecting something different? Leave the master bedroom and go down the
hall to the smaller bedroom. There are some shotgun and elephant gun shells on
the desk, and another family history journal to take lying nearby. Look between
the pages again to find the Hour Hand. The gun cabinet is locked, and you have
no key, so head back to the library for now.
Use both of your clock hands on the grandfather clock, then adjust the time to
be 3:33. When you get into the room, pick up the Revolver from the frame by
the door and the various types of ammunition in the corners. When you've
gathered it all, pick up the Tome of Eternal Darkness.
Act 4: The Legacy Unveiled
```````````````````````````
Step out of the room and prepare to do battle with the hired help. When you've
taken care of the maid, examine the broken vase to find the bottom half of the
basement key. As you step out into the hallway, you will see another servant
being assaulted somewhere in the house. If you don't, wander around until you
do.
Run to the master bedroom and pound on the beast. Don't hit the servant! Well,
I guess it's hard to miss him. Just don't kill him. When it's all over, he's
the one who's giving you the key to the family gun cabinet. Hurry up and run
back to the smaller bedroom and get the elephant gun out of the cabinet, then
hang around in the general area until the monster shows up. Naturally, he'll
appear right in front of the cabinet.
The rest of the servants don't give you anything especially exciting, so it's
OK if you kill them. If you decide to let them live, the second one will give
you some elephant gun ammo. The third time the monster shows up (in the
foyer), the servant will give you some shotgun shells and the monster will drop
the top half of the basement key. Take it and mix it with the bottom half in
your inventory, then enchant it to fix it. You can use your weakest enchant
item for this. No need to waste any more magickal energy than you have to.
When you've done this, unlock the basement door and go downstairs. You should
probably put up a shield first. Avoid the monster for now and go straight for
the thing on the well that's been recharging him each time he goes down. Attack
it until it breaks, then go after the monster. When he's done, pick up the ammo
lying all over the place and snag the double shotgun from its mounting place on
the wall.
Climb down the ladder in the well and run down the stairs. At the bottom, two
Horrors are guarding a gate. They might be a little tough to handle alone, so
you might want to use a spell to take care of them. When you're done here,
summon a horror and send it through the gate. Have it fight the horror inside
so you don't have to. If you want, you can have it try to go after the
guardian, but it will fall fairly quickly. Given that your summoned creatures
turn against you when you release them, this is actually a good thing. Go in
to face the Guardian.
Wait for him to fire off a blast, then get close enough to dispel his 5 point
damage shield with a 5 point dispel of the opposite color. Do it before he has
a chance to charge his next attack, then shoot him with your strongest gun in
double fire mode. Don't worry about the recoil on the elephant gun; you'll have
plenty of time to stand up and reload while he's floating around. Shoot him a
few more times and he'll fall, so finish him off and go into the room he was
guarding.
Inside, you will find three pedestals just like the ones that Pious found with
the artifacts. Walk past them and stand in the center of that ring-like
structure. Examine it. Hm... Remove the magick? Sounds like Dispel to me. Step
out of this colossal Circle of Power and head to the first of the stones
surrounding it. By first I mean the one directly to the left of the plinths.
Touch the field and step into the teleportation ring things.
Step up to the spire ahead of you and inscribe the Pargon rune. Run back to the
teleportation thing and you'll be greeted by two Horrors. If you're feeling
beefy, you can kill them. If not, just run past them to the stairs beyond.
Pull the lever on the other side and escape through the open doorway.
Moving clockwise, touch the next stone. This time, inscribe Redgormor. Watch
out for the Horror and Trappers in the next room and make good your escape. The
lever is straight ahead. You'll have to pass through the room from the previous
stone, too.
Keep touching stones. The next one is a Pargon. The monsters here don't appear
until you've flipped the lever, but they're there. Watch out. There's another
Pargon on the next one, and you get to choose the alignment after that. As with
all things, go with the one opposing Pious' choice. This one is guarded by a
Trapper, and the lever room has a Guardian. Just a friendly warning.
