____       __                                         ___      
      /\  _`\    /\ \__                                     /\_ \     
      \ \ \_\_\  \ \ ,_\     __    _ __    ___       __     \//\ \    
       \ \  _\_   \ \ \/   /'__`\ /\`'__\/' _ `\   /'__`\     \ \ \   
        \ \ \_\ \  \ \ \_ /\  __/ \ \ \/ /\ \/\ \ /\ \L\.\_    \_\ \_ 
         \ \____/   \ \__\\ \____\ \ \_\ \ \_\ \_\\ \__/.\_\   /\____\
          \/___/     \/__/ \/____/  \/_/  \/_/\/_/ \/__/\/_/   \/____/
                                                                
                                                                
    ____                        __                                          
   /\  _`\                     /\ \                                         
   \ \ \/\ \     __      _ __  \ \ \/'\      ___       __     ____    ____  
    \ \ \ \ \  /'__`\   /\`'__\ \ \ , <    /' _ `\   /'__`\  /',__\  /',__\ 
     \ \ \_\ \/\ \L\.\_ \ \ \/   \ \ \\`\  /\ \/\ \ /\  __/ /\__, `\/\__, `\
      \ \____/\ \__/.\_\ \ \_\    \ \_\ \_\\ \_\ \_\\ \____\\/\____/\/\____/
       \/___/  \/__/\/_/  \/_/     \/_/\/_/ \/_/\/_/ \/____/ \/___/  \/___/ 

                         S A N I T Y' S   R E Q U I E M


                            *** FAQ/Walkthrough ***

                             By: Alex "Gamerman555"
                       E-mail contact: agamer@rogers.com
                                  Version 1.0


------------------------------------------------
|General Game/FAQ Information:                 |
------------------------------------------------
|Game: Eternal Darkness: Sanity's Requiem      |
|Platform: Nintendo Gamecube (GCN) (exclusive) |
|Genre: Action/Adventure/Horror                |
|Designer: Silicon Knights                     |
|Producer: Nintendo                            |
|Current FAQ Version: 1.0                      |
|FAQ Size: 1,010KB                             |
|Last Updated: April 10, 2007                  |
|Total Lines: 18087                            |
------------------------------------------------

Spoiler Warning:
Some parts of this guide will contain spoilers to the game's story. They are
scattered throughout the guide, however most spoilers are (obviously) found in
Chapter 7, the Walkthrough. I am deeply sorry if this document spoils anything
you wanted to find out by yourself. You have been warned... :)

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

--Table of Contents--

1. Introduction                                                       [#12331]

2. Welcome to Eternal Darkness                                        [#21882]
    -> Game Story                                                     [#21882a]
    -> Main Menu                                                      [#21882b]

3. Basics & Useful Information                                        [#82117]
    -> Controls                                                       [#82117a]
    -> Health, Magick, and Sanity Meters                              [#82117b]
    -> Combat                                                         [#82117c]
    -> Magick, Ruins, and Spells                                      [#82117d]

4. The Cast of Characters and Their Items                             [#9211]
    -> Alexandra Roivas                                               [#9211a]
    -> Pious Agustus                                                  [#9211b]
    -> Ellia                                                          [#9211c]
    -> Anthony                                                        [#9211d]
    -> Karim                                                          [#9211e]
    -> Dr. Maximillian Roivas                                         [#9211f]
    -> Dr. Edwin Lindsey                                              [#9211g]
    -> Paul Luther                                                    [#9211h]
    -> Roberto Bianchi                                                [#9211i]
    -> Peter Edwards                                                  [#9211j]
    -> Dr. Edward M. Roivas                                           [#9211k]
    -> Michael Edwards                                                [#9211l]

5. The Dark Residences                                                [#3911]
    -> Roivas Family Mansion, Rhode Island                            [#3911a]
    -> The Forbidden City, Persia/The Middle East                     [#3911b]
    -> Mantorok's Temple, Angkor Wat, Cambodia                        [#3911c]
    -> Oubile Cathedral, Amiens, France                               [#3911d]

6. Monsters and Enemies                                               [#4209]
    -> Basic Information Regarding Combat                             [#4209a]
    -> The Three Basic Steps To Fighting Enemies                      [#4209b]
    -> The Art Of Targeting                                           [#4209c]
    -> Finishing                                                      [#4209d]
    -> The Servants Of The Eternal Darkness                           [#4209e]
       -> Trapper                                                     [#4209f]
       -> The Trapper Dimension                                       [#4209g]
       -> Zombies                                                     [#4209h]
       -> Bonethief                                                   [#4209i]
       -> Horror                                                      [#4209j]
       -> Gatekeepers                                                 [#4209k]
       -> Greater Guardians                                           [#4209l]
       -> The Dead Bishop                                             [#4209m]
       -> Anthony's Corpse                                            [#4209n]
       -> Black Guardian                                              [#4209o]
       -> Vampire Beast                                               [#4209p]
       -> Pious Agustus                                               [#4209q]

7. Walkthrough                                                        [#5921]
       7.1 Prelude: The Call                                          [#5921a]
       7.2 A Death in the Family: Alex Roivas's Chapter               [#5921b]
       7.3 Chapter 1: The Chosen One - Pious's Chapter                [#5921c]
       7.4 Chapter 2: The Binding of the Corpse God - Ellia's Chapter [#5921d]
       7.5 Chapter 3: Suspicion of Conspiracy - Anthony's Chapter     [#5921e]
       7.6 Chapter 4: The Gift of Forever - Karim's Chapter           [#5921f]
       7.7 Chapter 5: The Lurking Horror - Max's Chapter              [#5921g]
       7.8 Chapter 6: A Journey Into Darkness - Lindsey's Chapter     [#5921h]
       7.9 Chapter 7: Heresy! - Paul's Chapter                        [#5921i]
       7.10 Chapter 8: The Forbidden City - Roberto's Chapter         [#5921j]
       7.11 Chapter 9: A War to End All Wars - Peter's Chapter        [#5921k]
       7.12 Chapter 10: A Legacy of Darkness - Edward's Chapter       [#5921l]
       7.13 Chapter 11: Ashes to Ashes - Michael's Chapter            [#5921m]
       7.14 The Darkness Comes - The Final Fight                      [#5921n]

8. Sanity Effects                                                     [#61189]

9. Timeline of Events                                                 [#72394]

10. Concluding Comments                                               [#00213]
    -> Updates of this Document                                       [#00213a]
    -> Legal and Copyright/Contact                                    [#00213b]
    -> Author/Contributor Credits                                     [#00213c]
    -> Conclusion                                                     [#00213d]




Note - Using text search: If you are looking to find a certain section of this
guide, please use the keywords above. Press CTRL+F (I believe this is
Command+F on a Mac) to bring up your browser's search function. For example,
if you are looking to find the Introduction, enter in #12331 in the box.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

                       ~-----------------------------~
                       |       1. Introduction       |
                       ~-----------------------------~
                                   [#12331]

   "Deep into that darkness peering, long I stood there wondering, fearing,
    Doubting"
      -Edgar Allan Poe

"The Raven" by Edgar Allan Poe is seemingly where this game all started, around
those haunting words at the beginning of the fifth stanza. Those haunting
words appear right when you turn the game on, before you enter the Silicon
Knights animation and the overall game animation. From seeing those words,
most are able to tell what the game will be about right away. Darkness,
wondering, fearing, and doubting. That really does sum the game up if you
had to in four words.

Eternal Darkness: Sanity's Requiem was released in June of 2002 for the
Nintendo Gamecube (GCN) by a Canadian company called Silicon Knights. The
game was originally supposed to be a final title for the Nintendo 64, however
some problems made Silicon Knights delay the game until a 2002 release. This
is why some of the graphics in the game don't seem close to Gamecube
standards, however the ridged graphics only make the game even better. The
unpolished feel of graphics adds a lot to the game in a form of eerie
atmosphere. You'll see what I mean when you start to play it!

Eternal Darkness was pretty popular at the first E3 where it was shown. There
was quite a bit of hype about it just before it came out, as well. The game
was hyped mainly because not only did it look good, but the major question
kept revolving around asking, "Will this horror game keep up to the standards
of the Resident Evil or Silent Hill series?" Upon the release of Eternal
Darkness, many would say that not only did it live to the hype, but it also
surpassed it.

Eternal Darkness takes the horror genre of video games into a bit of a
different view. Firstly, unlike Resident Evil (for example), it is not the
enemies who give you the greatest scare. The enemies aren't very scary at all,
in fact. What makes the great suspense in Eternal Darkness is the use of a
brand new system called a Sanity Meter. Every time an enemy spots you, you
will lose a bit of sanity. Of course, you can refill your sanity meter by
either using an item to replenish it, or by "finishing" off an enemy to kill
it (more of this will be explained later on). Sometimes, however, an enemy
will take away more Sanity than you can get back from it. When your Sanity
Meter starts to fall, your character will start to go.. well... insane. The
closer the Meter is to empty, the more crazy the game will act for you. When
your meter is near empty, everytime you walk though a new door, you never know
what will happen. The game has many Sanity effects (over 20), some much more
trickey and worse off for your character than others. They are put there to
simply confuse the hell out of you, which they will do when you play the game
for the first time. Aside from the Sanity Meter, the game is also VERY dark.
There isn't much lighting used in most places, and where there is lighting, it
is usually a dull yellow shade of light. This, plus the eerie musics and
sounds effects of the game really add up to quite an amazing experience.

What makes Eternal Darkness really shine (well.. shine might not be the best
word to use here.. but I can't think of anything else at the moment) is the
in depth story. During the course of 20 or so hours of gameplay, you will
travel over 2000 years into the past. The game starts out as you playing as a
Roman legion commander, Pious. You get to chose his fate, which ultimately
choses your own fate for the whole game. Again, more on this later. The story
is so in depth that many find it hard to understand. Of course, I will fully
disect the story in the walkthrough (hense the spoiler warning mentioned at
the start of this document) to make sure that you understand it. I have also
written another FAQ (available on Gamefaqs.com and several other sites) that
deals only with the diagnosis of the letters found in the game, as they are
VERY important to understand if you wish to fully understand the game story.

The game also houses some amazing gameplay. Eternal Darkness has a very good
camera (never does it glitch out, at least for me), and the fighting style is
rather unique. You are able to target four parts of each enemy: the head; the
right arm; the left arm; or the torso. When you select what part of the enemy
you wish to slash at (this all done in real time), you are able to slash away
at that part of the enemy. Eventually, that part will fall off. For example,
if you slay the head of an enemy, eventually after one of a few slashes, it
will fall off. Of course, since all of the enemies in this game are fully
supernatural, taking off the head of an enemy doesn't mean that they are dead.
*wink wink*

This FAQ/Walkthrough has everything you need in order to fully complete the
game, plus there is enough information in here to hopefully answer any
questions you may have regarding the story behind the game, or the game
itself. I have tried my best to supply all of the information that one will
need in order to complete this game. If, by any chance, you are left with
questions, spot a mistake in this FAQ, or have any comments, please be sure to
E-mail me. To find my contact information, please take a look at Section 11 of
this document (Concluding Comments) under the "E-Mail and Contacting" section.
I am more than welcome to receive questions, comments, or fixes to my guides,
including this one. Thanks very much for deciding to read this guide!

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

                 ~--------------------------------------------~
                 |       2. Welcome to Eternal Darkness       |
                 ~--------------------------------------------~
                                   [#21882]

Introduction:
This FAQ/Walkthrough will give you all of the information that you will need
in order to fully complete the game and understand the story behind it. You
will find full walkthroughs for the character chapters, detailed information
about the enemies you will meet (their biology, how to defeat them, etc), the
items found, and character bio's. Every single secret of Eternal Darkness is
exposed in this guide some way or another. The secrets of all the characters,
the items they use, the hidden locations of items, puzzles found during the
game, and definitions of the story and other pieces of information are all
located in this guide. One last time, I will mention that this guide contains
spoilers that may ruin your experience if you wish to find and understand
most of the game story by yourself. If you are stuck somewhere, but do not
wish to hear my explanation of the story, DO NOT READ THE "INTRODUCTION"
section of each new chapter. Right now, you are reading the introduction.
Notice the "Introduction:" located just above? When you see that, do not read
the text in here if you wish to view the story yourself. There will be a break
between the introduction and the next area in the section by three stars
(***) so you know what the spoiler area will be over.

You have been warned! If you ruin the game for yourself by looking at the
introduction, please don't complain to me! Thanks. :)!


                             |----------------|
                             |== Game Story ==|
                             |----------------|
                                  [#21882a]

---What's Behind The Eternal Darkness?---
The Eternal Darkness relates to four Ancients who are trying to tear down the
barrier that is preventing them from entering our universe and ending life
right in their path. These beings dislike humanity, and find it to be a
sick organism. The Ancients do not know the term or 'hate' or 'evil.' Although
we know that they are evil beings, to them they are doing what is right.

The Eternal Darkness begins in 32 B.C., after the Roman general Pious
Agustus is transformed into the Eternal Darkness' earth communicator. Pious
is controlled by the Ancient that he choose, and he will do whatever his
master wants. The Ancient turns Pious into a lifeless, yet immortal being.
Age no longer threats this being.

The Eternal Darkness ends in 2000 A.D. when Ms. Alexandra Roivas destroys
Pious, as well as summons an Ancient that destroys the Ancient that Pious
released into the world.

The Eternal Darkness has many servants that will do anything to get their
masters' wish complete. They will continue fighting right until the death,
and sometimes even after, to get their job done. The servants will take many
different forms in order to keep things away from any curious eye. They
may look like soldiers, religious leaders, mysterious beings, and of course,
creatures that don't look like humans at all. Some of them are humans who are
under their control, even though some of them don't know that they are
being controlled. Some enemies look like humans, but upon closer inspection,
you will find something very different...

The Eternal Darkness is everywhere. It can be in your best friends, your worst
enemies, the spider that is crawling on the ceiling above you: anywhere. Those
who oppose the Eternal Darkness are people like you and me: completely
ordinary people who are living out their normal daily lives until something
changes. Until they are lead, seemingly by destiny, to their ultimate fates.
These people will take the ultimate sacrifice to combat the Eternal Darkness,
even if they don't know what they are fighting. There is a will in these
people. They willingly, on the most part, give up their lives so that the
Ancients plans will fail. A few lost lives, afterall, are better than the loss
of an entire race. What makes the Eternal Darkness so horrible is that
humanity doesn't have a choice to make: they either fight the Darkness, or
they will die for sure.


---The Four Ancients---
In the universe of the Eternal Darkness, three beings who seem to act like
gods rule. These three beings are known as the Ancients: Ulyaoth, Chattur'gha,
and Xel'lotath. Like a game of rock-paper-scissors, they are all balanced to
each other. One Ancient is strong against another, however that Ancient is
weak to another. Like what paper does to rock, Ulyaoth does to Chattur'gha.

Each Ancient is represented by their own seperate colour: Ulyaoth is blue,
Chattur'gha is red, and Xel'lotath is green.

Ancients are not evil, nor are they good. In the universe of the Eternal
Darkness, these human conceps do not apply to them; they don't know what
evil and good is. At the beginning of the story, Pious Agustus will choose
one of three artifacts that he finds: upon chosing the artifact, he will
become a slave to that Ancient, and he will also work to free that Ancient
from their world and enter ours. The only way that this Ancient can be
stopped is for a mortal to summon the Ancient that opposes Pious's Ancient.
The Ancients wish to rule our universe, and they will destroy anything that
lies in it's path. Of course, humanity is something that will lie and fight
in their path, so they will do whatever they can to wipe the race out. To them,
the human race does not matter at all. The answer to defeating the Eternal
Darnkess lies within the Eternal Darkness itself: have the three ancients
destroy each other. That is the goal of humanity, and it's a goal that must
be met.

Then we come to the fourth Ancient, Mantorok. Mantorok is more powerful than
all of the other Ancients combined. At the same time, Mantorok isn't
vulnerable to any of the other Ancients. It is the supreme being of the
Eternal Darkness, however it does not want to rule anything. It is known to
humanity as the Great Ancient, and it is rather friendly towards humanity.
The Khmer tribe of Cambodia had once worshipped it as a fertility god, and in
return, Mantorok gave them beautiful weather and amazing crops.

Unfortunately, the power of Mantorok wasn't great enough to stop the Eternal
Darkness. Pious' first assignment from his Ancient was to bind Mantorok so that
it could not interfear with the Ancient's plans. Even after Mantorok was
binded and had become increadibly weak, the Great Ancient still worked hard to
keep the other three at bay. Even in its slow stage of dying, Mantorok still
seemed to be more powerful than all of the other Ancients. Mantorok may be
the only resource that humanity has left...



                              |---------------|
                              |== Main Menu ==|
                              |---------------|
                                  [#21882b]

By pressing the START button at any time during gameplay (while having full
control over a character), the Main Menu screen will appear. This menu screen
has the backdrop of the Tomb of Eternal Darkness. You can press the START of
B button to get out of this Main Menu at any time. You can use the L and R
buttons to scroll through the five different menu sub-screens. Pressing L
will rotate the menu to the left, whereas pressing R will rotate the menu
to the right. Let's go into a little bit more detail about each sub-menu.

---Inventory Menu---
You will probably be accessing this menu more than anything else through your
journey. The Inventory Menu is important because it allows you to examine,
use, and equip the items your character has collected in their quest. You may
also mix two items together to form one. For example, at one point you will
mix three pieces of a broken Urn into 1 full Urn. You are also able to check
your character's health (red meter), magick (blue meter), and sanity (green
meter) from this menu. The meters are located on the left of the page. You
are able to use the Control Stick to hilight an item, and you are able to
press the A button to select it. From there, you are able to chose the
following commands from a small list that appears:

Use: Causes your character to use the item or weapon you selected.

Equip: Causes your character to equip and use the weapon you have just selected.
A character is only able to carry 1 weapon at a time. Every time you wish to
change your weapon or carrying item, you must do so here.

Check: This will cause your character to examin the selected item. The
character will tell you more about the item. Checking will also allow you to
open items. It will also let you read Letters and Journal Pages found
throughout the game.

Mix: This will cause your character to use the mix function. When you press
this, you will be able to use the Control Stick to select another object or
item from your inventory and mix the two items together. If the second object
you selected doesn't mix with the first, the game will tell you so. Mix will
allow you to combine identical weapons so that they can be used at the same
time, reassemble broken items, and reload any weapon. (such as mixing ammo
together with a gun)

Mode: This isn't available with every item. In fact, it is really only
available for guns and other projectile weapons. Certain guns will have more
than one firing mode. The Mode function will allow you to change that firing
mode or determine ammunition type or how many bullets may be fired at one
press of a button.


---Map Menu---
The Map Menu displays all of the rooms that your character has been in so far
in their current chapter. Unlike other games, in Eternal Darkness you don't
need to find something in order to use a map for a level. It will appear
automatically here each time, as it is easy to get lost in some levels. You
are able to switch between floors viewed (only one floor is viewed at one
time) by pressing the X and Y buttons. You are able to zoom in and out of the
map by using the C Stick, and move the map around the screen while using the
Control Stick. The present position of your character is shown via the
yellow box around the room your occupy.


---Magick Menu---
This large menu will show you all of the Spells, Codices, and Runes that your
character has found. It will also show everything that previous character's
will have found when it comes to Spells, Codices, and Runes. If the current
character you are using does not have access to the Tomb of Eternal Darkness
(each character except for Pious and Ellia will find it during their quest),
then this menu will not be available. Here are a few options that are shown
on this menu:

Spell List: This relates to all of the spells that your character currently
knows. Spells are able to be cast from this submenu right after selecting it.
The start menu will automatically go away and the game will return, with your
character casting the spell. This is good if the spell you are casting isn't
on your quick assign buttons and you don't remember how to cast the certain
spell.

New Spell: This item will allow you to combine Runes into new Spells. Most
new spells will be created here, and upon creating them, you may be able to
use them right away.

Runes: This will be the place where all the Ruines and Codices will be placed
once you find them in the game. They will be placed here for reference while
wanting to create new spells.

Quick Spell: This is very, very handy. In this menu, you will be able to
assign commonly used spells to the Y button, or all four directions (up, down,
right, and left) of the Control Pad. You are able to have 5 different quick
spells. These work while you are in game only. Simply, for example, press Y
to activate a spell. This way you don't have to access the "Spell Menu" each
time you want to use a certain spell.


---Cinematic Menu---
The cutscenes in Eternal Darkness are one of the best hilights of the game.
In case you missed a cutscene by pressing Start of A during one of them, you
will be able to access all seen cutscenes from this menu. Note that only
cutscenes that you have found on your quest will be available. To completely
fill up this menu, you will have to complete the game. This is also helpful
if a hint was dropped in a certain cinematic and you don't remember it. At
the bottom of the screen, select the CINEMA option with the Control Stick and
press the A button and with the Control Stick choose the cinema that you wish
to see once again. While viewing a cinema, your current game will not be
affected, so you don't have to worry. You can press A during the cinema to
end it and appear back on the cinema screen.

In Max's chapter (and after), you will gain access to another submenu under
the Cinematic Menu section. This is the Autopsy option. Select this option
if you wish to view the dark autopsies that Max has preformed on certain
creatures. Only creatures that Max preformed autopsy's on will appear on this
menu. To get all of the autopsy's, you will have to complete the game 3 times
under each alignment. More on this later. The information gained from this
will often allow you to understand what part of an enemy you should hit in
order to defeat it faster.


---Options Menu---
Like every other game, Eternal Darkness has an Options menu. This will allow
you to examine and change game settings for Eternal Darkness (NOT those of
your TV set, those must be done some other way). There are four options at
the top of the screen. Some more information can be found on them here:

Controller: This will list what each button on the controller will do in
case you forget. This will also change the ruble feature on your controller.
If you wish to turn the feature off, simply select to turn it off. You can,
obviously, also turn it on this way.

Display: This will allow you to adjust the brightness of the game. Again,
NOTE THAT THIS DOES NOT CHANGE THE BRIGHTNESS SETTING ON YOUR TV. This only
chances the setting of the game itself. Some parts of the game are very dark,
and you will be able to light those areas up through this option. You are also
able to turn subtitles on or off during cinematics here. Finally, you are
able to choose the screen display size (16:9 or Standard, which is 4:3). Note
that 16:9 should only be used for widescreen TV sets.

Audio: Here, you are able to tell the game if you want sound to be outputted
to Mono, Sterio, or Surround. Of course, this game comes complete in Dolby
Digital II, meaning Surround Sound is the way you'll want to go for a full
eerie experience. You can also adjust the music, sound effect, and speech
volume here. Finally, you can play soundtrack music sequences found in the
game here.

Load/Save: THIS IS WHERE YOU SAVE YOUR GAME! ETERNAL DARKNESS DOES NOT SAVE
BY ITSELF! You are able to load or save your game from your Memory Card here.
If you are playing out one game, you can Save it here, and open up another
game file right away. Just be sure to save your current file first!


~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

                           ~-----------------------~
                           |       3. Basics       |
                           ~-----------------------~
                                    [#82117]

Introduction:
Unlike what the title says, this isn't section isn't really about the 'basics'
of the game. In fact, this is probably one of the most important sections in
this document, as here you will learn some tricks of the trade for the game.
You will learn about all of the very important features of the game. This
includes the controls of the game to the sanity feature. Be sure to fully
read this section if you are new to the game so missing any of the game
basics won't leave you in the dark!


                               |--------------|
                               |== Controls ==|
                               |--------------|
                                   [#82117a]

The amount of difficulty in learning the controls revolves around how well
you know the Gamecube Controller, especially the locations of the buttons.
Often, you will need fast reaction times, so you won't have time to look down
and try to find the button you are looking for. So, if you know the controller
quite well, then you will have next to no trouble in picking up the controller
and playing the game right away. Even if so, it is probably a good idea to
look over this section to get familiar with understand what which button does
what.


---Action Button---
The Action Button, like in so many other games on a Nintendo platform, is the
small little red button... the B Button (right under the A button). This
button performs a bunch of different things, with all of these things being
quite useful.

It's main purpose, at least in my books, is to 'Finish' an enemy. After you
have defeated an enemy, it will often fall to the ground. Most enemies won't
fade away after you kill them, however. You will be able to walk on top of
them. The screen will say press the B button to finish them. Do that, and your
character will often hack the enemy up. Not only is this fun as hell, it will
also allow some of your lost sanity to come back. There will be more on the
finishing move later on in this section of the walkthrough.

You are also able to use the B button to examine nearby items (for example,
when you walk near a picture, at the top right of the screen it may say to
press B to a description of the picture). You can use B to climb ladders and
to activate switches or levers.

During the game, you will notice that some characters will have certain
attributes to the Action Button that other characters do not have. For
example, Max uses B to perform an autopsy on a enemy before he finishes it.
Be sure to always take a look at the top right hand corner of a screen to
make sure that the description of the action that will take place when you
press B is the action that you really wish to perform. You don't want to make
any mistakes that will cost you later on.


===THE CONTROLS===
Be sure to read over all of the control listed below and get familiar with
them. If you ever forget any of them, you can access controls in the
Menu > Options Menu in the game, or by looking back to this section of the
walkthrough.

A Button (During gameplay):
- This will let you attack with the current selected weapon.

A Button (In a menu):
- This will allow you to select menu options

B Button (During gameplay):
- This will preform a specific action in relation to your character's
position in the game.

B Button (In a menu):
- This will undo a choice you made in the menu, or return you to the
previous menu. This will also make the menu dissapear and have you return to
control of your character.

Control Stick (During gameplay):
- This will move your character in all directions. The harder your press the
control stick down, the faster your character will move. Barely pressing it
will give you a slow tip-toe effect, while pressing it down all the way will
make your character jog.

Control Stick (In a menu):
- This will let you hilight a menu option and move around the menu.

Control Stick (On Map Menu):
- Zoom in and out while on the Map menu.

X Button [with the use of the Control Stick] (During gameplay):
- This will allow your character to move slowly and quietly, despite how hard
you press the control stick. Use this while around the Trapper enemies.

X and Y Buttons (On Map Menu):
- This will cycle up and down through the floor maps.

Y Button, Right Left Up and Down Control Pad (During gameplay):
- This will allow you to cast a Quick Spell which you assigned to one of
those buttons via the Magick Menu.

Start Button (Anytime):
- This will bring up or bring down the Main Menu. You can also skip some
cutscenes by pressing the Start button while they are playing.

L Button + Control Stick (During gameplay):
- This will allow you to do a full run. Can't use this for a long time, as you
character has a limited amount of stamina. As it runs down, your character
will stop running and need a breather. Annoying if you are right in the
middle of a battle. In other words, use this option carefully!

R Button (During gameplay):
- Target a part of an enemy, release and press it again to target a different
part of that enemy. You must release and press again very quickly before your
character loses the target.

R Button + Control Stick (During gameplay):
- This will allow you to target specific body parts of enemies. Press and hold
the R button to target a part of the enemy, then move the control stick around
to target different parts of the enemy. This is easier than releasing and
quickly pressing again to target different parts.

L and R Buttons (In a menu):
- This will let you cycle through the menu screens. L cycles to the left,
while R cycles to the right.

Z Button (During gameplay):
- This will reload the current equipped item. Much easier reloading this way
than going through the Menu screen to do so.

C Stick (On Map menu):
- This moves the map around.


                   |---------------------------------------|
                   |== Health, Magick, and Sanity Meters ==|
                   |---------------------------------------|
                                   [#82117b]

All characters in Eternal Darkness will have a Health meter, which is
represented by the RED meter. All characters except for Pious and Ellia will
have a Magick meter. Finally, all characters except for Pious will have a
Sanity meter. These meters can be found on the Inventory Menu under the
main pause menu in the game. They are located on the left side of the screen.
All meters will start full. Meters differ in size for each character.
Sometimes a health meter will be huge for a character, however their Sanity
meter will be small. Depends on the character's natural state. More on this
is found in the character section. When a meter starts to get low, it will
stay on the bottom left of the screen to warn you.

Some more information on each meter is located below:

Health Meter: This is the RED meter. When a character suffers any physical
damage from an enemy hit or atmospheric attack, their Health in the RED meter
will decrease. When this meter is completely gone, then your character will
die and you will continue from the last save point. There is nothing in the
game that will replenish your Health meter EXCEPT for certain items found
around each character's chapters (such as Ellia's chapter), as well as by
using a Chattur'gha aligned "Recover" spell. Once you have the ability to use
this spell, it is actually hard to die.

NOTE: If your Sanity meter ever reaches 0, then whenever a character spots you
your health will start to drain instead of Sanity.

Magick Meter: This is the BLUE meter. Each character except for Pious and
Ellia will have access to the Magick meter. This will ONLY appear for your
character once you have found the Tomb of Eternal Darkness in their chapter.
Every time you cast a spell, some of this meter will drain away. Depending on
the spell and the amount of power you use on it, the more Magick you will
deplete from your meter. As long as your character remains in motion, however,
the meter will always recharge itself. So, if you start to run low, simply
run in circles until it charges up. It charges pretty fast. Be sure you are
walking in a room with no enemies, however!

NOTE: You can use a Ulyaoth aligned Recover spell to recover lost Magick,
however the affect will cancel itself out. For the amount of Magick you lose
from casting this spell, you'll recover it when the spell works. Don't bother
doing this. Instead, use the way mentioned above.

Sanity Meter: This is the GREEN meter. Each character except for Pious will
have access to this meter. Nearly all enemies in the game will drain some
Sanity from this meter when they see you for the first time. Some enemies,
such as Zombies, will drain a small amount of Sanity, and no more. Other
enemies, such as Gatekeepers, will continue to slowly drain your Sanity away
until you kill them. In order to regain some Sanity, you must preform a
finishing move on the enemy you have taken down. The larger and more difficult
it is to kill an enemy (in other words, the more Sanity they will take off of
you), the more Sanity you will gain after you kill them. For example, killing
a Gatekeeper will often give you 1/4 - 1/2 of your Sanity back, wereas
finishing a Zombie will give you 1/10 or so back. For more information on
finishing an enemy, see the following section on Combat. If your Sanity Meter
does get completely depleted, you won't die. Instead, your character is
technically "insane." You will experience weird effects all the time, and
everytime an enemy spots you, they will drain your health instead. Be sure
to finsh off enemies all the time to keep this from happening!

NOTE: When the Sanity of a character get's low, you will start to experience
some weird effects as you play the game. These are called Sanity Effects. The
game has quite a few of them, and they really will start to trick you, even
after you have played the games a few times. Most of these effects won't cause
you much trouble and will give you the odd laugh, however some of them will
make you jump up to the roof. The effects happen when you first enter a room.
The lower your Sanity, the more common an effect will be.


                                 |------------|
                                 |== Combat ==|
                                 |------------|
                                    [#82117c]

Of course, your journey through the game will be comprised of not only solving
puzzles, but you must also defeat many different types of enemies. Some
enemies will only be found in one area, whereas others will be faced by every
character in the game (such as normal Mantorok Zombies). At pretty much any
time in the game when you encounter an enemy, your best bet is to finish them
off before they completely drain your sanity, or so you can regain any lost
sanity. 

The Combat system in Eternal Darkness is simple yet effective. When you first
spot an enemy, you can approach them and press A to swing your sword/fire a
gun/punch the enemy. This is one way to kill enemies, however it is one of
the worst possible ways to do so. Here's how you SHOULD combat enemies,
especially the stronger ones. Firstly, when you see an enemy, press and hold
the R button to target the enemy. You can use the Control Stick (while still
holding R down) to target a different part of the enemy. If you have a sword,
walk up to the enemy so you are far enough to hit them, yet they aren't able
to hit you (normally, the range of your weapons are greater than the range
of enemies). If you have a gun, you may stand back and fire from a distance.
While you target a specific body part, press A to fire your weapon or swing
your sword to attack that specific body part. Usually, a body part will fall
off after you hit it enough. When this happens, your character will
automatically target another spot. For most enemies, you may target both
arms/wings, the head, and the torso area. Do note that even after the head of
an enemy is blasted off, that doesn't mean it's dead!

Nearly every enemy will drain your Sanity (except for Trappers, or as you play
as Pious). Of course, some drain more than others. Some enemies will continue
to drain your Sanity meter until it is depleted, then they will focus on
draining health instead. If you are in a room with several enemies and one of
them is of the type that always drains Sanity, be SURE to take that enemy out
first. They are usually the stronger ones, anyway, so it would be a good idea
to take them out first regardless.

While on the topic of Sanity... how do you regain any lost Sanity? There are
3 ways to do so. Either "finish" an enemy, use a potion that will replenish
Sanity, or use the Recover Sanity spell. The way you will replenish Sanity
most often is by Finishing an enemy. Once you take down an enemy, that doesn't
mean that it is gone for good. Once you take down an enemy, it will fall to
the ground and lay limp for a while. This is your chance to walk on top of the
enemy. As you do this, in the top right corner of the screen you'll see a
"B Finish Him!" This means press the B button to fully kill the enemy. When
you do this, your character will slash away at the grounded enemy. This will
replenish some Sanity. The tougher the character was to take down, the more
Sanity you will regain. Enemies won't stay on the ground waiting for you to
finish them forever, though. After you take them down, they'll stay on the
ground for only about 15-30 seconds, so be quick!


---Basic Alignment Information---
Every enemy in Eternal Darkness will have a certain alignment in relation to
which Ancient they serve. I won't provide very much information about the
alignments here, as Chapter 6 ("The Tomb of Eternal Darkness") in this
FAQ will explain in more detail. Here, I will simply show the rock, paper,
scissors formation of the Alignments. Be SURE to remember what beats what:

- Creatures that have a red colour to them (under the Ancient of Chattur'gha)
are quite vulnerable to blue magick.

- Creatures that have a blue colour to them (under the Ancient of Ulyaoth) are
quite vulnerable to green magick.

- Creatures that have a green colour to them (under the Ancient of Xel'lotath)
are quite vulnerable to red magick.

- Creatures that have a purple color to them (under the Ancient of Mantorok)
are not very vulnerable to any particular magick.

NOTE: More information on Alignments can be found in the Magick, Ruins, and
Spells chapter (which is coming up next).


---Tricks to fighting the Darkness---
Here are a few tricks that you should remember when going into combat with a
certain enemy. They all apply to pretty much anyone and can apply to anytime
during the game, so be sure to read them and remember them!

1. Be sure to pay full attention to all cutscenes that you will find in the
game. Not only are these important for understanding the back story and the
plot, however they also give clues as to how to finish a level, unlock a
puzzle, or even to taking care of an enemy.

2. If you are stuck somewhere, backtrack and explore all of the rooms or
hallways at least two or three times. Since the game designers didn't want
to frustrate anyone, pretty much all important items or weapons are placed
in easy to find locations (such as in the middle of a room). Items that are
common, however, (such as ammo for guns) can be tucked away in tight, small,
and dark locations.

3. Exam everything in a room if the game gives you an option to do so (by
showing a "Press B to..." in the top right of the screen). Often, after a
character examins something such as a picture frame, they will find something
tucked inside of it or behind it. Or, the descriptions of your character
examining an object will give you clues on how to solve a puzzle or how to
find something important. Always search around!

4. Once you gain access to them, you should use the Health and Sanity Recover
Spells as often as possible (or as often as needed) in order to maintain your
Health and Sanity at a full meter. No point in having them low if they don't
need to be.

5. If you are low on Magick, just run around an empty room (one with no floor
traps!) for a while to regain your lost Magick. This is safter than having it
low and running into new rooms when you may need the use of a full Magick
meter.

6. If you enter a room and notice it is full of enemies, leave through the
exit you just came from. In Eternal Darkness, enemies DO NOT have the ability
to go from room to room. When you exit, you should equip any items or weapons
that you will need in order to clean the following room out of enemies. You
will also have time to cast any spells on your items or yourself that will
make your life easier in the previous room. The reason why you should do this
while enemies are approaching is that enemies CAN HIT YOU while you are
casting a spell. Some spells take a while to cast, so be sure you have enough
time!

7. Always make sure you reload your weapon or re-enchant your weapon before
you enter a new room. This will save you time and health!

8. In Pious' chapter, be sure to get the hang of targeting enemies body parts.
You should always get the hand of pressing up as soon as you hit R to target
an enemy, as pressing up will always target the head (which is the main weak
spot for nearly all enemies). Plus, when you cut off a head or cut off an
enemy's eyes, that will usually mean that they won't be able to chase you
around anymore, leaving you to take them down easily and safely.

9. While using large blade weapons (such as long swords), ALWAYS stay in the
centre of the hallway, corridor, or room. The reason as to why is simple: if
you are close to a wall while swinging your sword, it will hit the wall before
it will hit an enemy, which won't get you anywhere. After you hit a wall, a
character is often stunned for a quick second, giving an enemy a perfect
chance at attack. A good idea is to swing vertically. The game will
automatically swing horizontally (right to left) with any melee weapon UNLESS
you are manually targeting an enemy's head. While you target the head, even
after it has been chopped off, your character will always swing vertically
(top to bottom) while you press R and Up on the Control Stick.

10. Be sure to memorize what alignments beat other alignments (such as how
Red beats Green). You should always know what magick is used to combat the
colour of your foe. This will save you a LOT of time later in the game.

11. When you spot an enemy, don't run from it! Fight it out, even if you are
low on health. As you run from enemies, they will start to drain your Sanity
even more, which is NOT what you want if you have low health. Instead, be sure
to destroy every enemy that you come across, and be 100% SURE to use a
Finishing Move on each one you take down, even if you have full Sanity (as 
chopping those enemies up is always fun :)

12. All of the character's in the game have stamina. You can press L to have
your character run at any point of the game. However, just like real humans
and other animals, the characters in Eternal Darkness can't run forever.
Eventually, they will tire and need a moment to rest. In order to combat this,
switch between running and walking frequently. Some character's in the game
do have more stamina (you can often tell by their build.. for example Max is
overweight and quite unfit, so he has very little stamina (meaning he can't
run for a long while); whereas Michael is a firefighter and has a LOT of
stamina) than others, but will still have to rest eventually.

13. If at any point you get stuck in the game and don't want the walkthrough
part of this FAQ to spoil anything for you, be sure to use the Reveal
Invisible and Dispel Magick spells. These will often reveal some important
hidden messages, items, or areas (especially the Reveal Invisible spell in
the later chapters).

14. Finally, if you don't like weird things to happen to you, it may be a good
idea to view Chapter 9 of this Walkthrough ("Sanity Effects") to see what all
of the Sanity Effects in the game are so they don't trick you. Of course, this
will ruin a large portion of the game for you if you haven't played through
it yet!


                       |-------------------------------|
                       |== Magick, Ruins, and Spells ==|
                       |-------------------------------|
                                   [#82117d]

---The Tome of Eternal Darkness---
Believe it or not, the entire game story revolves around this: The Tome of
Eternal Darkness. This ancient, Magickal book is constructed primarily out of
human flesh and bone. Not only is it the most important item in the game as it
gives you the story as you progress through the game, but it also allows for
your character to use the special Magickal attacks. All characters in the game
- except for Pious - will have the Tome of Eternal Darkness in their
possession sometime or another during their life. The Tomb will seek out its
next owner. When the Tomb is ready for it's next owner, it will automatically
transport them to a rather awkward place called the Hall of the Tome of
Eternal Darkness. In this weird place, the person will pick up the book, which
will transport them back to where they were before they were originally
transported to the Hall. The Book also escapes the fates of all of its owners.

The Book will allow Alex Roivas, the game's main character, to start the
adventures (which are set up as Chapters) of other characters when she finds
the Tome's chapters that have been scattered all over the mansion. Once she
finds a chapter, she can have the book translate it for her. You, of course,
will play out all of the chapters that she is reading.

The book also links all of it's previous owners by sharing their memories with
the person who currently obtains the Tome. Each time Alex reads a new chapter,
the screen will flash certain flashbacks from previous chapters that Alex
has read. For example, once you get to Anthony's chapter and read it, the
screen will flash with memories from Pious' and Ellia's chapters.

The most important aspect of the Tome comes with it's collections of
inscribed Runes. Each time that a character finds a Rune and creates new
Spells, the book records these new spells in its pages. Each character who
possess the Tome will know the spells that previous owners had found. Do
note that the Tome will only reveal these spells to Alex after she has found
the Tome: you aren't able to cast every sing spell in the game as Alex finds
the Tome, even though she is its most recent owner.

The Tome is split up into several different sections. These include game saves,
game options, Magick pages, enemy pages, current inventory, and cutscenes.


---The Chapter Pages---
There are a total of 11 chapter pages located in the game (1 of them is found
in the Tome when Alex originally finds it, while the other 10 are found
throughout the mansion that Alex enherited). Each chapter page represents
the story of one of its previous owners, detailing their fight and struggle
against the Eternal Darkness. These chapter pages show the true heroism of
the souls that the Tome has chosen to fight the Darkness.

You may be asking the question, "Why are the Chapter pages hidden throughout
the mansion instead of all being within the book?" Well, at the beginning of
the game we see that Edward Roivas had been murdered. Now, he knew that because
he had fought against the Darkness, he was going to die soon. Because of this,
Edward decided to hide the pages throughout the mansion so that the dark
minions would not be able to find them, and also so that normal eyes wouldn't
be able to find them. He hid them for only Alex to find them, as he knew that
she would inherit his mansion. He knew that Alex would be able to continue
the fight against the Eternal Darkness after his murder.

Edward also decided to hide the Tome inside his grandfather's secret study.
Alex will stumble across the secret study (due to a little bit of 'haunting'
evidence) and find the Tome. She can use the Tome to read the chapter pages
from the past (as they are all written in a special code that only the Tome
can unlock). Edward has hidden the chapter pages in such a way that will test
Alex's abilities in using what she has learned in the previous chapter. For
example, a certain spell that you learn in Anthony's chapter will be used back
in Alex's chapter to find the next chapter page. Sound confusing? Well, it
really isn't, and you'll understand this better once we get into the
walkthrough.


---The Hall of the Tome of Eternal Darkness---
As mentioned before, the Tome is the one who chooses it's next owner. These
people will not know that they are the owner until they are chosen. They
could be randomly walking one day and all of the sudden be transported to
another dimension like area; this place is known as the Hall of the Tome of
Eternal Darkness.

You will know that you are being pulled into the Hall when the screen starts
to glimmer as if where you are is being filled up with water. In other words,
the screen gets heavily distorted. After a few moments of this effect, you
will start to hear screams coming from all around you. The pathway seems to
be made of brick blocks. If you look closely, however, you'll notice that they
are actually faces that are screaming without stop. These are the normal
victims (souls who never gained access to the Tomb) of the Eternal Darkness,
screaming from the pain that the Darkness has given them. Screaming from their
insanity.

On each side of the lone pathway you'll notice there are places for statues
(or there are already statues, depending how far you have gotten into the game)
of something. These statues will actually turn out to be sculptures of the
few who actually fought against the Eternal Darkness (such as Ellia and
Anthony). Interesting to see that Pious' statue has been cut from the torsoe
area and up, showing only his legs and bottom torsoe. Hmm... I wonder if that
relates to anything. For a hint: Look carefully while playing Pious' chapter
and try to remember what you cut down...

Anyway, at the end of the pathway there is a claw that is seemingly made out of
human bones. As you approach this claw, the claw will open up, refealing the
book in it's palm. You are then able to pick up the Tome once the game asks
you to do so. Once you pick it up, a series of flashbacks will appear. These
will show key events that have taken place in previous chapters before the
one you are currently playing. This will show your character what the Eternal
Darkness is doing. This doesn't affect the gameplay; it's put there only for
visual and story telling effect.

Once the flashbacks stop, the character will be where they were before they
were transported into the Hall. Nothing has changed with the character, however
they are now carrying the Tome. What does this mean? They can now use Magick
from the Tome, as well as using any spells that previous characters had
discovered. Of course, the character now has the responsibilities that the
book has put upon them, and this responsibility is to fight against the Eternal
Darkness. Obviously, this means fighting with your life and sanity.


---Magick---
I've been talking about it, but I haven't really explained what Magick is yet.
Magick is a special power that is directly drawn from the four Ancients. The
power that is being drawn relates to a certain Ancient. For example, if you
are drawing the reddish Magick, you are drawing power from the Ancient called
Chattur'gha. Each power has a weakness to another. Magick is used for several
differnt purposes. Servants of the Eternal Darkness, such as Zombies or
Gatekeepers, can be harmed by physical attacks such as swords or guns. Some
enemies, however, are seemingly made up of Magick, and therefore cannot be
harmed by normal physical weapons. There are also certain cercumstances in
the game in which you'll need to use Magick to have a certain task happen, such
as aligning a sword to a certain strand of Magick. Again, this may sound
confusing, however it'll make more sense later on.

Now, to understand Magick a bit better, it would be a good idea to explain how
Magick is used, and what Magick is used for. Over the rest of this chapter, I
will explain the various spells that you will learn over the course of the game
(such as which Runes are used to create them, as well as some extra background
information about each spell, such as when and why you will use it). I will
also explain how to create spells (by playing with the various Runes that you
find), what Runes are, and what Alignment Runes are. If you are new to the
game, then it would be best for you to continue reading and finishing this
chapter. If you don't, you'll be stuck in the game; I guarantee that.

First, let's talk about Magickal symbols.


---Sigils---
Sigils are fairly basic objects. They are magick symbols that have been
engraved into physical objects, such as doors or walls. They have a certain
colour, as well as a certain shape. The type of sigil tells you what sort of
magickal spell you must cast upon the object in order to get something to
happen. The object won't function until you break the sigial (for example, a
door with a sigil on it won't open until the sigil is broken).

So, let's say we have a sigil in the shape of a triangle (3 vertexis, aka 3
points) that is coloured red. This sigil is under the alignment of Chattur'gha
(which is red), and it has a power field of 3. In order to break this sigil,
you will need to cast a spell with a 3 points of power under the alignment
of Ulyaoth (which is blue), as Ulyaoth's alignment defeats Chattur'gha's
alignment. More on the alignments now...


---The Four Alignments---
Every single spell will be aligned to a certain Ancient. At the same time, each
creature will be aligned to a certain Ancient (creature's are the Ancient's
workers; they are placed into the real world to do the Ancient's dirty
business, as the Ancient's themselves cannot enter the real world, even though
their Magickal power can).

Determining a creature's certain alignment is relatively simple: examine its
basic colour. You can also determine the alignment of a cast spell by
examining it's colour. Creatures and spells that are red are aligned under
the red Ancient, Chattur'gha. Creatures and spells that are blue are aligned
under the blue Ancient, Ulyaoth. Creatures and spells that are green are
aligned under the green Ancient, Xel'lotath. Finally, creatures and spells that
are purple are aligned under the purple and all powerful Ancient, Mantorok.

Like a simple game of rock-paper-scissors, each Ancient opposes another
Ancient. A picture in the mansion foyer (during Alex's chapter) will show the
rock-paper-scissors formation. Since I can't show that image here, I'll
write it out:

~ Chattur'gha (red colour) opposes Xel'lotath (green colour).
~ Ulyaoth (blue colour) opposes Chattur'gha (red colour).
~ Xel'lotath (green colour) opposes Ulyaoth (blue colour).
~ Mantorok (purple colour) reigns above all the others. It does not fully
oppose any colour, and no colour fully opposes it.

So what does this all mean? Let's go back to the rock-paper-scissors example.
In the game of r-p-s, we all know (at least, I would hope you know) that
paper beats rock. Alternatively, rock beats scissors, and scissors beats
paper. As we saw on the small list above, red defeats green, green defeats
blue, and blue defeats red. Unlike in r-p-s (well, in the normal form of the
game), there is a wild card in play here. Mantorok, with the colour alignment
of purple, equally opposes all of the other Ancients, and no Ancient opposes
purple. So, purple defeats everything, whereas nothing defeats it.

We now see that certain alignments defeat other alignments. You are probably
starting to catch onto the picture now. Let's say you see a Zombie enemy up
ahead, and you notice that it is the colour blue (more information about the
various Zombies will be located in the enemies chapter which is chapter 6). 
Blue is weak against green. Let's say your only weapon was a sword. What you
should do here is align your weapon (using the Enhance Item spell) under
green. Since your sword is now aligned under Xel'lotath, you will have an
easier time defeating the blue enemy since blue is weak against green! If
this had been a red enemy, you should align your sword to blue, as blue
is strong against red. Of course, you could align your sword to purple, which
would cause the same amount of damage against any enemy. See, it isn't all that
hard!

Of course, alignments work with more than just enemies. Let's say up ahead you
see that an enemy casted a Damage Field spell (Damage Field is a force field
that no physical being can get through). Enemies will cast spells that are
the same colour that they are. So, if this was a red Zombie, it would cast a
red Damage Field. In order to take out the Zombie, you would have to take out
that Damage Field first. The only way that can be done is by casting a spell
called Dispel Magick. Since you are facing a force field under red alignment,
you would cast this Dispel Magick spell under the blue alignment. Since you
are casting a Dispel Magick under the alignment that opposes the force field,
the Dispel Magick will dispel the force field! This is the only way to get rid
of a Damage Field spell. We will obviously discuss spells in more detail
later on in the next section and walkthrough.

I highly suggest that you become familiar with this little table. It is
important to know what opposes what, as there will be certain times in the game
when you will have to react very quickly and assign the correct alignment to
the correct weapon/spell. Knowing the spells and weapons is one thing, but it
is also very important to know how to take down an enemy faster, even if it
is a normal Zombie, let alone a giant enemy such as a Horror. I say this
and I really mean this: knowing what beats what will be the difference
between life and death. Assigning the wrong alignment (such as enhancing your
sword under red while fighting a blue enemy) will make things worse. Hitting
a blue enemy with red shots does less damage than normal!


---Spell Pages in the Tome---
The Tome of Eternal Darkness is split up into a few different sections. One
of them relates to Magick. This page will only appear in the Tome (which is
accessed by pressing the Start button during the game) after your current
character has found the Tome (with the exception being Alex; although she
finds the Tome near the start of her adventure, you can still access a Start
menu to save and whatnot). Here we shall go over the various subheadings that
can be found under the Magick section while describing how to create new
Spells.

Spell List:
This is the first subheading under the Magick section (the subheadings are
located on the left side of the page). This section will contain a list of all
the spells that you have learned so far over the course of the game. You are
able to cast a spell from this list. To do so, select the certain spell with
the control stick, then select "cast." Then a little prompt will pop up asking
for you to choose the Circle of Power you wish to use (3, 5, or 7) and the
Alignment you wish to put on the spell. After you choose these options, the
Magick menu will automatically close and you'll return to the game, and your
character will automatically cast the spell! Remember to be out of harm's way
before you cast the spell, as enemies can still hit you while you are casting!

Quick Spell:
This is a handy little option that will let you assign different spells to a
few different buttons on your controller. These buttons are the four directions
on the Control Pad (yep, it's actually used in this game) and the Y button on
the Gamecube controller. If you wish to assign a spell to a Quick Spell button
(you can assign any of the game's spells to any button at any time - once you
have discovered them of course), choose the Spell from the Spell List while
under the Magick menu and then select Assign. Like the Spell List, you will
be prompted to enter the power of the spell (3, 5, or 7), as well as the
Alignment for the spell. This works exactly the same way as if you were casting
a spell from the Spell List, however this time the spell won't cast right
away. Instead, you'll have to press a button to cast.

Why bother doing this? Well, it is much easier to press a single button on
the controller than having to go through the Spell List each time you wish to
cast a spell. It would be best for you to assign the five most used Spells to
their own button on the controller, with the most used spell being placed on
the Y button (since it's easier to hit the Y button than one of the directions
on the Control Pad). Of course, you will have to change spells according to
the level you are playing on, as some characters use certain Spells more
often than others. You can always change what is assigned to a button by
simply assigning a new Spell to the certain button; it will automatically
cancel out the old Spell assigned to the certain button. A simple press of the
button will always cast the spell while you are right in the game. Saves a
bunch of time.

I highly suggest that you keep the following two Spells assigned to any button
during the whole course of the game: Enchant Item and Recover Health.
Obviously you may have to change the Alignment of these spells sometimes,
depending on your current situation.


Researching for New Spells:
The game will not through new Spells at you. Even if you have all of the Runes
and other necessary items for creating a new Spell, the Tome won't always
create it for you. A Spell will not appear in your Spell List until you have
done some researching for it, and you cannot cast a Spell until it is in the
Spell List. Although the game may tell you that there is a new Spell available,
you are the one who will have to create it. There are two different ways to
research Spells, one of them being an easy way, and another being a bit of a
more difficult way.

Using Scrolls:
Scrolls are scattered throughout the entire game. They are usually hidden
quite well (such as under rocks or in small coves), however they are very
important in the art of creating new Spells. Each time you discover a new
Scroll, the game will check to see if you have all of the components for the
Spell that is written on the Scroll. In other words, Scrolls will contain the
recipe for new Spells! If you don't have the certain components (such as you
haven't found the right Runes or Codices yet), then the Spell will not be
able to get put together until you have found them. More on the Runes and
Codices soon...

If you have all of the necessary Runes and Codices that are needed to create
the Spell that is shown on the Scroll, then the game will show you that a new
Spell has been found, and it will show you which Runes are being used to
create it (so you know for future reference). The Spell will then be added to
your Spell List, and you will then be able to use it!

If you have not found all of the right components yet, then the Spell on the
list will not be created until you have found all of the right materials. The
Spell will not be added to your Spell List until everything has been found.
However, the very moment you find the last missing component, the Tome will
identify them and you will be taught the new Spell right away. It will then be
added to your Spell List and you can use it at any time. Do note that Scrolls
are often found after you have the certain components needed for the certain
Spell's creation.

New Spell:
This is the second subheading under the Magick pages in the Tome. This is the
more difficult way of discovering new Spells, however it is a much faster way
than using the Scrolls. If you already know what is used to create a new Spell,
and if you have already found the right Runes and have identified them with
the certain Codices, then you will be able to create the spell in this section
before finding the Scroll! You are able to research new Spells all by yourself
here.

If you select the proper components of a spell and piece them together, then
you will automatically learn the Spell and it will be added to your Spell List.
If you used the wrong combo, then the game will tell you that this is not a
Spell and you will have to try again from start. The Spell will not have a name
until you fully identify it, however, with the certain Codices and Scroll. The
main reason why most people would use this way of finding new Spells is if
they missed a Scroll in a chapter that they finished (remember that once you
finish a certain character's chapter in the game, you cannot go back). For
example, if you created the Magick Pool Spell before everything that is used
under it is identified, then the Spell will be listed as Spell 11 on your
Spell List. The Spell still works, of course. If you wish, you can also place
this Spell on one of the Quick Spell buttons. The only thing that is different
here is that the Spell won't have a name until you find the Scroll, and of
course not knowing the proper title of the Spell will not effect its purpose.


Creating New Spells:
All Spells are made in exactly the same way. In other words, they are all
built using the same foundation; the only difference between Spell is the
bricks you use for the foundation. All Spells are made from using a Circle of
Power, an Alignment Rune, and two to six other Runes. You will need all of the
components for a Spell in order to create and cast it. Even if you have a
Scroll, you will not be able to discover and cast the Spell.

Here is some more information on the various components of creating spells.

Circles of Power:
Basically, these represent the power of the Spell that you are casting. A lot
of power isn't always the best thing, however, as the more power you put into
a spell, the longer it will take to cast. The weakest is a three-point Circle
of Power, which can be cast quickly and require a small amount of magickal
energy to cast. Seven-point circles, however, take much longer to cast and
will use up a lot more magick. All Spells will require a Circle of Power. You
will find these Circles of Power throughout your quest. There is a three, five,
and seven Circle of Power.

Runes:
These are magickal sigils that will give you the ability to cast Spells when
you possess the right combination of them. They will always take up the
majority of a spell recipe. Runes are always hidden within transparent
creatures that you must destroy in order to release the Rune from their
bodies. Here is a list of the various Runes:

Bantorok: "Protect"
Tier: "Summon"
Narokath: "Absorb"
Nethlek: "Dispel"
Antorbok: "Project"
Magormor: "Item"
Redgormor: "Area"
Aretak: "Creature"
Santak: "Self"
Pargon: "Power"

The names of the Runes give you a hint for what they will do. You will often
put two different Runes together. It's like taking two words, putting them
together, and then coming up with one word. For example, take a look at the
Tier (Summon) and Aretak (Creature) Runes. When you put those two words
together, what do you get? "Summon Creature!" Hmm... sounds interesting. When
using the New Spell feature, try to put two words together and see if it makes
sense! So far, we know that in order to create a new spell you'll need to use
a Circle of Power, at least 2 Runes, but there's something else...

Alignment Runes:
The last thing you need to create a Spell is to align it to one of the four
available alignments in Eternal Darkness. Each of these Runes shares its name
with one of the four Ancients from which it draws its power. These Runes will
determine the alignment of a Spell, and it will also determine the Spell's
strengths and weaknesses against enemies/other spells. Here is a list of the
various Alignment Runes:

Chattur'gha: This is used to cast Spells under the red alignment.
Ulyaoth: This is used to cast Spells under the blue alignment.
Xel'lotath: This is used to cast Spells under the green alignment.
Mantorok: This is used to cast Spells under the purple alignment.

So now it should make sense to you. In order to create a Spell, you must use
a Circle of Power to select the Spell's strength, then you use a minimum of 2
normal Runes to explain what the Spell will be about, then you will have to
use a Alignment Rune in order to select the Spell's alignment. Simple stuff!

So, here's a quick example. Let's go back to the example mentioned earlier that
put together Summon and Creature into the phrase "Summon Creature". Here is the
steps you would have:
1) Select a 3-point Circle of Power
2) Select the Tier and Aretak Runes
3) Select the Chattur'gha Alignment Rune

When you put all of these together, you will come up with a Summon Creature
Spell that has a power of 3, and the creature will be under the Chattur'gha
Alignment (so it would be red). This isn't a actual Spell; it's just a quick
example. The recipes for all of the actual in-game spells are available a
little later in this chapter. Before then, we must go over a few more
important things.


Codices:
These are pieces of flat stone that have sigil engravings on them. They look
to be quite old, back from the day when humans still carved things into stone,
however the Tome of Eternal Darkness can still read them. The sigil on the
Codex will correspond to a Rune that you have discovered or will discover. All
Codices are found in the same Chapter that has their corresponding Rune. Once
you have a Codex, you will automatically be able to idenfity the Rune that
corresponds to that certain Codex. You will also know the name of the Rune,
which can be a huge help when you are trying the New Spell option.

Codices don't play a major role in the game, especially if you have played the
game several times. Even if you don't have a Codex for a certain Rune, you can
still use that Rune for creating new Spells. The only thing that missing a
Codex will do is leave out the name for the Rune on the Runes List in the
Tome, as well as not having the Scrolls work (if the recipe for that certain
Scroll requires the currently unknown Rune). If you know what the Rune is,
however, then you can still use it.

Sometimes you will find a Codex before finding it's corresponding Rune. You
will be able to see the Codex under the Runes List on the Magick menu in the
Tome, however you CANNOT use the Codex in place of the Rune to create a Spell.
Codices don't have any sort of magickal power; they are only used to decipher
a Rune. Once you find the Rune for a Codex, you will no longer see the Codex
on the Runes list, as it will identify the Rune for you and then there will no
longer be any reason to see it on the list.


Using the Pargon Rune to Power Up Spells:
Firstly, you'll need access to the five or seven-point Circles of Power in
order to make this work. You will also need to have found the Pargon Rune,
which stands for Power. Once you gain access to a five and seven-point circle,
you will be able to power up all of your previous Spells. You can turn
three-point Spells into five-point Spells, and eventually even seven-point
Spells. This will make the Spells much stronger, however it will also take
longer to cast and it will also use more Magick power.

Powering up a Spell is easy, however the game will NOT do it by itself. The
game may teach you new Spells thanks to the Scrolls, however they will always
teach you the basic Spell (with a exceptions, such as the Spells that can only
be cause using a five or seven-point Spell), and the basic Spell only. First,
go to the New Spell menu from the Magick menu. From here, select a five or
seven-point Circle of Power and then select any Alignment Rune (it doesn't
matter which, considering when you first cast a Spell it will ask for your
Alignment anyway). Next, you will be asked to place two Runes that will
create a Spell. Again, let's use the Summon and Creature (Tier and Aretak)
Runes from the example before. Once we select those, we will simply add
Pargon Runes until the Spell is complete. This will create a new five or
seven-point version of the Spell. Here's a little way to visualize it:

Five-point Spell: Select a five-point Circle of Power. Then, an Alignment Rune,
two other Runes, and then two Pargon Runes.

Seven-point SPell: Select a seven-point Circle of Power. Then, an Alignment
Rune, two other Runes, and then four Pargon Runes.

Every three-point Spell in the game can be powered up to a five or seven-point
Spell. You must repeat this process for each of the three-point spells that
you have previously learned. It is important to note that there are three
Spells that cannot be changed. Those are the Summon Trapper, Zombie, and Horror
Spells. The Summon Trapper Spell can be created with a three-point Circle of
Power and only a three-point Circle of Power. It cannot be used with a
five-point Circle of Power. A five-point Circle of Power with the Summon
Creature Spell will summon a Zombie. A seven-point Circle of Power will
summon a Horror. Of course, once you have the Circle of Power and the right
Runes, you'll be able to create these other spells earlier than normal...


The Spells:
Here I'll give a full description of each of the 12 Spells in the game. Spells
are the results of the combinations of magickal components that will produce
effects that will always work in your favour... or at least one would hope.
In order to cast Spells, they must be in your Spell List on the Magick menu
in the Tome of Eternal Darkness. All Spells require a circle of power, two
Runes, and a Alignment Rune. See the previous section on "Runes" for more
information about this if you skipped over.

Enchant Item (Spell 1)
Circle of Power: 3, 5, or 7
Alignment: Chattur'gha, Ulyaoth, Xel'lotath, or Mantorok
Runes: Antorbok and Magormor (Pargon for higher Powers)

Information: You will probably use this Spell more than any other. It is the
             first Spell that you will learn. This will repair any item in
             your inventory that has broken. You can also use this Spell to
             Enchant any of your weapons to a certain Alignment, which will
             help make them more effective against certain enemies (trust me,
             you'll be doing this alot of times). Remember that attacking
             aligned creatures with the opposite alignment will inflict
             about twice the damage that the Enchanted version of the weapon
             eill enflict.


Recover (Spell 2)
Circle of Power: 3, 5, or 7
Alignment: Chattur'gha, Ulyaoth, Xel'lotath, or Mantorok
Runes: Narokath and Santak (Pargon for higher Powers)

Information: The colour of the Spell will determine what this will do. If you
             cast the Spell under Ulyaoth (blue), then you will recover your
             Magick meter. Note that the amount of Magick used for the spell
             and the amount recovered are pretty much the same amount, so don't
             bother recovering under Ulyaoth Alignment. If you cast the Spell
             under Xel'lotath (green), then you will recover some of your
             Sanity. Casting the spell under Chattur'gha (red) will allow you
             to recover Health. Finally, casting the spell under Mantorok
             (purple) will recover both Health and Sanity. I recommend that
             you cast the spell under Mantorok once you can. Casting it
             under a three or five-point Circle of Power is your best bet.
             Casting under a seven-point will usually take up nearly all of
             your Magick meter. Use it only if you are on the edge of death.


Reveal Invisible (Spell 3)
Circle of Power: 3, 5, or 7
Alignment: Chattur'gha, Ulyaoth, Xel'lotath, or Mantorok
Runes: Narokath and Redgormor (Pargon for higher Powers)

Information: This usefull Spell will make objects that are invisible, visible!
             The best part of the Reveal Invisible spell is if you cast it
             under the Mantorok Rune, which will make your character completely
             invisible to most enemies! The enemies which can still see you
             are discussed in Chapter 6.


Damage Field (Spell 4)
Circle of Power: 3, 5, or 7
Alignment: Chattur'gha, Ulyaoth, Xel'lotath, or Mantorok
Runes: Nethlek and Redgormor (Pargon for higher Powers)

Information: This useful attack will create a ring of Magickal energy around
             you. This powerful force field will stop any enemy from lunging
             at you. As soon as a monster touches the field, they will get
             damaged. This is best used if you are being surrounded by enemies
             and want to take them out quickly, or if you are surrounded and
             need to recharge any health. The Damage Field will stay active for
             several seconds to several minutes, depending on the Circle of
             Power that was used. Do note that enemies can still suck your
             Sanity even when you are behind the Damage Field. The only way a
             Damage Field can be undone is if (aside from it's time running
             out) an enemy casts a Dispel Magick attack of equal or higher
             power of the Damage Field you created. So, if you have a 5-point
             Damage Field, an enemy can take you down with a 5 or 7-point
             Damage Field while having the opposite Alignment of your Spell.


Dispel Magick (Spell 5)
Circle of Power: 3, 5, or 7
Alignment: Chattur'gha, Ulyaoth, Xel'lotath, or Mantorok
Runes: Nethlek and Redgormor (Pargon for higher Powers)

Information: You will be casting this attack quite often through the game. The
             Dispel Magick Spell will destroy any Damage Fields that certain
             enemies have created to hide behind. This is the only way for
             enemy Damage Fields to be taken down. Remember, you need to cast
             a Dispel Magick Spell of the same power (all enemies will have a
             5 or 7-point Damage Field around them) and the opposite Alignment
             in order to Dispel their field. Dispel Magick can also be used to
             destroy any sigils that you find on walls. Again, you need to
             cast the Spell in the opposing Alignment of the sigil while using
             the same or higher point power. Unlike enemies, some sigils are
             under 3-point power. Of course, the walkthrough of this guide will
             explain to you which Dispel Magick Spell you'll need to cast at
             the particular moment when you need to cast one.


Summon Trapper (Spell 6)
Circle of Power: 3
Alignment: Chattur'gha, Ulyaoth, or Xel'lotath
Runes: Tier and Aretak

Information: This is the first of three Summon Spells that you will be able to
             cast. Casting this Spell will allow you to summon a player
             controlled Trapper of the same alignment as the Alignment Rune
             that you used to cast this Spell. This summoned Trapper will have
             all of the abilities that normal Trappers have. It also has the
             same vulnerabilities. While controlling the Trapper, your Sanity
             meter will slowly drain. If you lose all of your Sanity, you will
             also lose control of the Trapper. If you lose control of the
             Trapper before destroying it, then it will attack you. The
             Trapper has only one attack, which is very effective. Press A
             while you are near a enemy of object, and the Trapper will send
             that enemy or object to the Trapper Dimension. Note that if an
             enemy spots your Trapper that is of another Alignment than your
             Trapper, then it will attack you. Be sure to destroy your Trapper
             before letting it go. After you use it's trap ability, the
             Trapper will automatically die. MAKE SURE NOT TO USE THE TRAP
             ABILITY WHEN THE TRAPPER IS NEAR YOU, AS IT WILL TRAP YOU TOO!
             You cannot cast a Mantorok Aligned Trapper.


Shield (Spell 7)
Circle of Power: 3, 5, or 7
Alignment: Chattur'gha, Ulyaoth, Xel'lotath, or Mantorok
Runes: Bankorok and Santak (Pargon for higher Powers)

Information: This will create a strong Magickal barrier that will act as a
             Shield. These will deflect any physical attacks coming from
             enemies. The Circle of Power used will relate to how strong the
             Shield is. Using a 3-power will make 3 small shield orbs circle
             around you. A 5-power will make 5 small shield obrs circle, and
             so on. The Shield is most effective if its Alignment is opposite
             to the enemy who is attacking you. If this is the case, it may
             take an enemy up to 7 hits to destroy a Shield. Do note that
             some enemies will be able to take out any power of Shield in one
             hit. More information on those enemies can be found in Chapter 6.


Summon Zombie (Spell 8)
Circle of Power: 5
Alignment: Chattur'gha, Ulyaoth, or Xel'lotath
Runes: Tier, Aretak, and 2 Pargon

Information: This is the second Spell that will allow you to summon a creature.
             This Spell works the same way as the Summon Trapper Spell,
             however 2 Pargon Runes must be added on to the Spell components.
             Again, the alignment of the Zombie will depend on the Alignment
             Rune that the player used to summon the Zombie. The type of Zombie
             you summon will have the exact same abilities and weaknesses that
             the normal Zombies you face will have. Like the Trapper Spell,
             while you are in control of the Zobie you will slowly lose Sanity.
             Once your Sanity is completely drained, you will lose control of
             the Zombie. When you are no longer in control of the Zombie, it
             will be able to attack you. Unlike a Trapper, a Zombie cannot
             suicide, and creating more enemies for you to fight is never a
             good idea, so use this Spell only when you have to (there are
             times in the game when it's necessary, of course these moments
             will be described in the Walkthrough).


Magickal Attack (Spell 9)
Circle of Power: 3, 5, or 7
Alignment: Chattur'gha, Ulyaoth, Xel'lotath, or Mantorok
Runes: Antorbok and Redgormor (Pargon for higher Powers)

Information: This is one of the most useful Spells that you'll learn in the
             game. Some enemies can be defeated quite easily with it, and one
             certain enemy can only be taken down with the Magickal Attack, so
             be sure to know how it works! This Spell will create a very
             powerful magickal wave that will damage all enemies in its path.
             It will work best against targets that are not moving, and targets
             that are in the opposite alignment of what the attack was cast in.
             Be sure to use the alignment that is superior to the alignment of
             the creature you are looking to defeat, or else this attack won't
             have a major impact.


Summon Horror (Spell 10)
Circle of Power: 7
Alignment: Chattur'gha, Ulyaoth, or Xel'lotath
Runes: Tier, Aretak, and 4 Pargon

Information: The only Spell that always requires a seven-point Power Circle is
             also the Spell that will summon the most fearsom normal creature
             in the game, a Horror. This works exactly the same way as the
             Summon Trapper and Zombie Spells do. Your Sanity will drop as you
             control the Horror. Once you have lost all your Sanity, the
             Horror will no longer be under you control and it can then attack
             you. While controlling the Horror, you can have it use its
             small Magickal Attack move, as well as crush foes with its
             strong arms. Like the Zombie, there is no reason to summon more
             foes for you to fight unless you must do so to get through a
             certain point in the game, so only use this Spell when you must.
             Also, a Horror will quickly drain your Sanity, so you must be
             quick with your task. The alignment of the Horror depends on the
             Alignment Rune that you use to cast the Spell.


Magick Pool (Spell 11)
Circle of Power: 3, 5, or 7
Alignment: Chattur'gha, Ulyaoth, Xel'lotath, or Mantorok
Runes: Tier and Redgormor (Pargon for higher Powers)

Information: Upon casting this Spell, you will have an infinate amount of
             Magickal power for a short amount of time (the higher the Circle
             of Power, the longer this will last). When the Spell ends,
             however, your Magick Meter will be completely depleted and must
             be recovered naturally. In other words, when this Spell is over,
             you won't be able to cast any more Spells for a little while.
             Use this Spell with caution, and only when you really need it.


Bind (Spell 12)
Circle of Power: N/A
Alignment: N/A
Runes: Bankorok and Aretak

Information: The final Spell that you will learn is also one of the most
             useful. The Bind Spell, when cast on a creature, will temporarily
             Bind them. In other words, the creature will become friendly
             to the caster and fight for you. It will fight any enemy that
             seeks to hurt you, and it will not attack you until the Spell
             runs out (which is quite a while). This Spell uses up a tonne of
             Magick from your meter, so use it only when you must. It is best
             to use this move if you are facing two Horror's of the same
             Alignment. Trust me, it will make the fight much easier, as one
             Horror will be taken down, and then you'll simply have to fight
             the lone standing Horror (which shouldn't be to hard, as the
             other Horror would have weakened it greatly). Of course, this
             Spell can be used on nearly any enemy.


Casting Spells:
So now you know what Spells are, how you create them, and what they can be
used for. When I haven't mentioned so far is how you actually cast the Spells
(at least not in great detail), so I'll do that here.

Once you have learned a Spell and IT IS IN YOUR SPELL LIST (unless a Spell is
in the list, you cannot cast it), you will be able to cast it. You can cast
Spells from the Spell Llist option on the Magick menu, or by assigning the
Spell to one of the Quick Spell buttons. After you cast the Spell by finishing
the various options to doing so (Alignment and Circle of Power), you must
STAND STILL. The moment you move, the Spell will break. So, as soon as you
cast a Spell, take your finger off the control stick. If an enemy hits you
while you are casting a Spell, the Spell will also break, since it counts as
movement. The Magick from the Magick Meter will still be depleted, and wasting
Magick is bad, so stay still. It is best to cast Spells in empty rooms or
hallways and not in areas where you are being attacked (especially for enemies
with long range attacks; if you are facing an enemy such as a Zombie, you may
have enough space between you and it to cast the spell, since they are so slow,
however if you are facing a Horror, they have their long range Magick attack
which will break your Spell once it hits you).

When you enter a new room for the first time, you may see some enemies. Take a
look at their Alignment (if they are aligned differently, they will attack
each other; wait for them to duke it out before attacking yourself), then walk
out of the room to the previous room (which I would imagine has no enemies
since you have just been there and should have taken them all out). In the
empty room, cast the appropriate Spells (such as Shields or Enchanting
weapons), then head back into the room with the enemies again. Since enemies
can't go through doors in this game, it is best to leave a good amount of
distance.


~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

            ~-------------------------------------------------------~
            |       4. The Cast of Characters and Their Items       |
            ~-------------------------------------------------------~
                                     [#9211]

Introduction:
You will control a total of 12 different characters throughout the game. It
is important to know each character's traits, their background (to add to the
game story), and, most importantly, the weapons/items that they will encounter
in their respected chapters. It is good to read each character bio, located in
this chapter, before continuing on with the certain character's chapter. You
will then be able to plan out when to use each item, and also how to use
each item. Read the character bio first, then use this the character
walkthrough (Walkthroughs are located later in this document) to get the most
out of this guide.

Do note that some of the character bio's contain Spoilers for their personal
bio, and that the weapons/items mentioned will also be spoilers. If you want
to get through this game by yourself, then stop reading here. Then again, if
you wern't stuck or didn't want extra information, then you wouldn't be reading
this, eh?!

Note that weapon and item lists are not done in any particular order.


---Alexandra Roivas---
[#9211a]

Biography:
Alex is the last surviving member of the long-running Roivas family. She is
a young woman (in her early 20's) with a nice, fit figure and bleached blonde
hair. Alex was raised by her grandfather, Dr. Edward M. Roivas, because her
parents were skilled when Alex was still quite young. At the beginning of the
game, Alex receives a call at 3:33 from Inspector Legrasse of the Rhode
Island Police. They state that there has been a accident at her grandfather's
mansion. Alex takes the night flight out of Seattle and heads to Rhode Island.
Once there, they inform Alex that her grandfather had been murdered. Despite
Mr. Legrasse promising Alex that they will try to find out what heppened, the
ever-impatient Alexandra decides to take things into her own hands and will
try to find out what happened herself. Because of her curious nature, Alex
finds herself in what is a 2,000 year war against the Eternal Darkness, and
she will continue what her family has done in the past.

Alex is the main character in Eternal Darkness. She is, what I like to call,
the overworld character. You will control Alex around the old Roivas mansion
while finding chapter pages. Once you finish a chapter, you will return to
Alex's chapter and have her find another chapter until you finally get to the
end of the game. Her story, more or less, begins and ends the Eternal Darkness,
and the game itself. As Alex reads the stories written on the chapter pages,
she will pick up the experience and abilities that were found in them.

Alex has a strong head, meaning she has a large Sanity Meter. Monsters won't
easily get to her. This could be because of her revenging attitude: these
monsters killed her family, and she won't let them kill her. Alex also has an
above average Magick Meter. She has an average amount of health, as her
slim posture and small body doesn't put up much of a barrier against attacks
brought to her. This is a good thing, however, as Alex won't see many enemies
during her chapter (except near the end). Her stache of weapons is more than
enough to take them down, however, as she will have swords, revolver's, and
giant shotguns to help her out. She may be small, but with weapons like these
she could take an elephant down... literally. She has average stamina.


Alex's Weapons:

Gladius
This ancient Roman weapon is a short but worthy sword. Because of its length,
it can be used in tight corridores as well as in wide open areas. The only
weakness is that, since it has small reach, you'll have to be close to enemies
to hit them. It also doesn't do an amazing amount of damage. You will find
the Gladius in the Secret Study of the Roivas Mansion; it's the first weapon
that Alex and you will find.


Enchanted Gladius
This weapon is the same as the Gladius, however there is one important
difference: it will stay enchanted forever. In other words, you don't have to
constantly cast the Enchant Spell in order to enchant this weapon. The weapon
is always enchanted in the magick that opposes Pious. So, if Pious works for
Chattur'gha (red), then this weapon will always be enchanged under Ulyaoth
(blue). Alex finds this weapon near the end of the game. Someone leaves it at
the front doorstep of the mansion, however they take off before she can see
who left it. This will happen after Michael's chapter. The enchantment will
constantly add to the power of the weapon, so once you pick it up always be
sure to use it when you can. This is really the only weapon you should use in
the final fight of the game.

What really makes the Enchanted Gladius stick out is its boomerang-like
function. To make up for it's short melee distance, Alex can target a enemy
from afar by pressing and holding R. As long as she is a few steps away from
the enemy (to far to hit them with a normal swing), Alex will throw the
Enchanted Gladius at the body part selected and it will always hit its target
(assuming it doesn't hit a wall or anything of that sort first). It will then
reappear in Alex's hand. Even though the Enchanted Gladius will reappear in
Alex's hand, it will still look like it's sticking in the enemy (with the
exception of Pious). This boomerang feature along with its great melee power
makes the Enchanted Gladius one of the most useful weapons in the game.


Model 37 Revolver
Like any normal Revolver weapon, this small handgun packs a nice little punch
(espeically when it is enchanted). It has a clip of 5 bullets (a "clip" is
the amount of bullets a gun can hold until it must be reloaded) and has fairly
good firepower. If you are a fan of FPS games (First Person Shooters), it won't
come as a surprise to you in knowing that it takes a while to reload this gun.
Revolvers must be reloaded bullet by bullet. Although that is only 5 bullets
per upload, it can feel like an eternity when a Zombie is clawing at you. It
is best to reload this weapon in rooms that are void of enemies, or if they
don't have any long range attacks and there's a good deal of space between
you and them. You can't move while reloading, so it could give enemies a free
hit on you. This model uses .38 Revolver Ammunition, which can be found in
small packets all around the mansion. There isn't infinate ammunition scattered
around, however, so use shots wisely and only when you need to. It's best to
use this weapon on long distance enemies; use your Gladius or Enchanted
Gladius as much as you can and save this for when you need it. This weapon is
found in the dresser drawer of the Master Bedroom in the Roivas Mansion.