The next two runes are Pargons, then a Nethlek, then another Pargon. Inscribe
them all, fight your way through to the levers and the exits. As you inscribe
the final rune...
Act 5: Death Comes To Us All
`````````````````````````````
OK, let's get out of here. Get the heck out of here and return to the staircase
that got you down to the city. Climb the stairs until you reach the balcony,
then watch the cutscene. Ah, wonderful life. And we get to see how Edward died,
too. That's very reassuring.
Act 6: A Vision of Victory
```````````````````````````
Pious and his chosen Ancient discuss the balance of power and other such things
dealing with the whole plot and stuff. This story and more at 11. As the scene
returns to Alex, you'll find a hidden note from Edward. Read it.
Seems like we should be checking out the basement. Go on down and check the
stack to the left of the stairs to find a Pickax. Always useful. Especially
since it knocks down walls. I can think of a good wall to knock down, too. Go
to the second floor of the mansion.
Act 7: Maximillian's Dark Duty
```````````````````````````````
Remember the little scene were Max walked through the wall? The wallpaper is a
bit marred there, so go to that point and use your Pickax to break your way
through. As you can see, Max had some problems. Use a 7 point Dispel to get rid
of the Damage Field and go in to find a Stethoscope and a journal entry. Return
to the basement. Oh, and for the record, the mansion has monsters now.
Examine the safe. Now that you've got the stethoscope, you can use it to unlock
it. The combination is something like R59-L81-R47. Listen for the clicks and
stop right away, then open up. If you overshoot a number, you'll have to start
over. Employ your D-Pad for maximum precision. Take the items to add the
Essence of [insert Ancient that counters the one Pious chose here], a
Crankshaft, another letter, and the next Chapter page.
-------------------------------------------------------------------------------
Chapter 11: Ashes to Ashes - Michael Edwards
-------------------------------------------------------------------------------
Act 1: A Storm Rises
`````````````````````
Requisite Pious/Guardian thing. Nothing to see here. Move along, folks. Oh,
alright. You can watch. But only for a minute. We've got a world to save, after
all.
Act 2: Ashes to Ashes
`````````````````````
Mike is introduced to us as he fights fires at the end of the Gulf War. After
the explosion, he finds himself in an underground maze. Right in front of him
is the Corpse Pillar. Doesn't he seem a little less than shocked to see Roberto
there? Hm...
Anyway, you'll get whichever Essence Roberto took and any effigies you might
have gotten along the way, then you're free to go. Equip your Fire Ax and get
moving. There are a few zombies waiting at the bottom of the stairs behind you,
so kill them, then swing over to the right of the pillar and check out the dead
guy there to get an Assault Rifle, some 5.56 Rifle Ammunition, a Pistol, some
9mm Pistol Ammunition, and some Grenades.
Open the door beyond the corpse to find yourself face-to-face with a Reaper.
Lacking a Tome of Eternal Darkness, you might just want to run past and save
your health. You can still kill it if you want to, though. Climb down the
ladder at the end of the hallway.
Watch out for the zombies and Trappers at the bottom and head for the first
ladder. At the top, two more Reapers lurk. Beyond the ladder is a plinth with a
Gold Amulet on it. Take said Amulet and go back down the ladder you came from.
Keep going along the hallway until you reach another ladder, then climb up and
kill the zombies at the top. There is a Staff sitting on a dais in the center
of the room, so add it to your growing collection of stuff, then mix it with
the Gold Amulet in your inventory to form a Staff with Amulet. What a creative
name!
Climb back down the ladder and keep going until you reach the end of the
hallway. One more ladder awaits you here, so climb up. Nice clay model thing
going on there. Anyway, walk past to where the light is shining upon the dais
and jam that there Staff with Amulet into the hole.