Winchester Shotgun
Not only is this one of the most powerful guns in the game, but it is also
great at taking down tough enemies such as Greater Guardians in a few hits.
What makes this Shotgun useful is that it can be fairly useful at long range!
That's right, a Shotgun that can be used for long range and still pack a punch!
I would highly recommend you keep long range enemies at bay with the 37
Revolver and keep the Shotgun for enemies that are up close. A shot from this
baby can take out nearly any enemies in one or two blasts from up close,
however it may take 5 or 6 from afar. Be sure to target the torsoe area when
firing this gun at enemies, especially when up close. Don't bother wasting
shots on the arms or head. This gun will hold seven shells (7 shots in a row),
however it does take a while to reload as each shell has to be loaded one
by one. Reload this weapon only when it's safe to do so, such as in a room
that is void of enemies or in a room where all the enemies have no long
distance attacks and are far away from you. You cannot move while reloading,
however you can stop the reloading sequence if one gets too close. This
weapon uses Shotgun Shells which are found throughout the Mansion, however
they are more rare than the Revolver ammo, so use the Shotgun wisely and only
in times when you need to do so (such as when fighting Guardians, don't bother
wasting these valuable shots on normal Zombies). It is found in the
basement of the Rovias Mansion beside the well.


Alex's Items:

Tome of Eternal Darkness
The most important and used item in the game is this. Alex will find it right
at the beginning of the game inside the Secret Study. As soon as Alex reads it,
Pious' chapter, "The Chosen One," begins. Once Alex finds the Tome on the desk,
she'll carry it around for the rest of the game. With it, she can use Magick
Spells when she learns them. Every character except Pious and Ellia will
find, carry, and use the Tome.

Second Floor Key
Alex will have this small key right at the beginning of the game. 
As the name states, it is
used to unlock the two double doors at the top of the stairs in the main
foyer which gives you access to the second floor of the Mansion. They key is
old from age and use, however, and when you try using it on the door for the
first time it will break in two pieces. Alex will retain these two pieces in
hope of being able to fix them later. You will not be able to repair this key
until you learn the Enchant Item Spell (which will repair broken items). Once
she fixes the key, it will become one piece again and it can be used to open
the doors. They key will not break again after this. Until she fixes they
key, Alex will not be able to explore the second floor of the Mansion.


Chapter Page #1 - "The Binding of the Corpse God"
This is the first chapter page that Alex will find. It is located inside her
grandfather's Secret Study, hung up on a wall behind the main desk. Alex can
pick it up as soon as she enters the room, however she cannot read it as it
is written in a code. Once she first reads the Tome of Eternal Darkness and
learns about Pious, she will be able to decipher this page. In order to
have the Tome decipher this page for you, you must select it from your Item
Inventory and select the Use option. This will begin Ellia's Chapter.

Note: Pious's chapter does not have a chapter page that you will find in the
Mansion. It is located inside of the Tome when Alex first reads it. In other
words, when you first have Alex read the Tome, Pious's chapter will start
right away.

Note: Once you read a chapter page, you will not be able to read it again.


Message Tube/Chapter Page #2 - "Suspicions of Conspiracy"
This page can be found after Alex reads and finishes Ellia's chapter in the
Tome. Alex will first find the Message Tube inside of the Secret Study after
she ignites and distinguishes the correct candles in the small candle puzzle
(comes from Ellia's chapter) on the table to the right of the main desk. Once
she cracks the puzzle (obviously available in the walkthrough later on), the
bottom of the table will open up and she will find the Message Tube. After
selecting it from the Inventory Menu and using the item, she will find the
second chapter page inside. This will start Anthony's chapter after Alex
uses the item. Alex will discard the Message Tube once the chapter page is
taken out as there is no longer a use for it.


Chapter Page #3 - "The Gift of Forever"
This chapter page can be found in the guest bedroom on the second floor of
the Roivas Mansion (meaning you must Enchant the Second Floor Key and unlock
the double doors from the main Foyer). It is hidden behind the picture to
the right of the bed on the opposite wall. Using it will begin Karim's tough
chapter.


Spice Jar/Chapter Page #4 - "The Lurking Horror"
Once Karim's chapter is finished, Alex will be able to unlock the pantry in
the kitchen of the Mansion (located on the first floor). Inside the pantry
Alex will find a Spice Jar on the shelf. Pick it up and use the item (this
means having Alex open the Spice Jar), and inside she will find the fourth
chapter page. She will discard the Spide Jar after she takes the chapter page
out. Using this chapter page will start Max's chapter.


Chapter Page #5 - "A Journey Into Darkness"
This chapter can be found once you finish Max's chapter. It can be found in
the dresser drawer of the Master Bedroom. You must have found the Desser Key
(located ontop of the clock in the Main Foyer) in order to open this. Inside,
Alex will find the page that will start Lindsey's chapter.


Chapter Page #6 - "Hersy!"
Alex will find this page on the small balcony on the other side of the stainned
glass window that is located at the far end of the second floor hallway. Alex
will only be able to get onto this small balcony once she finishes reading
Lindsey's chapter. Until then, the glass here won't 'break down.' Once she
picks up the page, she will be able to start Paul's chapter.


Chapter Page #7 - "The Forbidden City"
After Alex finishes reading about Paul, she will be able to play the piano
in the living room located on the main floor. After she plays a certain piece
on the Piano (the piece is found in Paul's chapter... remember that). Once
Alex successfully plays the right Piano piece, the top of the grand piano will
open which reveals another chapter page. Using this one will gain you acess
to Roberto's chapter.


Chapter Page #8 - "A War To End All Wars"
This well hidden page is found in the Secret Study after Roberto's chapter
has been completed. Here, she will be able to examine some falling rock (the
same way Roberto did in his chapter) coming from the ceiling. This falling rock
is near the painting of the human bodies stacked upon one another (kind of
interesting it would be near that, eh?), but it's hard to miss anyway. After
Alex finishes surveying the spot, she will find chapter page #8. Using this
will start Peter's chapter.


Chapter Page #9 - "A Legacy of Darkness"
Alex will find this chapter page in the Mansion bathroom. This one can be found
inside the medicine cabinet over the sink. Using this item will start Edward's
chapter.


Chapter Page #10 - "Ashes to Ashes"
The final chapter page is found inside the vault in the Basement of the
Roivas Mansion. Once she successfully unlocks the vault, it will open revealing
some items, one of them being the final chapter page in the game. Once you
use this item it will start Michael's chapter.

Note: After you finish Michael's chapter, you will find no more chapter pages
in the Mansion. Once his chapter is done, all that is left to do is finish
the game with Alex.


Basement Key
This key can be found once you finish Peter's chapter (chapter page #8). As
you leave the Secret Study, Alex will see the ghost of an old maid who was
killed in that very spot in the main hallway in the library. She will vanish
away, however she will also leave the Basement Key on the ground for you to
pick up. Once you pick it up, it can be used to enter the basement via the
door in the main foyer.


Desser Key
This can be found right at the start of the game. Walk a few steps forward
after being able to control Alex until you get between the two stairs that
lead to the second floor. In the middle of these two stairs is a small table
with a clock on it. On top of the clock is the Dresser Key that can be used
to unlock the dresser that is found in the Master Bedroom.


Essence of Ancient #1
The first Ancient Essence (contained inside sealed glass container) is found
inside the vault in the basement along with a chapter page and other useful
items. One of the items that you will find is one of the Ancients Essence
(it's one of the two that Pious didn't choose), and it is used in the Ruins
of Ehn'gha near the end of the game. Since it is currosive, it is contained
in a sealed glass jar.


Essence of Ancient #2
The second Essence that Alex finds is found wrapped inside a Parcel that is
left on the front doorstep mysteriously after Michael's chapter. Inside the
Parcel you'll find both the Enchanted Gladius as well as the Essence of an
Ancient that Pious did not choose (and is the difference Essence from the one
you found earlier). It is used near the end of the game in the Ehn'gha Ruins.
Like the previous Essence, it is contained in a sealed glass jar.


Essence of Mantorok
This item can be found anytime after Lindsey's chapter. This Essence can be
found on one of the many bookshelves in the Library (it's the place that you
must go through in order to get to the Secret Study). Like the previous
Essences mentioned, it is used at the Rhn'gha Ruins, and it is also kept
inside a sealed glass jar.


Crankshaft
Alex will find this inside the vault in the Basement. This item has only one
purpose, but it is a very important one. With it, you are able to align the
mirrors in the Observatory after completing Michael's chapter. This is used
to gain access to a new area...


Journal of M. Roivas, Page 1
This is the first of three documents that you will find that have been written
by Max Rovias, one of Alex's ancestors. It is found resting on the toilet in
the Master Bathroom. Be sure to read it, as it will give you background
information on the story.


Journal of M. Roivas, Page 2
This is the second of three documents that you will find that have been
written by Max Rovias, one of Alex's ancestors. Once you fix the fuse box in
the basement, you will be able to enter the guest bathroom right beside the
guest bedroom on the second floor. Inside, you will find the Journal page
ontop of a chest. This will give you more background information on the game
story, and it is recommended that you read it.


Journal of M. Roivas, Closing Notes
This well hidden page is found after using the Pickax on the wallpapered wall
near the stained glass window in the second floor hallway. Inside this room,
which used to be the Servants Quarters, is Max's closing notes on the floor.
Like the other two Journal pages, reading this will add more depth to the
game story and what has happened to the Mansion in the past.


Hidden Note from Edward
This can only be found after completing Edward's chapter, "A Legacy of
Darkness." It is hidden between two pages in the Tome, and Alex finds it once
she finishes reading Edward's chapter. This note from her grandfather will
explain everything that is happening to her and everything that has happened
to the Mansion and their family's destiny. It will also give you a hint of
what to do next: check the wine barrles in the Basement for something useful...


Letter from Edward
This is yet another item that will be found inside the vault in the basement
once you successfully open it up. This letter will hint at what she must do
next in order to continue with her quest.


Note from Edward
Firstly, I wish to note that Alex will ONLY find this letter if she has not
picked up the Dresser Key by the time Max's chapter finishes. It will drop
out of the Tome once she finishes reading it. If you have already found the
Dresser Key (which I'm sure you have by the time you finish Max's chapter),
then you will not find this letter. It basically gives you a clue as to where
to find the key.


Lucky Penny
This little but necessary item is found taped to the back of one of the pages
in the Tome of Eternal Darkness. This is the same Penny that Peter used in
his chapter (well, one can only believe that this is the same one). This Penny
is used for the same purpose in Alex's chapter as it did in Peter's: Use it
on the fuse box to have lights return to certain places in the Mansion.


Pickax
This can only be obtained after finishing Edward's chapter and after you read
the hidden Note From Edward. It is found stashed between two wine barrels
in the basement of the Mansion. The note did say something was hidden here,
afterall. This Pickax is used to tear down the weak wall that leads to the
Servant's Quarters on the second floor hallway near the stained glass window.


Stethoscope
This item is found ontop of a pile of bones in the Servant's Quarters. This
item is used to easily open the vault in the basement of the Mansion. Without
it, it is impossible to open the vault, so don't bother trying without.


Pedestal Fragments/Broken Pedestal
There are two Pedestal Fragments on the ground around the Magickal Array.
You must mix these two Fragments together and then use the Enchant Spell to
piece them together again to make one Fragment. Once it is whole, you can
place it on its respected pedistal.


---Pious Augustus---
[#9211b]

Biography:
A noble Roman centurion who eventually turns out to be one of your greatest
enemies, as well as the game's main antagonist. Pious was originally assigned
the task of finding a special ancient artifact with a great deal of power that
might help the Roman legions in their current war. Pious is one of Rome's
greatest fighters. You will play out Pious near the beginning of the game, and
you'll end up killing him at the end. Your choice, despite what you choose,
will turn him into your main advisory. At the end of his chapter, you must
pick one of the three artifacts that he finds. That choice will determine
nearly everything in the entire game, so it's one big choice! Pious turns
into a undead living being who is immortal from age. He is also controlled by
the Ancient (which Ancient depends on which artifact you choose). Pious is
the one who will do all of the Ancient's dirty deeds here on Earth, since the
Ancient doesn't have access to our universe.. yet.

Pious is the only character in the game who doesn't have a Sanity meter. He is
used to seeing bloodshed due to all of the wars he has been in; he is used to
seeing horror. The monsters he encounters will not mentally effect him at all.
Pious also will not have a Magick meter, mainly beacuse he never finds the
Tome of Eternal Darkness. Secondly, once the certain Ancient gains control of
him, Pious gets Magickal energy directly from the Ancient. Of course, once the
Ancient gains control of him, you can no longer control Pious (as the chapter
ends once this happens), meaning you'll never have the chance to make Pious
cast Spells.

Pious does have a health bar, which is above average. He also has a very good
count of stamina (meaning he can run and hack away at enemies for a long time
before getting tired and needing some time to rest). He can run pretty fast
and can swing his sword at good rates. Pious will only use one weapon in his
journey, the Gladius, which he can swing quite fast. After Pious is corrupted,
he is a very different being.


Pious's Weapons:

Gladius
This short sword is Pious' main choice for a weapon, and it is the only
weapon that you will be able to use in Pious' chapter. These short swords are
made primarily for short melee fighting, which is all of the fighting you
will do in his quest. It has a sharp blade, meaning it will tear through
all enemies you encounter with relative ease. The best aspect of the Gladius
is that, because it is short, it can be used in tight corridores as the blade
isn't so long that it will always hit the sides of the corridor. Most of the
corridor's in Pious' chapter are tight and cramped, so be happy be brought this
weapon with him.


Pious's Items:

Granite Block (Chattur'gha Symbol, red)
This small block made out of granite stone is found on the ground in Room 1
of the Second Floor. On one side is a red marking showing Chattur'gha's
alignment Rune. This item will be used in Room 2 on the Third Floor; insert it
into the wall that has Chattur'gha's Symbol above it (the same symbol as the
one found on this block).

Granite Block (Xel'lotath Symbol, green)
This small block made out of granite stone is found on the ground in the
middle of the ground in the center of Room 2 on Floor 2. On one side is a
green marking showing Xel'lotath's alignment Rune. This item will be used in
Room 2 on the Third Floor; insert it into the wall that has Xel'lotath's Symbol
above it (the same symbol as the one found on this block).

Granite Block (Ulyaoth Symbol, blue)
This small block made out of granite stone is found on the ground in the
middle of the ground in the center of Room 3 on Floor 2. On one side is a blue
marking showing Ulyaoth's alignment Rune. This item will be used in Room 2 on
the Third Floor; insert it into the wall that has Ulyaoth's Symbol above it
(the same symbol as the one found on this block).

Granite Block (Mantorok Symbol, purple)
This small block made out of granite stone is found on the ground in the middle
of Room 2 on the Third Floor. On one side is a purple marking showing
Mantorok's alignment Rune. This item will be used in Room 2 on the Third Floor;
insert it into the wall that has Mantorok's Symbol above it (the same symbol as
the one found on this block).

Essence of Ancient
The very final room brings with it three various items of which Pious can
only choose one. His fate has been sealed: he must pick one of these different
coloured items that are placed ontop of three pedestals. Unless you choose one
of these, even if you know what will happen, the chapter will never end. As
soon as you choose one Essence, then Pious will work for that Ancient for the
rest of the game. This choice will determine your whole game, so choose
wisely!


---Ellia---
[#9211c]

Biography:
Ellia, who has been born and raised in Cambodia, is a talented dancer. She is
the first character that will have you explore Mantorok's Temple in the heart
of the Cambodian forest. She is sick and tired of reading up on a bunch of
clearly fictional folk tales from around the area, and she wishes that
something interesting will happen to her. Of course, as soon as she wishes
this, her wish is granted. The door will close behind her, and she is left to
search the Temple all alone. Although she starts out knowing nothing about her
adventure, she will eventually become one of the most important figures in
the fight against the Eternal Darkness.

If you look closely at the book she is reading at the start of the chapter,
you'd notice that it is the Tome of Eternal Darkness. I don't know where she
got it from, however that doesn't matter. Fact is that she has it, but since
Ellia will find no Runes in her chapter, she will not have the ability to
cast any Spells. Because of this, she will not have a Magick meter. Ellia,
unlike Pious, does have a Sanity meter, which turns out to be far below
average. She can't take much from the horrible gaze of monsters. Her Health
meter is also pretty small, meaning she can't take a large beating from
enemies either (thanks to her small and weak physical frame). Ellia is quite
quick, however, and has lots of stamina. Because of this, she is often able
to run away from enemies and/or dodge their attacks without much problem. She
will find a special item at the beginning of the chapter that will recover
some of her health if she needs to, however it will only work a few times. This
is good, as a few hits from enemies and she'll be clinging to life.


Ellia's Weapons:

Short Sword
When her chapter begins, this is the only weapon that Ellia will have in her
inventory. This blade (that looks like it is used to cut down small shrubs and
plants so that she can walk through the forest) has a curved edge that can
slice through enemies quite easily. Since it is small, it can be used quite
easily in small places, which is a good thing as Mantorok's Temple has several
tight corridores. Although it isn't an amazing weapon, it is the only blade
that Ellia will get in the chapter, so be sure to fix it when it gets
broken...

Blowgun
This is the second weapon that Ellia will be able to use, however she will not
have access to it at the beginning of the chapter. She finds this small
weapon made out of a hollowed out bamboo stick on a small pedistal in the
Western Hallway of the Temple. It holds a total of 100 darts (these are all
you will get; Ellia will not find anymore darts in the Temple than the 100
she gets with the weapon). It can only hold one dart at a time, but Ellia
reloads the gun very quickly. Each dart has poison on its tip which will help
take down enemies quickly. One hit will take down any enemy, however the more
darts you put into the enemy, meaning the more poison put into them, the faster
you will be able to take them down. It has 100% accuracy, providing the dart
doesn't hit a wall or another obstacle that will deflect its path from the
main target. This is the only weapon that Ellia finds that will fire
projectiles.


Ellia's Items:

Tome of Eternal Darkness
Ellia is reading this book right as her chapter starts. She personally finds
the stories inside of it boring without any good substance to them. Funny
thing is that her story eventually gets written into here, and it sure as hell
isn't boring. Even though she has the Tome, she cannot use it to cast any
Magick, since she has not discovered any Runes, and there are none currently
written in the Tome.

Strange Necklace
Ellia will find this around the neck of a statue of a multiple armed goddess
at the far end of the room that the chapter starts in. When she picks it up
from the statue, the door leading to the northern room closes and locks itself.
Although this may seem like a bad thing, it isn't. Ellia will be able to open
this door up later, plus this Necklace gives Ellia the power to cast a
3-point Chattur'gha Recover Spell, which will help Recover some of her
Health. Since Ellia has a small Health meter, you may find yourself using
this often, however I do warn you: It can only be used 10 times. Once she uses
the Necklace 10 times (in all honesty, you shouldn't have to be able to use
it very often; only use it when you are just on the edge of death) it will be
useless.

Note that if you move while casting the Spell, just like when casting Spells
from the Tome later on, the Spell will break apart. This will count towards
the 10 Spell limit on the Necklace, so use it only when you know it's safe to
do so.

Bronze Necklace
This Necklace is found in the room where the carvings on the wall describe the
noon time of day (aka the middle candle is lit, whereas the left and right ones
are unlit). It is placed around a large clay jar in the corner of the room.
It isn't able to cast Spells like the Strange Necklace, however Ellia can
place this seemingly identical Necklace back on the statue in which she got
the Strange Necklace. This will open the door leading to the northern room
once again.

Metal Bar
This item is found in the giant room at the bottom of the Temple: Mantorok's
Chamber. It is stashed in the hands of another multiple-armed female statue
right infront of Mantorok. You'll have to take this Bar all the way back to
the southern room in the basement of the Temple and place it in the slot that
can be found near the stones at the center of the room. This will open a door
leading to a new room at the other end of Mantorok's Chamber. Hightail it
back to Mantorok's Chamber and enter the new room...


---Anthony---
[#9211d]

Biography:
Anthony is one of Charlemagne, King of the Franks and first emperor of the
Holy Roman Empire. He values Charlemagne's life above his own, and this
eventually does turn out to be his ultimate death. Anthony is giving a
myserious scroll by a random munk who he sees on the road. The monk states
that no one can read the scroll except for Charlemagne himself. Suspicious,
Anthony does take a quick peak at the Scroll. The moment he does, he is zapped
by a Magick attack that slowly starts to turn him into a Zobie, although he
doesn't know that this is what the Magick attack does, yet...

He travels to the Oublie Cathedral in Amiens, France, to warn and hopefully
save Charlemagne from a possible murder. Unfortunately, sometimes things just
can't go completely right.

Anthony has very high health, which is a good thing as you'll be doing a lot
of fighting in his chapter. He also has above average levels of Magick (yes,
he is the first player who can really use Magick, as he finds several Runes
as well as the Tome in his chapter). He has an average amount of Sanity.
Anthony's speed and stamina are quite good at the start of the chapter,
however they start to decline as the chapter goes on (thanks to the curse that
is slowly transforming his body into a Zombie, and we all know how fast THEY
move). Near the end of the chapter, he finds it difficult to move about, and
he gets tired after swinging his sword just a few times.


Anthony's Weapons:

Scramasax
This is a small sword given to Anthony at the very beginning of the his
chapter by a Monk. Since weird things have been going on at the church, the
Monk thinks that Anthony should at least have a way of protecting himself
incase something horrid happens. Although this may be a small sword, it packs
quite a punch. It is very sharp and can slice right through any monster you
see. This is a great weapon to use in tight places, which is good, as nearly
every room in Anthony's chapter is rather tight.

Torch
This has a fairly obvious use: It can be used in order to light up dark
passages and hallways. When you equip it, you'll notice that you can't hold
another weapon (such as a sword), however if you try pressing A you'll notice
that the Torch acts like a weapon! The flame on this weapon will never run
out, and when you swing it at enemies, it may have them catch fire! Mantorok
and Xel'lotath Zombies are very flammable since they have wrappings around
them. As soon as you swing the flame in their face, they'll catch fire and
drop to the ground right away. You cannot use the Tourch to finish enemies off,
however, so use the Scramasax for the finishing move. This weapon is found
from by talking to the monk in Room 2 of B1.

Two-Edged Sword
This is by far one of the most powerful blades you'll find in the game, and
because of this, the game will let you use the sword in later chapters. Of
course, you must do something important in this chapter in order for that to
happen. You'll find it in Room 2 of B1 ONLY if you save the monk in the
corner from the approaching Zombies. BE SURE TO TAKE THEM OUT AND DON'T KILL
THE MONK!!! Once they are gone, talk to him and he'll give you the sword for
saving his life (he'll also give you the Torch). This sword is so big that
Anthony must use two hands in order to swing it. It takes him longer to swing
this sword (when compared to the Scramasax) due to the weight. Also, in tight
corridores, be SURE to use verticle slices instead of horizontal; the giant
radius of the blade will hit the wall almost 100% of the time in tight
areas. This sword will take off the limbs of enemies in one hit. In order to
swing the blade horizontally, always target the enemy's head (and torso after
the head has fallen off). If you get the blade as Anthony, you'll be able to
use it again later on in another chapter...


Anthony's Items:

Tome of Eternal Darkness
Anthony is the first character who will gain access to the Tome by going
through the Hall of the Tome of Eternal Darkness (that is one long title).
In order to get to this weird place, walk up the stairs until you get to the
next room. Right when you are about to enter you'll be transported to the Hall.
Walk all the way across (notice the statue of Ellia and the half statue of
Pious) and pick up the Tome from the hand made of bones. Once you pick it up,
a short flashback of Pious and Ellia's chapters will show before Anthony
appears right back on the staircase. Once you get the Tome, you'll be able to
cast Spells (once you find Runes).

Blue Urn
Once you go into the small library (room after the staircase leading to the
second floor of the cathedral), take a look at the shelf right beside the
stairs leading down back into the main hall. On the edge is a Blue Urn. Pick
it up and save it for later. When Anthony tries to fill the Urn up from a
weird water (Room 2 B2) fountain, he'll drop it and it breaks. The item then
becomes the Broken Blue Urn.

Once this happens Anthony will find an Alignment Rune. When Anthony learns the
Enchant Item Spell, he'll be able to cast it on this Urn to repair it for
good. The item will then become the Blue Urn once again.

You'll have to use the filled Urn on the pressure pad located at the front of
the small basement library (Room 2, B2). You'll have to use two other Urns
here too.

Green Urn
Upon entering B1, Room 2, take a look at the dark corner (use the Torch to
look around here). On the shelves on the wall you'll see 3 small green pieces
of something. Pick all 3 up and you'll notice they are Broken Green Urn
pieces. You'll have to mix the 3 pieces together on the item menu to make them
into 1 piece. Then you must use the Enchant Item Spell learned in this chapter
to put it together. Once you put it together, fill it up with the weird water
from the fountain in Room 2, B2.

You'll have to use the filled Urn on the pressure pad located at the front of
the small basement library (Room 2, B2). You'll have to use two other Urns
here too.

Red Urn
This Urn can be found right beside the fountain in Room 2, B2. This Urn has
already been filled with the weird liquid coming from the fountain. Simply
pick it up and use it on the pressure plate in Room 2, B2.

Alignment Rune
Once Anthony uses (and breaks) the Blue Urn, he'll find an Alignment Rune that
was hidden inside of it. Which Rune Anthony finds here depends on which
artifact Pious choose back in his chapter. You'll find the Codex for this Rune
in Room 2 of B2. This item is used to align your Spells. So, if this is the
blue Rune (Ulyaoth's Symbol), you'll be able to cast Spells under Ulyaoth.

Alignment Rune Codex
This old piece of stone with carvings on it is found on a small platform in
the very middle of Room 2 in B2. This is the Codex for the Alignment Rune that
you found from breaking the Blue Urn. This Codex will depend on which
Ancient Pious is currently serving. Regardless, this Codex will identify the
Alignment Rune that you found earlier, meaning that you will not be able to
use it to create Spells.

Antorbok (Project) Rune
This is the first normal Rune that you'll find in the game. Normal Runes are
ones that are found inside of enemies. The Antorbok Rune is found in Room 1
of B1 (the hallway accessed after moving the bookshelf in the library) inside
a Zombie's chest. Zombies that contain a Rune inside of them often take more
hits and will provide a bigger problem to take down. All and all it shouldn't
be that big of a problem to take him down. Once you take care of the Zombie,
the Rune will disattach from its body and Anthony will then pick it up! The
Codex for the Rune can be found a bit later on.

Antorbok (Project) Codex
This is the Codex that works with the Antorbok Rune to define it in the Tome.
It can be found beside one of the bookshelves in Room 4 of B2.

Circle of Power; Three-Point
Without this you won't be able to cast any Spells. This is found on the desk
near the bookshelves on the second floor library. Once Anthony has this, he
and the rest of the characters to follow will be able to cast at least 3-Point
Spells. These consist of three different Runes: An Alignment and two other
Runes.

Magormor (Item) Rune
This is the second Rune that you'll find in Anthony's chapter. It is located
inside a large Mantorok Zombie guarding the stairs connecting B1 to B2. Take
it down just like you did the Zombie who carried the Antorbok Rune. You
must completely kill the Zombie for Anthony to pick up the Rune. Its identifier
is found a bit earlier on the same staircase...

Magormor (Item) Codex
This is actually found just before you find the Magormor Rune. On the staircase
that connects level B1 to B2 you'll be able to find it on the first turn of
the stairs (going to the right). It is on the ground, but pretty hard to miss.
Once you pick this up, the Tome will be able to identify the Magormor Rune that
is found inside a Zombie just a bit further down this staircase (at the
bottom). Be sure to pick it up! If you already got the Alignment Rune found in
the Blue Urn as well as the Antorbok Rune, you'll be able to create the
Enchant Item Spell. If you don't know it, you will after you find the next
item...

Enchant Item Scroll
This item is found in Room 4 of B2. This can easily be unfound, as it is has
been placed on the table in the middle of this room, however it looks just like
one of the many scraps of paper on here. Once you pick it up, assuming you
found the Alignment, Magormor, Antorbok (and their Codics) and the 3-Point
Circle of Power, this Scroll will automatically teach you the Enchant Item
Spell (if you have already created it, then this item will do nothing). Be
sure to pay attention to how it is done, then assign it to a button using the
Quick Spell option.

Bishop's Key
Once Anthony kills the seemingly demonized Bishop, he'll pick up the Bishop's
Key. This unlocks the wooden door (with voices coming from the other side)
back in the main chapel.

Message Scroll
You don't actually use this item in the chapter; instead, Anthony uses it at
the beginning and end. He is given this Scroll by a strange looking monk at
the very beginning of the chapter. The monk warns Anthony that only
Charlemagne can read it. Of course, Anthony peeks at the Scroll, and a horrible
Spell is cast upon him. Since he knows something or someone must be trying to
kill Charlemagne, he rushes off to tell him the news.


---Karim---
[#9211e]

Biography:
Karim, who is from Arabia, is a very skilled swordsman (especially with the
Tulwar). Karim's chapter is much like that of a tradgedy: he loves someone,
however they don't fully love them back. Karim loves a beautiful woman named
Chandra, however she states that she will have no returning affection unless
he brings her back an ancient treasure located within a temple. She states that
this treasure has been calling her. She wants it badly, and unless Karim finds
and gives the treasure to her, she will never love him back. Karim, who wants
nothing more than her love, is determined to find this treasure. So, on one hot
day, he heads out across the Arabian desert in search of the artifact. Like
Pious did hundreds of years before, Karim stumbles across a stonehenge-like
figure in the middle of the desert, and upon standing within the stones, he
is transported to the Forbidden City. Pious met his ultimate demise here, and
it may only be fate that Karim loses his too.

Karim has a very large Health meter, and that is mainly because of the amounts
of enemies that he must fight. The meter will fall fast; I'm warning you now.
Both his Sanity and Magick meters are at about an average level. Karim has
very high stamina. He can fight on and on and on even with the largest weapons
and he will seemingly never get tired. He is also fast on his feet, and he
can swing weapons around at a rather fast rate as well. Karim is a great
fighter, but his skills will truly be tested inside the Forbidden City.


Karim's Weapons:

Chakrams
This is Karim's only long distance weapon. These are small, circular blades
that can be thrown a long distance. They can hit enemies in any area, however
they work best against the torso and head. Karim has increadible accuracy
with these, as long as a wall or some other solid barrier gets between the
Chakram and target. Karim will start out with 19 of these in his invintory,
however these are all that he will get. Once you throw one, regardless if it
hits the target or not, Karim cannot retrieve any thrown Chakram. They aren't
the strongest of weapons (Enchant the Chakrams before you throw them to help
make them a big more useful), however they will get the job done.

Torch
This Torch has the same purpose as the one found in Anthony's chapter. The
flame will not go out, so it can be used as often as you wish. It is located
in Room 1 on the Second Floor. It can be used to light up rooms and hallways,
but its best use is to torch Xel'lotath and Mantorok Zombies due to their
flammable wrappings. The fire will take them down right away, however you'll
have to use one of Karim's swords to finish the enemy, as the Tourch cannot
finish enemies.

Tulwar
The Tulwar is Karim's main weapon. He begins his chapter with it, and you will
be using it for the majority of the chapter. The Tulwar has a curved blade,
making it able to chop right through limbs with ease. He can swing it around
at great speed with pretty good slicing power. It is quite small, meaning it
works in both large and small rooms.

Dual Tulwar
Thing one is good? Well, being able to use two of these at once is even better!
Karim will find this second Tulwar sticking out of the back of a fallen
soldier in Room 1 of the Third Floor. This will more or less double his
attack power, as two will give you more hitting power. Karim can use combo-like
attacks on enemies, often knowing them over. These combo attacks, which can
be used by swinging both swords WITHOUT targeting any parts of an enemy (you'll
have to stand infront of the enemy to hit them this way). This will take
enemies down much quicker.

Ram Dao Broadsword
This is the most powerful weapon that Karim finds in his chapter, and it is
more or less the most powerful sword-like weapon that any character will find.
This giant sword, found in Room 2 of the Fourth Floor, will become your weapon
of choice once you find it. You'll have to pull it out of the block in the
middle of this room. Karim must use it with both hands due to its length.
Because of this, Karim cannot swing the weapon at the same rate as he can the
Tulwar and Dual Tulwar, however this item will take down most Zombies in a
single hit (if you hit their torsos). It will chop the enemy, especially
Mantorok Zombies, right in half. It is pretty tough to use in narrow spaces;
target enemies heads so that Karim does a vertical slash instead of horizontal.
If you target anything else, Karim will swing horizontally, and in a tight
space, it will almost always hit a wall (it really is that long).


Karim's Items:

Tome of Eternal Darkness
As soon as Karim starts his chapter, you'll notice a small ladder leading
downwards. Right when you go down this ladder, Karim will enter the Hall of
the Tome of Eternal Darkness. Pick up the Tome at the end of the hall, and
Karim will be transported back to that ladder. Once Karim has the Tome, he can
cast Spells (you'll be able to cast the Enchant Item Spell right off the bat
as soon as you get the Tome, which will make your first fight much easier...).

Alignment Rune
This is the second Alignment Rune that you will find (Anthony found one in his
chapter earlier). Which Rune this is depends on which Ancient Pious chose at
the beginning of the game. You will get this Rune after taking down a huge
Zombie (it is embedded inside its chest). The Codex is found in an earlier
room. This Rune is found in Room 2 on the Fourth Floor.

Alignment Rune Codex
This Codex is learning up on a wall in Room 2 on the Second Floor. This Codex
will identify the Alignment Rune that you find a little bit later. The carving
on this Codex depends on which Ancient Pious serves. The Rune that goes along
with it is found in Room 2 on the Fourth Floor inside a giant Zombie.

Narokath (Protect) Rune
This is the first Rune that you'll find inside a Horror enemy. It can be found
inside Room 4 on the Third Floor. Horror enemies with Runes inside of them are
MUCH more difficult to fight: they are larger and take many more hits to take
down. What makes this fight even worse is that the room is very small and there
is nearly no room for you to fight. Once you take it down, Karim will pick up
the Narokath Rune. The Codex can be found in Room 1 on the Fourth Floor.

Narokath (Protect) Codex
This is found inside a small cove in the wall in the middle of Room 1 on the
Fourth Floor. It can easily be missed, so watch carefully. It will identify
the Narokath Rune, which was found inside a giant Horror in Room 4 on the
Third Floor.

Santak (Self) Rune
This Rune is much easier to get than the Narokath Rune. It is found inside a
alignment-depending Zombie (meaning it could be red, green, or blue) in Room 1
on the Second Floor. Take it down for Karim to pick up the Santak Rune.

Santak (Self) Codex
This is found on the floor in Room 4 on the Third Floor. Once you pick this
up, the Santak Rune will be identified.

Recover Spell Scroll
One of the most useful Spells is the Recover Spell. He will find the Scroll
beside a dead soldier in the Zombie-filled Room 2 on the Third Floor. Assuming
Karim has found the Santak and Narokath Runes (as well as their Codecs), Karim
will automatically learn the Recover Spell. Depending which Alignment Rune
you use with this spell (you'll have 2 available at the end of Karim's chapter)
will depend on what is recovered: Your Health, Magick, or Sanity.

Effigy
This is a rather mysterious item that is found at the very center of Room 3
on the First Floor (beside the central object). This item will do absolutely
nothing in Karim's chapter, however it is used later on. Karim's spirit will
pass the Effigy on to Roberto in later years, who will eventually give it to
Michael. Neither Roberto or Karim use it; Michael does. BE SURE to pick it up,
as if you fail to do so, the game will be MUCH harder near the end.

Ancient Essence
Remember the room that Pious finished his chapter in? Well, Karim will be
going to this room, the only one on the Fifth Floor, to pick up one of the
Essences that Pious did not pick up. Although this Essence doesn't do much
on Karim's chapter, he does pass it on to Roberto, who will eventually pass it
on to Michael. This will actually become the most important Essence in the
game, as this is the Essence that Alex uses at the end of her chapter to
summon an Ancient that opposes Pious'.

White Statuette
This seemingly useless statue is found in the middle of Room 1 on the Second
Floor. It is rather heavy, and although it looks useless, it does have a very
important purpose. Use it, along with the Black Statuette found later on, to
press down the pressure switch in Room 2 on the First Floor. This will make
an elevator activate, gaining Karim access to Room 1 on the Third Floor.

Black Statuette
This is found on the edge of Room 2 on the Second Floor. Karim, like he does
with the White Statuette, notes that it is rather heavy for its size. Use it,
along with the White Statuette found earlier on, to press down the pressure
switch in Room 2 on the First Floor. This will make an elevator activate,
gaining Karim access to Room 1 on the Third Floor.

Talisman
Karim will have this useful item in his invintory right from the start of his
chapter. It has the asme kind of use as the Strange Neckless did in Ellia's
chapter. Use it, WHILE STANDING STILL, will cast a 3-Point Recover Health
Spell. Unlike Ellia's item, which could be used 10 times, the Talisman can
only be used 5 times. You will be fighting a lot in Karim's chapter, so this
item will have great use. Remember to use it only when it is safe to do so; if
you move when you cast it, or get it by an attack, the Spell will break and it
counts against the number of times you can us ethe Talisman. If you find
Chattur'gha's Alignment Rune (red) in this chapter, then you will be able to
use a 3-Point Recover Spell whenever you have Magick.


---Dr. Maximillian Roivas---
[#9211f]

Biography:
Although parts of the Roivas family have fought against the Eternal Darkness
before Max, he is the oldest ancestor to Alex where there is a written page
about his efforts. Max is a medical doctor and lives in the Roivas mansion
(even though it looks a little different [smaller] than what Alex sees). Max
gets into the fight against the Eternal Darkness after the death of his
father (after his father died, Max inherited the mansion). Max's wife had also
died relatively recently. One night, Max starts exploring the mansion to see if
he can find anything of interest. Of course, exploring the mansion eventually
costed him his life.

As a medical doctory, Max is used to seeing weird sights, so he has an above
average Sanity meter. His mind is quite fragile, however, and he is prone to
depression. Max also has a fairly large Health meter, which is good, as he
will be facing quite a few new challenges on his search through the mansion.
Max also has above averge Magick abilities. Max sounds like he is a great
character to play as, since all of his meters are quite large, eh? Well, Max
has one large flaw: he is overweight. Because of this, Max has very little
stamina. He cannot run very fast, and he can't run very far either before
needing time to rest. He uses a relatively light sword, however he can't swing
it very fast and very often without getting tired. Luckily, Max is the first
character who can use guns, which requires little physical movement.

Max also has a very unique ability (he's the only character who can do this).
Once he takes down an enemy, he is able to perform autopsies on the downed
being BEFORE he finishes it. Simply press the B button to perform the autopsy
before finishing the enemy off. Do this for all enemies (yes, Max will face
every type of casual enemy in the game) that Max downs. Once he performs an
autopsy on an enemy, he cannot do it on the same enemy again (yes, he can
perform one on the 3 different types of Zombies, Horrors, Guardians, etc). The
findings of the autopsies can be found in the Tome of Eternal Darkness.


Max's Weapons:

Flintlock Pistol
Max will start out his chapter with this weapon by his side. Like most guns at
this time, the Flintlock Pistol can only hold one bullet at a time before
Max needs to load again. The gun is very powerful, and it will make short work
of most enemies. It does most damage if you hit enemies in the torso (except
Horrors, which you must hit in the heads). Be sure to Enchant this item as well
to make it even stronger. It does take Max quite a while to reload, however, so
be sure to fire them from a distance so Max will be safe to load the gun up.
It is very accurate, and to show it's strength, it can take down a Horror in
three shots to each head.

Dual Flintlocks
If you thought one was good, just wait until you can hold two of these at once.
Max will find this in the secret study. Once he picks it up, Max will be able
to yield two of these babies at once. Using two will give you twice the amount
of firepower as holding one, as you can fire two shots at (near to) the same
moment. Each gun can hold only one bullet, however, and since you are holding
two, reloading both at the same time takes quite some time. All and all, once
you Enchant these, they will make short work of nearly all enemies that Max
will face.

Sabre
This is the weapon that you will probably use most often. The Sabre, a classic
weapon from Max's time, is found on the northern wall inside the Secret
Study. This blade weapon is very long and very sharp. It is very light, and has
very long reach (when compared to other swords in this game). This weapon is
best at taking off limbs, especially arms. The best way to take down enemies
with this is to sever the arms, head, and then the body. Since it is long,
however, it can easily get caught on walls when Max is swinging. To take care
of this, simply always target the head (or torso once the head is gone) for
Max to thrust vertically instead of horizontally. This weapon is used in the
same way as every other sword weapon, and by now, you should have no problems
with it.


Max's Items:

Tome of Eternal Darkness
Like at the start of Alex's chapter, Max will find the Tome on the large wooden
desk inside of the Secret Study. Before he picks it up, he cannot cast any
Spells (which is fine, as there are no enemies in the Mansion UNTIL Max picks
the Tome up). Once he picks it up, Max is able to cast any Spell he learns and
any Spell that previous characters have learned.

Alignment Rune
This is the third Alignment Rune that you will find, and it will be the last
of the three Ancient's. So, if you have already found Chattur'gha's and
Ulyaoth's Alignment Runes, then this will be Xel'lotath's Rune. Once Max finds
the basement key, enter the main foyer once again. Max will have to fight a
Horror while going through some -rather interesting and suspicious- mental
issues. Once Max takes down the Horror (I recommend using the Flintlocks on
the three heads), he will take the Rune from it's body. The Codex for this
Rune is found in the kitchen.

Alignment Rune Codex
This Codex is found near some doors in the Kitchen of the Mansion. The Rune
that this Codex deciphers depends on which Ancient that Pious serves; it'll
decipher the Alignment Rune that you found inside the Horror, allowing you to
use the Alignment Rune for Spells.

Bankorok (Protect) Rune
This Ruin is housed inside of a Zombie. He will find this Zombie as soon as he
goes down the well and enters the lower basement. Defeating this Zombie will
net Max the Bankorok Rune.

Bankorok (Protect) Codex
This is found in the main basement of the Mansion (before you find the Zombie
carrying the Bankorok Rune, so if you see him first, you've gone too far). It
is leaning up against the wall, and is pretty hard to miss. This will identify
the Rune that Max will find soon, Bankorok.

Redgormor (Area) Rune
After Max visits the Secret Study for the first time and picks the Tome of
Eternal Darkness up, you'll see a short cutscene showing a Horror being
summoned in the main foyer of the Mansion. Inside it is the Redgormor Rune.
Head back there and take the Horror out with three shots to the three heads of
the Horror with the Flintlocks and, once you take it down, the Rune will be
yours.

Redgormor (Area) Codex
This is found lying ontop of the fireplace just before the Secret Study. It is
found before getting the Rune. Once you get it, Max will be able to identify
the Redgormor Rune that he finds inside of the Horror in the main foyer.

Reveal Invisible Scroll
This Scroll is found on the desk inside of the Secret Study. Although Max will
not be able to create this Spell yet (as during the first opportunity you have
to pick this up Max won't have the required Runes yet to create the Spell).
Once you have the Redgormor Rune along with its Codex, Max will learn the
Spell (assuming you got the Narokath Rune Codex back in Karim's chapter). Max
will be using this Spell several times during his chapter.

Damage Field Scroll
This is the second Scroll that Max will find in his chapter. It is found in
the Mansion basement right beside of the water well. Once Max obtains the
correct Runes and Codices, he'll automatically learn the Damage Field Scroll.

Letter #1
This letter can be found right when you start the chapter. Look on the night-
stand inside of the master bedroom (where Max starts). The letter, written
by Aaron Roivas (one of Max's ancestors), adds to the mystery that Max is
trying to unfold during his adventure.

Letter #2
This letter is found on the small table between the two staircases in the main
foyer. This is the same table that has the clock on it back in Alex's chapter.
This letter has also been written by Aaron Roivas, Max's ancestor, and lets
him into more about his past.

Letter #3
This letter is stashed inside of the Tome of Eternal Darkness. Once Max picks
it up in the Secret Study, the letter will fall out. Once again, it has been
written by Aaron Roivas. Max MUST read this letter, as once he does he will be
able to read Letter #4 while finding another useful item!

Letter #4
Yet another letter written by Aaron Roivas. This letter details Aaron's
discovery of the Ruins of Ehn'gha, and Max will also find the Basement Key
attached to the back of the letter.

Basement Key
After reading Letter #4 from Aaron Roivas, Max will find the Basement Key
attached to the letter. This key is used to gain access to the Basement. The
door leading down here is found in the main foyer.

Pump Handle
This is found in the pantry of the Kitchen. Although it can't be used at once,
it does have a mightly purpose: it is used to drain the well in the Basement so
that Max can gain access to the Ruins of Ehn'gha.

Medical Journal
Max will have this inside his invintory as soon as his chapter starts. This
useful book has all of Max's writings about medicine inside of it. This item
will also allow Max to perform autopsies on the fallen enemies that he has
faced BEFORE finishing them off. He will use this Journal as reference, then
he will write his findings and analysis' inside the Tome of Eternal Darkness.


---Dr. Edwin Lindsey---
[#9211g]

Biography:
Yes, Max isn't the only Dr. you'll be playing as in Eternal Darkness. Lindsey
is considered to be one of the best archaeologists in the world due to his
discoveries. He is willing to travel to the most dangerous places on the Earth
in order to find new discoveries. One day, Lindsey is approached by a weird-
looking man named Paul Augustine. He asks if Lindsey would be willing to travel
to a temple in Cambodia. Of course, Lindsey says "yes!" right away. When the
two arrive, Lindsey notices that Augstine is not quite what he seems to be...

Lindsey is quite fit and tough, which means his Health meter is above average.
Because of all of the dangerous and probably weird sights that he has seen over
the years, Lindsey also has an above average Sanity meter. He is also quite
quick on his feet and with his arms, and he can swing his arms and run for
quite a while. His Magick meter is nothing special.


Lindsey's Weapons:

Kukri
Although it doens't sound like it, this is a small sword (one could even
consider this to be a rather large knife) that is very light and very sharp.
Lindsey starts the chapter off with this weapon, and you'll be using it a lot
during his quest. It can be used (with horizontal slices) in even the tightest
of places, which is great, considering most of the combat done in his chapter
is in very tight quarters. Be sure to Enchant this item to make it even more
useful. I recommend finishing all enemies off with this, as using the guns to
finish off an enemy is a waste of a bullet or shell.

Colt Automatic Pistol
Lindsey will start his chapter with this useful weapon as well. This is one of
two guns that Lindsey has access to. This gun holds a clip of 8 bullets and
uses .45 Pistol Ammo. You will not find any ammunition during Lindsey's
chapter, so what you start with is all that you will have. In other words, use
the gun only when you have to! The gun fires quite fast, and works best when
targeting enemy torsoes. It reloads very quickly, as well, however it isn't
the strongest of weapons. Use it against minor enemies, such as Zombies, but
leave the larger guys for the next weapon...

Marine Shotgun
This is truly the first powerful firearm that any character will find so far
into the game. This is the most powerful weapon that Lindsey has, especially at
short range. It can hold a maximum of 7 shotgun shells at once, however there
is VERY slow reloading time, so reload only when it is safe to do so. Lindsey
has brought 30 extra shells along with him, and chances are you'll be using all
of them. You will not find any more ammo in the Temple, so what you start with
is all that you will have. Same this gun for the big enemies that you will
face, such as Horrors and Gatekeepers. When using it, be sure to stand close
to the enemy, and be SURE to aim for their torso. This gun will actually make
most enemies fall right onto their pack when used at close range. If you need
to fight from long range, use the Pistol.

Torch
Yet another weapon that Lindsey will have from the very start of his chapter.
The Torch is mainly used to light up dark corridors (there are quite a few in
his chapter), however they can also be used against Xel'lotath and Mantorok
Zombies. Simply swing this Torch infront of them and they will catch fire,
automatically killing them. You'll have to use another item, such as the
Kukri, to finish them off. The Torch also stays lit forever.


Lindsey's Items:

Tome of Eternal Darkness
The very first door that Lindsey walks through will transport him to the Hall
of the Tome of Eternal Darkness. At the far end, like we have seen before, is
the Tome resting on a hand made out of bones. Pick it up and another few
flashbacks will occur before Lindsey appears back in the doorway. Once he picks
up the Tome, Lindsey is able to cast any Spell that has previous been learned,
as well as the Spells that he will learn throughout his chapter.

Archaeologist's Brush
Lindsey will start with this item (yes, his Invintory is quite packed from the
start, which is a good thing). He will use this to sweep away any cobwebs that
he finds to find any previous damage behind them. Whenever you see a cobweb,
step up to it, and the controller will rumble if you can use your Brush here.

Mantorok Alignment Rune
This final Alignment Rune is found inside of a secret room on the First Floor.
You must have a Trapper get through a small hole to get into this secret room.
You must have the Trapper step on top of a pressure plate with a purple
Rune on it. This causes a door to open up on the Second Floor in the souther
hallway. Head back there to pick up this Ruin, which will allow you to cast
nearly every Spell under the Mantorok Alignment (purple). It is crucial to
pick this up, as casting Spells under Mantorok will help you greatly.

Mantorok Alignment Codex
Lindsey will pick this up after he finds the Mantorok Alignment Rune from the
southern hallway's secret on the Second Floor. Once Lindsey is able to enter
the secret room, he can pick up this Codex, which will allow Lindsey to
identify the Mantorok Rune.

Aretak (Creature) Rune
This Rune is found inside of a Zombie who is located on the staircase
connecting the first and second floors of the Temple. Defeat the creature to
gain possession of this Rune.

Aretak (Creature) Codex
The Codex that goes along with the Aretak Rune is found in the North East
room on the third floor. It is hidden behind a bunch of cobwebs (so you'll have
to look carefully in the said room), however Lindsey can use his
Archaeologist's Brush to clear the webs away. Unless you do this, Lindsey
cannot pick up the Codex. This will identify the Aretak Rune.

Nethlek (Dispel) Rune
This Rune is located in the northwest room on the First Floor. It is inside of
a Zombie's chest that you must take down in order to pick up the Rune. Once
you take it down, Lindsey will pick up the Rune.

Nethlek (Dispel) Codex
On the First Floor, in the western end of the hallway, take a look around for
a bunch of spiderwebs in a corner. Clear them away using Lindsey's Brush and
you'll find the Codex for the Nethlek Rune. This will allow Lindsey to
identify the Nethlek Rune.

Tier (Summon) Rune
Lindsey will find this Rune inside a Zombie in the southwest room on the Third
Floor of the Temple. Defeat it to pick up the Tier Rune, the third that can be
found in this chapter.

Tier (Summon) Codex
This is found under some spiderwebs that can be brushed away with Lindsey's
Brush in the southern hallway on the First Floor. Once the webs are brushed
away, Lindsey will pick up the Codex that identifies the Tier Rune once he
finds it.

Dispel Magick Scroll
This great Scroll is found in the western hallway on the First Floor. It is
located under a bunch of spiderwebs and dust, and Lindsey must use his Brush
to sweep the webs away to pick up the Scroll. Once you have found the right
Runes and their Codecs, Lindsey will be able to learn the Dispel Magick
Spell, one that you'll be using quite often from hereon out.

Summon Trapper Scroll
This is the first Summon Spell that you will learn (at least, that is how it
should be). Lindsey can find it in the south east room on the Third Floor. If
Lindsey has picked up the proper Runes as well as their Codics, then he will
automatically learn the Summon Trapper Spell. It will be used later on in this
chapter, so be sure to pick this up!

Gold Bracelet
This is found in the south west room on the Second Floor of the Temple. Step
on the pressure plate in the corner of the room, then pick up the Bracelet
from the statue. The Gold Bracelet is used on the statue in the eastern
hallway on the Second Floor of the Temple.

Silver Bracelet
This is found in the northest east room on the First Floor. Near the Naga
statue is a small table that has the Bracelet on it. When you pick up the
Bracelet, be sure to place the Metal Bracelet here instead on the statue, or
else you'll be met with a rather unpleasent surprise.

Bronze Bracelet
Once you are alone in the first room of the Temple, dust off the block located
at the very center of the room with your Brush. Here, Lindsey will find a
small Bronze Bracelet. This item is used on the statue near the western wall
which will open a doorway in the Temple.

Metal Bracelet
This is found on a small alcove in the southern hallway on the First Floor.
This Bracelet, which is completely worthless, is used in place of the Silver
Bracelet in the north east room on the First Floor.

Gold Necklace
This is found in the corner on the north west room on the Second Floor. It is
located under a bunch of spiderwebs, so you'll have to use Lindsey's Brush to
uncover it. When you find it, it will be covered in a bunch of tarnish from
sitting in that location for years. This can be taken off by using the acid
fountain located on the Second Floor in the south east room. Once you do this,
it will become gold once again. You must use it on the statue in the eastern
hallway on the Second Floor, which opens up a passage to the next area of the
Temple.

Silver Necklace
This item is located behind a Damage Field Spell that is guarded by a Horror
on the First Floor of the Temple. Take down the Horror with the Shotgun and
then use a Dispel Magick Spell (opposite Alignment of the one here) to take
down the Damage Field. Once it's gone, pick up the Necklace. It must be placed
on the statue in the western hallway on the First Floor. It will open up a
passage to the second floor of the Temple.

Bronze Necklace
This is found in the south west room on the First Floor. This necklace is used
on the statue at the center of the main foyer which will make a pathway open
behind the northern door in this room.


---Paul Luther---
[#9211h]

Biography:
Paul is a middle aged Catholic monk who travelled to the Oublie Cathedral in
France. Even though, like most monks of his time, a man who has dedicated
his life to the church, Paul will still find the greatest evil in what should
be a job that contains only purity. Paul has travelled here to see a very
famous and seemingly priceless relic, the Hand of Jude. Of course, when he
gets there, his plans to see this legendary item turns stale. The Inquisition,
the people in power at the time, accuse Paul of murder. This accusation is
stale, and Paul knows it (as he is clearly innocent, how can he cause murder at
the Cathedral if he wasn't even there?), so he decides to search the Cathedral
in order to find out what is really going on here. Obviously, like what
happened to Anthony many years before, Paul will tumble across the Eternal
Darkness, and he will become the next mortal who must fight against it.

Paul devotes his life to praying to God and meditating to keep his mind clear
of demons and devils. Because of this, Paul has below average Health, speed,
and stamina. He can't take very much physical hits, and he can't run for very
long. Becuse of the long gown he is wearing, he also cannot run very fast
(although Paul never does trip, so you don't have to worry about that). Since
he spends so much time meditating, he has a very, very strong mind, meaning
that he has a very high Sanity meter as well as an above average Magick meter.
Paul won't be using any physically demanding weapons, so he is able to swing
his weapons rather quickly.


Paul's Weapons:

Torch
Paul is yet another character who is able to use a Torch throughout their
chapter. The Torch has the exact same functions in Paul's chapter as it has in
previous chapters: you can use it to light up dark rooms and corridores, and
you can also swing it in the faces of Mantorok and Xel'lotath Zombies to burn
them away in one hit. It is located on a clasp on the wall in the western side
of the Chapel. Although you can use this item to take down Mantorok and
Xel'lotath Zombies, you must use another weapon, such as the Mace, to finish
the enemies off. Note that the Torch is useless against other enemies.

Crossbow
This is the only weapon that Paul will find that allows him to attack enemies
from a long distance. In other words, it is the only projectile weapon that
Paul will find. Although it isn't the strongest of weapons, Paul will use it
several times in his chapter to get through tight situations. Since Paul isn't
physically strong, sometimes it's best just to stay back and attack enemies
from afar. Like most Crossbow's, this one will hold only one Bolt at a time,
and it also takes a while to reload. This weapon is best used to take down
Trappers and Zombies, but don't bother to use it against other enemies. It is
found inside the western chamber on the First Floor of the Cathedral.

Mace
A classic weapon from Paul's era, the Mace (with a sharp steel tip) has been
placed on a wall in the northeast section of the hallway on the B1 floor. The
Mace is the weapon that Paul will use most of the time at the beginning of
the chapter, and unless you had Anthony pick up the Two-Edged Sword in his
chapter, this will be the only melee weapon that Paul will find. The Mace is
pretty powerful, and should be used to take out an enemy's head and then torso.
It doesn't do much against the arms. Since it is fairly light, Paul can also
swing this weapon fairly quickly without getting tired. It is also quite small,
meaning Paul won't have problems using it in tight areas.

Two-Edged Sword
This can be found after Paul defeats Anthony in Anthony's Tomb on the first
floor of the original Oublie Cathedral (it is the same room we had Anthony
open at the very end of his chapter). Note that Paul will only be able to get
this item from the zombified corpse of Anthony if Anthony got it back in his
chapter. If Anthony didn't, then Paul will not be able to get this amazing
weapon (meaning you'll have to stick to the Mace for a melee weapon). This is
the strongest weapon that Paul will find in his chapter, and having access to
it will make his chapter a LOT easier. This sword can slice right through
Zombies and other enemies in one or two slices. It is even more effective after
it has been Enchanted. It is heavy, and Paul swings it quite slow. If in tight
spaces, be sure to always aim for the enemy's head or torso to have Paul swing
the sword vertically. Targeting anything else will make Paul swing vertically,
and in tight spaces, this will make the sword hit walls, which isn't a good
thing.


Paul's Items:

Tome of Eternal Darkness
Paul will find this near the beginning of his chapter, like all the other
characters before him have. He will be transported to the Hall of the Tome of
Eternal Darkness after he walks through one of the first doors. Like you have
before, run to the end of the Hall and pick up the Tome from the bone hand.
Another quick flashback of previous events will occur, and then Paul will be
right back where he was before; with the Tome in his possession, of course. He
will now be able to cast Magick Spells.

Pargon
This Rune is found inside of a large Zombie in Room 1 on B2. Take it down and
Paul will pick up the Pargon Rune. This is one of the most important Runes that
you will find, as it will allow Paul to "powerup" previous Spells. This is the
only Rune that Paul will find in his chapter.

Pargon (Power) Codex
The Codex that will identify the Pargon Rune is found inside of the Old
Bishop's Room (where you originally faught the decaying, seemingly possessed,
Bishop back in Anthony's chapter). Once you pick it up, the Tome will be able
to identify the Pargon Rune.

Shield Scroll
This is the only Spell Scroll that Paul will find in his chapter. It is quite
a useful one, however. The Shield Spell Scroll will allow Paul to learn the
Shield Spell. Assuming Paul has the proper components for the Spell, he will
learn how to cast a shield around himself that will allow him to take hits
from enemies without losing any Health.

Book of Religuaries
This large book is found in the visitor's quartest room on B1. It has been
placed on a desk, and once he spots it, Paul will be able to pick it up and
take it with him. You may read it whenever, as it holds very useful information
relating to his chapter and story.

Meditation Rod
This useful item will appear in Paul's invintory as soon as his chapter starts.
This is the only item that Paul will actually have at the beginning of his
chapter. This Rod will allow Paul to meditate, which will fill his Sanity meter
when it gets low. I will warn you that it can be used only three times (why an
item such as this, which requires no ammunition of external power, can be used
a set amount of times makes no sense to me), so use it only when Paul's Sanity
is very low. It will fully restore Paul's Sanity meter, so it can be very
useful at times.

Circle of Power; Five-Point
Anthony found the three-point Circle of Power in his chapter, and Paul will
find the next level of the Circles of Power in his. It can be found after Paul
properly uses the giant organ in the main Chapel, whihc will cause a large
wooden cabinet on the other side of the organ to open up. Inside is the Five-
Point Circle, which will allow Paul to power up his previous Spells (most of
them, at least) with the Pargon Rune. In other words, all characters will now
be able to cast Five-Point Spells, which are stronger than Three-Point.

Diary Page 1
This is the first of three Diary Pages that you will find that have been
written by a Brother Andrew. This is found inside the locked drawer inside the
podium near the center of the Chapel altar. Although these don't carry direct
usefulness to Paul, reading them will give you more information on the
background story and plot information. Do note that although it doesn't have
much use to Paul directly, he must pick this up, as it will be used later on
in his chapter to help him continue forward.

Diary Page 2
This is the second Diary Page that has been written by Brother Andrew. It is
found on a small desk inside the Old Tower (where Anthony found the Three-Point
Circle of Power). Reading this will give you more background information and
plot detail. Paul must use this, along with Page 1 and 3, later on in his
chapter to coninue onwards.

Diary Page 3
This is the final Diary Page that Paul will find that has been written by
Brother Andrew. Iti s found ontop of a small alter inside of the Bishop's
Room at the end of B3. This is the same room that Anthony fought the possessed
Monk many years before. Once Paul reads this Diary Page (which simply gives
more insight into what has been going on around here lately), he can show Pages
1, 2, and 3 to a Monk that is at the Bell Tower. Once you do this, Paul will
be able to continue onwards with his chapter.

Old Tower Key
The Monk inside of the Bell Tower will give this to Paul after the two finish
their conversations. It is used to open the door leading to the Old Tower,
which is located at the northeastern door of the Chapel. This gives you access
to the whole area that Anthony had to explore in his chapter.

Sheet of Music
This is found inside the Old Tower in the room where Anthony found the Three-
Point Circle of Power on one of the bookshelves. This is a very important
item, as it will eventually lead Paul to pick up the Five-Point Circle of
Power. This item is used on the large organ inside of the main Chapel. It will
allow him to play a certain song that opens up a cabinet.

Sacrifical Knife
This is obtained after Paul has found Diary Pages 1, 2, and 3. Once he finds
these, Paul must return to the Bell Tower and talk to the Monk who has been
waiting for you there. Once you show him the letters, he will give you this
Knife. Although it looks quite weird for a sacrifical knife (such as why would
a sacrifical knife have a corkscrew like tip?), it is used later on in his
chapter. Paul will use it on the sarcophagus in room 1 of B3.

Podium Key
This is found inside of the stuffed, lit-up closet in the western chamber of
the First Floor. This key is used inside of the Chapel, which allows him to
unlock the drawer of the podium at the center of the altar to find a useful
item.

Ruby
This Ruby has been placed into one of Anthony's eye sockets (must have been
painful at the time, huh?). When you first meet Anthony inside of his Tomb
(which was the room that he ended his chapter in), you'll see it in one of his
eye sockets. Once you defeat Anthony, you'll be able to pick up this Ruby
gem. It is used alongside two other gems in the Mausoleum.

Emerald
This is located inside of a painting in the holding cell on the First Floor.
It is easy to miss, so be sure to look at the painting of a Monk inside of
the holding cell room. It is used alongside two other gems in the Mausoleum.

Sapphire
This is the hardest gem to pick up. You must defeat a Horror inside of the
Mausoleum to pick up this final gem, the blue Sapphire, from the dead monster.
This is used alongside the Ruby and Emerald gems that Paul should have found
earlier in the alter at the very end of the Mausoleum, which opens up a door
to a deeper basement.


---Roberto Bianchi---
[#9211i]

Biography:
As it has been said in many places, Roberto has simply been caught in the wrong
place at the wrong time. This Italian architect took a trip to Persia in order
to study the architecture of the area out of interest. Of course, things don't
turn out very well. Pious catches Roberto and, for no reason, states that
Robert is a heretic. Instead of killing him right away, Pious decides to use
Roberto's architectual skill to help him out. Pious forces Robert to survey
the entire Forbidden City (a place we have already visited with Pious and
Karim). Roberto must go to a few locations that have been marked on his map
where Pious has found that there seems to be some structual weaknesses. Pious
wants to keep this place around, as he has some plans that are going to be
executed here. Roberto, like Pious, will sell off his soul here, and like
Pious, he just doesn't have a choice. As you are going through Roberto's level,
be sure to take a look at his map and head to the X marked spots. Once in these
certain rooms, find the rubble that is crumbling away from the ceiling and
falling to the ground. Press B when under this which will make Roberto survey
the room.

Roberto is rather large, meaning he isn't a very fast character. Like Max was,
he is a very slow runner and doesn't have a great deal of stamina. His large
figure does give him a rather large Health meter, however, which will be very
uesful in his chapter. His Sanity is around average, and his Magick meter is
surely a little lower than the average. Roberto won't be using any demanding
weapons, so his poor stamina will only effect his running.


Roberto's Weapons:

Torch
Yet another character who has possession of a Torch is Roberto. This is the
only weapon that Roberto will have at the beginning of his chapter. In fact,
this is the only item that he will have in his whole invintory at the start.
Like all of the previous characters could, Roberto can use the Torch to light
up dark rooms and passageways. It can also be used to take out Mantorok and
Xel'lotath Zombies in one single hit, as swinging it in their face will make
them catch on fire. You must use another item to finish these enemies (I
recommend the Saif) off.

Crossbow
Like Paul, Roberto will also gain access to a Crossbow. It is found in room 3
on the First Floor. This works in the exact same manor as Paul's did: it can
hold only 1 Bolt at a time, and it takes a while to reload. It does an average
amount of damage, and should only be used when you must fight enemies from a
long distance, or while taking down Trappers. Use it only when you must, and
don't use it on big enemies. Stick with Trappers and Zombies.

Saif
This is the only sword weapon/melee weapon that Roberto will find. It is found
lying ontop of a stone block in room 2 on the First Floor. This is a very sharp
sword wit ha rather long blade. It's nearly identical to a Sabre. It is very
thing and light, which means Roberto can use one arm to use this weapon
(allowing fast slicest and chops). It isn't that great to use in tight spaces,
so be sure to target an enemy's head or torso while fighting in these areas so
that Roberto will do vertical slices instead of horizontal.


Roberto's Items:

Tome of Eternal Darkness
Yes, poor Roberto has had his fate sealed by the Eternal Darkness, meaning that
he must pick up the Tome. He will walk through a door near the start of his
chapter and be transported to the Hall of the Tome of Eternal Darkness. Like
you have before, run to the end of the Hall and pick up the Tome from the hand
made from bones. Once you pick it up, the usual, but updated, series of
flashbacks will trigger before Roberto finds himself back in the same room of
the Forbidden City before he was transported to the Hall. Roberto will now be
able to cast any Spells that previous characters have learned.

Summon Zombie Scroll
This is the only Spell Scroll that Roberto will find in his chapter. It has
been placed on top of a pedestal at the very center of room 4 on the First
Floor. You should have all of the proper Runes and they should all be identifed
by now, so Roberto should instantly learn the Summon Zombie Spell.

Forgotten Corridor Key
This Key must do something special, as someone placed it in an area that is
seemingly impossible to get to: a small platform in the middle of a pond of
lava. Of course, if they got it there, then there must be a way to get to it.
Cast a Reveal Invisible Spell near the pool of lava and a bridge will appear
that goes right across the pond. Use the bridge to cross the small pond of
lava and pick up the key from the small, circular platform. It is used to
unlock a door leading to the Forgotten Corridor (the place where Pious and
Karim died) in room 3 of the Third Floor.

Essence of Ancient
This is found in the only room on the Fifth Floor. When he gets here, the
spirits of Chandra and Karim will appear. Karim tries to strike Roberto down
with his sword, however the blade simple reflects off of Roberto. Karim notices
that Roberto is "the chosen one," and gives him the Essence of an Ancient that
he has been taking care of for a very long time. Which Essence this is depends
on which Ancient that Pious is serving. Roberto will never use this Essence in
his chapter, however it is VERY important that he gets it. Later on, he will
transfer this Essence to Michael, who will then (at least, I think it is
Michael who will do this) give it to Alex at the end of the game.

NOTE THAT THESE NEXT TWO ITEMS ARE CRUTIAL TO PICK UP!!! BE SURE TO DO IT!!!
IT IS POSSIBLE TO MISS THEM WITHOUT THE GAME WARNING YOU WHICH WILL CAUSE YOU
PROBLEMS LATER ON.

Effigy #1
This is the first of two Effigy's that Roberto will find in his chapter. This
one, which is a picture of a man seemingly washing his face (and is also blue),
is found in room 1 on the Fourth Floor. When you cast a Reveal Invisible Spell
in room 2 of the Fourth Floor, it may still be in effect when you re-enter the
Fourth Floor. If the Spell is still in effect, you should see the Effigy. If
not, cast a Reveal Invisible Spell again in Room 1 of the Fourth Floor to find
the Effigy on the wall. If you don't see it, walk around the room until you
feel your Gamecube Controller Rumble (which will be hard if you're using a
Wavebird, since they don't rumble). Roberto never uses this item, however he
does pass it on to Michale who will find a great use for it.

Effigy #2
This is the second Effigy that Roberto will find. This one is a picture of a
man on one knee with his head down, as if he is presenting himself to someone
of authority (and it is also red). Karim will make this Effigy appear after
he finds out that Roberto is "the chosen one." Roberto will not use this in
his chapter, however Michael will use it in his. Roberto will pass it on to
Michael much later on in the game.


---Peter Edwards---
[#9211j]

Biography:
There is a large jump in time from Roberto's chapter to Peter's chapter. Peter,
who is a journalist covering World War I, which is known as "The War to End All
Wars," has been wounded and is staying at the Oublie Cathedral along with many
other wounded soldiers as they recover. The Oublie Cathedral has been turned
into a hospital. As Peter wanders around the Cathedral, he finds that there is
something wrong with it. He doesn't know what at first, however he decides to
explore a bit. The probem that Peter notices is that every wounded soldier who
enters here never seems to leave; at least not through any of the Cathedral
exit doors. Peter wonders if he will be next, and thinks it's best if he looks
around to see what is going on before something happens to him.

Peter has a rather small Sanity meter. Although he has seen a lot of crap going
on in the war, his mind just can't take any more of the bloodshed. His Health
is, at best, average. His Magick meter is far above average, which is a real
good thing, as Peter will be using a LOT of Magick in his chapter. Peter has a
leg injury, meaning he can't run very fast (even though he doesn't limp). He
doesn't have a great deal of stamina either, however he is very good with
firearms.


Peter's Weapons:

Torch
Well what do you know? Peter will find and use a Torch too! This Torch is
mounted on a wall inside of a small area in the Morgue. The Cathedral is very
dark in Peter's chapter, mainly because the whole chapter takes place at night.
At one point, all of the lights go out in the Cathedral, so the Torch will be
very useful at times! It is a great weapon to use against Mantorok and
Xel'lotath Zombies, as swinging it in their face will cause them to catch fire
and burn up in just one hit. Use another item, such as the Two-Edged Sword,
to perform the Finishing Move on any burning enemies.

Flash Pan
Peter will have this item in his invintory at the very start of his chapter.
Normally, a Flash Pan is used to take photographs (at Peter's time, these were
used to create the flash of light that cameras needed to capture an image),
however Peter can use them to stun enemies in dark rooms due to its bright
flash. It doesn't do any physical damage; it only stuns enemies. It can hold
only one light at a time, and each time that Peter uses it, he must reload the
Pan. He has only five charges with him, meaning he can use this item for a
total of 6 times (as it comes loaded with one). Use it only when you are being
overwhelmed by enemies.

Two-Edged Sword
Yep, you'll have access to this great item once again, provided both Anthony
and then Paul picked it up. It has been placed on a wall inside of the Old
Tower. Like you've witnessed before, this item can easily slice away enemies
in just a few hits thanks to its cutting power and weight. Meter must use
both hands, meaning he can't swing it very fast. Since it has such a wide
radius, be sure to always target enemies heads and torso while you are fighting
in tight corridoes so that the blade won't hit the walls before it hits the
enemy.

8mm Revolver
Peter will have access to two guns in his chapter, with the 8mm Revolver
being the weaker of the two. This gun has been placed on top of a pew in the
Eastern Chamber of the Cathedral. This gun will hold a total of 6 bullets at
once before having to be reloaded. Reloading this gun takes a good deal of
time, so be sure to reload only when you are sure that you have enough time to
do so. It does pack quite a punch, especially at medium to close range. Use it
on minor enemies such as Trappers, Zombies (aim at their Torso's), and Horrors
if you must (target their three heads). It uses 8mm bullets. Ammo for this gun
can be found all over the chapter.

.303 Rifle
This is the second gun that Peter will find, and it is quite a bit stronger
than the Revolver. This Rifle, which is being used in World War I, is found
on the alter in the main Chapel only after the power goes out (as if someone
placed it there for you...). This is used best for long range attacks, and it
is VERY powerful. It can hold 10 .303 Rifle Ammo bullets at once, and it also
has a fairly quick reload time. It doesn't have a great rate of fire, however
it will take enemies down quite quick and it will also stun them too. Use it
on the larger enemies, such as Horrors (you must aim at their heads). There is
a good deal of .303 Ammo lying around Peter's chapter, but only use the gun
when you really need to.


Peter's Items:

Tome of Eternal Darkness
Near the beginning of the chapter, Peter will walk through a door and be
transported to the Hall of the Tome of Eternal Darkness. Like every previous
charcter did, run to the end of the hall and pick up the Tome from the hand
made of bones. Once you pick it up, more flashbacks will start, and once they
have finished, Peter will be back where he was in the Cathedral before he was
taken to the Hall. He can now cast Spells.

Circle of Power; Seven-Point
This is the final Circle of Power that any character will find, and like the
previous two, it is found inside of the Cathedral. It is hidden well; inside of
the Coal Chamber. Peter can get here only after he has a Trapper go through a
small hole into this room and have it trap a large item that is blocking a
door in the Boiler Room. Once he gets this, Peter and all later characters will
be able to power up their Spells to seven-points using the Pargon Rune. These
are the most powerful Spells that you will be able to create.

Magickal Attack Scroll
This is found right near the end of Peter's chapter. It is located at the very
bottom of the Stairway that connects B3 to B4. Peter should have all of the
components needed to create this Spell, so unless you have already created it,
Peter will learn it right away. He needs to know this Spell to finish the
chapter!

Binding Hall Key
This is found on an alter in room 3 of B3. It will be used to open the door
leading to the Binding Hall room (which is located in room 1 of B3).

Magickal Elixir
This is found on the blood-stained sacrifice stone in the Sacrificial Alter
Room. This useful Elixir will fully replenish Peter's Magick meter after he
drinks it. There is only enough inside of this jar for five doses, so I suggest
saving all of it until the very end of the chapter. You'll see why...

Lucky Penny
Peter will have this item in his invintory as soon as the chapter starts.
Although it seems to have no use, Peter will eventually find a good home for
it. He will use it to complete a circuit in the fuse box inside of the
Generator Room after the power goes out.

Sealed Envelope
This is found right on top of the podium inside of the Chapel. Someone must
have left it here. Peter can pick it up and open it. Once he does, he will find
that there are a bunch of Soldier's Orders inside. See the descriptions
below for more information on each...

Soldier's Orders
This long document has orders for a specific soldier to follow. It is found
inside of the "Sealed Envolope" that Peter finds on the podium inside of the
Chapel. Peter can open the envolope to find these. You must show these orders
to the guard located inside of the Entrance Hall of the Cathedral. Once he gets
his orders, the soldier will leave his post, which will give Peter access to
the Eastern Chamber.

Soldier's Letter #1
This letter has been written by Pvt. Jackson (Private, for those who don't know
army shortforms) and is found lying on top of a desk in the Chapel, right
near to where Peter's chapter begins. Reading these is quite important, as it
gives you a lot of information about what has seemingly been going on around
here from a soldier's perspective. Something sure isn't right... Aside from
plot, this letter does nothing.

Soldier's Letter #2
This is found on top of a supplies crate inside of the Bell Tower (where Paul
met the Monk, and where they had conversations about what was going on around
the Cathedral). Reading it will give you even more background story about what
others have been noticing about the Cathedral. Aside from plot, this letter
does nothing.

Soldier's Letter #3
The third, and final Soldier Letter, is found in room 2 of B3. This letter is
by far the darkest of them all, as the one who wrote it describes all of what
has been going in inside of the Cathedral. This simply adds to the plot of
Peter's chapter, and nothing more.

Sheet of Music
This is the exact same piece of music that Paul played many years ago. It is
still on top of the organ inside of the Chapel, right where Paul left it. The
organ will not work until Peter restores power to the whole Cathedral after it
goes out. Once he does restore power, play the same song that Paul played
(some parts of the Sheet have been ripped from age, so hopefully you'll
remember what the notes were). Once Peter nails down the correct tune, the
wooden cabinet on the opposite side of the organ will open up just like it did
in Paul's chapter.

Door Handle
This is found by opening the wooden cabinet by playing the correct song on the
organ (view Sheet of Music above). Once Peter picks it up, he can use it on
the hidden door that leads to the Western Chamber. He can reveal this door
by using a seven-point Reveal Invisible Spell on the wall in the main
area that has the seven-point magckal sigil on it.


---Dr. Edward M. Roivas---
[#9211k]

Biography:
Edward is the second Roivas family member that you'll get to play as (well,
third if you count Alex). Max is Edward's ancestor as well as Alex's
grandfather. Edward was the one who raised Alex during her childhood after her
parients died. As it has been going on for ages, Edward inherits the Mansion.
He gets it after his father died at the Mansion. Upon arriving at the Mansion,
Edward decides to go exploring to see what he can find. Edward is a
psychologist, and he decides to use his abilities to try and figure out what
has been going on at this Mansion and why so many of his relatives have died
here. Edward wonders if his entire family has been going mad because of a
possible weakness in his family's genes, however, after searching the Mansion,
Edward knows that it is definitely not the family genes. He finds out that the
Roivas family has ties with the Ancients, and he knows that he now must
continue the roll that his ancestors started. Edward is the first character
who will seriously damage the Ancient's residence at the Roivas Mansion, and
for doing this, Edward will most likely end up like all of his ancestors.

Because Edward is a psychologist, he has a strong mind and knows how to control
it. Because of this, Edward has very high Sanity and Magick meters. He is an
aging man, however, so his Health meter is a bit below average. Also, because
of age, Edward is a little on the slow side with both his stamina and his
overall attack speed. His arm does tire quickly when using a melee weapon, but
since Edward will find several guns in his chapter, he can stay away from the
sword and stick to fire power.


Edward's Weapons:

Sabre
This is the only melee weapon (aka, sword) that Edward will find inside of
his chapter. THe Sabre is located in the Mansion's Dining Room. This is the
exact same weapon that Max used back in his chapter, therefore it has the same
attributes (if you remember what it was like). This Sabre has a very long
blade that is rather sharp and is not very heavy. Edward can swing this weapon
with only one hand, which will allow him to swing it at a relatively good
pace. Since Edward doesn't have much stamina, however, be sure to make every
hit count; he can't swing rapidly forever.

Enfield Revolver
This is Edward's main firearm that he often keeps by his side. You don't start
out with this gun; instead it is found inside of the Secret Study perched on
a wall. This gun will use .38 Revolver Ammo, which are found in small packages
all around the Mansion. Like all Revolver's, this one is very powerful and will
stop most enemies right in their tracks. It is very accurate, and I recommend
you use it on enemie's heads or torso's (don't bother aiming at their arms).
This gun does take a little while to reload as each bullet must be loaded in
individually, so be sure to reload in a safe place where there are no enemies.