Aim the staff at the leftmost reflective building to open up a panel. Do the
same with the one on the right, then aim for the center to open up a panel in
the floor. Try to climb down the ladder and you'll find yourself in the Hall of
Darkness. It's about time, eh? I could be Canadian, too!
Grab the Tome and you'll end up back in the room with the staff. Climb down the
ladder in front of you. Either sneak past or shoot the Trappers, then climb the
ladder at the other end of the room. This room holds two Horrors, but your
Assault Rifle set to automatic mode will make quick work of them. Climb down
the ladder at the other end of the room when you're done.
Go down the hall and turn left. At the end of this passage is a pit. Worms like
the ones Roberto had to deal with will spring out of the pit if you go near it.
It's all good, though. Everyone loves to kill things around here. With them out
of the way, cast a 5 point Dispel if you want the Green Effigy beside them. If
not, go up the ladder you passed going down the second part of the tunnel.
A Horror and a Zombie guard this next room, but again, the Assault Rifle will
make short work of both of them. When you're done, go down the ladder in the
center of the room. More monsters await you here, but nothing you can't handle.
Go through the door at the end of the hallway, use your pistol to take care of
the Trappers, and go through the door in the upper-left corner.
My, what a lot of zombies! When they're gone, head for the door beyond that
funny looking obelisk. This is the part where those Effigies you may or may not
have been collecting come into play. The obvious answer would be to do some
color matching, right? WRONG! Put 'em in the wrong order, and you'll have to
deal with a Horror. Well, take a look at those Effigies. Emerald's being
attacked. Sapphire's being driven mad. Ruby's just kneeling in respect. Put
Emerald in front of the Red Warrior, Sapphire in front of the Green Scholar,
and Ruby in front of the Blue Sorcerer.
Upon doing so, you'll see a sliding panel open to reveal a hidden staircase. Go
back a few rooms and take the stairs to find an Enchanted Gladius. Nice, eh?
Now, let's head back to that obelisk and look at it. There's a 3 point Circle
of Power, and above that, an Aretak rune. 3 points and creatures make for a
Summon Trapper, so summon one and send that obelisk to the Trapper Dimension.
With that out of the way, take Mike down the ladder and straight along the
hallway (watch out for the trappers), then go down the ladder. At the bottom,
you'll find a shrine holding the "Bind" Spell Scroll. It's the last one. Don't
you feel are warm and fuzzy and complete now? Turn around and walk past the
ladder.
As you leave the room, you'll see two Horrors and a shield appear. The Horrors
are making the shield, so you'll have to do something about them.
Unfortunately, that barrier blocks Magickal attack, so we'll have to use other
methods. How 'bout trying out that new spell? A 7 point opposite alignment
oughta do it. The Horrors will fight. Once one is dead, and the shield will be
destroyed. As one Horror is still standing, be sure to kill it. When you're
done, grab the Plastic Explosives. That rooms look rather familiar...
Climb back up the ladder behind you. Now, if you remember correctly, there was
a large door at the end of this hallway when you played as Roberto. So where is
it now? Use a 7 Point Reveal Invisible of the opposing color to see it, then
go in.
There's a dead body lying on the floor, and right beside him are some Detonator
Caps. Pick them up (more Worm room vibes), then cast Shield and tackle the
yellow floor. You'll end up in the room with the worms, as expected. Now, run
onto the bridge (gun down the worms if they're bothering you). Mix your Plastic
Explosives with the Detonator Caps to form a C4 Bomb.
A bomb in itself is relatively weak, so use a 7 point Enchant Item spell to
beef it up. This would be a good time to save. When you're ready, place the
bomb on the bridge and hightail it out of there. It's pretty dark now, and
there are new enemies. However, with a 3 minute timer, there's really no time
to fight. Put the Flashlight to good use.
Run down the hall with the yellow floor and go through the large doors through
which you came. Head for the door at the other end of the hallway. The first
door you came through is now blocked by rubble, but a door in the upper right
corner is now clear, so run through. Run down the hallway until you reach a
ladder. Go down the ladder at the other end of this room, and you'll see a
cutscene. Climb down. Run down this hallway and past the Horrors (or kill them
if you really want to) and go up the ladder at the end. Go through the double
doors at the end and climb up the ladder you'll find within to escape.
Act 3: Back to Civilization
```````````````````````````
As you can see, Michael has survived so far. He'll shunt off the Essence to
Edward, ending the chapter. You'll see a cutscene involving the planets, then
it's back to Alex.
-------------------------------------------------------------------------------
Finale: Gateway to Destiny - Alexandra Roivas
-------------------------------------------------------------------------------
Act 1: Gateway to Destiny
`````````````````````````
Let's go do something about that telescope. Go through the library and into the
door near the fireplace. The telescope is now emitting a thin beam of light,
just like Michael's staff puzzle.
Adjust the first mirror so that the beam is focused on the one on the wall
beside the door. From there, use that one to focus on the mirror on the wall in
front of you. This final one should be focused on the globe. Underneath, you
will see a cover slide away, revealing a hole in the ground.
Leave the library. As you do so, the doorbell will ring. A package will be left
on the ground in front of the front door. Go pick it up and open it to find the
final Essence, and if you got it as Michael, the Enchanted Gladius.
Head down to the basement and go through the door beside the well. Now that
you've moved the lid, go down the ladder. Run down the stairs and go into
En'gha. More of this yellow floor nonsense, and a Damage Field at the end of it
to cap it all off. Use a 7 point Dispel to get rid of it and go in.
Two of the plinths are still intact, but the final one is broken. On either
side of the Circle of Power is a Pedestal Fragment, so pick them up, mix them
in your inventory, and Enchant them to fix the top. When that's done, put it
onto the broken plinth to fix it.
Put all of your Essences onto the pedestals. When you do so, the giant Circle
of Power will light up like a Christmas tree. Now Alex gets to repeat Edward's
actions from all those years ago, except she's summoning Ancients. Yes, yes. I
feel your pain. Watch out for Trappers.
The first rune is a Pargon, but in order to escape, you'll have to cross a pit
of lava. A Reveal Invisible will show a slab covering it, so you're good to go.
Since we're summoning, the second rune is Aretak. After this is a Pargon. The
room following the Pargon holds another puzzle, this time involving beasties.
You have to summon one of each creature in the color that matches the monolith
depicting it and have it stand on the platform in front of the monolith. When
all are in place, you can leave.
The next rune is also a Pargon, and the room following it is a bit tricky. If
you step onto the floor, a worm will pop up, scaring the bejeezus outta poor
Alex. You'll have to sneak to the exit (it's at the bottom of your screen) to
maintain your sanity.
Inscribe the alignment that counters the Ancient Pious chose as your next rune,
and watch out for the Trappers in the following room. After you inscribe
another Pargon, you'll find yourself in a room full of invisible Trappers.
Reveal them, then shoot them and make your escape. The next room is also a
Pargon.
The room following this second Pargon holds three monoliths much like the one
the Vampire drew its power from. This time, you'll need to use a Magickal
Attack to destroy them. Attacking them directly will just cause a Horror to pop
out. Once they're gone, feel free to go.
The next rune to inscribe is a Tier. The room following has a yellow floor, and
the exit is blocked by a damage field. Dispel this and leave. The final tower
holds a Pargon, and the room following it holds three Horrors with a shield.
Just make like Mike did and Bind two of them. The exit is on the opposite end
of the room, but the path is broken, so you'll have to cross through the area
barricaded by their shield before you can go. Make your way back to the Circle
of Power and step towards the center.
Saving your game would be a good idea now, so do so when it asks if you want
to. Step into the circle of light, and you'll find yourself face to face with
Pious... That's some pretty snazzy animation work there...