Ithaca Double Shotgun
This is found perched on the northern wall inside of the Basement of the
Mansion. This gun isn't very large, however it is VERY powerful. It is best
used at short range; at long range, the gun will loose a lot of its
effectiveness. Be sure to aim for for heads or torso's. It can hold two shells
at once before having to be reloaded (which is done very quickly; Edward is a
master at reloading this weapon). Edward has the option available that will
allow him to fire one or two shells at once. This can be set inside of the
invintory screen using the Mode function on this gun. Firing one shell at once
allows Edward to take two shots before having to reload, however there isn't
as much power as firing both at once (however, you'll have to reload right
away after firing both shells at once if you set it to this). You will find a
lot of shotgun shells on your journey, so you'll probably be using this gun
for the majority of the chapter.

Elephant Gun
Yes, this gun does have its name for a reason. The Elephant is powerful enough
to take down a whole elephant. It is so powerful the Edward keeps it locked up
inside of his gun cabinet located in the Guest Bedroom. This is, I would
argue, the most powerful firearm that you'll find in the game. Each time
Edward fires a shot from this gun, it will send him straight back onto his,
well, back. The Elephant Gun can hold two Double Rifle Ammo bullets at once,
and Edward can also set it to fire both or one at once (just like the Ithaca
Double Shotgun). This can be done by using the Mode function on the invintory
screen for this gun. This gun will more or less defeat most enemies in one or
two hits, especially if you aim for their torso's (or heads, if you're facing
an enemy that requires headshots). It will take Edward a relatively short
amount of time to reload this weapon (long if he has to reload both barrels
at once). Although it is best used in close combat, this gun is by far the
most powerful long range weapon that Edward will get. Use it sparingly,
however, as there isn't a bunch of ammo around the Mansion for it.


Edward's Items:

Tome of Eternal Darkness
Like all previous Roivas' members that you've played as, the Tome is found
inside of the Secret Study on the large wooden desk at the center. Once
Edward picks up the Tome (and watches the now quite long flashback scene), he
will be able to cast Magick Spells.

Summon Horror Scroll
This is the third and final Summon Creature Scroll that you will will find
(assuming you already found the Trapper and Zombie ones, although if you
didn't, you wouldn't be in Edward's chapter right now). It is located on one
of the shelfs in the Mansion Basement and is guarded well. You have most likely
identified all of the Runes needed to cast this Spell, so unless you have
already taught it to yourself, Edward will learn the Spell as soon as he picks
this Scroll up.

Magick Pool Scroll
This is the first Spell Scroll that Edward will probably find. It is located
on a chair in the Study (the area surrounded by all of the books). It is easily
missed, but it isn't a big deal if you do; most people don't use this Spell
very often. Assuming Edward has all the right Runes identified, or assuming
that a previous character hasn't created this Spell, Edward will learn the
Spell as soon as this Scroll is picked up. This useful Spell gives you an
unlimited amount of Magick for a short period of time before completely
draining your Magick meter. As stated before, use this only when you must.

Roivas Family History - Volume 1
This is found neatly placed on top of the fireplace in the Library of the
Mansion. Be sure to Check this item once you get it. Not only does it reveal
some information on the Roivas family history, but Edward will also find the
Minute Hand of a clock between a few pages of the book.

Roivas Family History - Volume 2
This second volume of the Roivas Family History is found neatly placed on a
desk inside of the Guest Bedroom. Like the first volume, reading this will give
you more information on the background history of the Roivas family. Edward
will, like before, find something hidden between some pages in this Volume
too: the Hour Hand of a clock.

Hour Hand
Edward will find this item stached between a few pages inside of the Roivas
Family History - Volume 2 item (which is described just above). This item,
along with the Minute Hand, is used on the old and beautiful Grandfather Clock
located inside of the Study (same place where Alex found it in her chapter).

Minute Hand
Edward will find this item stached between a few pages inside of the Roivas
Family History - Volume 1 item (which is described just above). This item,
along with the Hour Hand, is used on the old and beautiful Grandfather Clock
located inside of the Study (same place where Alex found it in her chapter).

Basement Key (Top Half)
The Basement Key has been split into two parts. At one point in Edward's
chapter, the Vampire Beast will be roaming around the Main Foyer. Once you
make him flee to the basement, it will drop the Top Half of the Basement Key
onto the ground, allowing you to pick it up. You will have to use the Mix
function on the Invintory screen along with the Bottom Half of the key. Once
you do that, Enchant the item to turn it into the fixed Basement Key which will
allow you to unlock the door leading to the Basement!

Basement Key (Bottom Half)
After Edward spots the Vampire Beast for the first time, it will flee away to
another room. He spots it first in the Study, and as it runs, it will knock
over a small vase and it will shatter on the ground. Inside of it was the
Bottom Half of the Basement Key. You will have to use the Mix function on the
Invintory screen along with the Top Half of the key. Once you do that, Enchant
the item to turn it into the fixed Basement Key which will allow you to unlock
the door leading to the Basement!

Gun Cabinet Key
Note that if you do not do this task, you will not be able to get the Elephant
Gun, so be sure to follow what I say if you want it. When you enter the Master
Bedroom (usually the first time you enter after you have grabbed the Tome of
Eternal Darkness), the Campire Beast will start feeding away on one of Edward's
servants who is cleaning the room. Take care of the Beast VERY quickly, and if
you take him out quick enough, the servant will not die. If you saved him, then
talk to him and he will give you the the Gun Cabinet Key. If he dies, you will
not be able to get the Key, meaning you'll lose out on being able to use the
amazing Elephant Gun. The cabinet that you can unlock is located inside of the
Guest Bedroom (the room where Alex found Karim's chapter page).

Liquid Courage
Edward will have this in his Invintory right from the beginning. Infact, this
is the only item that Edward will have when he starts his chapter. Inside is
an alcoholic beverage, such as brandy. When Edward uses this item, he will
regain some of his Sanity. It can be used only seven times, however. It is a
nice alternative from having to use Magick on the Recover Spell aligned under
Xel'lotath (which recovers Sanity).


---Michael Edwards---
[#9211l]

Biography:
Michael, a firefighter who hails from Canada, has been assigned to go to the
Middle East to help extinguish the oil fields that have been ignited during the
Persian Gulf War. Michael has been in the force for a very long time, and he
knows danger when it is near him. Right from the start, Michael knows that
there is something strange about where he is. Following a massive explosion,
Michael and a few fellow firefighters fall down a giant pit and right into the
Forbidden City. Thanks to Roberto's information many years before, the
Forbidden City has been strengthened and expanded by Pious and his minions.
Michael turns out to be one of the most influential fighters against the
Eternal Darkness, as some of his discoveries will eventually lead to Pious'
downfall.

Since he has been trained to put up with almost any sort of physical
requirement, Michael is quite beefed up. He is very fast and has amazing
stamina; he will almost never tire, despite how often you run for. His Health
is by far his best aspect, as it is way above average. Michael can take quite
a beating, which is a good thing, as Michael's chapter is the hardest of the
lot. Unfortunately, his Magick and Sanity are quite a bit below average, but
thanks to the Recover Spells and Michael's sheer strength, having two low
meters shouldn't cause very much trouble.


Michael's Weapons:

Fire Ax
This is the first of a possible two Melee weapons that Michael will aquire. He
has this Fire Ax right at the beginning of his chapter in his Invintory. For
nearly the entire chapter, this is the only melee weapon that Michael will be
able to use (assuming he finds the Enchanted Gladius). This Ax is very sharp
and can slice through enemies rather quickly. Since Michael is quite strong,
he can swing this thing with great force, and since his stamina is quite high,
he can swing for a while. He must use both hands to use the Ax. It is quite a
lont weapon, so in tight areas, I recommend you target an enemy's head or
torso so that he will swing vertically instead of horizontally which will help
it from hitting the walls.

Glock 17 Pistol
Michael will find this powerful weapon right at the start of his chapter while
checking all of the bodies around him to see if they survived the fall. He
takes this gun off of a dead firefighter. It can hold a total of 19 9mm bullets
at once before the clip must be reloaded. Since this is a Pistol, it reloads
VERY quickly, has great accuracy, but isn't the most powerful weapon, that is
depending which mode you set it to. On the Invintory screen, select the gun's
Mode and switch to fire three shots at once, especially if you are facing a
large enemy and want to take it down fast. This will require the gun having to
be relaoded more often, but it will pack a much larger punch. Michael will find
a few extra packs of 9mm Pistol Ammo beside the dead firefighter, but that is
all he will find during his chapter. Use this gun only when you need to.

OICW Special Forces Rifle
This is the most powerful gun that Michael will be able to use in his chapter.
It is found on another dead firefighter in the first room of Michael's chapter.
Be SURE to pick it up, as you'll want this gun's firepower. It will hold 30
5.56mm Rifle Ammo bullets at once before having to change clips. It is also
able to hold 6 OICW Grenades at once before having to reload. The reload rate
for this gun is quite fast. This gun features four different Mode settings:
single shot, triple shot, full auto (which will allow you to fire the gun
continously until you run out of ammo in your clip, or until you take your
finger off of the fire button), and grenade launcher. Search around the dead
firefighter to pick up some boxes of 5.56mm Rifle Ammo as well as a few
OICW Grenades. This is all you will find for this weapon in the chapter, so
use this weapon only when you need to.

Enchanted Gladius
This useful item is found sitting on a pedestal inside of the secret room
located on the fourth floor. This Gladius has a constant Enchantment on it,
meaning you'll never have to worry about the Enchantment power to run out. It
is Enchanted in the Alignment that opposes Pious. It has a rather strong
Enchantment, meaning it is able to damage all enemies at a great rate,
regardless of their type or alignment. This item will eventually end up in
Alex's hands during her chapter, which she will use to death in the game's
final battle. If you want some more information on this weapon, please scroll
up to Alex's Items and view the Enchanted Gladius writeup there.


Michael's Items:

Tome of Eternal Darkness
Right near the start of his chapter, Michael will walk through a door and be
transported to the Hall of the Tome of Eternal Darkness (I really hate typing
that out). Like you have several times before, walk to the end of the hall
(this is the final time that you'll be visiting it, so be sure to take a look
at the statues on the side of the path... sure has changed since
Anthony's time, eh?) and pick up the Tome which is located in the palm of
the hand made of bones. Once you pick it up, a long flashback will occur. Once
that is done, Michael will appear back in the Forbidden City. He will now be
able to cast any Spell that has been previously learned.

Bind Spell Scroll
This is the last Spell Scroll that you will find. It is located on top of a
pedestal made of bones on the fifth floor. Once Michael picks it up, assuming
he has not already learned it through creation and that the right Runes have
been identified, he will learn the Bind Spell right away. You'll be liking this
one quite a bit... (view the Spells section for more information).

Effigy #1
This Effigy, which is a man on one knee and is coloured red, is found right at
the start of Michael's chapter when Roberto's ghost appears. The ghost will
give Michael this and another Effigy, which he will use in room 2 on the Third
Floor near the end of his chapter.

Effigy #2
This Effigy, which is a man washing his face and is coloured blue, is found
right at the start of Michael's chapter when Roberto's ghost appears. The ghost
will give Michael this and another Effigy, which he will use in room 2 on the
Third Floor near the end of his chapter.

Effigy #3
This one hasn't been picked up yet, so don't worry when the ghost of Roberto
doesn't give it to you. It is located in the second hallway on Floor Two. There
is a Damage Field around it, so you'll have to cast an opposite-aligned, same
powered Dispel Magick Spell to take it down. Once you do, you can pick up the
Effigy. This will be used, along with the previous two that Roberto's ghost
gave him earlier, in room 2 on the Third Floor near the end of his chapter.

Flashlight
Michael will have this item in his Inintory right from the start of his
chapter. Unlike the Torch, this item can be placed in Michael's shirt, meaning
that while he has it on he can still use both of his hands for weapons. This
is a good thing, as unlike the Torch, the Flashlight can't take down any
enemies. Despite that, this item will let Michael find his way through the
very dark passages of the Forbidden City. I recommend that you equip it right
at the start of his chapter and not take it off; it will last forever and it
does make things a bit easier on the eyes.

Essence of Ancient
This is yet another item that Michael will obtain from the ghost of Roberto
right at the start of his chapter. This is the same Essence that Roberto
picked up in his chapter, and which Essence this is depends on which Ancient
that Pious serves. Eventually, Alex will pick up this Essence later on.

Staff
This is found in room 5 on the First Floor. It is located right in the middle
of the room on the ground. Pick it up, and when you get the Gold Amulet,
be sure to Mix the two items together which will let you finish a certain task.

Gold Amulet
This is found in the northwest corner of room 3 on the First Floor. Once he
picks it up and finds the Staff, he will be able to Mix the two items together
(which can be done in the Invintory screen) to create one item. This is used
for a special puzzle later on in his chapter.

Plastic Explosives
These items are guarded very well; by two Horrors actually. Once you take both
of them out, pick up the Plastic Explosives that they were guarding. Alone
they don't do much, but once Michael Mixes them with the Detonator, Michael
will create a C4 Bomb. This is used to blow up the bridge, and the entire
Forbidden City, in room 3 of on the Third Floor.

Detonator
This is found beside a dead firefighter in the Forgotten Corridor. You will
have to use the Mix function on the Invintory screen to mix this item with
the Plastic Explosives. When Michael does this, he will create a C4 Bomb, which
will be used to destroy the whole complex near the end of his chapter.


~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

                     ~------------------------------------~
                     |       5. The Dark Residences       |
                     ~------------------------------------~
                                     [#3911]

Introduction:
Over the course of the game, you will travel through four different locations.
You will visit each location about three times with three different characters
in three different time periods. The first time you visit a new location
(with the exception of the Roivas Mansion), you'll discover it in it's most
ancient form. For example, the first time you visit the Forbidden City
with Pious, the year is 26 B.C. The next time you visit it with Karim, the
year will be 565 A.D. This is interesting, as while you progress through the
game, you'll also see the progression in each area. Again, for example, the
Forbidden City that Karim visits has the same layout as it did when you were
in there with Pious, however it has been renovated since Pious' time.

In this section, I will talk about each of the various areas that you'll visit
over the course of the game with each character. I will also, in depth, talk
about how the locations change over the course of time. It is a good idea to
read through this section before you start the game, or before you start a
new chapter, as knowing a bit about the location before you start a chapter
could really help you out. All of these locations are, in one way or another,
a haven for the Eternal Darkness, so watch your step!

**Thanks goes to Prima's Official Strategy Guide for some certain information
regarding a few locations.**


---Roivas Mansion, Rhode Island---
[#3911a]

Visited by: Alex Roivas, Max Roivas, Edward Roivas

General information - This beautiful, old Mansion was built before the American
Revolutionary War. It was built on Rhode Island, New York, by the Roivas
family. The very first known master of the house was Aaron Roivas, who was the
father of Max Roivas. You never get to play as Aaron, but you will get to play
as Max. Aaron lived in this house at the turn of the 18th century, however it
is unknown if he was the very first Roivas to own the Mansion. For all we know,
there may have been previous masters; the game never states this fully.

The Mansion itself is not what the Eternal Darkness fully occupies. They
occupy a giant underground city that is located directly underneath the
Mansion. This is the Runes of Ehn'gha, a giant necropolis that is the main
home of the Eternal Darkness' forces. Aaron was the first Roivas to discover
the Runes of Ehn'gha just before he died in 1760. He wrote about his findings,
and soon after Max inherited the Mansion, Max read Aaron's notes and continued
to fight the Eternal Darkness. Since Aaron, every single member of the Roivas
family who enherited this Mansion has faught the Eternal Darkness. Most of
the Roivas family doesn't know about the Ancients and the Runes of Ehn'gha
until the near end of their chapters.


1760 A.D.
Visited by: Dr. Maximillian Roivas

General Information - Max inherits the Mansion from his father, Aaron, after
he dies. This is the Mansion at its youngest stage, and it is very different
to what Alex sees back in hers. Firstly, the Mansion has no east wing (this
is where the Observatory, Library, and Study are located in Alex's Mansion), as
they haven't been built yet. Since there is no hallway that leads to the
Secret Study (which has been built before Max inherited the Mansion), Max will
have to find an alternative route to the Secret Study. This is found by
crawling through the fireplace in the sitting room.

One thing that most people overlook is the stained glass window located at the
end of the hallway of the Second Floor. If you take a look at the image, you'll
notice that there is a sun rising above the village. For those of you who
like English, this does represent something. Can you figure it out?

The door that leads to the Servants Quarters (just to the right of the stained
glass window) is still here (it's covered up by wallpaper in Alex's chapter).
It is locked during Max's entire chapter, however, so it really doesn't serve
much purpose aside from a thing to remember for the future.

Those are all of the main physical changes; everything else is about the same
as it will be in the future of the Mansion. The only differences are those of
the decour. For example, all of the light sources in the Mansion are from
candles, whereas in Edward and Alex's chapter they are electric. The entire
decour of the Mansion really does give it the feel as if you are in the early
18th century.


1952 A.D.
Visited by: Dr. Edward M. Roivas

Edward's chapter starts out in relatively the same way that Max's chapter
started: Edward inherits the Mansion after his father died. There are some
major changes in the Mansion between Max's chapter and Edward's chapter.
Edward's chapter looks a lot more like the Mansion we have gotten familiar with
in Alex's chapter. Firstly, nearly all of the est wing has been built, such
as the Library and Study. The Observatory, however, has not yet been built,
so Edward won't be able to view the stars. Since the main Study has been
built, as well as the Library, Edward will get to the Secret Study in the same
way that Alex did. In fact, he gets there in the exact same way.

One major different that you may notice (aside from the different decour from
the early 18th century) is that the Servant's Quarters doorway is no longer
there. It has been covered up by wallpaper, and Edward will never be able to
access this room.

If you take a look at the stained glass window at the end of the hallway of
the Second Floor, you may notice that it has changed from Max's chapter. Now,
it is an image of a angel-like girl rather than a sunrise. Again, for those
who like these kinds of images, try to figure out what these pictures relate
to. They aren't there for no reason!


2000 A.D.
Visited by: Alexandra Roivas

This is the latest verison of the Roivas Mansion, and it is also the very first
version you will visit. The Mansion at Alex's time serves as the game's main
overworld. Alex, like what we have seen before, inherits the mansion after
there is a death in the family. Alex inherits it from Edward following his
death. Since Edward's death, however, the Mansion has turned into a dark,
evil looking house. The Mansion is more or less a mess; there is dust and dirt
all over the place and things just look dark. Some of the carpets and walls
are actually rotting away, which is weird, as Edward died not to long before
Alex arrives at the Mansion. During his chapter, the Mansion did not look like
this, and I'm sure he wouldn't have kept it up like this.... interesting....

Finally, the Observatory has been completed. You can gain access to it through
the door at the end of the Library. There have also been some additions to
the basement thanks to Edward. Alex will access the Secret Study through the
same grandfather clock puzzle that Edward must solve, however you will solve
it with Alex before you do with Edward. 

When you take a look a tthe servant's quarters, you may notice that they are
still sealed away with the wallpaper. Max and Edward couldn't gain access to
these Quarters, however Alex will be able to break away the wallpaper once
she finds the Pickax. The last person who entered these Quarters was Max,
however once you do get in there, you'll probably think that there was
something else in here after Max... not a member of the family.

Finally, let's talk about the stained glass window. Yet again it has changed.
Like in Edward's chapter, here we see an image of the same angel-like girl,
however this time she is holding something in her hand. Also, unlike Max
and Edward's chapters, the window has a magickal force field on it, and until
Alex can dispel it, she won't be able to get very close to it.


---The Forbidden City, Persia/The Middle East---
[#3911b]

Visited by: Pious Agustus, Karim, Roberto Bianchi, Michael Edwards

General Information - You will be visiting this location more times than all
of the others. The Forbidden City will be traversed by four different people,
whereas most of the other locations are graced by two or three characters. The
city is actually a giant underground temple that, I believe, was made by the
Ancients and their minions in an area that most people would not find: under
the sands of Persia (not called The Middle East). Pious will be the first
character to go through this area. He visits it very early. In fact, he is the
only character that will play in the B.C. era. Pious searched this area to try
and find an ancient artifact that will apparently help the Romans in their
conquests and help strengthen the Roman Republic.

There is no way to know that the city was here. The only reason why Pious
found it was because the Ancients called him to a circular, stonehenge like
structure in the middle of the desert. When he stood in the middle, he was
transported to the, at the time, small temple down below. Once one of the
Ancients uses Pious as their earthly control, Pious will greatly expand the
Forbidden City over the centuries. This is one of the most important areas to
the Ancients; only the Runes of Ehn'gha are more important to them. Because of
this, you can only expect that this place will be covered with the dirty
footsteps of the Eternal Darkness and their minions.


26 B.C., Persia
Visited by: Pious Augustus

This is the first chapter that you'll play (not including the first little bit
you play as Alex back at the Mansion at the start of the game), as well as the
first location that you'll fully explore. Pious enters the Forbidden City after
he is lured into the middle of a stonehenge structure. The pillers cast a
Magickal Attack and transport Pious to the Temple far underground. He is first
transported to the top level, and during his chapter, he will work further
and further downwards. Since this is your first task in the game, you will be
met by only one enemy: Mantorok Zombies. They are weak and won't pose any
trouble to you.

This is the smallest variation of a location. The Temple is very small, and in
my eyes, isn't a city at all. This Temple contains only four floors and nine
rooms. It won't take you very long to get through this area; about 15-20
minutes at most. Everything in here has been constructed out of stone and
nothing more.

The only thing that is interesting about this area takes place at the very end.
When Pious reaches the Forbidden Corridor, he will find three Artifacts
floating on top of some platforms. He will have to pick one, and this choice
will determine many aspects of the rest of your game. The Artifact that Pious
chooses will determine what sort of enemies you'll face. For example, if you
choose Ulyaoth's Artifact, you will face mostly Ulyaoth-aligned enemies. This
choice determines Pious' fate, and he will be under this fate for the next
2000 years until his demise.


565 A.D., Persia
Visited by: Karim

Karim's chapter starts off in nearly the exact same way that Pious' chapter
did. He is sent here by the girl of his dreams in order to find a priceless
artifact of great power. Karim is transported into the city via the same
way: he walks into the center of the stonehenge like structure, which in turn
casts a Magickal Spell that transports him into the Forbidden City.

The Temple has changed greatly since Pious graced its halls under your
control. Since Pious is now under control of an Ancient, and since this area
is so important to the Eternal Darkness, Pious has been building this place
to become more like a city. The Temple is now full of guards, including
strong Zombies, Trappers, and even Horrors. Most of them will be aligned to
whatever Ancient Pious serves (so, if you picked the Ulyaoth artifact, most
of the enemies in this area will be blue and attributed to Ulyaoth; see the
Enemies section for more information). There is now five floors here, as well
as a total of 14 rooms total. Like Pious, Karim will slash his way through
until he gets to the Forbidden Corridor. Once there, Karim will find another
Artifact, another Ancient Essence, which he will pick up. Unlike Pious,
however, Karim will not become a slave to an Ancient, and instead guard it
for several centuries until another person comes down here in search.


1460 A.D., The Middle East
Visited by: Roberto Bianchi

By this time, the area is no longer Persia. Now, when the Italian architect
named Roberto Bianchi arrives at the Forbidden City, the surrounding area has
now been named The Middle East (just like it is today). Unlike Pious and
Karim, Roberto is sent here after being captured by Pious; he was not
transported here via the stonehenge area. Roberto is thrown down a hole (which,
if you look carefully, is where the stone pillers used to be). Pious notices
that some parts of the City are starting to fall apart, and he commands
Roberto to survey these areas and find out how to fix them. The Temple is now
quite large, even compared to Karim's chapter. It has been expanded greatly
in the near 900 years between Karim and Roberto's chapter. There are many more
rooms and hallways, and there are even more guards of the Eternal Darkness
down here to make sure everything is going according to Pious' plans. In fact,
some enemies have even take over humans in order to get the job done.

Pious' Ancient wants him to turn the Forbidden City into their main source
of Magickal Power. Pious is slowly getting there, but he is still making a lot
of progress. To show his dedication to the Ancient, Pious starts building a
giant tower made of humans! He captures a bunch of people from the area who
have falsly been convicted of being heretics, and throws them into the giant
mold for the human tower. Once the tower is finished, the area can truly be
called the Forbidden City.


1991 A.D., The Middle East
Visited by: Michael Edwards

This is the final visit you'll be taking to the Forbidden City, as once you
are through Michael's chapter, the city will no longer exist. That's right:
Pious started the building of this city, and Michael will destroy the entire
place once he has gone through the place. It won't be easy, however, as since
Roberto's chapter, the Temple has grown into a city of Darkness. During the
Persian Gulf War, the Canadian firefighter has been sent to put out oil fires.
While trying to put one out, there is a giant explosion from the oil that
causes a giant hole to appear in the ground. Michael and a bunch of other
firefighters fall down the hole, however Michael is the only one to survive
the fall. The Temple is now almost complete, as it does look different than
it did in Roberto's chapter.

Thanks to Roberto, the structure of the city is as strong as ever. There is
no more danger of the entire place collapsing, unlike in Roberto's chapter.
Due to all of the explosions and war from above, however, many passages that
Roberto took are now blocked by giant boulders and rocks that Michael simply
cannot move away by himself. Despite this, Michael will find his way through,
and he will see the largest version of the City. There are now 5 floors and
a total of 23 rooms, all filled to the brim with the servants of the Eternal
Darkness.

The pedistals that we all came to know have now been destroyed. The other
Essences are gone as well, meaning that this city belongs to Pious and his
Ancient. The other Ancients no longer have any control of this area. Michael
will need all of the help that he can get to get through here, and there won't
be much of it.


---Mantorok's Temple, Angkor Wat, Cambodia---
[#3911c]

Visited by: Ellia, Dr. Edwin Lindsey

General Information - You will only be visiting this area twice during your
adventure. This Temple, which is the home of Mantorok, the strongest of the
Ancients, is located in the Angkor Wat region of Cambodia, deep in the jungle.
The Temple has been built into the ground, as while playing through it, you'll
notice that you just keep on going further and further downwards. Most of the
areas in the dungeons, especially the hallways, are filled with traps. They
are all activated by stones that are on the ground, and things such as swords
coming from the wall and poison darts being fired from the walls may happen.
Most areas in this Temple are fully of traps, so you'll have to watch out!
Always avoid stepping on stones that seem out of place, or ones that seem to
be lighter/darker in colour than the stones surrounding them.

This dungeon serves little purpose for the Eternal Darkness. In fact, the
Eternal Darkness wants to stay away from here, as Mantorok, the god of the
Ancients, lives in the basement. This giant creature despises the Ancients and
cares greatly for humans. On the sides of some of the rooms in the Temple are
giant carvings that show Mantorok bringing the people of Cambodia great crops
and perfect weather. Mantorok is the only one who can stop the Ancients' plans
with a single footstep, so Pious came here and made sure that wouldn't
happen. Pious binded Mantorok to the bottom of the Temple, making sure he
could never leave. After Pious hit Mantorok with the attack, Mantorok can do
nothing more but stay here and slowly die over the centuries. Even though
Mantorok is severly harmed, he still has unbelivable power. At one point in
Lindsey's chapter, for example, Mantorok vaporises two Gatekeepers with almost
no effort.


1150 A.D., Angkor Wat, Cambodia
Visited by: Ellia

Ellia, the chapter that you'll encounter in the game, is the first to tackle
this dungeon. She arrives at the Temple while reading the Tome of Eternal
Darkness. She decides to explore the Temple after being trapped inside in
search of a way out. Eventually she finds a small Blowgun on a stone in one of
the many hallways on the First Floor. When she picks it up, a trap door opens
up from under her and she falls all the way down to the bottom level of the
Temple. She completely bypasses the middle floor between the First and bottom
level's of the Temple (however Lindsey will have to travel here during his
chapter). She will have to go through 14 rooms in total.

Ellia is the first character who will face alignment-based Zombies. Yes, there
are many Mantorok-aligned Zombies in this dungeon (the same ones you saw in
Pious' chapter), however many of the later rooms are filled with the special
alignment-based Zombies, such as Ulyaoth Zombies. The majority of the Zombies
you'll see depend on which Ancient Pious works for. For example, if he works
for Xel'lotath, then the majority of the Zombies will be Xel'lotath Zombies.
Eventually Ellia will find Mantorok at the bottom of the Temple. Mantorok
trusts her, and makes sure that his most prized attribute will not fall into
the hands of Pious.


1983 A.D., Angkor Wat, Cambodia
Visited by: Dr. Edwin Lindsey

The next time you visit the Temple will be nearly 900 years after you first
visited it with Ellia, however most things haven't really changed. Dr. Lindsey
has been brought here due to the financial aid of a weird man named Paul
Augustine. Paul pays for Lindsey's trip and asks him to find what is considered
a large treasure. This large treasure, of course, is the Essence of Mantorok.
Paul Augustine, who is really Pious in disguise, cannot find the Essence of
Mantorok anywhere. Of course, we know that the Essence has been hidden inside
of Ellia in the small room behind Mantorok's Chamber. Edwin does eventually
find the zombified corpse of Ellia, who in turn gives him the Essence of
Mantorok and says he must leave the Temple right away before Pious finds him
with the Essence.

Lindsey will search much more of the Temple when compared to what Ellia
saw. Lindsey will search a total of 3 floors and 29 rooms, which is a lot
larger than one may think. Lindsey will aquire one of the most valuable Runes
in the game, the Mantorok Alignment Rune, in his adventure. Finding this will
give you a fourth choice when aligning Spells that you will cast (do note that
you cannot use the Mantorok Alignment Rune for the Summon Spells). Just like
in Ellia's chapter, the halls are filled with all sorts of traps. They are
found in the same way: look for stones that are lighter or darker than the
stones around them. Any stone that looks out of place is often a stone that
will trigger a trap once stepped on, so avoid them at all costs! Mantorok is
in the exact same area, at the bottom of the Temple.


---Oublie Cathedral, Amiens, France---
[#3911d]

Visited by: Anthony, Paul Luther, Peter Jacob

General Information - This is by far the most symbolic location out of all
of them. A Cathedral, which is supposed to be a place of purity, peace, love,
and faith, is turned into a place of utter despare and death thanks to Pious
and the Eternal Darkness. Pious takes the tender minds of monks and has them
come to the Cathedral for sacrifices. Many weird things go on inside of this
Cathedral, however the will of God will always keep the Eternal Darkness at
bay. In fact, some of the discoveries found in the Cathedral are the ones that
will have the biggest impact on the game, such as the Circles of Power, which
will let you cast Spells from the Tome of Eternal Darkness.

You will first visit the Cathedral in 814 A.D., so the place must have been
built some time before or around then. Even in Anthony's chapter (the first
character who must explore this location), some of the place seem to be quite
old and falling apart. This would have been one of the first Christian
churches in all of Europe, as the Christian belief started to go around
Europe just before the 800's. The first Cathedral, the one Anthony explores, is
rather small, however over time it will grow. When Paul visits the Cathedral,
right when the Christian religion is at its most powerful point, the Cathedral
has grown by a large margin, with the new place being built around the old
Cathedral. The Church keeps its name, the Oublie Cathedral, throughout the
entire game.

For those of you who know the French language, you should have noticed that
"Oublie" means "forgotten." This is a rather great name to call this place,
as time after time, the Cathedral falls into total abandonment throughout
history. In a metaphoric sense, the Cathedral has forgotten its image of
being a house of god, and instead has turned into a house of evil and despare.


814 A.D., Amiens, France
Visited by: Anthony

The very first time you visit the Cathedral, which is in 814 with Anthony,
you'll see a rather small building with a large basement. Anthony is a young
servant for Charlemagne (the Emperor of the Franks). Anthony originally heads
to the Cathedral to send a warning to Charlemagne after he got hit with an
attack that was originally meant for Charlemagne. The Cathedral is in the
early stages of development. This serves as more imagery: as the Cathedral is
still small, so is the Eternal Darkness presence. As it grows over time, so
does the Eternal Darkness presence.

Anthony will have to go through 4 floors, with a total of 11 rooms, in his
chapter. Around the various rooms are Monks who have been caught in the wrong
place at the wrong time. During their praying sessions, the servants of the
Eternal Darkness approach them and try and eliminate them. Athony will go
around the Cathedral, saving the Monks, as well as trying to keep himself
alive. The Bishop of the Cathedral has been corrupted by Pious, and while the
Bishop is giving the Eternal Darkness a way in, things will just get worse and
worse. Anthony must eliminate the Bishop before things can get any worse!


1485 A.D., Amiens, France
Visited by: Paul Luther

Like Anthony, Paul isn't a resident of the Cathedral. Unlike Anthony, however,
Paul comes here in search of something. Paul gets the message that there is a
very holy relic here: The Hand of Jude. By the time Paul graces this haunted
location, the Cathedral has grown in size by quite a great deal. It is more
than twice the size when compared to the Cathedral in Anthony's time. Paul will
visit the original area, however only a small part of it; the Old Tower. The
new Cathedral contains 6 floors and 27 rooms, all of which are quite large
and filled to the brim with the Eternal Darkness.

The largest room in the Cathedral is actually at the very bottom, at the
deepest and darkest part of the Cathedral; it is called the Binding Hall. In
this area, Pious has summoned a giant creature named the Black Guardian to
protect one of the Ancient Essences. Aside from the Ancients' themselves, the
Black Guardian is the strongest creature in the Eternal Darkness. Even Pious
follows the Guardian's commands and wishes. Paul will confront nearly every
enemy in the Eternal Darkness army, including: Bonethives, Zombies, Trappers,
and Horrors. Although he is able to get by all of them, he doesn't stand a
chance against the Black Guardian.


1916 A.D., Aimens, France
Visited by: Peter Jacob

Peter is the third and final character who fill visit the Cathedral. Peter
is a young journalist who, for possibly his first assignment, is covering the
Second World War. He is wounded one day in the leg, and he has been sent to
the Oublie Cathedral to heal up. The Oublie Cathedral has been transformed
into a hospital, however this place is much more than a hospital. The monks,
the only source of light in this Cathedral, have long been killed off and no
longer are around here. The Eternal Darkness has full control over this area,
and they will show Peter how true this is. Peter, as well as the other guests
at this hospital, notice that something is wrong here. The dead never leave
through the front door; in fact no one leaves through the front door. They all
go into the shadows and never come back...

The Cathedral is nearly identical to the one Paul went through. There are a
few new rooms that have been built around and in the Cathedral between Paul
and Peter's chapters. Some passageways that Paul took can no longer be taken
by Peter, however some passages that wern't around in Paul's time are now here
for Peter. There is now a power generator inside of the Cathedral, meaning the
place is no longer lit up via the light of candles. Of course, once the power
goes out, the entire place goes pitch black, with the exception of the moon
light and the flashes from the explosions outside.

Like it did in Paul's chapter, the Black Guardian is still guarding the Ancient
Essence at the bottom of the Temple inside of the Binding Hall. Unlike Paul,
however, Peter will find a way to take this thing down once and fall all,
which gives the Eternal Darkness a fatal blow (not only because they lose one
of their strongest minions, but they also lose one of the Essences).


~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

                    ~-------------------------------------~
                    |       6. Monsters and Enemies       |
                    ~-------------------------------------~
                                    [#4209]

Introduction:
As you have probably guessed, the game is full of enemies of all types that
will try their hardest to stop your quests. The Ancients have great armies
of minions, some being very small, some being very large. If you want to get
through this game, you'll have to know about each enemy. Sure, you can figure
most stuff out by yourself (which I highly recommend), however it is always a
good idea to read over the biographies of enemies to see if there is anything
there that you don't know about, as it could make your life quite a bit easier.
It is also important to know how to combat enemies. All of that information
will be found in this chapter of the guide. Everything from using the Tome
and Spells to make your life easier, to the art of finishing off your foes.


---Basic Information Regarding Combat---
[#4209a]

Alignments:
Yes, I have been over this before in previous sections of my FAQ, however,
for people who are only coming to this guide to look at this section, I will
include information on the Alignments here once again. If you already know
about the enemy alignments, then simply scroll down until you get to the
"Targeting" subheading.

All enemies in Eternal Darkness are aligned to one of the four Ancients. It is
important to know what an Alignment means, as the Alignment of a creature will
determine its strengths and weaknesses. Be sure to know these off by heart!

Creatures that are aligned under Chattur'gha will be coloured red. They are
vulnerable to Ulyaoth, which is blue, Magick. Red Chattur'gha magick and green
Xel'lotath magick have little effect against Chattur'gha creatures. Most
Chattur'gha creatures are very strong and are the most difficult to take down.

Creatures that are aligned under Xel'lotath will be coloured green. They are
vulnerably to Chattur'gha, which is red, Magick. Blue Ulyaoth magick and green
Xel'lotath magick have little effect against Xel'lotath creatures. Most
creatures aligned under Xel'lotath are highly flammable, or they have no heads.

Creatures that are aligned under Ulyaoth will be coloured blue. They are
vulnerable to Xel'lotath, which is green, Magick. Blue Ulyaoth magick and
red Chattug'gha magick have little effect against Ulyaoth creatures. Most
Ulyaoth enemies have a tendancy to steal your Magick power and, due to heavy
decaying, are relatively weak and may explode.

Creatures that are aligned under Mantorok are dark purple in colour. They
aren't vulnerable to any type of Magick. The only Mantorok-aligned creatures
that you will find are Mantorok Zombies. These creatures are by far the
weakest enemies that you will face in the game, as they will often go down with
one or two hits.


---The Three Basic Steps To Fighting Enemies---
[#4209b]

Encountering:
When you first encounter an enemy, especially in later chapters, you should
always take into considering its alignment. Assuming you have cleared the
previous room of enemies, it is best to take a look at what you will have to
face in the next room, and then run back into the previous room and prepair
yourself. For example, if you go into a new room and you notice there are two
Chattur'gha-aligned Zombies inside, you should head to the previous room and
enchant your weapon with Ulyaoth (blue) Magick. This way, you'll be better
prepaid to face the two Zombies. You can also equip a weapon that is most
effective against the enemies in the next room and enchant it to the correct
alignment that will work best against the upcoming foes. Once you do this, you
will be much better equipped and ready to take on the foes, which is very
important in the late chapters of the game.

NOTE: Enemies cannot go through doors in Eternal Darkness, so you won't have to
worry about that.

Fighting/Witnessing:
Before you start fighting, it is important to note a few things. Now, this
won't happen until later on in chapters, but it is something that you should
always look for: different-aligned enemies in one room. Ulyaoth enemies hate
Chattur'gha, Chattur'gha hates Ulyaoth. They will always attack each other
first when you go into a new room, so simply stand by the door and wait for
them to duke it out. Eventually, one of them will fall, and the other will
be weakened, making it easier for you to take them down. If you attack them
first, or if they see you, then they will probably both turn against you, as
their main target is to take YOU down. As soon as one of the foes are taken
down, run up to the one who is still alive and attack them from behind (which
will help keep your Sanity meter high, as enemies will only take Sanity from
you if the two of you make eye contact.

If the enemies in a room are of the same alignment (which will be the case
about 95% of the time), then you will have to fight them. See "The Art Of
Targeting" section just below for more information on fighting.

While using weapons such as Revolver's and Shotguns, I highly recommend that
you aim for their torso instead of their limbs. Hitting the torso with a,
for example, shotgun past will do a LOT more damage than hitting their arm.
Hitting an arm or head is simply a waste of ammo.