Act 2: The Darkness Comes
`````````````````````````
When Pious approaches you, hit him. The Ancient's essence will reappear, so
target that now. Every time you hit it, it will disappear, and you'll be back
to fighting Pious. When it reappears, target the Ancient's essence again. Do
this three times, and you'll take control of Ellia.
Lead Ellia to the Tome of Eternal Darkness and take it. Hit the Ancient 3 times
as her, then Alex returns. Use Alex to hit both Pious and the Ancient one time,
and you will become Anthony. Repeat the steps to turn into Karim, then
Maximillian. After Karim, one of Alex's Ancients will be shown. From there, we
see Paul, Roberto, and more Ancient battling. Incidentally, Alex can probably
fit in a 3 point Recover while Pious chants an attack. It won't do much, but it
does soften the blow a bit.
After Roberto, the Essence will die. Use Alex to whale on Pious until he falls,
then watch his brutal demise. Unfortunately, one Ancient is as bad as any other
to the fate of the world. You'll have to do something about the one you just
summoned. Edward to the rescue! Have Edward select Bankorok to change Summon to
Bind. And so the game ends. Oh, and just because the guys on the ED message
board wanted it... *sex0rz up Alex*
===============================================================================
.:*~*:. < 6. FAQ > .:*~*:.
===============================================================================
General
-------------------------------------------------------------------------------
Q. I missed something in a previous chapter. Can I go back and get it?
``````````````````````````````````````````````````````````````````````
Nope. Once you finish a chapter, you're done with it, at least when playing
a regular game. When you unlock alternate modes by completing the game a few
times, you'll be able to skip around to chapters as you like.
Q. What's with the Tome of Eternal Darkness? How do all these people get it?
````````````````````````````````````````````````````````````````````````````
I dunno. It seems to be some sort of tool of the Ancients or something. It
travels through time and space to reach people, even though it seems to stay
in the same spot each time. Now, by some theories, there is more than one
Tome, but I'm of the belief that there's just one that jumps around. Maybe
it goes in chronological order; maybe it doesn't. For some, it is like
reading a story. For Alex, it's almost as if she's pulled into the story,
experiencing everything along with the character of that time period. This
is assumed because Alex loses sanity after each chapter, whereas Ellia, who
had been reading the Tome before her own chapter started, did not seem at
all shocked by the content.
Q. So why are there so many H.P. Lovecraft references?
``````````````````````````````````````````````````````
It's the basis of a good story. Someone used the ideas of Lovecraft's work
to make the story of Eternal Darkness, it seems. Lots of people say the Tome
itself is a complete rip-off of the Necronomicon, but since that's a
fictional work Lovecraft wrote about, it's up in the air. I've never
actually read anything by Lovecraft; this is all stuff I've gathered from
various discussions.
-------------------------------------------------------------------------------
Prelude
-------------------------------------------------------------------------------
Q. I tried to go upstairs, but the key broke! How do I get through?
```````````````````````````````````````````````````````````````````
You'll just have to go do something else for now. You can fix the key later.
Maybe you should check out the library...
Q. What's with the telescope? How do I solve that puzzle?
`````````````````````````````````````````````````````````
Patience, patience. All will be revealed in time. The telescope puzzle is
one of the last in the game. You'll know what to do with it when the time
comes.
Q. How do I start Chapter 1?
````````````````````````````
Find the Tome of Eternal Darkness in the secret study.
Q. Where's the secret study?
````````````````````````````
It leads off the library. Now, what *always* opens secret passageways? Tick-
tock, tick-tock, tick-tock...
-------------------------------------------------------------------------------
Chapter 1
-------------------------------------------------------------------------------
Q. Does the artifact I choose here matter?
``````````````````````````````````````````
Yea, just a bit... The entire game, from its difficulty to the enemies
you'll encounter, is based upon your choice here. Supposedly, Green is the
easiest path and Red is the hardest. Blue is nice and average.
Q. How do I start Chapter 2?
````````````````````````````
Pick up the Chapter page from the frame behind Alex in the study.
-------------------------------------------------------------------------------
Chapter 2
-------------------------------------------------------------------------------
Q. How do I get through the door that only opens partway?
`````````````````````````````````````````````````````````
Open it the rest of the way by solving a similar puzzle on the other side.
Use the necklace you picked up to replace the one you took from the statue
to open another hallway.
Q. How do I start Chapter 3?
````````````````````````````
In the study, there is a candle puzzle much like the ones found in the
temple from Chapter 2. Solve it to find a message tube.
-------------------------------------------------------------------------------
Chapter 3
-------------------------------------------------------------------------------
Q. How do I get the monks upstairs to go away?
``````````````````````````````````````````````
All the monks will leave if you give them good reason to. Prove to them that
there's evil afoot by opening the coffin downstairs, and they'll hightail it
outta there.
Q. Why won't that monk give me the Two-Edged Sword?
```````````````````````````````````````````````````
Were you mean to him? People don't like to share if you hit them...
Q. How do I start Chapter 4?
````````````````````````````
Go upstairs and into the small bedroom. Examine the picture above the desk
to find a hastily concealed Chapter page.
-------------------------------------------------------------------------------
Chapter 4
-------------------------------------------------------------------------------
Q. How do I open the door with the strange symbol on it?
````````````````````````````````````````````````````````
Once you have the Ram Dao, enchant it using the same color alignment as is
shown on the door, then use it on the inventory screen. Karim will jam it
into the slot.
Q. How do I start Chapter 5?
````````````````````````````
Enchant your Gladius and use it to unlock the pantry door in the dining
room, just like Karim just did with his Ram Dao.
-------------------------------------------------------------------------------
Chapter 5
-------------------------------------------------------------------------------
Q. How do I defeat that thing at the end of Chapter 5?
``````````````````````````````````````````````````````
Shoot it. Enchant your pistols first if you need to. You might want to put
up a Damage Field just in case you're mobbed by the zombies or whatever.
Q. How do I start Chapter 6?
````````````````````````````
Use the Reveal Invisible spell near the dresser to reveal the keyhole and
open it to find the Chapter page.
-------------------------------------------------------------------------------
Chapter 6
-------------------------------------------------------------------------------
Q. What's with all these little panels that you can press?
``````````````````````````````````````````````````````````
These panels disable the traps in the nearest hallway for a bit. Always
useful if you're running sorta low on health.
Q. Where can I find a small dog to go into that hole?
`````````````````````````````````````````````````````
You can't. You'll have to send something else in there that's about the
right size. Try summoning a Trapper...
Q. I missed the Mantorok Rune! Can I go back?
`````````````````````````````````````````````
Nope. Sorry. It's not really necessary to finish the game, so don't worry
about it too much.
Q. Where's the Mantorok Codex?
``````````````````````````````
It's in the same room as the button that revealed the Mantorok room. You can
go in after you finish off the Horror that burst out of the wall.
Q. How do I start Chapter 7?
````````````````````````````
Dispel the damage field by the stained glass window to get through.
-------------------------------------------------------------------------------
Chapter 7
-------------------------------------------------------------------------------
Q. OK, I give up. Where's the podium?
`````````````````````````````````````
Right in front of you. No, really. It's in the front of the church, where
someone would stand if they were speaking to a congregation. Not in the
center, just a little bit off to the side.
Q. Why didn't Anthony drop the Two-Edged Sword?
```````````````````````````````````````````````
If he doesn't have it, he can't drop it. If you didn't get it from the monk
in Chapter 3, Paul won't be able to get it. If you strike or kill the monk,
he won't give Anthony the sword.
Q. How do I start Chapter 8?
````````````````````````````
Try playing the piano...
-------------------------------------------------------------------------------