Finishing:
This is one of the most important (and cool) things that you can do in the
game. When you first kill an enemy, they will fall to the ground and move
around a little bit. When they are done there, stand beside them and you'll
see the game telling you to press B to finish them off. This will give you back
all of the Sanity that they took from you (with the exception of a few enemies)
which is vital to playing the game. In the first few chapters, this is the
only way to recover your Sanity, and it is a relatively free way to do so, so
be sure to get into the habbit of doing this! It is also fun to see your
character slash an enemy into pieces...

It is also a good idea to finish enemies that other opposite-aligned creatures
took down for you. These creatures never had the opportunity to see you and
take your Sanity, yet finishing them will still recover some of your Sanity!
Be sure to do this to get some bonus Sanity whenever you can!

When an enemy has been taken down, they will only stay on the ground for about
15-30 seconds before they are transported away. Be sure to finish an enemy
once you take them down! Do note, however, that while you are finishing, other
enemies can attack you! Finishing an enemy usually takes about 3-5 seconds to
complete. Always be sure you'll have time to do so! Sanity is important, but
keeping your Health up is even more important.


---The Art Of Targeting---
[#4209c]

Knowing how to do this is VERY important, so be sure to read onwards with this
section. Nearly all enemies will have four different areas that can be
targeted: both arms, the head, and the torso. Targeting a certain area will
allow for that part to be destroyed faster, and it can also be used in a
strategic way. In order to target a body part, press and hold R while facing
an enemy. Automatically, your character will set their eyes on the enemy's
torso (you know what part is selected because it flashes white). You can move
your character's sights with the control stick. While holding R, move it to
the right to target the enemy's right arm, to the left to target the enemys
left arm, up to target the enemy's head, and down/no movement to target the
torso. When you target an arm, for example, after a few hits the arm will fall
off. Taking off the arms of enemies can be very useful! While targeting an
enemy, you cannot move.

Once targeted, you can use your selected weapon with the A button. Your
character will automatically slash away at the selected body part. Obviously,
if you aren't in range of the enemy, your character will only swing at air,
which is useless.

Targeting the Head:
In order to do this, press and hold R while pressing UP on the control stick
(and continuing to hold it there). After a few slashes (how long it takes to
cut off the head depends on your current weapon's strength and enchantment),
the head of the enemy will fall off. Once this happens, the enemy will no
longer have the ability to chase you. It will just stand there, swinging its
arms, hoping that you will run into them. Once their head is off, simply run
behind them and slash away from behind. Whenever you see any Zombie, ESPECIALLY
ULYAOTH ZOMBIES, take off the head first! Some times you'll face several of
these Zombies all at once, and it is best if you take away their vision.

Note that if you sever a Chattur'gha Zombie's head, it will eventually grow
back.

Targeting the Arms:
In order to do this, press and hold R while pressing RIGHT or LEFT on the
control stick (and continuing to hold it there). Arms usually come off in one
or two hits (depending on the weapon), and once they are off, the enemy will
usually not be able to attack you any longer. This works best against Zombies,
regardless of their Alignment. Once you take off the arms, the enemy will still
follow you around, however (assuming they don't have any long-range attack or
Magickal attack) they cannot hurt you.

Note that if you sever a Chattur'gha Zombie's arms, they will eventually grow
back. Also, the arms of some enemies will not come off (such as Horrors), so
it is best to only target and attack the arms of Zombies.

Targeting the Torso:
When the arms and head are gone, you will only be able to target the torso.
You can also target this area while simply pressing R and not moving the
control stick. If you attack an enemy without targeting them (just by pressing
A near them), then your character will always hit the torso. This is the main
way you'll take down an enemy; hitting the arms and head disables them, but
destroying the torso will finally take them down.


Quick And Important Review:

1) Chattur'gha Zombies can regrow limbs (except torsos), so once their head
and arms are off, be sure to take the Zombie down quickly!

2) Targeting the head of an enemy will result in your character swinging your
sword vertically instead of horizontally, which will allow your character to
use large-bladed weapons in small areas. If you attack the arms or torso, then
your character will use vertical swings, and vertical swings in small areas
will often make your character hit the wall before hitting the enemy.

3) Ulyaoth Zombies will explode if you don't take off their head, so always
target and destroy their head first!

4) Some enemies have only one target point. For example, while fighting a
Greater Guardian, you can only target their body. Also, you cannot target
certain enemies at all, such as the Black Guardian.

5) While targeting an enemy, quickly release and press+hold the R button to
switch your character's eyes onto the next closest enemy.

6) Targeting the arms and heads won't offer much damage to the enemy; it will
simply make your task easier. Don't bother attack the arms of enemies such as
Horrors, as hitting their torso (and heads) does much more damage. See the
Enemies section later in this chapter for more information.

7) Targeting certain areas of some enemies will take them down much faster.
For example, while facing Bonethieves, they can be taken down with one hit
to the head, whereas it will take around 5+ hits to take them down if you go
for their torso. Again, more on this later in this chapter.

8) The rate at which it takes to take off a certain limb depends on your weapon
and the enchantment of that weapon. For example, if you are facing a Xel'lotath
Zombie, you would want to enchant a bladed-weapon (sword) under Chattur'gha
(red). DO NOT USE GUNS ON ARMS/HEADS OF ENEMIES!!! This often won't take the
limb off, it's a waste of ammo, and it does VERY little damage. Use a blade
to sever the arms!


---Finishing---
[#4209d]

After you kill an enemy, they will fall to the ground and wobble around for a
short while. During this time, you will have the opportunity to finish them.
After you take an enemy down, they will NOT rise once again. You can either
finish them, or wait for them to be transported away.

The reason as to why finishing is so important revolves with your Sanity
meter. When an enemy spots you, they will take off a certain amount of Sanity.
When you use a finishing move on an enemy, you will get most, if not all, of
the Sanity that the enemy stole from you. This is a VERY important feature of
the game, as it is the only way to get Sanity back for a free price (with the
exception of a few items). The only other way to recover Sanity is to use the
Recover Spell (aligned under Xel'lotath), or to use the green tiles in the
Trapper Dimension.

Finishing off an enemy is easy. Once they are on the ground, walk up to them
and you'll notice a note on the screen that says, "Finish Him!" When you see
this, press the B button to have your character slash away at the enemy's
back to finally kill them off. You will recover some Sanity while doing this.
You will also get some satisfaction!

Once you finish an enemy, they will be transported away. Once you take an enemy
down, you'll have about 15-30 seconds in order to finish them off before the
are transported away. Whenther you finish them or not does not matter: they
will still dissapear. The difference, however, is that if you do not finish
an enemy, then you will not recover any Sanity. In the first few chapters, the
only way to recover Sanity is through this method, so get used to doing this
and remember to do it!

It is important to note that you should NOT finish with a firearm. This will
count against your ammo count, and it is a COMPLETE waste of a bullet/shell.
Always use a melee weapon (something that doesn't have an ammo count) to
finish your downed foes.


---The Servants Of The Eternal Darkness---
[#4209e]

Knowing the biographies of certain creatures is important, so in this next
section, you will read about all of the enemies that you will face at least
once in the game, and you will also read about their strengths and weaknesses.
It is rather important that you know a lot about them, so read on!

All enemies are aligned under a certain Ancient. You will encounter many
enemies over the course of the game, some more than others. Nearly all of the
enemies that you'll encounter are aligned under the same Ancient that Pious
choose at the end of his chapter (see below). I have listed these enemies in
the weakest to most powerful types. Also note that the "sightings" will often
come with two rankings. The first ranking determines how often you will see
the enemy if it is the same as Pious' Ancient, and the second dtermines how
often you will see the enemy if it is not the same as Pious' Ancient.

***
Pious' Story:
Lots of people wonder what type of enemies they will face. You are the one who
will make the main choice as to which enemies you will face. At the end of
Pious' chapter, you will have to pick one of three Essences. The Essence you
pick will determine the alignments of the characters that you will face. The
majority of the enemies that you will face will be of the same Alignment of
the Ancient that Pious serves. This includes some of the minor enemies, such
as Zombies, but all of the major enemies as well, such as Gatekeepers, Greater
Guardians, and the Black Guardian.

If Pious chooses the Essence of Ulyaoth (blue), then expect to see many
enemies aligned under Ulyaoth. If you are choosing blue (which I consider to
be the easiest difficult of enemies), then you will want to enchant your
weapons under Xel'lotath alignment. You should also align your shields to
Xel'lotath alignment. All of the Ulyaoth enemies are relatively basic. Ulyaoth
Zombies have a tendancy to explode, however you can cut off their head to stop
this. Whenever you see one, take off the head first! Ulyaoth Horrors can also
drain your Magick meter if they hit you with their long distance attack.

If Pious chooses the Essence of Xel'lotath (green), then expect to see many
enemeis aligned under Xel'lotath. If you are choosing green (which I consider
to be the middle-difficulty of enemies), then you will want to enchant your
weapons under Chattur'gha alignment. You should also align your shields to
Chattur'gha alignment. The great thing about playing against Xel'lotath is
that the Xel'lotath Zombies (which you will face the majority of the time) can
be taken down effortlessly with the Torch, an item that most characters will
find during their chapter. The only problem is that Xel'lotath-aligned
Bonethieves are VERY tough to destroy, as they have no heads to sever.

If Pious chooses the Essence of Chattur'gha (red), then expect to see many
enemies aligned under Chattur'gha. If you are choosing red (which is by far
the hardest difficult of enemies), then you will want to enchant your weapons
under Ulyaoth alignment. You should also align your shields to Ulyaoth
alignment. Chattur'gha-aligned enemies are much more difficult to take down,
especially the Zombies and Horrors. Chattur'gha Zombies have the ability to
regenerate any limbs that you cut off, and they also hit harder, faster, and
are quicker. Chattur'gha Horrors are very agressive. The rest of the enemies,
however, aren't all that bad.
***

***
---Trapper---
[#4209f]

Difficulty - Chattur'gha/Xel'lotath/Ulyaoth - 2/10
Sighting - 2/5

Trappers are by far the easiest enemies that you will face, as they will not
directly attack your Health meter. Trappers are blind (they have no eyes) and
they look kind of like giant scorpions. Although they are blind, they have an
amazing sense of hearing, and if you aren't careful, they will hear your
footsteps. The faster you move, the better the chance that they will hear you.
Once a Trapper notices you (this is shown when they stand still and start to
glow), be sure to stand completely still! If you move at all, then they will
attack with their only ability, however it is one that you will learn to hate:
they will send you to the infamous Trapper Dimension (see below).

Once a Trapper uses its attack, then it will die. A single Trapper can use
its trap attack only once before dying, as the energy field that it creates
sucks all of the energy from the creature. When a Trapper uses this attack,
more often than not, it will catch you (even though it is possible to quickly
run away and escape).

Each Trapper is aligned to one of the three Alignments, however this doesn't
really make a big difference. All trappers perform the exact same way, and they
all have the one same attack.

Taking care of Trappers is easy. DO NOT USE MELEE WEAPONS (such as swords).
They require you to get near them, and you don't want that! Use any long-range
weapon (such as guns) to take them down. Alternativly, you can tip-toe past
them (press and hold the X button while walking) and simply avoid them all
together. You can only target the main body of the trapper, as they don't have
any limbs (at least, not any limbs that are large enough to attack themselves).
You won't see a large amount of Trappers in the game; they are rather rare,
but placed in great locations.

Note that there are no Mantorok-aligned Trappers.


---Trapper Dimension---
[#4209g]

I'm giving this small area it's own section because it is an area that you
will probably visit quite often. The Trapper Dimension can be a pain, or it
can help you when you are on the verge of death. You cannot willing access it,
however, as there is only one way in which you can get here.

As the name states, you can only get here by getting trapped by a Trapper.
These small enemies cannot see, however they have great hearing. Once they
detect that something is near you, they will self-destruct, killing themselves,
however creating a small portal near them for a few seconds that will lead
to the Trapper Dimension. If you are outside the portal, then nothing will
happen, and the Trapper that casted the portal will soon die. If you are
caught inside the portal, however, then you will be transported to this weird
and chilling place.

The Trapper Dimension is always the same. It doesn't matter which Trapper
traps you or how many times you are trapped, you will always come here when
a Trapper gets you. While in the Dimension (which consists of small, rocky
islands over a seemingly bottomless pit), you cannot cast any Magickal Spells.

The Dimension is filled with monsters that Trappers trapped. The only two
types of monsters that you will see here are different types of Zombies
(usually of the red Alignment) and Horrors. The Zombies don't cause much
trouble, however the Horrors can. Their long distance Magickal attack can hit
you anywhere, so be sure to stay on the move if you see a Horror around here.
There are also magick circles of various colours located down here. Stepping
on one of these circles will transport you to another transporter of the same
colour. So, if you step into the transporter when it is the colour red, you
will be transported to the other red transporter. Once you, you'll notice a
small circle with red sparks flying from it. Step into this red circle and your
health will be filled up!!! From here, you must step on the purple transpoter
to get transported to the ending area of this Dimension, where you simply
walk up the steps and onto the greyish transporter to reappear where you were
right before the Trapper got you. Alternatively, from the starting
transpoter, step on it when it's green to get over to the green island. Here
there is another circle on the ground with green sparks flying from it. Step
on it and you'll have your Sanity Meter filled! You could also step on the
blue transporter to be taken to an island where you can fill your Magick
Meter (although it is often a better idea to fill Sanity of, most commonly,
Health, as Magick can always be replenished back in the normal world by
walking around, whereas replenishing Sanity and Health can be more difficult).
At the start, you can also wait for the transporter to glow with a purple
colour; this will take you to the end of the Trapper Dimension right away. If
you need to fill your Health or Sanity, however, wait until if flashes red or
green. Sometimes you may want to get hit by a Trapper to get here, as it's a
great way to replenish your Meters.


---Zombie---
[#4209h]
What type of survival/horror game would this be without Zombies? Eternal
Darkness has four different types, all of which you will probably face at least
ONCE during your game. Zombies are nothing more than corpses made out of
Magick. They will attack with their arms and teeth for the most part. All of
their attacks are rather easy to evade, and you will also have the opportunity
to target both arms, heads, and torsos if you wish to do so. It is best to
fight a Zombie like this: off go the arms, head, then torso. Each Zombie will
have a special attribute to them depending on their alignment, so read on!

Mantorok Zombies:
Difficulty - 1/10
Sighting - 3/5

These are by far the most basic and easy enemies to deal with in the game.
These skinny Zombies are of a dark purple/black colour, and they are actually
the only enemies in the game that are aligned under Mantorok. Even though they
are aligned under the strongest Ancient, they are VERY weak. Why this is is
still unknown. Some people say it's because Mantorok was nearly destroyed by
Pious, however that doesn't explain the Mantorok Zombies that Pious encounters
in his chapter (which happens before he binds Mantorok).

These creates have no special ability whatsoever. They can be taken down with
a few hits, whether it's to the arms, head, or torso. I suggest taking off
their arms first, then hitting their torso. Their arms go off with one slash,
so your might as well take off their only sorce of attack. Although they go
down easily with swords (don't bother using firearms against these guys; it is
just a plain waste of ammo), I highly recommend using the Torch if you have
one. Because they are wrapped in cloth, the moment the Torch hits the cloth
they will burn to the ground in a giant fire (you can Finish them off once they
are on the ground with a melee weapon). Using the Torch will kill them off in
one hit: just swing it in their direction. They are also very slow, and attack
at a painfully slow rate. Should be no problems here.

Xel'lotath Zombies:
Difficulty: 3/10
Sighting - 5/5 or 1/5

These guys are at about par in the difficulty sector with the Ulyaoth Zombies.
The only difference is that they have another attack that can do quite a bit
of damage. Anyway, these Zombies are a lot like Mantorok Zombies, except
bigger and stronger. They are wrapped in cloth, meaning you can use the Torch
against them to burn them down to the ground (remember that you'll need to use
a Melee weapon to finish them, as the Torch doesn't finish enemies). If you
don't have the Torch, then they are still quite simple, as they are rather
weak and go down after a few hits to the torso. This is the only Zombie in
which I must say you shouldn't cut off their limbs. The moment that you do
this, the Xel'lotath Zombie will regrow a fake limb that will drain your
Sanity each time it hits you. They will drain your Sanity until the Zombie is
destroyed, so I highly suggest either using the Torch, or aiming only at their
torso. This will require several hits, but if you are enchanted properly, they
really shouldn't give you any problems. If you really want to cut off a body
part, then cut off the head.

Ulyaoth Zombies:
Difficulty: 3/10
Sighting - 5/5 or 1/5

The only reason as to why this version of a Zombie is placed behind the
Xel'lotath is because of their self-destruct attack. These Zombies can produce
a very high-pitched screech that will drain your Sanity. You must take them
down in order to kill off that screech (you can't hear it, but your character
can). These Zombies, if not taken care of quickly, will start to tremble and
glow with a bluish colour near their stomachs. Their stomachs are apparently
full of gas due to their decomposition, and due to the pressure, the Zombies
will eventually explode. Once you see them start to tremble, make a funny
sound, and turn blue, quickly run up to them and chop off their head, or run
away. I recommend chopping off their head and fighting them only if you are
low on Sanity. If you can spare some, it is best to let them just detonate,
especially if there are enemies near them (as the explosion will destroy
surrounding enemies as well). Ulyaoth Zombies shouldn't cause very many
problems, as aside from their self-destruct, they are quite weak and go down
rather fast.

Chattur'gha Zombies:
Difficulty: 6/10
Sighting - 5/5 or 1/5

By far the strongest version of the Zombie, Chattur'gha's Zombies are very
muscular and strong. They are able to take a LOT of damage before finally
going down. In a ratio format, I would say for every 1 Chattur'gha Zombie you
take down, you could have taken down 2.5 Xel'lotath/Ulyaoth Zombies. That's
roughly how the ratio would work. The main aspect that makes these guys tough
isn't their health, it's the fact that they can regenerate any limb that you
cut off. For example, if you cut off their head, then it will grow back in
about 30 seconds. I personally suggest that you cut off it's head (which takes
a few slices, depending on the weapon), run behind it, and attack the torso
from behind using a Ulyaoth-Aligned weapon. It is nearly critical to enchant
your weapon under Ulyaoth against these guys, or else it takes a long while to
take them down. At some points in the game, you'll have to fight 3-5 all at
once, so enchantment is very important.

If you are having a lot of problems against them, then here is what you should
do. Firstly, take off their heads so they can't find you. Then, run behind
them and start slashing away at their arms. Eventually, all three limbs will
be off, and you'll have several seconds to hit the torso while they are
limbless.


---Bonethief---
[#4209i]

These small, yet stealthy enemies, are able to control humans from the inside
out. That's right: they are able to burry themselves into a human and control
them. This makes them invisible to the average eye, however you will be able
to hear them: Bonethiefs will make a very creepy sighing-like sound while
inside humans. So, if you come by a human that makes a weird sound, then there
is a Bonethief inside. Bonethiefs are rather weak while inside a human, as the
only thing they can do is have their host swing their fists at you. You must
destroy the host in order to make the Bonethief appear, which will burst out
when the host starts to get too cut up. When a Bonethief bursts out of the
host, it will greatly reduce your Sanity. Once outside of their host,
Bonethieves will attack with their sharp claws. They may also try to jump onto
you and claw away at your head (which does a LOT of damage). You must rotate
the control stick quickly in order to shake them off. Bonethieves will also
constantly drain your Sanity until they are taken care of (note that they
won't drain Sanity while inside a human host). You are able to target the
heads, arms, and torsos of Chattur'gha and Ulyaoth Bonethieves. The Xel'lotath
Bonethief doesn't have a head, so you'll have to target its torso to take it
down. Note that Chattur'gha and Ulyaoth Bonethieves will be killed in ONE hit
if you slice off their HEAD. When you see a Bonethief, kill it right away!

Chattur'gha/Ulyaoth Bonethieves:
Difficulty: 5/10
Sighting - 3/5 or 1/5

Aside from their colour, Chattur'gha and Ulyaoth Bonethieves act in the exact
same way. The best way to take one of these two enemies out is by targeting
its head and chopping it off. It will usually take two or three hits (one if
you are using a large sword or if you have a properly-aligned blade) to sever
the head, but once it's off, the Bonethief will die right away. Guns won't work
against the head very well, so stick with a melee weapon. Be sure to finish
these enemies off as well, considering Bonethieves will hit your Sanity
harshly, and finishing them will help recover a lot. There isn't much point to
attack the body/arms of these Bonethieves, as it is much faster to kill them
by taking off their head.

Xel'lotath Bonethief:
Difficulty: 7/10
Sighting - 3/5 or 1/5

These Bonethieves are nearly exactly the same as the Chattur'gha and Ulyaoth
version, however there is one vital difference: they have no head! Xel'lotath
Bonethieves are much harder to take down, as you must slash away at their
bodies instead of easily taking them down via a few flashes to the head. Since
they have no heads, the are much more difficult to defeat, as they take away
the same amount of Sanity and will jump on you to slash away at your head.
The best way to take them down is to not target them and keep on using attack
comboes (without targeting while facing them, press A quickly). You should
try to sever their arms, which will keep them from attacking. A properly
aligned melee weapon should sever their arms in one or two hits. It may be best
to use a firearm against these annoying creatures if you have one.


---Horror---
[#4209j]

Difficulty: Ulyaoth/Xel'lotath - 6/10; Chattur'gha - 7/10
Sighting: 3/5 for all Alignments

Horror's are the most difficult common-sighting enemies that you'll have to
face. They are giant creatures with three heads and stand around 17+ feet in
the air. Each Ancient has their own version of the Horror, however they all
act in the same way. They are all vulnerable to the same things, as well. For
example, Horrors will die right away once you destroy each of their three
heads. Each head usually takes one or two bullets from a gun, or two to three
slashes from a properly-aligned sword. Horrors are tougher if you go into close
combat with them, so in other words, STAY BACK! If you have a gun, use it on
their heads! Horrors will slash away at you if you're near. If you are far,
they will still be able to attack you through a Magick attack that will drain
either your Magick, Sanity, of Health meters (depending on which Alignment the
Horror is a part of). This is easy to dodge, so try to stay far away from them.
Don't bother attacking the arms or torso of these beasts, as even with the
properly-aligned weapons, it will take a long while to take them down that way.
You can target each head of a Horror. You will be fighting a lot of these
creatures, and you will also (most oftenly) fight them in tight spaces.
Since all Horrors act in the exact same way, there's no point to talk about
each one seperately. Chattur'gha Horrors are a bit stronger than Ulyaoth and
Xel'lotath Horrors. Be sure to finish Horrors (especially Xel'lotath ones)
once you have taken them down to regain the Sanity lost. Horrors, especially
Xel'lotath ones, can take away a lot from your Sanity meter.

A mistake that a lot of people make is to stay near Horrors. If you do this,
they will suck you in and trap you through a small field, which will drain
your Health meter VERY quickly. If you are standing far from one and start to
hear an electric-like sound, start running side to side, as the Horror is about
to fire a Magickal attack that can be easily dodged if you are running. You'll
often know that a Horror is in the room if you hear giant, loud footsteps
along with heavy breathing and loud roars. Each time you are hit with the
long-range Magickal attack, your character won't respond for a short amount of
time. Xel'lotath attacks will invert your controls for a short amount of time.

The best way to defeat a Horror is to create a Damage Field or Shield Spell.
A Horror isn't very smart, and it will continue to walk into a Damage Field,
which will eventually kill it. If you don't have either of these Spells, then
be sure to align your weapons properly. Horrors will take a lot until they
finally fall. A major advantage that you can use against the Horror is by
casting a Mantorok-aligned Reveal Invisible Spell, which will make your
character invisible to a Horror for a short amount of time. While invisible,
keep on attacking its three heads, as it won't fight back.


---Gatekeepers---
[#4209k]

Difficulty: 8/10 for all Alignments
Sighting: 1/5 for all Alignments

These rare, yet difficult creatures look a lot like giant scorpions. These
winged creatures, that aren't much larger than the average human, are a rare
sight. This is a good thing, as Gatekeepers are by far the most annoying
enemies that you'll face in the game. Their appearance will differ depending
on their Alignment (Chattur'gha ones look like Chattur'gha Zombies with wings;
Ulyaoth ones look like floating lizards; Xel'lotath ones look like giant
parasites), however that is their only difference. Their attacks are all
exactly the same. Of course, these attacks are strong, which makes these
characters a major problem to fight.

Firstly, Gatekeepers move very, very slowly. While moving, they will always
be hiding under their invulnerable wings. You cannot hurt a Gatekeeper while
they are hiding behind their wings. You can attack a Gatekeeper from behind
while its wings are down, however it is best to wait for another opportunity.
Walk near it and it will open its wings and show its main body. Once you see
it, QUICKLY shoot its HEAD with a GUN (sword weapons will not work very well)
and then RUN AWAY! Attacking a Gatekeeper will not stun it. If you are close
to it, it will execute its one and only attack: the tail strike.

The tail strike can only happen if you are standing near a Gatekeeper while
it is not covering itself with its wings. Once they move back and stay there
for a minute, quickly move away, as it is about to strike! If they hit you,
then you will be paralized for a brief moment while the Gatekeeper casts a
Spell. That's right: these guys can cast Spells, but ONLY if they strike you.
They have no other attack; they rely on their Spells to take down their foes.
They are able to cast Summon Trapper, Summon Zombie, and Summon Horror Spells.
Note that if they hit another creature (such as a Zombie), they will still cast
a summoning Spell. They will, more likely than not, cast a Summon Zombie
Spell (all of their summoned creatures are of the same Alignment as themselves)
than the other two. If you can avoid taking the tail strike, then these guys
are no problem. The main issue is that it is quite tough to avoid the attack,
until you get used to it. Always make sure you are using your strongest
weapon while making sure it's properly aligned. Always target their heads:
hitting their wings will do nothing.

You will know when you are in a room with a Gatekeeper as there will be a
red/green/blue mist all over the floor (depending on the Alignment of the
Gatekeeper). You will also notice that your Sanity will start to drop: A
Gatekeeper will constantly drain your Sanity until it is taken down.

The only way you can defend yourself against the tail is by using a Shield
Spell. Of course, despite the strength of the Shield you cast, one hit by the
tail will dispel the shield. Since Gatekeepers have the power to use Magick,
they are able to see you while you are invisible, however any creature that
they summon cannot see you. I recommend going invisible (once you can) each
time you are able to fight a Gatekeeper. You won't be fighting many of them,
but you won't like the times when you do have to fight them.


---Greater Guardians---
[#4209l]

Difficulty: 9/10 for all Alignments
Sighting: 1/5 for all Alignments

Greater Guardians are the strongest regular enemies that you'll see (even
though they are quite rare). You won't fight any until Max's chapter. These
guys are the main Guardians for the Ancients, so you know they won't be a
pushover. The appearance for the Guardians depends on their Alignment, however
they all have the exact same attack patterns. Ulyaoth's Guardians look alot
like a giant mosquito. Chattur'gha's Guardians look like giant crabs with
spikes on their bodies. Xel'lotath Guardians, which are by far the weirdest
looking ones, resemble two giant torsos joined together near the ass.
Xel'lotath Guardians have no heads. You are able to target the body and the
body only of these enemies.

Greater Guardians don't have any physical attacks, however like Gatekeepers,
they do have the skill of casting Magick Spells. Unlike Gatekeepers, however,
Greater Guardians are able to cast much stronger Spells. They are able to
cast 5-7 point Shield, Damage Field, Summon Zombie, Summon Horror, and Magickal
Attack Spells. Nearly each time you encounter a Great Guardian, it will be
hiding inside of a Damage Field. Simply use a Dispel Magick (with the same
point-power and the opposing Alignment) to destroy their Damage Field. They
will be able to attack you while behind this Field, however you will not be
able to attack it, so be SURE to dispel its Field right away. A Guardian will
cast in their own Alignment. The creatures that they summon will also be of
the same Alignment of themselves.

Always use a gun against the Greater Guardians. A melee weapon won't do the
trick (it'll hurt them, but it won't do much damage). Make sure the weapon
is properly aligned, and make sure you are standing near them while you fire
the weapon. After each hit, they will turn into a ball of light and go from
one location to another. While in this form, you cannot hurt the creature,
however it cannot hurt you either. Greater Guardians may transport even if they
are not hit, so get used to waiting around!

Fighting a Greater Guardian takes a while. They will take a great deal of
damage before finally going down, even if you are using a strong firearm
that is properly aligned. Once you take down their Shield, you'll just have
to shoot, follow them around, and shoot again. You can stop a Great Guardian
from casting a Spell if you hit it while it's casting with a strong weapon, or
by firing a Magickal Attack at it. Greater Guardians, like Gatekeepers, are
able to see you while you are invisible, however any creatures that they
summon will not be able to see you. They will not cast the summon creature
Spells very often, so you shouldn't have to worry about that.

Do note that a Greater Guardian will cast a Spell nearly each time it comes
out of its glowing-ball form. Always follow them and be ready for the worst.

***

Enemies you will spot only once:
The follow five enemies will be spotted only once. They are all unique, and
they all pose a lot of problems to take down. Most of these enemies won't be
colooured to their alignment (as some of them don't even fully have an
Alignment), however the ones that are aligned are always under the same
alignment as Pious. All of these enemies will put up a good fight, and they
will post the largest challenge for you. They are ranked in the order in
which you will face them, which (to an extent) determines their overall
difficulty.


---The Dead Bishop---
[#4209m]

Difficulty: 6/10
Location: Anthony's Chapter

This Bishop isn't very difficult to take on, however he can pose problems if
you don't know much about him. Anthony will face him near the end of his
chapter, and the Bishop is actually the first true test the game will throw at
you. If you can take him out easily, then you are going to be fine for the
rest of the game. This fight isn't very easy, mainly because two aligned
Zombies will fight you at the same time in a VERY small room. The Bishop is
very slow (as he is more or less a Zombie himself, however, he still has his
human form), but his punches will drain your Sanity. He will also constantly
drain your Sanity throughout the entire fight (which translates to draining
Health if your Sanity meter is depleted). If Anthony enters the fight with a
low Sanity meter, then you will have a much more difficult time in defeating
him.

Since the room that the Bishop is in is rather small, you may have some
problems using the Two-Edged Sword. Of course, if you have it, USE IT. You
must stand in the very middle of the room while targeting the Bishop's head.
His head will not be cut off until he dies. Be SURE to cast the Enhancement
Spell on your sword before entering this battle. Simply target his head, swing
twice, then move away so hits punches hit only the air, then move back in
again. Keep doing this until the Bishop is taken down (which, with an Enhanced
Two-Edged Sword, shouldn't take very long as long as you are striking his head)
and be SURE to finish him to retain about half of your Sanity bar.

As soon as the Bishop is down, two of the seemingly 'dead' Zombies will come to
life, meaning you'll have to fight them. As soon as the Bishop is down, use
your finishing move on the Bishop quickly before the Zombies start attacking,
as once they do, they won't let you finish him. Once everyone has been taken
out, pick up the Bishop's Key that he dropped after he fell to the ground. The
Bishop has no clear alignment.


---Anthony's Corpse---
[#4209n]

Difficutly: 4/10
Location: Paul's Chapter

Personally, I find this battle to be a joke. The character you once played as
will be your enemy in Paul's chapter. Paul must face and defeat the Zombified
corpse of Anthony near the middle of his chapter. Anthony has been trapped
inside of this dark room for the 671 years between the chapters of these two
men. Anthony doesn't like visitors, and he is afraid that you will hurt
Charlemagne's soul, so he will fight you as soon as you enter the old Bishop's
Room.

Anthony's weapons will depend on what you found for him while you were playing
as him. If you found the Two-Edged Sword, then he will be using it against
you (and as you know, that can do a good deal of damage). If you never picked
this sword up from the monk, then Anthony will fight with nothing more than
his fists. As you may remember, Anthony was quite slow at the end of his
chapter. Now, he is even slower, as he can barely take steps. Since he is so
slow, you can dodge his attacks easily. He swings his sword at a very slow
rate. As Paul, you'll have more than enough time to move in with your
Enhanced Mace, hit Anthony on the head, then run away as Anthony strikes the
air with his sword. Anthony strategy is to move in, wait for Anthony to swing,
then run around behind him while he is recovering from his swing and hit him
on the head once or twice before repeating the process.

After you hit Anthony about 5 times, he will fall to the ground. Like he did in
his chapter, Anthony will rise once again, ready to fight. Hit him a few more
times using the same technique as before and Anthony will fall once again.
Before he can get up again, Paul sets down beside him and starts praying for
his soul to rest in peace. Once this happens, Anthony will not raise again, as
his soul has finally gone to a better place. Be sure to pick up the glowing
Red Ruby from Anthony's left eye socket. Also be sure to pick up the
Two-Edged Sword from Anthony (assuming he has it) from where he fell.
Anthony has no true alignment.


---Black Guardian---
[#4209o]

Difficulty: Chattur'gha/Ulyaoth - 8/10; Xel'lotath - 9/10
Location: Paul and Peter's Chapter

You will first see the Black Guardian at the end of Paul's chapter, however
you won't actually fight this beast until the end of Peter's chapter. This
giant creature is summoned to the Binding Hall of the Oublie Cathedral by
Pious in order to guard a precious Essence of an Ancient. The alignment of
the Black Guardian depends on Pious' alignment. Ulyaoth's version looks like
a giant blue jellyfish with three giant legs to support its rather small
upper body. The Chattur'gha version looks like a giant crab with two HUGE
pincers with enormous crushing power. Finally, the Xel'lotath version looks
somewhat like Xel'lotath herself: a skinny floating creature with several
long arms and a giant Xel'lotath Runic Symbol for its head.

All three Guardians attack in roughly the same way. They all have three
phrases, and they all have roughly the same attacks in each phrase. For more
information on how to beat this creature, please see the end of Peter's
Chapter in this document.


---Vampire Beast---
[#4209p]

Difficulty: 9/10
Location: Dr. Edward Roivas' chapter

This demon-like creature is only shown in Edward's chapter, however aside from
Pious itself, this guy will probably give you more trouble than anyone else.
The main reason is that it is completely invulnerable for the majority of the
time that you see it, however it can attack you and the rest of the staff in
the mansion as often as it wants. It is primarly located within the first
basement of the Mansion and will usually emerge into the main areas of the
mansion to attack Edward's servants. If he gets away with attacking them, then
they will turn into brain dead creatures who will attack Edward with
everything that they got. The Beast will devour the Sanity of the servants,
however it will attack you with its sharp claws. It also has the ability to
turn invisible without casting a Spell (consindering no creature, except for
yourself, can cast a Mantorok-aligned Spell, which is needed to go invisible).
In order to make it appear, you can use a 7-Point Reveal Invisible Spell
(which must be cast in the opposing alignment to the Vampire Beast). The
Vampire Beast will always be of the same alignment of Pious. If you cast this
Spell, then the beast will always remain visible to you, which you want. You
should really, really considering doing this!

While the Beast is attacking a servant, you can attack it to make it stop
devouring the Sanity of your servant. Simply attack it with a gun or sword in
order to chase it away. You cannot kill it, however, as when you damage it,
the beast will simply run into the basement (which is locked for most of the
chapter) and refuel itself via the obelisk it has set up down there. As long
as that obelisk is there, the beast is more or less eternal, so in order to
take it down, you MUST take out the obelisk. The obelisk will have the sigil
of its master, so incase you forgot what alignment Pious is, then simply take a
look at the sigil after the cutscene near the beginning of the chapter that
will show it.

You will eventully reach the basement, where the obelisk is located. You must
first destroy the obelisk (this can be done easily by a properly-aligned shot
or two from the Elephant Gun). Unless you destroy this obelisk first, then
the creature will remain emortal. In other words, if you don't destroy the
obelisk, then the Vampire Beast will never die. Once it is destroyed, then the
beast will no logner have a way to recharge its health, and you can now finally
kill it. Hit it a few times with a properly-aligned Elephant Gun and it will
go down easily. You are able to target the head, torso, and arms, however I
recommend hitting the torso if you are using a gun. Be sure to have a Reveal
Invisible Spell cast, as well as avoiding its attacks. Do note that the beast
cannot use the 'sucking' method that it uses against your servants.


---Pious Agustus---
[#4209q]

Difficulty: 10/10
Location: Alex Roivas' chapter

Although Pious is seen in nearly every chapter, and you play as him at the
beginning of the game, you will fight him at the very end of the game. He is
the main antagonist of the game (nope, it's not the Ancient, as they don't
know good or evil), and he is by far the most difficult challenge that the game
will throw at you; I really mean that. Pious is the second rank in the Eternal
Darkness only to the Ancient that he serves. This Ancient completely depends
on which Artifact he chooses at the end of his chapter. Pious is able to cast
nearly any Spell that you have, including a Damage Field and Magickal Attack
Spell. He always casts with 7-Point power, so his attacks will do a good
amount of damage. He uses a giant, Enchanted staff for his melee weapon which
does a good deal of damage, however he is slow at using it, and will use his
Magick Attack most often. You will want to get hit through the Magick Attack
rather than through the staff; it really does that much damage. Since it is
so long, it is also VERy tough to dodge. If you see Pious swing it back, then
quickly press and hold R to run far away.

Pious draws all of his power from a direct Essence of his Ancient, which is
located right on the battlefield. While this Essence is around, like the
Vampire Beast, Pious is completely invulnerable. Don't bother attacking him,
as the hits won't even stun him. You will have to attack the Essence (with a
Melee weapon) and destroy it. Once it is destroyed, then Pious will be
vulnerable to weapons. Although you have a wide assortment of guns, be SURE to
use the Enchanted Gladius throughout the entire fight. You found this in
Michael's chapter (Alex picked it up in her chapter once Michale's chapter
was finished). You can attack Pious from afar with this weapon (you want to
stay as far away from him as possible throughout the entire fight), while
doing max damage (due to its constant enchantment) and having it appear right
back in your hand once it hits the target. For more information on the fight
against Pious, see the end of the walkthrough in this document.


~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

                         ~----------------------------~
                         |       7. Walkthrough       |
                         ~----------------------------~
                                     [#5921]

Introduction:
Welcome to the main part of this document, the Walkthrough! Here, you will
find a complete walkthrough from the beginning to end of the game. If you
haven't done so yet, be sure to read the first few sections of this document
to gain information on the locations, enemies, characters (and the items that
they will find) as well as a lot of other stuff. This walkthrough is done in
the order in which you will face the tasks. There isn't all that much to say
here, except enjoy the walkthrough!

In the introduction (which is shown at the beginning of each chapter, just
as you saw above), I will have the words that Edward speaks at the beginning
of each chapter. It sets the mood for the chapter, and gives you information
on what has been going on. It's easy to miss in the game, so if you did, be
sure to read the introduction. I will also give some other background
information about the level, such as what you should expect. I will NOT give
the biographies and item explanations here; please view the Characters
chapter (chapter 4 in this document) for complete information about each
character and their items.

Each time you start a new chapter, it is best to take a look at the character
biography provided in chapter 4. This way you'll get to know the character
before you actually use him/her, which can save you some trouble. It's better
to learn about the character before hand instead of having problems with them
while the chapter is taking place. I will give a brief speech of who the
character is and which items they will find in their chapter (or part of
chapter, in Alex's case).


~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

                    ~-----------------------------------~
                    |       7.1 Prelude: The Call       |
                    ~-----------------------------------~
                                  [#5921a]

Introduction:

 "Flesh. Bone. Bound together with theo ddest magical incantation. This
 wretched book is where it all began so long ago. Before time, before humanity.

 I am Doctor Edward Roivas. I am a clinical psychologist. I am also dead. This
 is not my story, nor even the story of the  Roivas family. It is the story
 of humanity. Like it or not, believe it or not as you will. Your perceptions
 will not change reality, but simply colour it. Humanity has been on the edge
 of extinction for two millennia, ignorant of so much and dependant on so few.
 The Guardians grow restless. Their time once again near. Whether by fate or
 misfortune, my family has crossed their path, and they didn't take kindly to
 it.

 Their attention turns to my granddaughter, for she is the last of my line and
 the last hope for humanity."

***

And so the game begins... somewhat. As soon as you create and start a new game
file, you will hear Edward speak the words above. Like the beginning of a
movie, cast names are shown while Edward speaks the words, showing images of
the Tome of the Eternal Darkness in the background; the item that the whole
game revolves around.

As soon as Edward speaks his last few words, a somewhat weird thing will
happen (this is the first of many weird things that you'll notice throughout
the game). The very first scene you'll be a part of is actually a dream. You'll
see a picture of Alex, which zooms out and some eerie music starts to play.
Alex will be in a room that has a weird colour tone to it, representing that
this is nothing more than a dream, and we're lucky that it is only that. Alex
has a shotgun in her hands, and she is locked up inside of an old bedroom.
As soon as you are able to control her, you'll notice several Zombies are
surrounding her position in the middle of the room. She cannot open the door;
instead you must take down these Mantorok-aligned beasts. Simply shoot them in
the head, arm, torso, whatever. It doesn't matter where you hit them, as there
are an infinate number. After several shots, Alex will run out of ammo. Of
course, the Zombies will approach you and start hitting you. Don't worry about
this, as after a few hits a cutscene will start up. Alex starts screaming by
the door, however the house is completely empty. No one hears her, and in the
background you'll have a voice shouting something out... yes you'll be hearing
this voice again. She turns around from the locked door and sees a blue,
ghostly figure of her deceased grandfather, which will approach her and talk
to her. After it says a few words, the dream ends, and the scene shifts to
Alex's bedroom in Seattle.

Alex is lying down on her bed, fast asleep. She was obviously having a night-
mare, but she is awakened by her phone starting to ring. The time on the clock
is 3:33, a number that you MUST remember. Alex picks up the phone and starts
talking. One the other end is someone by the name of Inspector Legrasse of the
Rhode Island police force. Legrasse tells her that there has been an "accident"
at her grandfather's mansion. Alex leaves for Rhode Island right away.

Once she is there, Legrasse will meet her and start sweet talking (considering
Alex is a rather attractive female). Of course, she wants no part of it, and
asks if he can get to the point. Legrasse agrees, and takes Alex to the
crime scene. Legrasse shows her Edward; at least what's left of him. Edward
has been killed and, more or less, mutilated: he has been beheaded. Alex nearly
gets sick to her stomach, and asks Legrasse why he would be showing her this
scene. Legrasse states that, since there is no head, they could not check
dental records to find out who this was. Alex is able to recognize that this
is her grandfather thanks to the family ring that is one one of the fingers.
Alex is very angry, and demands that the police find out who did this to her
grandfather.

Of course, the police can't find anything. After two weeks, Alex decides to go
on a quest herself, around the mansion, and see if she can find any clues as
to who did this, and why they would have killed him. Alex will search the
entire mansion in order to find out what happened, and of course, you will be
right there with her. She figures that if there are any clues as to why
Edward as murdered, then they must be somewhere within the mansion. She sure
is right about that.

After the cutscenes finish, a small dialogue will appear telling you why Alex
is doing what she is doing. Once you finish reading the dialogue, the game will
begin.


~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

        ~--------------------------------------------------------------~
        |       7.2 A Death in the Family: Alex Roivas's Chapter       |
        ~--------------------------------------------------------------~
                                     [#5921b]

Playing as: Alexandra Roivas
Location: Roivas Family Estate, Rhode Island, 2000 A.D.
Items found: Second Floor Key, Dresser Key, Chapter Page #1

Introduction:
*See above for the introduction to Alex's chapter, located under section 7.1
of this document*

Once Alex finishes viewing the first few cutscenes for the introduction of the
game, then she will begin her quest. In this first part of her chapter (Alex
is the only character who has her chapter split up into several parts), she
will explore a few parts of the mansion. Eventually, she will end up finding
the Secret Study as well as the Tome of Eternal Darkness. She won't find any
enemies this early in the game.

***

--Main Foyer--
As soon as you have control of Alex, press the Start button (which is located
at the very middle of the Gamecube Controller). This will bring up the Pause
Menu. The first time you view it, the game will give you a brief tutorial on
how to use the Pause Menu. It will describe the Use, Equip, Check, and Mix
functions that you'll be using over the course of the game. It will also tell
you how you can switch between the different menu options (with the R and L
buttons). Alex only has one item in her invintory at the very beginning of the
game: the Second Floor Key. If you head up the stairs and try to use it, the
old and worn key will break right inside of the lock. The Key breaks into two
pieces and you won't be able to fix it until a little while later. Until you
fix it, you won't be able to use it, so you won't have access to the second
floor for a short amount of time.

The Foyer is rather large, however there isn't all that much you can do in here
right now, or ever. The only thing that you'll really do in here is use the
stairs to gain access to the second floor, as well as using the doors in this
area: the Main Foyer has doors leading to nearly every area in the house.
You won't be doing much in here with Alex, but you will as other characters in
their respected chapters, so don't think that this is a useless place!

Aside from fiddling around with the second floor door, there is only one other
thing to do here: examine the clock at the base of the double stairs. When you
walk up to it, you'll see a little B Button icon appear at the top right of the
screen. Press B when this appears and you'll have Alex examine the clock. Each
time you see this little B icon appear, press the button for your character
to give you information about what they are currently looking at. Alex will
notice that, although the clock mechanisms are still clicking, the hands seem
to be stuck at a certain time, which is 3:33... hmm, that's kind of weird...
Seems the clock stopped at the time of the murder... or at least when Legrasse
phoned Alex. There is a key on top of the clock, which Alex will pick up. The
key isn't used on the clock; instead, since it turns out to be the Dresser
Key, Alex will use it to open a dresser cabinet later on in her chapter. There
isn't much more to do with the clock except remember the time of 3:33.

A very important thing that you must learn to do is take a look at your
surroundings. Since the Foyer has no enemies, this is a good place to do it.
Walk around the area, getting used to the controls. Take a look at all of the
pictures on the wall (when you approach one, Alex can press the B button to
take a look at it (you will actually view it from head on) and, in some
situations, hear her thoughts on the painting/picture. You are able to press
B when you are done looking at a picture. You won't gain all that much from
viewing the pictures, except learn a little bit about the Roivas family.

In Alex's chapter there are a total of six doors in the Main Foyer. Moving
clockwise around the room from the main entrance, the doors lead to the
following areas:

~Main Entrance - Although Alex will find this door to be unlocked, she will
refuse to leave the mansion until she finds out why her grandfather died. In
other words, you will never be able to leave the mansion. A few events will
happen by the door, however...

~Kitchen (double doors) - These doors are unlocked, and they both lead to the
large kitchen of the mansion. There is nothing to do in here right now, but
there will be later on.

~Dining Room - This door is also unlocked, and it leads to the beautiful dining
room of the mansion. There is nothing to do in here right now, but there will
be later on.

~Basement - Yes, this is the door that leads to the Basement, as well as the
giant underground fortress located under the mansion. This door is located on
the left side of the staircase. It is the only door (aside from the double
doors leading to the second floor hallway) that is locked. You won't be able
to open this for a little while...

~Library - This door is located to the right of the main doors leading out of
the mansion. This is where you will be heading right now, as we will get to
the Secret Study via the Library. This door is, obviously, unlocked. Head
through this door now to enter the large Library of the Roivas mansion.


--Library--
Since Alex isn't able to do anything in either the Kitchen or Dining Room, and
since other doors leading to other areas are locked, then Alex must search the
Library. Although there isn't anything that you will find in the Library right
now, Alex must come in here and follow the path in order to reach the Secret
Study. If you wish, you can walk up to the various bookcases and have Alex
examine some of the books. Some of them contain the history of the Roivas
family (a good read for anyone who wishes to get into the full plot of this
game). Another book has the numbers 3:33 written on it. The game just won't let
you forget this number...

Anyway, walk over to the fireplace (where Edward was found murdeded, although
his corpse and blood stains have been cleard away, and it looks like nothing
happened here). Although there isn't anything of direct interest here, you can
take a look at the family tree above the fireplace. There is also a book
located up here. The book says that if you look closely at the painting, you
will be able to find the family's secrets. Take a look at the very lower-left
corner of the painting, on the lowest branch of the tree. If you look closely,
you'll see the image of a hanging man, which clearly represents the horrid
history of this family. This 'hanging man' symbol will be used again later on
in the game. Just remember this... many symbols are repeated several times in
the game.

Once you are finished in the reading section of the Library, you can move into
the small study. This is done by walking past the reading chair in the middle
of the library while moving towards the cameara. Eventually, Alex will appear
in a small study. There is some stuff to do in here: take a look at the desk
on the right side of the room. You can examine this, as well as the portrait
that hangs above the fireplace here (of some woman). What you are primarly
interested in is the nice grandfather clock in the left corner of the room.
Be sure to study it, and Alex will notice that there is something about it.
After examining it, Alex realises that she is able to move the hands around.
Now, let's recall: what are the numbers that we have already seen three times
so far? If you have forgotten, then you surely need help. Move the hands so
that the time alignes with 3:33. The game pumped this into your head for a
reason: this is a relatively tricky puzzle if you don't pay attention to the
clues given to you in the game. Most clues to solve puzzles are found right
out in the open, so it is very important to always take a look at your
surroundings! Once you set the clock properly, a short cutscene will take
place. The bookshelf to your immediate left will move into the wall beside it,
giving you access to a secret passage! This passage leads to the Secret Study,
so head all the way down and go through the door at the end.


--Secret Study--
This is your 'goal room,' or so to say. When Alex first enters the room, she
is amazed to see at the stuff inside this room. In fact, this room contains
little pieces of artifacts that you'll see in other areas of the game. Much
of the furniture and other items will be seen in chapters that have taken
place a while back in time. So, the Secret Study is somewhat like a gathering
for everything that has happened.

There are a bunch of paintings on the walls in here. Alex will be able to
examine many different things inside of this room. If you head around the
room counterclockwise, you'll be able to examine a desk with candles on it
(which is seen in Ellia's chapter), a picture that is showing a giant tower
made out of human corpses and bones (Roberto's chapter), and the Gladius on
the wall (Pious' chapter). You are able to pick up the Gladius. Be SURE you
do: it is one of the few melee weapons that Alex will find. Be sure to equip
it as a weapon right after you select it (don't worry, no enemies will come
and get you; it's just so you will have it ready for when you do need it much
later on in the game). Whether this is the same Gladius that Pious' used in
his chapter is up for debate, but I do believe it is the same one, considering
everything else in this room dates back from previous chapters.

There is another interesting picture on the wall near the back-center of the
room. This watercoloured drawing resembles a large, Asian temple in the middle
of the forest. You'll also see a picture that resembles an old, Gothic style
cathedral, as well as a giant mask that looks like it came from an Asian area.
Behind the desk, Alex will also find a chapter page from the Tome, however
she won't be able to read it yet, as it is written in a language that Alex
cannot read.

Well, there is an answer to this! Take a look at the giant, wooden table in
the very center of the room. You'll see a book located at the center, and it
is glowing. Everything that Alex can pick up will be glowing (you probably
noticed the Gladius to be glowing, as well as the chapter page, and even the
Dresser Key back in the Foyer). As you and I both know, this giant book on
the table is actually the Tome of Eternal Darkness! Alex doesn't know this, but
she will soon. This indeed is the most important item that Alex will pick up,
as without it, she will not be able to read the chapter pages she finds, as
well as use any Magick. When you are ready, walk up to the Tome and, when
asked, examine the book.

As soon as you select the option to examine, a cutscene will start. Alex will
sit down at the table and start reading it. As she reads it, her head starts
to fill up with horrible visions. A giant flash of past memories will show
on screen, which temporarly pushes her back from the book. She continues to
read onwards, however, and now that she has the Tome, she is able to read the
chapter page that you found behind the desk. This is the second chapter (I
consider Alex to be the first chapter (and arguibly the last chapter)),
entitled "The Chosen One." Alex will start Pious' chapter right away, and yes,
there are enemies to fight in Pious' chapter. This completes the first part
of Alex's chapter.


~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

        ~-------------------------------------------------------------~
        |       7.3 Chapter 1: The Chosen One - Pious's Chapter       |
        ~-------------------------------------------------------------~
                                   [#5921c]

Playing as: Pious Agustus
Location: Persian Temple, Ancient Persia, 26 B.C.
Items Found: Granite Blocks
Weapons Found: Gladius (start)

Introduction:

 "To think that once I could not see beyond the veil of our reality, to see
 those who dwell behind. My life now has purpose, for I have learned the
 frailty of flesh and bone.

 I was once a fool..."

***

This is the first full chapter in the game, and it is also (by far) the
easiest. You will face only one enemy here: the Mantorok Zombie, which is a
complete joke. This is also the shortest chapter; I doubt it will take you
any longer than 20 minutes to get through this chapter, even if you have never
played this game before.

You'll be playing as Pious Agustus, a dedicated Roman centurion during the year
of 26 B.C. (over 2000 years from Alex's chapter). This is the furthest back in
history that the game will take you, and the entire story of the Eternal
Darkness starts here. Pious has been leading his army into battles, and is now
trying to recover an ancient artifact that should make his army much more
powerful. Pious wanders off around the desert, and eventually, he is called.
"Come to us, Pious Agustusssss" is the phrase that he keeps on hearing.
Eventually, Pious will arrive to a circle of tall stones (much like a
stonehenge-like structure). Each stone has a symbol on it: he doesn't know what
these are, and you won't either, but that will change soon. The stones will
cast a Spell on Pious, which makes him sink under the sand and be transported
to an area deep under the ground. He is now within an ancient temple, which
will be called the Forbidden City in later time.

This chapter will more or less get you into the game and tune your skills. As
said before, there won't be any difficult combat here, however I'm warning
you now: be sure to fight all of the enemies. You'll need the skill, as this
is the only 'easy' chapter in the game. Treat this as a training ground.

Pious is a relatively strong character. He has a very high health meter. Since
Pious never finds the Tome of Eternal Darkness, he won't be able to cast any
Spells. He also has a very strong head, meaning that he has no Sanity bar, as
the monsters inside of this dungeon won't scare him one bit. You only have to
worry about your Health meter right now, and nothing more. Can't get any
easier!

For more information about Pious, as well as a fully detailed description of
all of the items that he will find, please see his biography located in
chapter 4 of this document.

***

~Persian Temple 1F, Room 1~
Items Found: None

This first room is rather small and shaped in a square. It is vastly decorated
with gems and a golden touch, with designs all over the walls. Walk around the
room and see what you can examine. One thing you can examine is the circular
platform made from jewels that Pious starts the level on. You can also examine
the designs on the wall and the ladder leading down to the second floor of the
temple. This is located in the very middle of the room. Walk to the left side
of the hole, right beside the ladder, and press B. Pious will examine the
ladder. When prompted, climb down to the second floor.


~Persian Temple 2F, Room 1~
Items Found: Granite Block (Red Sigil)

This is a long corridor. Like the first room, it is full of decoration on the
walls and there are some perfeclty shaped blocks creating the floor. It is
dark in here since there is no opening to natural light, however there are
several torches on the wall that will light the corridor. As you first climb
down the ladder and regain control of Pious (you can go back up the ladder when
you want, but there is nothing up there) you'll notice a dark corpse on the
ground. There is no head, and even when you walk close, it will not move. This
corpse is dead. Up ahead, however, you'll see some corpses that aren't so dead.
A short cut scene will show Pious noticing a Granite block at the end of the
corridor. As soon as he sees it, a Zombie will rise from the floor, and will
guard the block as best it can. Fortunately for you this is only a Mantorok
Zombie, which should provide no problem.

Walk forward (the Zombie will approach you) and, when you are near the Zombie,
start slashing. Target its head first and slash it off. Then, focus on taking
out the two arms (again, one slash will do it all). If the Zombie is still
alive, slash it in the stomach a few times. Once it falls, stand on top of it
and press B when prompted to have Pious stick the sword in the Zombie's back,
"finishing" him. There are two more Zombies that will come out from the walls
near to where the first Zombie was. Again, take off their heads first so they
can't follow you. Once the heads are off, keep chopping them down until they
are finally dead. Remember that once a Zombie falls it will NOT rise back up.
Once all the Zombie's are gone, head to the end of the corridor and pick up the
Granite block. There is a red sigil on one side of it. Once you have picked up
the block, head through the door at the end of the corridor.


~2F, Room 2~
Items Found: Granite Block (Green Sigil)

This oval-shaped room is pretty small. There is a small table in the center of
the room, and there are two Mantorok Zombies in here that will start attacking
you the moment you walk in. Again, make sure you take off the heads of the
beasts as soon as you enter the room so they can't follow you around. Once they
are both down, pick up the Granite Block (this one has a Green sigil on it).
This should be the second Block that you find. Once you have it in your
Invintory, head through the door that is located just to the right of the one
we used to get in into this room.


~2F, Room 3~
Items Found: Granite Block (Blue Sigil)

This is another small corridor. There are a total of five Zombies in here that
will start swarming you once you enter the room. Again, always make sure you
target their heads and chop them off first. If you can stop their ability to
chase you, then you'll have a major advantage. Take off the arms next, then
finish them when you can. These Zombies LOVE to surround you and swing their
arms in Pious' face.

Once you defeat all of the Zombies walk to the opposite side of the hall (from
the door you used to enter this room). There is another Granite Block back
here, which should be the third that you find. Examine this block and pick it
up. There is a blue sigil on this one. There is only one more Granite Block to
find.

Once you've picked up this third block, head towards the hole located in a
small cove on the left wall. It is located near the door you used to enter this
room. Walk up to the hole and examine it; Pious will figure out that this is
another ladder leading down to another floor. Time to head deeper into the
temple! Have Pious climb on down.


~Persian Temple 3F, Room 1~
Items Found: None

This room is in a T-like shape. You'll start at the base of the T, and the
moment you gain control of Pious, you'll hear the scuffly sound of Zombies
just up ahead in the upper part of the T. You can go back up the ladder any
time you want, and the only reason as to why you'd want to do that is if you
missed any of the Granite Blocks up ahead (might want to check your Invintory
right now - do that my pressing the Start button).

These are very narrow hallways. If Pious swings his sword in a horizontal
fashion you may notice that his sword gets caught on the walls, clanging off
of them. This will greatly limit what you can do, as you'll be left helpless if
you keep hitting the walls (meaning the Zombies will come right on you). Always
target the heads of the Zombies of the torso to swing vertically, meaning
Pious' sword will not have the chance to hit the sides of the corridor. If you
do want to swing horizontally, be sure to stand in the very center of the
corridor.

When you get to the split in the path, don't bother going to the left. The
door at the end of this hall is barred by a large gate. Pious cannot get
through it yet, but you will be able to soon. Head to the corridor on the right
and go through the door.


~3F, Room 2~
Items Found: Granite Block (Purple Sigil)

You will now be in a large, haxagon-shaped room. This is the largest room that
Pious will face, and we will finally use all of those Granite Blocks that we
have been picking up in here. There are four Zombies around this room (all of
them being Mantorok aligned). Before you do anything else, be sure to take
them all out. You should be getting good at taking them out now, so there
should be no problem here.

Head to the very center of the room, where you'll see a small pedistal on the
ground. There are some purple patterns on here, plus the fourth and final
Granite Block. This one has a purple sigil on it. Pick it up and you should now
have all four of the blocks. If you don't, retrace your steps until you find
it.

When you first entered this large room you saw a short cut scene that showed
four large pictures of the sigils on the walls around this room. Each of the
sigils matched oned of the Granite Blocks that Pious picked up. Under each
sigil on the wall is a small hole in the wall, which is the exact same size as
the blocks!

Although it doesn't matter where you start, for the sake of this guide, start
over on the far left where the blue sigil is. Walk right up to here and go into
your Invintory. Select the Granite Block with the blue sigil on it and then
select "Use" when prompted. Pious will place the blue Granite Block here and
the wall will start to light up. If you put the wrong block in the wrong hole
(for example, the purple block into the blue wall panel) then a Mantorok Zombie
will be summoned for you to fight. Pious will pick up the block once again, as
it won't fit into the wrong hole. Place the remaining three blocks into their
respected holes and a short cut scene will begin. Remember that door in the
previous room (3F, Room 1) that was barred up? Placing all four Granite Blocks
into their respected holes in the wall will cause the bars to drop down, giving
Pious access to this door and the rooms beyond it. Once the cut scene is over,
head out this large room.


~3F, Room 1~
Items Found: None

Simply walk forward to the door that was once barred up. Assuming you placed
all four blocks in the correct holes in the large hexagon-shaped room, then
this door is now accessible. Head on through to the next room.


~3F, Room 3~
Items Found: None

This is a small, circular room with a a red and gold interior. The room is
very well lit and there is a light mist on the ground. There is also a
life-sized statue of Pious in the very center of the room. This statue seems to
be made of a stone, however the stone must not be very strong. Your task is to
destroy the statue piece by piece. At the opposite end of the room, behind the
statue, is another door. This door is blocked by some bars, so you'll have to
destroy the statue first.

When you approach the statue a small tutorial on targeting will being. The
tutorial says that Pious must "prove his worth by destroying this statue."
Target the head or arms first. Once the head, right, and left arms are off,
target the torso. After each part has been destroyed, the door behind the
statue will now be accessible. Head on through the door to the next room.

Note: Remember destroying this statue... you'll see why in a few chapters from
now.


~3F, Room 4~
Items Found: None

This is another small room that is in the shape of a square. There isn't all
that much here except three Mantorok Zombies. This room can be fairly dark
(depending on the game's brightness controls), so taking down the Zombies can
be a little tricky. Once they are all gone, look for a small circular object
in the corner to the left of the door we used to enter this room. There is a
circle there on the wall that is glowing a weird yellow energy.

This seems to be the same energy that transported Pious into the Temple.
Examine this thing and you'll be faced with a question: Should Pious press the
center? Be sure to answer "Yes." Until you say "Yes," you'll be stuck in this
room without anywhere to go.

Once you push the button, three tall and skinny stone pillers will appear in
the center of the room around a circular thing on the ground. These pillers
look a lot like the ones we saw back before Pious entered the Temple. More of
the yellow-magickal energy will appear in the center circle. Once you have
control of Pious, works your way to the center of the room and step into this
energy. Once you step into here, the magick energy will once again transfer
Pious to another part of the Temple. This time you'll be transferred to the
very final area, which is also the most influential area in the game!


~Persian Temple 4F, Room 1~
Items Found: Essence of Chattur'gha, Xel'lotath, Ulyaoth (must pick only 1)

This is the final room that Pious must face, however what you do in here will,
more or less, determine the rest of the game that you'll be facing in the
near future. This long room contains three artifacts at the end of it. There is
a fast moving fog on the ground here. The three artifacts are hovering above
their own pedistal. They are all in different colours: red, blue, and green.
Look at all of them and think carefully: Which would I like to choose?

The choice of artifact will determine the rest of the game. Pious doesn't know
that this choice will turn him into an eternal beast that will represent the
Eternal Darkness here on earth, and here in this realm of the universe.
Remember those Granite Blocks we saw earlier? The sigils on each of them
represent one of the four great gods, all of whom represent the Eternal
Darkness. It is Pious' destiny and fate to pick one of these artifacts and
become the main servant for one of the ancients. Of course you get to pick
which servant Pious will choose to work with.

Note: If you already completed Eternal Darkness once, and you are using the
same game file and carried over information from the previous file, then the
artifact that you choose last time will no longer be available here to pick up.
So, for example, if you picked up the red artifact, you'll have to choose
between the blue and green artifacts. If you've played through this game file
twice, then you'll have only one artifact to choose from.

Of course this choice doesn't fully change the game. All puzzles, enemies you
face, characters you play as, and the story itself will be the same regardless
of which artifact you choose. This choice will determine the alignments of most
of the monsters that you'll be facing. The cut scenes between chapters will
also change, and all major bosses will also be different. You'll have to play
through the game a total of three times to finally beat the game, so this
artifact choice doesn't really matter. If this is your first time playing the
game, then I would suggest you don't pick the RED artifact. Chattur'gha
monsters are much stronger than both Xel'lotath (green) and Ulyaoth (blue)
monsters. Of course, the decision is yours.

Pick the artifact that you want and select it. This will end Pious' chapter,
however you'll see a short cut scene first. Pious will reach his arm out to
pick up the Artifact, but before he can tough it, the artifact sends out a very
strong bolt of magickal energy that will go right through Pious' body. This
energy is turning Pious into an undead minion of unimaginal power. He will now
work directly with whatever Ancient you choose.

***

Once the cut scene ends, Pious will say a few haunting words to you. His
fate is now assigned to him and it has taken effect. A "Chapter Complete"
screen will now come up. Once this screen fades away, you'll be back in the
Roivas Mansion in 2000 A.D. We now must find the next chapter page to begin
the next chapter and continue on with the game story!


~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Continued...

        ~--------------------------------------------------------------~
        |       7.2 A Death in the Family: Alex Roivas's Chapter       |
        ~--------------------------------------------------------------~

Playing as: Alexandra Roivas
Location: Roivas Family Estate, Rhode Island, 2000 A.D.
Items found: Tome of Eternal Darkness, Chapter Page #2

--Secret Study--
We don't have to travel far in order to find the next Chapter Page that will
give us access to the second story in the ongoing history of the Eternal
Darkness. The second Chapter Page is located inside of the secret study; we
simply have to find it within all of the trash and treasures located inside of
this dusty room.

Pious finishes his chapter by saying the following: "Face me, and you shall
surely parish!" Pious will be known for his taunting as the game goes on,
however you can't let it get to you. Alex is left a bit confused and seemingly
somewhat scared after reading this story, however she hasn't lost her mind
yet. She will receive the Tome of Eternal Darkness once Pious' final cut scene
ends, and it will be added to her Invintory.

Once you gain control of Alex, turn right around (she'll be standing now
behind the desk; she won't be sitting any longer) and look at the flashing
piece of paper inside of the picture frame on the wall directly behind the
desk (it's just to the right of the door that leads out of this room). Now that
Alex has the Tome, she will be able to decipher what the text on this Chaper
Page says. This is the second Chapter Page, known as "The Binding of the Corpse
God." Seems pretty interesting...

Once you pick up a Chapter Page, Alex won't use it right away. In fact, she
will not use it until you select it from the Invintory page on the start menu.
You can pick up the chapter page and keep on searching the mansion if you
wanted to, however there is nothing around that you can really find right now.
The only way to progress through the game is to start reading a Chapter Page
right when you find it. Also note that once you read and finish a Chapter, the
Chapter Page will no longer be in your Invintory. For example, when we finish
Chapter Page #2 (we are just about to start it), you will no longer see it in
Alex's Invintory after.

Before we go on any further, it is probably best to save the game. You can save
the game in nearly any room AS LONG as there are no enemies in the room. If
you ever die, you'll lost all unsaved information from after your last save.
It is always best to save your game before you start a chapter page so if you
do end up dying, you won't lose that much information. You should also save
before you start a major roll in a Chapter (such as a boss fight), or some
puzzle. Obviously, I'll tell you when these times are ahead of time, so you
will be able to save before you meet the said challenge.

Press the Start button and cycle through the pages on the start menu until you
find the Invintory menu. Select the chapter page, and then select "Use" when
prompted. Doing this will start the chapter page right away. Hopefully you've
saved the game!


~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

      ~------------------------------------------------------------------~
      |  7.4 Chapter 2: The Binding of the Corpse God - Ellia's Chapter  |
      ~------------------------------------------------------------------~
                                   [#5921d]

Playing as: Ellia
Location: Cambodian Temple, Angkor Wat, Cambodia, 1150 A.D.
Items found: Strange Necklace, Bronze Necklace, Metal Bar
Weapons: Short Sword (start), Blowgun

Introduction:

 "I cannot say what was the true beginning, nor am I sure of its end. So,
 perhaps here is the best place to start: I am reminded of ideas first
 encountered in Sir James George Frazier's book "The Golden Bough: A Study in
 Magic and Religion." We are overwhelmed by our very human need to weave a web
 of meaning where there may be none.

 Since time immemorial, ancient peoples have dressed up their lack of knowledge
 as gods and demons. I have discovered that sometimes, the forces of gods and
 mortals intertwine - and legens are born..."

***

Over 1000 years have passed since Pious was transformed into a being of
eternal damnnation, and over those last 1000 years things have been seemingly
silent along the lines of the Eternal Darkness. The Eternal Darkness is still
here however, in fact, they are about to make their first major move: take out
the one and only being that can stop them in the blink of an eye, Mantorok.

In this chapter you will be playing as Ellia, a young Combodian women from the
twelfth century. After Dr. E. Roivas finishes his short speech (located just
above), you'll see Ellia reading a large book inside of the main entrance way
to a large temple. The title of the book that she is reading is "The Binding of
the Corpse God." This book tells her the story of an ancient legend that she
doesn't really seem to like.

The scene switches now to Pious, who looks exactly the same now as he did at
the very end of his chapter when he was transformed into the undead being. He
is in the lair of a giant creature that is seemingly made up of many eyes and
a very thick skin. This giant creature, as Pious says in his speech, is
actually Mantorok himself, the Ancient who rules over all others, and the
Ancient who is able to stop the plans of Pious' master. Pious consideres it to
be a small threat, even despite its size.

Mantorok has kept Pious' master imprisoned in another dimension, making it
impossible for Pious' master to gain access to enter the earthly plain and
cause havoc among the planet and universe. Although Pious can seemingly not
kill Mantorok all at once, he casts a very powerful binding spell on Mantorok.
This giant binding spell causes giant, sharp poles to fall on the creature,
destroying eyes and piercing his flesh. This binding will make Mantorok stuck
to the confines of the room that he is currently in, unable to fully move, and
slowly die over the centuries. This is the binding of the Corpse God, which is
actually referenced to the book that Ellia was reading!

The cut scene will now return to Ellia in the temple entrance. She finishes
reading the legend, and closes the book in disgust. The book is actually the
Tome of Eternal Darkness. Ellia wishes that she would be able to go through
an actual adventure that would change the course of humanity. She is tired of
reading legends in books and wishes she could live one out. As soon as she
wishes this, the temple door slams shut, and she is now stuck inside of the
temple. It seems like something has heard her say she wants to be a part of a
legend... She is now playable.

***

~Cambodian Temple 1F, Entrance Hall~
Items Found: Strange Necklace

Unlike Pious, Ellia will play this level with the Tome of Eternal Darkness in
her Invintory (since the Tome has no record of anything that will allow Ellia
to cast spells, and since Ellia won't find anything that will allow her to
cast spells, then you, unfortunately, won't be able to cast anything yet), as
well as a Short Sword. Equip the short sword right away and then search around
this room to see what you can see.

There are four areas that you will wish to see while you are in here. First are
the doors located to the right and left sides of the hall. These both lead to
other rooms deeper into the temple, however you shouldn't leave this room yet.
Another area of interest is located at the very center of this room. Go there
and look at the large tile on the floor. Examine the tile and you'll notice
there is are some drawings on this tile. There drawing is a large triangle,
with a red, green, and blue sigil on each vertex of the triangle. In the middle
is a purple sigil. As you surely know, this represents the way that magick
works (this has been talked about extensively earlier on in this document).
There isn't anything you can do with this; just kind of interesting to point
out.

Ultimately, your goal is to head towards the large lit up statue in the middle
of the far wall (directly opposite the door where Ellia started this chapter).
This statue contains several arms, and it looks a lot like a goddess. If you
look around the neck of the statue you'll see a flashing Strange Necklace (all
items you can pick up are flashing). Examine the statue and, when asked, pick
up the Strange Necklace from the statue's neck. This will now go into your
Invintory.

Once you take this necklace, a short cut scene will show the the northern door
close (over to the right of the statue). Don't worry about this, however, as
we will be able to open this up later. You need the Strange Necklace anyway,
as it can be very useful to you in the near future. The necklace can be used to
cast a spell that will recover some of Ellia's health. If she takes any
damage from combat and is close to dying, then use this right away. Don't use
this item unless Ellia has less than half health (you'll be wasting the use of
this if you do that, and it doesn't have unlimited uses). Remember that while
you cast the spell you must stay COMPLETELY still; if you move at all, even a
little bit, then the spell will break and you'll waste a use of the necklace.
In other words, DON'T use the necklace while in combat! You cannot equip this
necklace, but if you want to use it, simply select it from the Invintory menu
and select "Use" when prompted. This necklace has a total of 10 charges. Once
they are all used up, the necklace will become useless (and there is no way to
recharge the necklace). Be sure to save it for when you need it!

Since the northern door is now locked tight, you'll have to go through the door
to the south (to the left of the statue).


~1F, Dusk Room~
Items Found: None

You're probably wondering why this is called the Dusk Room. You'll see why
soon. This small room will lead into a much larger room, the Sourthern Hallway,
but until we go there we should look around here. There are corpses of dead
Mantorok Zombies all around this room. Don't worry, however, as they will not
rise up to fight you. But I know you are craving combat; you'll get some soon!

Take a look at the floor in the middle of this room. There are some dead bodies
laying across it, however it is still very easy to see the image on the tiles
below. On these tiles you see a sun that is setting below the ground, which is
where this room get's its name. This room represents dusk, one of the four
positions of the sun. In the upper-left corner of the room are three candles on
a small pedistal in front of a image carved into a stone behind on the wall.
The image here, once again, is that of a sun setting to the right. The candle
over to the right is lit, whereas the other two are no lit. This candle is
representing the setting sun. There is nothing you can do with these, and there
is nothing else you can do inside of this room. Head through the door over to
the west that leads to the sourthern hallway.


~1F, Sourthern Hallway~
Items Found: None

As soon as you enter this room, Ellia will step onto a large block on the
floor. You have no control over her while she does this. When she steps on the
block, one of the temple's hall traps will be activated. All of the halls in
the temple are littered with traps ranging from swinging swords to darts. This
trap that she steps on will causae large blades to swing across the hallway
directly in front of you. Exit this room (back to the Dusk Room), and then,
from there, re-enter the Sourther Hallway (the blades will be stopped this
way). Carefully look on the ground for blocks that seem lighter or darker than
the majority of the ones around (stepping on these will causes traps to start).
The only way to stop traps is to hit them or when you exit and re-enter the
room. Getting by the blades is easy: simply wait for them to go back in the
wall, and then quickly run by. They all follow the same timelapsed pattern. If
you hit one, then it will stop moving until you step on the trap block again.
Be very careful and you should get through this hall with little problem.

You'll see other corpses in this hallway that have seemingly fallen to the
traps located in this room. They have been here for a while, as all of the
corpses have been through heavy rotting. Half way through theh allway you'll
see small alcoves in the walls. There is nothing of interesting in here, so
just walk by them. Head all the way through this corridor while walking slowly
to avoid the traps. At the very end of the hallway go through the door that
leads to the Noon Room.

It is a damn good idea to save right now. You are about to fight your first
alignment-based Zombie, and although you should have little trouble, you never
know what may happen.


~1F, Noon Room~
Items Found: Bronze Necklace

There are lots of things to do in this room, so get ready! Ellia will also be
fighting her first enemy in here, and it is one you havn't seen yet. Get ready
to fight a specifically-aligned Zombie! Like the Dusk Room, the Noon Room get's
its name from the image in the center of the room on the floor. The sun is high
in the air, representing another location of the sun during a day. There is a
Zombie lying down across the floor. This is not a Mantorok Zombie. It is either
a Chattur'gha, Ulyaoth, or Xel'lotath Zombie. This one is usually the same
alignment as the Ancient that Pious serves (if you are serving Chattur'gha,
for example, than this Zombie will be red). As soon as Ellia enters, the Zombie
will rise and drain some of Ellia's sanity. This is the first time Sanity will
play a roll in the game. A short message will come up talking about sanity. The
Sanity meter will now appear, with some of it drained. The door that Ellia used
to enter here will not slam shut, and it will not open until you defeat the
Zombie.

This room is tight, so fighting the Zombie can be a bit of a pain. While
fighting alignment Zombies you must take off the arms first. The faster you do
that, the greater the chance that you won't get hurt. Note that if this is a
Ulyaoth Zombie (blue), then be SURE to take the head off first before it
explodes. Once the Zombie falls from enough hits, be sure to have Ellia run
on top of it and then perform a Finishing Move. Once you perform this, a small
note will pop up saying that you have recovered some Sanity from doing this!
You will often recover the same amount the enemy took from you when they first
spotted you. Finishing this Zombie should make your Sanity meter go full again.

Now that the Zombie is gone, it's time to explore the room! Examine the candles
in the foreground of the room (the camera won't let you see them until you walk
right towards them). These candles will represent Noon, just like the ones in
the other room represented Dusk. This time there are two candles lit, however,
and that doesn't represent Noon! You'll now play a small game of lighting or
putting out the candles.

Examine the candles and the game will start. The buttons on the screen show
what you can do. X represents the candle on the right, A is the candle in the
middle, and Y is the candle to the left. You can extinguish or light a candle
as many times as you want. Right now, however, you only have to worry about
the candle on the right. Press the X button to extinguish this candle, and
leave the center one alone (the candle to the left will be out by default,
which is what you want). Once you extinguish the candle on the right, a small
cut scene will start up. The sealed door leading to the northern hallway will
open by a small amount, as does a door somewhere else in the temple. Ellia can
not fit through this opening, however, so we'll have to find another way to
finish opening the doors.

Finally you should find the Bronze Necklace in this room. It is sitting on top
of an urn (it's hard tot miss). Examine it and, when asked, be SURE to pick it
up! You will need this to continue on with the adventure. Once you have it,
head back through the door you used to enter this area (the door will open once
you have killed the Zombie, which you should have done by now) and head all the
way back through the Southern Hallway and Dusk Room to the Entrance Hall.


~1F, Dusk Room~
As you head into this room, several of the Zombies that were on the ground will
now rise up and try to get you. They will all start draining your Sanity. Since
they are of Mantorok alignment you should have very little trouble here. Like
you did with Pious, target the heads first and then the arms. Be SURE to
perform a Finishing Move on them so you get your Sanity back!


~1F, Entrance Hall~
Items Found: None

Once you have backtracked all the way to the Entrance Hall (the room we started
Ellia's adventure in), head towards the statue that originally had the Strange
Necklace on it. Remember how when you took the Strange Necklace the door over
to the right, leading to the nothern area of the temple, closed? You can open
this door by simply placing the worthless Bronze Necklace on the neck of the
statue (there must be some sort of pressure point inside of the neck that
triggers this door). Be sure to place the Bronze Necklace here and NOT the
Strange Necklace! Both will work, but the Bronze Necklace does not have any
healing properties! Placing this here will open the door over to the right,
which leads to the Dawn Room.


~1F, Dawn Room~
Items Found: None

You will surely know why this is called the Dawn Room after you look at the
tiles on the ground. The sun is rising from the east, meaning that the day has
just started. Like the other two rooms you've seen like this, there is a small
shrine of three candles located in a corner. The left candle is lit, whereas
theo ther two are unlit. This is exactly what you want, so there is nothing to
really do here. There is actually nothing else of interesting in this room,
so simply go through the door leading to the Northern Hallway.


~1F, Northern Hallway~
Items Found: None

This hallway is a lot like the Southern Hallway. It is the same length, width,
and filled with just as many traps. Like in the Sourthern Hallway, they are
activated by Ellia stepping onto the triggers located on the ground, which are
hidden under stones. Move very carefully down the hallway, avoiding the
miscoloured stones on the ground (by this I mean any stone that is a different
colour from the majority of the stones). If you wish, press and hold the X
Button to walk very slowly automatically, regardless of how you press on the
Control Stick. There are some annoying traps here that cause darts to fire
across the hallway. These will go off eventually by themselves (unlike the
swinging blades, which will only stop if you hit them or if you exit and
re-enter the room). Despite them stopping by themselves, dodging them is nearly
impossible, and they will stay activated for a good while. Head all the way to
the end of the hallway until you get to the door that leads to the Night Room.


~1F, Night Room~
Items Found: None

This is the final room of the four 'sun' rooms. This one, as you see on the
tiles on the ground, represents night. This room is fairly dark since it
represents night, and there is a alignment based Zombie in here. When you enter
it will start walking towards you (while draining a dose of Sanity) and the
door you used to enter will slam shut. Like you did the alignment-based Zombie
in the Noon Room, take this one out using the same means (head, arms, and
torso), and be sure to remember to finish it off after it has fallen to gain
back your sanity! Once you kill the Zombie, the door leading to the Northern
Hallway will open up. The other door leading to the Western Hallway is still
slighly closed, however...

There is a small alter of candles in one of the corners of this room. Examine
them while close to them, and then you get to play with them. Like you did
previously, you can use the various buttons shown on screen to light up or
extinguish the candles. Since this is the night room, your goal is to
extinguish all of the candles here. Do that, and this small puzzle will be
completed. The door leading to the Western Hallway in this room will finally
open, and the door leading to the Western Hallway over in the Noon Room. Now
with this puzzle finally solved, head on through the door leading to the
Western Hallway to continue on with Ellia's adventure.


~1F, Western Hallway~
Items Found: Blowgun (weapon)

This is the final room of the first floor that we will be exploring in the
Cambodian Temple. Like the Northern and Sourthern Hallways, the Western
Hallway is also littered with wall-mounted traps. Like they were before, these
are activated by stepping on the discoloured blocks on the ground. There are
swinging blades at both ends of the hallway, and darts near the middle of the
hallway. You'll want to avoid them at all costs! There are corpses of dead
Mantorok Zombies here, however they will not regain life to fight you; the
traps in this hallway must have taken them out for good.

Head to the very middle of the hallway and look over to the small alcove in the
wall. There is a podium here, and there is something worth checking out on top!
Examine the podium and Ellia will notice that there is a Blowgun on here! When
asked to add it to your Invintory, stop and make sure of one thing: Do you have
the Strange Necklace? If you don't, head back and pick it up. If you do, pick
up the Blowgun. The reason as to why I ask you this now is because once Ellia
picks up the Blowgun, a short cut scene will start. The Blowgun is actually
attached to a floor trap. Once she picks it up, the floor beneath her feet
opens up, and she falls right down a secret hidden passage into a deeper part
of the temple. There is no way in getting back up, so if you don't have the
Strange Necklace (needed for its healing powers), then it's gone for good.

You'll fall all the way down to the second floor of the Cambodian Temple. This
is the last floor to search, however it is fairly large, filled with Zombies
and traps! Falling down here is needed though, so don't worry about falling!


~Cambodian Temple B1, Western Hallway~
Items Found: Short Sword (broken/fixed)

As soon as you fall, you'll be greeted with some excitment! Ellia will land
right on her Short Sword, breaking it to pieces. Ellia will automatically
equip the Blowgun as her weapon (unfortunately in comparison to the Short
Sword it kind of sucks, since it isn't a melee weapon). There are 100 darts
that came with the Blowgun, and each time you blow the gun you'll lose 1 dart
(they cannot be picked up again, whether you hit an enemy or not). The darts
are tipped with a powerful poison, however, so they will take out enemies.
Actually... you'll have to use them right now!

A cut scene will show that there are two alignment-based Zombies in this room
just up ahead from where Ellia is. They have spotted a Temple guard who has no
means of defense. He is huddling in a corner, hoping for help. I cannot put
this in a more direct way: THIS GUY YOU MUST SAVE! If you don't, this Chapter
has become a lot, and I mean a lot, harder.

Once you gain control of Ellia, quickly walk up to the Zombies. Run in front
of them to take their eyes off the guard and onto you. You will lose a good
deal of Sanity from them, but disregard that. Aim at their heads and fire a
dart into both of their heads. Walk back now, away from the guard (ESPECIALLY
IF THEY ARE ULYAOTH (blue) ZOMBIES, WHICH EXPLODE AFTER A SHORT WHILE), and
keep on firing darts at their head. Don't walk down the Western Hallway, as
there are traps down there. Walk into the small alcove Ellia fell into.
Eventually the poison on the darts will do the trick, and the Zombies will
fall to the ground. Be sure to finish them when they are done there (even
though you lose a dart, you'll want the Sanity refill) on the ground. If these
Zombies were Ulyaoth-based, then they will explode before the poison gets
them. Be sure to stand back when they shake, and if they are near the guard,
bid the poor man fairwell.

Hopefully he is still alive after the Zombies have been defeated however, as
this guard will prove to be your best friend. Ellia has already picked up the
shards of the broken Short Sword. Walk over to the guard and talk to him. He is
very thankful to you for saving his life (he should be), and he offers to
repair your sword. He casts a special magickal spell (you'll be learning the
spell he casts in the next Chapter) that repairs your Short Sword! Using the
Short Sword is MUCH easier than the dart gun, especially in the fights up
ahead. Equip it right away and head down the Western Hallway. Oh, and don't
kill the guard if you want to keep your Sanity.

This corridor is larger than the ones ahead. The stones here are much larger
and take up a larger part of the corridor, so be sure to watch out for them.
Again, the stones you DON'T want to step on are a different colour (often
lighter) to the majority of the stones on the ground. There are giant swinging
blades here, so try to keep them in the walls by walking carefully! At the end
of the hallway head into the next room.


~B1, South West Room~
Items Found: None

The majority of the rooms in the second floor of the Cambodian Temple look like
this one: large and round. As soon as Ellia walks in here she notices that in
the small firey stone thing at the center of the room contains a switch. It
seems like something must be inserted into this switch to activate it. Remember
this for later...

There is also a giant mural on the far wall of this room that has the following
information while examining it: "a skeleton demon befriending the ancient
Khmer people by denouncing one of their fertility gods." It is fairly easy to
interpret this: The "skeleton demon" is Pioius, and the "fertility god" is
Mantorok. There is also a door leading to the Sourthern Hallway over to the
eastern wall. There are no enemies in here, and aside from the switch and the
huge mural, there is nothing else in this room of interest. Head on through
the door on the eastern wall leading to the Sourthern Hallway.


~B1, Sourthern Hallway~
Items Found: None

Another long hallway filled with traps; fun! This is by far the heaviest-filled
trap hallway yet. It starts with swinging blades, followed by arrows, followed
by more swinging blades, then a giant crushing wall, more swinging blades,
more arrows, more swinging blades, and finally a final patch of arrows. Yep,
lots of traps in here, which means we must be getting close to Mantorok's
lair! Although it is VERY highly recommended that you avoid all of the traps
on the floor, some of them cannot be avoided (such as the trap that sets off
the crushing blocks about half way up the hallway, as the stone extends the
entire width of the hallway). Once you see one of these, step on it and look
carefully to the traps that it activated up ahead. These can be annoying, but
there aren't many. For the giant crushing blocks, wait for them to open up
(just after slamming shut) and then run by them. You don't want to get caught
between these things. Head all the way to the doorway at the end of the hall
leading into the South East Room.


~B1, South East Room~
Items Found: None

This room is quite an interesting one, as you'll get to see Zombies of
different alignments fight each other! As soon as you walk in here, you should
see a Mantorok, Chattur'gha, Ulyaoth, and Xel'lotath Zombie fight it out near
the door you used to enter. Simply stand beside the door and wait for them to
fight it out. Remember that Zombies of different alignment hate each other.
Best to stand back and wait them kill each other off, or else they may all go
after you, and you'll lose LOTS of Sanity. Eventually only one will be left
(usually the Chattur'gha one, since they are the strongest). The Ulyaoth Zombie
will usually take all of them out after it explodes, but take out anyone left
after this happens. Be sure to finish the Zombies after they have been taken
out for some Sanity (especially if you failed to get some back in a previous
fight).

There is another mural in this room located on the far side from the door you
used to enter. This mural has the same skeleton god (Pious) killing off an
ancient Khmer god (probably Mantorok). This is the only area of interest of
this room (the pit of fire in the center has nothing of any interest). Take a
look at the mural on the wall if you wish, and then head through the northern
dorway that leads to Mantorok's Lair!


~B1, Mantorok's Lair~
Items Found: Metal Bar

Once you enter this room, you'll be met with a large hallway that curves over
to the left. Eventually you'll get to Mantorok's room, the large, circular
area that Mantorok is trapped in. Pious isn't here, but Mantorok is, slowly
dying. As Ellia enters, two temple guards will warn Ellia to keep away from
Mantorok, the Great Ancient. Mantorok quickly picks the guards up and eats
them whole.

Pious now enters the room and laughs at Mantorok seeing that the Great Ancient
now must feed on flesh and bone for food. He tells Mantorok that the spell he
cast on him will cause Mantorok to stay here and rot for mellennia to come.
Pious warns Ellia to leave here right away, or else she'll become food for the
dead god. When Pious leaves, a mysterious man enters. Ellia opens her eyes
and barely sees his face. The mysterious man tells Ellia that she has been
chosen to fight the Eternal Darkness, and he gives her a gift. This is actually
more than a gift... it's something very important that Alex will use centuries
later in the future: one of Mantorok's Hearts. The man places the Heart inside
of Ellia's chest for safekeeping so Pious cannot find it. Ellia now passes
out.

Once Ellia wakes up, you'll gain control of her once again. Take a look at the
multi-armed statued right in front of Mantorok (Mantorok won't actually eat
you, as it knows your roll in the fight against the Eternal Darkness). There
is a Metal Bar located in the hands of the statue. Have Ellia examine the
statue and, when asked, pick up the Metal Bar. This can be used inside of the
South West Room.

Make your way back to the South West Room (there are some Zombies here and
there in the rooms before it, so be sure to take them out with your Short
Sword if you see them). Once you get back to the South West Room, walk towards
the switch and head to your Invintory menu. Use the Metal Bar here and Ellia
will insert the bar into the switch and activate it.

The Metal Bar and the switch will open a sealed chamber behind Mantorok's Lair.
Head all the way back to Mantorok's Lair and head around this room. There is
a large bridge-like structure going around this room overtop Mantorok's body.
Head across the room and go on through the the now open door to the Sealed
Chamber.


~B1, Sealed Chamber~
Items Found: None

There isn't actually anything to do in here. Entering this room will finish
off the chapter, but there's an interesting cut scene that comes with it. Once
in the Sealed Chamber, walk forward to the statue in the distance. The cut
scene will start now.

Pious enters the room and tells Ellia that she made a big mistake in not
leaving the Temple when he gave her the chance before. Pious demands that she
give him the essence of Mantorok, even though she probably can't get it out
of herself right now. Ellia, knowing that she has an important roll in fighting
the Eternal Darkness, refuses Pious each time that he asks. Pious eventually
gives up trying, and casts a spell that fires a large bolt of magick at her,
dropping her to the ground, dead. The essence is still inside of her despite
being dead. Her chapter now comes to an end, and the Chapter Complete screen
will now appear.

You will now be back at the Roivas Mansion with Alex.


~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Continued...

        ~--------------------------------------------------------------~
        |       7.2 A Death in the Family: Alex Roivas's Chapter       |
        ~--------------------------------------------------------------~


Playing as: Alexandra Roivas
Location: Roivas Family Estate, Rhode Island, 2000 A.D.
Items found: Message Tube, Chapter Page #3

--Secret Study--
The first major thing that you'll notice after Ellia's chapter ends and you
are back in the Secret Study with Alex is that she now has a Sanity meter.
Alex has a fairly large one, however after reading about Pious and Ellia, some
of her Sanity has already dropped. Although it hasn't fallen enough yet for
her Sanity to drop below a level where things start to happen, it's still good
to keep a look at it (even though there is nothing you can do right now to
raise it up again). Three candles will light up on the table near where Alex
is, and that is where your attention should be directed.

The arrangement of these candles looks a lot like the arrangements found
inside of the sun rooms in the Cambodian Temple during Ellia's chapter. Have
Alex examine the candles and you'll learn like, back in the Temple with Ellia,
you are able to light or extinguish the candles. Take a look at the image of
the sun on the small picture behind this table. The sun is over to the left,
rising up. This is the rising sun, so you'll need to make the candles appear
in a "sun rising" fashion. All three of them will be lit up from the start,
and you only want the candle on the left to be lit up. Press the A and X
Buttons to extinguish the centre and right candles to solve this easy puzzle.

Once you do this the cabinet under the candles will open up, revealing a hidden
Message Tube. Alex will pick this up and automatically add it to her
Invintory. Once you can, go into your Invintory menu and select the Message
Tube. Have Alex examine it and she'll see that it can be opened. Have Alex
open it up and she'll find yet another Chapter Page, this time Chapter Page #3,
titled "Suspicions of Conspiracy."

The moment that Alex opens the message tube, a cut scene will start up. This is
one of the cooler and probably one of the most important cut scenes for the
story of the game, so be sure to pay attention. Pious is metting with the
Ancient that he serves. Although the Ancient is in another dimension, it is
still able to communicate with Pious via some communication stone. The Ancient
will depend on which Artifact Pious picked up at the end of his chapter. Each
Ancient has their own unique features (such as Ulyaoth's booming voice, or
Xel'lotath's freaky laugh). Regardless of the Ancient, the overall subject of
the conversation will remain the same. This conversation takes place during
Chapter #3 (back in that time period, NOT in Alex's time period). Pious and
the Ancient are talking about the death of Charlemagne, the King of the Franks.
I will not spoil this cut scene, so be sure to watch it for yourself (you can
always rewatch it through the start menu whenever you want).

Once the cut scene ends, the focus will appear back on Alex inside of the
Secret Study. You have control of her and you will now be able to begin the
next Chapter, Anthony's chapter, titled "Suspicions of Conspiracy." Be sure to
save before you start his chapter!


~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

        ~--------------------------------------------------------------~
        |  7.5 Chapter 3: Suspicion of Conspiracy - Anthony's Chapter  |
        ~--------------------------------------------------------------~
                                   [#5921e]

Playing as: Anthony
Location: Oublie Cathedral, Amiens, France, 814 A.D.
Items found: Alignment Rune, Alignment Rune Codex, Antorbok (Project) Rune,
             Antorbok (Project) Codex, Bishop's Key, Blue Urn,
             Circle of Power (Three Point), Enchant Item Spell, Green Urn,
             Magormor (Item) Codex, Magormor (Item) Rune, Message Scroll,
             Red Urn, Tome of Eternal Darkness
Weapons: Scramasax, Torch, Two-Edged Sword

Introduction:

 "From my research, it is apparent that the endeavors of mankind are mere
 puppetry at the hands of the Ancients. Whenever a King vows reform, the
 Ancients move quickly to stifle it. Under the auspices of Emperor Charlemagne
 the Frank, the new Holy Roman Empire was at the height of its power."

***

Anthony's chapter is one of the most memorable, as you will be able to use
Magick and the Tome of Eternal Darkness for the first time here. The background
behind Anthony's chapter is also quite interesting (from a historical
perspective, one could argue). The story of the game will also start to
develop quite deeply in Anthony's Chapter, as we will really start to see what
the Eternal Darkness is looking to do in order to gain control of what they
want.

Charlemagne the Frank was an emperor of the Holy Roman Empire during 814 A.D.
Anthony's chapter takes place right during the time in which the Holy Roman
Empire was at its strongest. Of course, this strength did nothing in trying
to stop the stealthy mission of the Eternal Darkness.

Anthony is a young man who is in the service of the empire, specifically
Charlemagne. One day, Anthony receives a message scroll from a monk-looking man
in a robe. The man says that this scroll, which is wrapped up tightly, is for
Charlemagne to see, and for Charlemagne only. He warns Anthony that no one else
can view it except Charlemagne.

The robed man leaves after giving Anthony the warning, and Anthony watches him
go. Once the man has left, Anthony goes into a small alcove in the wall and
his sense of discovery gets the worst of him: Anthony disobeys the monk and
opens up the scroll. He does this to investigate the contents of the scroll, as
Anthony found the man in the robe to be rather mysterious, and Anthony wanted
to make sure that the scroll contained nothing that could harm the emporer.

The moment Anthony opens the scroll, a very powerful bolt of yellow Magick
comes out of the scroll and, in a lightning-like fashion, strikes Anthony and
makes him fall to the ground in pain. Once he gains sense of his head again,
Anthony realizes that, if he had given this to Charlemagne, it would have been
him who would have suffered from this attack. Anthony is confused about what
is going on here, and he decides that it is best for Charlemagne to know about
this right away. Anthony heads off through the town to the Oublie Cathedral.
Once Anthony arrives at the Cathedral, he will become a playable character,
and chapter 3 is about to begin!

***

~Oublie Cathedral 1F, Chapel~
Items Found: None
Weapons Found: Scramasax Sword

The very first room that Anthony will explore, which is the main Chapel for the
Cathedral, is shaped in a horseshoe and it is only lit up by the rays from the
lowering sun coming in through the windows. Walk around the area and talk to
some of the monks (the people in the dark robes... they are the only people
around here) to gain some background information about what they are doing
here. There are a total of six monks around the area. Some of them are praying
for the soul of a brother (term used for a fellow monk) who has recently died
and lies inside of a casket near the altar of the Chapel (the alter is the
the place at the very front of the room, opposite from where we started the
chapter).

Some of the monks will have other information for you. One of the monks will
tell you that Charlemagne is currently in a conference with the local Bishop
of their order and cannot be distrubued under any circumstances (this seems to
be somewhat fishy). Some other monks will speak about a distrubing lack of
faith in the order. The monk near the casket will tell Anthony that the
recently deceased monk (currently in the casket) died due to a fall from the
cathedral tower (which we will visit soon), which doesn't make much sense
considering that the tower contains no openings to fall from (which you'll see
soon).

There are a total of three exits from this room, however, at this time, we can
only use one of them. One of the exits is the door that leads outside (this is
located opposite the altar, right where Anthony started the chapter). Anthony
refuses to leave the cathedral until he warns Charlemagne about the attempted
treachery against him. Near the door, just to the right, is a staircase that
leads up to the tower. Don't bother going up here yet, but we will soon.
Finally, the door that leads to the Bishop's quarters is just to the right of
the staircase that leads up to the tower (this is currently locked, and will be
for some time, but if you walk near it you can hear chattering coming from the
other side of the door, but you can't make any of the voices out).

In order to advance the chapter, walk up to the altar of the Chapel and head up
to the casket. Have Anthony investigate the casket and, when prompted, have him
open it (it isn't sealed shut, which again is rather weird). Be prepaired for
a bit of a gruesome sight...

Once Anthony opens the casket, you will see the brutilated remains of the monk
who, apparenly, fell out of a window (from the moment you see his injouries you
will know this is not true). There is a giant opening in his chest. The monks
in the Chapel all look in and cannot believe the sight that they see. As stated
before, it doesn't look like this poor monk fell to his death; it looks like
something burst out from inside of him.

A monk, full of fear, comes up to Anthony and talks to him. The monk says that,
when he can, he will inform the Bishop of this gruesome discovery and he
cautions Anthony to use brutal caution while inside of this cathedral. He
decides to give Anthony a Scramasax Sword for his own protection, and then
he leaves Anthony alone in the Chapel. Once you receive the Scramasax, be sure
to equip it right away. Save your game now and head towards the staircase to
the right of the door that leads outside of the Chapel. As you walk up to the
top, an interesting effect will start to take place...


~The Hall of The Tome of Eternal Darkness~
Items Found: Tome of Eternal Darkness

As Anthony starts to reach the top of the stairs, he will freeze in place. The
screen will start to turn all shakey, as if everything has just gone under a
bunch of water. Anthony is then transported to another world, the world of
the Tome. This place is known as the Hall of the Tome of Eternal Darkness, a
freakish place full of screams and the Tome itself. You will not be able to
view any of the maps (on the start screen) from Anthony's original chapter
because we are no longer there (but we will go back to the Cathedral soon).
This is a place that you should get to know quite well, as nearly every
character from here out on will be visiting this Hall once, and only once,
during their chapter. Normally I won't give much description for this place,
but since this is the first time being here, I'll explain what is going on.

You will notice that there is a single pathway in here leading across the hall.
First you may look at the path and think that it is made up of grey stones,
however if you look very carefully, you'll notice that the path is made of
screaming human heads! These heads are in absolute agony, and they are the
faces of people who have fallen to the Eternal Darkness.

Head forward a bit and you'll notice two statues on both the left and right
sides of the path. The one on the right is a statue of Ellia, who has given her
life to fight against the Eternal Darkness. She is now placed here for future
generations to know. Over to the left is a broken statue of Pious Agustus
(notice that his head, arms, and torso are gone... remember the statue that we
destroyed back in his chapter... hmm...?). This could represent that statue
that Pious destroyed, or represent how Pious didn't fully give himself to
fighting the Eternal Darkness... he became a part of it.

After examining the statues (you're probably getting annoyed by those screams,
aren't you?), head to the end of the hall where you will see a giant hand made
of only bones. In the palm of the hand is the Tome of Eternal Darkness. The
hand will open up once Anthony approaches it, giving him access to picking up
the Tome. Examine the Tome and, when prompted, have him pick up the Tome.

Each time a character picks up the Tome, the following event will happen 
(which is one of the coolest and most interesting events in the game). You will
see a series of quick flashbacks from previous chapters (in this case only
Pious and Ellia's Chapter, as only those have happened before Anthony's time).
These scenes, which flash through quick, are often representing something
important (such as the first Zombie Pious sees). These flashes fill the
character's mind about what has been going on, representing the spiritual link
between all of the people who have held onto the Tome in the past, and have
used it to fight against the Eternal Darkness.

Once this flash event finishes (it lasts about 3 seconds), Anthony will be
right back in the Oublie Cathedral at the top of the stairs, right where he
was when he was transported to the Hall. Now that we have the Tome, you will
hear the groaning of a monster the moment Anthony is back in the Cathedral.
There is no monster here, but here's a general rule: until a character finds
the Tome, no monsters will be present in their chapter. Of course, once they
find it...

Go into the pause menu, and then to the Magick subscreen. A brief tutorial on
how to use the Magick screen will come up (READ IT WELL). Once finished with
that, head up to the top of the stairs and, finally, into the tower.


~Oublie Cathedral 2F, Tower~
Items Found: Green Urn, Circle of Power (Three Point)

The moment that Anthony walks into this next room, a weird event starts to
happen. Anthony will be at the top of the stairs inside of the room high up in
the Tower, but things aren't all well. A weird yellow magickal pulse circles
around Anthony's body, which makes him fall to his knees in pain from the
intense Magick. The effect only lasts for a few seconds, however, once it
finishes, the camera will zoom in on Anthony and show that he now looks a
little bit different. Anthony has seemed to age: his face looks older, he is
kind of leaning over, and his eyes look dark. This Magickal effect seems to be
the same thing that hurt Anthony back when he opened the scroll at the start of
his chapter. Maybe that spell that was cast upon Anthony hasn't fully gone
away yet...

The room inside of the Tower is fairly small, however there are some very
important things in here. This is the only room in the second floor of the
Cathedral. There are three bookcases at the far end of the room, lining the
perimeter. There is a single bookcase on the wall opposite this, just to the
left of the staircase leading back downwards (where we just came from). Firstly
head over to the single bookcase near the stairway downwards. You will notice
that there is a single Blue Urn here on the lower shelf. Have Anthony examine
it and, when prompted, have him add it to his Invintory.

Head over to the center of the room now where you will see a single desk. This
desk is near the bookcases on the far wall. Take a look at the desk and you
will see a circular, golden, flat object on the desk. There is a triangle
etched into the object. Have Anthony examine it and, when prompted, pick it up
to add it to Anthony's Magick Invintory. This is a three-point Circle of Power,
one of the ingrediants needed to cast Magickal Spells! This item will allow
you to cast three-point Magickal Spells (once you find the right Runes, and
once you have learned how and which Runes you use to create a Spell, which is
something that we will be doing quite soon). Once you pick up Circle of Power,
a brief tutorial will appear in the Magick section of the pause menu, telling
you the importance of this item. This item will carry onto the rest of the
characters in the game now: unlike Anthony's other items, such as his sword,
all Runes, Codex, Scrolls, and Circles of Power that a character finds will be
available from now on, as they are stored in the Tome of Eternal Darkness
(which is passed down through time). So, for example, once you finish this
chapter and are back in the Roivas Mansion with Alex, she will have access to
the Circle of Power, as well as any Runes and Spells that Anthony creates.

Once you have picked up the Blue Urn and the Circle of Power, head over to the
three bookcases on the circular wall in this room. Have Anthony walk over to
the middle bookcase and investigate it. Anthony will notice that there is a
book is out of place, and he ponders whether he should put it back into place.
When prompted, have Anthony move the book back into place. This will trigger
the bookcase over to the left to open up, revealing a path downwards into the
basement of the Cathedral. Head over to the now open path and have Anthony
select the ladder leading downwards. SAVE YOUR GAME NOW. Once you've done that,
head on down the ladder to the Basement.


~Oublie Cathedral B1, Room 1~
Items Found: Antorbok (Project) Rune

This will be a rather interesting area, mainly because Anthony will be fighting
against his first enemies, plus you will also receive your very first Rune,
something needed to create Magickal Spells! The first room of the Basement of
the Cathedral is long and quite dark. As you walk down the hallway you will
run into a giant Zombie (this one will be aligned the same colour as the
ancient Pious serves) with a transparent torso: the Rune is inside this part of
the Zombie's body. The question is this: how do you get the Rune out of the
Zombie's body? Well, the answer is simple: hack the Zombie to pieces!

Walk down the hallway and have Anthony slice off the head of the large Zombie.
Since this one is so large, it will take a few hits to slice off the
limbs of this thing. It will often take 2 or 3 slices of your sword to take off
its head (even more if it's a Chattur'gha aligned Zombie). Be sure to take the
head off first so it can't find you. Next, focus on the swinging arms, mainly
because they will take off more damage than normal. BE SURE TO USE VERTICLAL
SLICES! If you use horizontal, you will more often than not hit the side of the
hallway, which can get very annoying quickly. Once the arms are off, slash
away at the torso of the Zombie. After sevreal more hits the large thing will
fall. The moment it does, the Rune will come free and Anthony will
automatically pick it up. These large Zombies take off more Sanity than
normal, so be SURE to finish this thing off as it's flailing on the ground to
recover all of the lost Sanity. Once Anthony picks up the Rune, another short
tutorial will appear in the Magick section of the pause menu teaching you what
this thing does (Runes were talked about earlier on in this guide).

Once you are finished reading the tutorial (I highly recommend reading the
tutorial, as the visuals that the game gives you are better than reading pure
text in this guide, especially for you visual learners!), head down the hall.
There are two smaller Zombies down here, which will be of the same alignment
that the large one was of. Be sure to destroy both of them and finish them off
to recover any Sanity that they take off of you. Once they are dead, head to
the end of the hall and head on through the door. Before doing this you may
wish to save your game since you got that important Rune (remember that you
CANNOT save your game in a room in which there are enemies present). This leads
to the second room of the Basement.


~B1, Room 2~
Items Found: Torch, Green Urn Shards (Green Urn once fixed)
Weapons Found: Torch, Two-Edged Sword

This room should remind you of something that Ellia did in her chapter just
before. Remember the part after she fell down the hole and, once in the
Basement, saw two Zombies heading towards a guard? Same deal here, however the
Zombies are Mantorok aligned, and they are heading after a monk. As you enter
the room you'll see a short cut scene showing off what the Torch can do. The
monk is holding a torch in his hand. Three Zombies head towards the monk, and
he swings the Torch at one of them. The fire catches the Zombie and makes it
fall back to the ground, burning away (this is the way to automatically kill
Mantorok and Xel'lotath aligned Zombies). The flaming Zombie will fall all the
way back to a large piece of cloth hanging on a wall. The fire will transfer
to the cloth, having it burn away (and revealing a door that will lead to the
next room).

The cutscene will end now. Quickly run towards the monk and kill the two
remaining Zombies before they kill the monk (THIS IS VERY, VERY IMPORTANT). If
you fail to save the monk, you'll lose out on picking up a very useful weapon
that will be used in Anthony's chapter, plus a chapter later on in time. If the
monk dies, revert to your last saved point (hopefully it was in the last room,
as I mentioned you should do). If the monk was saved, talk to him (oh, and be
sure to Finish the Zombies to get your Sanity back).

The monk and Anthony will get into some conversation. He tells Anthony that he
was carrying a Green Urn filled with water from a baptismal fountain. While
carrying the water back to the main room of the Cathedral, he saw the Bishop
of the church run past him in a weird state, acting almost crazy. The Bishop
had a very concerned look on his face. The monk, being frightened about what he
just saw, dropped the Urn and it shattered on the ground into three pieces.
The monk will also thank you for saving him from the Zombies. Like the guard
did in Ellia's chapter, the monk will help Anthony out. He won't, however,
repair a sword: he'll give you one. The Bishop had dropped his Two-Edged Sword
while running past and the monk picked it up. He gives it to Anthony happily.
The Two-Edged Sword is MANY TIMES more powerful than the Scramasax, however it
also has a major flaw: it is so long that Anthony will have a hard time using
it in tight corridors without it hitting the walls. Of course, you know how to
fix this (by using vertical slashing instead of horizontal). If you are new to
the game, I would suggest using the Two-Edged Sword in large rooms, and to
continue using the Scramasax in the tight hallways. It's up to you, however.
The Two-Edged Sword is so powerful that it will let you cut through the limbs
of nearly all enemies in one hit (except the torso). Even the large,
Rune-carrying Zombies cannot stand up to the power of this sword.

You aren't done in this room yet. Once you finish talking to the monk, be SURE
to pick up the Torch near him that he dropped while swinging it at the Zombie
(which has now burned away). The Torch, while not being the most useful weapon,
has two relatively useful purposes. Firstly, swing it in the face of all
Mantorok or Xel'lotath aligned Zombies to take them out in one hit! The Torch
can also be used to illuminate dark rooms or corridors so that Anthony can see
while he is searching (since you, well, kind of need to be able to SEE while
you are searching). The Torch can also burn away carpets or cloths that are on
the wall, such as the one that the flaming Zombie burned away earlier by
bumping into it. DO NOTE that you CANNOT use the Torch to perform a Finishing
Move on a downed enemy. Once an enemy falls from being burned to death, head to
your Invintory menu and select either the Scramasax or the Two-Edged Sword to
finish off the enemy to recover your Sanity. I highly recommend you take the
few seconds to do this, as you don't want to lose much Sanity.

The final thing to do here is to investigate the floor of the room over to the
right of where the cloth was once hanging on the wall (and has been replaced by
the sighting of a door leading to Room 3). Use your Torch to light up this
dark corner since there is very little lighting here and take a look around.
You should see three pieces of Green Urn scattered around here on the floor
and shelves. Once you pick up two of them, the Mix option will now be available
in the Invintory menu. Head to the Invintory menu, select one piece of the
Green Urn, select Mix, and then select the other piece of Green Urn with the
red select square. Anthony will piece the two pieces together. Look around some
more to find the final piece of Green Urn. Once you have it, mix it with the
two pieces that you did before to create a Broken Green Urn. This has no use
yet, but Anthony will be able to fix it later thanks to a Spell that we will
learn soon!

Everything is done here now. Save your game if you wish (I suggest it), and
then head through the door that appeared from behind the cloth that was burned
away from the flaming Zombie.


~B1, Room 3/Staircase to B2~
Items Found: Codex (Magormor), Magormor (Item) Rune

There is another Rune inside of a large Zombie here (a Mantorok aligned Zombie
this time, so killing this one will be a bit easier than the one before). This
room is a large, winding staircase leading downwards to B2. There are a total
of two goodies in here that you won't want to miss! Once you enter the room, a
short cut scene will show the Rune-weilding Zombie at the base of the
staircase. Once the cut scene ends, it will start walking up to you. You won't
see it for a little while though, as it climbs the stairs slowly.

Walk down the first flight of stairs to your right. Be sure to have the Torch
equipped so you can see where you are going. On the first plateau you'll see a
stone tablet wit ha sigil placed on it in the corner of this area. This is what
is known as a Codex: these will identify the Runes that you pick up so your
character understands it. For example, the Rune you get in the Zombie is the
Magormor Rune, however this will not be written in the Tome until you find the
Codex (meaning you won't know what is what until you identify the Rune, making
the quest of coming up with spells nearly impossible, especially for first time
players of the game). We havn't picked up the Magormor Rune yet, so keep on
heading down the stairs until you meet up with the large Zombie!

Once the Zombie takes away Sanity, that will mean it's close enough for attack!
Head towards it, Torch equipped, and swing the fire in its face! The Zombie
will catch fire right away, falling back to the ground. The Magormor Rune will
escape the flames and Anthony will automatically pick it up like he did
before with the previous Rune. Since you already have the Codex for the
Magormor Rune, Anthony will be able to understand what this Rune is (to you
and me, Magormor stands for "Item"). Be SURE to switch to either the Two-Edged
Sword or Scramasax to finish off the large Zombie before it burns away.

Once you have both the Magormor Rune and Codex in hand, head all the way down
the stairs to the bottom. There are no more Zombies in here, so you shouldn't
have any problem. Head through the door here to begin the quest through the
second level of the Basement.


~Oublie Cathedral B2, Room 1~
Items Found: None

On your map, the first room of B2 is actually the lower section of the
staircase we were just in (where we got the Magormor Rune and Codex). I'm
just putting this here in the guide to stay consistant with the map in the
game. Head through the door. Essentially, Room 3 of B1 and Room 1 of B2 are the
same thing.


~B2, Room 2~
Items Found: Codex (Alignment Rune), Alignment Rune, Red Urn

As you walk into this room, Anthony will undergo another weird attack of the
spell that pulsed through him during the start of the room in the Tower. The
attack will last for roughly the same amount of time, and once again Anthony
falls to his knees in pain. As the attack wears off, the camera will zoom in on
Anthony once again: it looks like he has aged even more. His skin is starting
to turn pale (whitish), and he is starting to get slower while moving. He also
is getting some rotting cuts around his body. It seems that with each pulse of
magick his body starts to rot away... how nice.

Anyway, he won't let this stop him from his quest. There are three Zombies in
this room, each with different alignments (from what I've seen, it's USUALLY
a Mantorok, Chattur'gha, and Xel'lotath Zombie in here). All of the Zombies
will start fighting against each other at the far end of the room when you
enter. Stand back and let them take each other out. The Zombies will take each
other out. Once one is left standing, head over towards it and finish it. Be
sure to perform a Finishing Move on Zombies that have been downed by other
Zombies (you can get some free Sanity this way, which will be great if you lost
some Sanity before and didn't finish the foe). Since the Zombie never had a
chance to look at you and notice you, it never had a chance to drain your
Sanity. As mentioned though, using a Finishing Move on them will let you gain
back some Sanity, even though it hasn't taken any away from you!

Once all of the enemies are gone, head towards the very center of this room
(where there are a few steps around the room). In the middle is a short piller
with a Codex on it. This is the codex for an Alignment Rune. This Rune will
depend on which ancient Pious serves. The Codex will be the same Alignment as
the ancient Pious serves, so if he serves Chattur'gha, then this Codex will be
for explaining the Chattur'gha Rune. Essentially, this can be a Chattur'gha,
Xel'lotath, or Ulyaoth Codex.

Now that you have a Codex for an Alignment Rune, you may want the Alignment
Rune (since they are so important, as each spell requires the use of an
Alignment Rune in the receipe)! Head over to the far left corner of this room
and you'll see a small fountain. This thing has been tampered with: it is
normally a baptismal fountain, where only the purest of pure water pours
(however now it is filled with, as Anthony says after examining the fountain,
a "foul smelling liquid"). Right beside the fountain is a filled Red Urn. This
Urn has been filled with the gross liquid. This is a good thing, so pick it up
and have Anthony add it to his Invintory.

It is fairly obviously that, now that we have all three Urns, we must fill them
all up with this liquid. Of course, we can't do this, mainly because the Green
Urn, while assembled, is still filled with cracks (that will allow all of the
liquid to fall out if Anthony tries to fill it). Of course, the Blue Urn seems
to be okay, so select it from your Invintory and have Anthony use it. Anthony,
while being clumsy, drops the Blue Urn on the ground and it shatters. This
isn't a bad thing though, because inside of the Blue Urn was an Alignment
Rune!!! This Rune will depend on what the Codex in this Rune had on it: if it
was a Codex for Chattur'gha, then this will be Chattur'gha's Alignment Rune.
Anthony will automatically pick up the broken Blue Urn (no, you won't have to
search for the pieces on the ground this time). Like the Codex, the Alignment
of this Rune will be the same as the Ancient that Pious serves. Remember that
each spell requires an Alignment Rune in its recipe so the Magick Spell can
have an Alignment; this was a great discovery.

We are nearly done in here. If you look around you will notice there is no
clear exit to this room (minus the door we used to get in here). Look around
to the right side of the room and you'll see a large piece of cloth hanging
over the wall. Head over to the cloth and have Anthony equip the Torch. Stand
beside the cloth and swing the Torch at it, which will cause the cloth to burn
away automatically and quickly (oh, and don't worry about Anthony getting
burned: he can stand right beside it while it's burning up and he won't get
effected by it). Behind the cloth is another door leading to the next room.
Head on through! You may wish to save your game here too since we got some
useful stuff in this room.


~B2, Room 3~
Items Found: None

This is a very short hallway with very little in here except a single Mantorok
Zombie. Simple take down the Zombie with whatever method you want (got to love
using that Torch to burn the thing away, don't you think?) and simply head
through this L-shaped hallway to the door leading to Room 4.


~B2, Room 4~
Items Found: Spell Scroll (Enchant Item), Codex (Antorbok)

This small book room has several interesting things in it. FIrstly, as you
first head into this room, Anthony will look across to the other side of the
room and see the Bishop slowly walking through a door that is disguised as a
book shelf (lots of those in this Cathedral). The door will seal shut behind
the Bishop, and Anthony won't be able to get through until he completes a
rather easy puzzle.

Take a look around the room (which is quite well lit). There are no enemies in
here so you won't have to worry about doing any battling in this tight area
(for now, at least). On the ground right in front of the door that you used to
get in here is a small stone pannel with three circles in it in a triangle
pattern. Firstly, no, this has nothing to do with the Circle of Power. The
Step onto this pannel and you will see that the bookcase-door that the Bishop
used to get through into the next hallway opens up! Step off of it and the door
will close, locked up tight. This is a pressure pad. Anthony must find a way to
keep this pressure pad down while he is able to get over to and through the
door leading to the next area. Anthony needs three things (hense the three
circles on this pad that are engraved), and they need to be heavy. Catching on
yet? Examining the pannel will reveal that there are dry splashes of a dirty
liquid on here near each point of the triangle, meaning that the dirty liquid
from that fountain saw a few rooms back must have been here! The task here is
to fill up the urns with the liquid and then place all three back here, which
will provide enough weight to weigh down this pad and open the door. Of course
we can't do this yet, as the Urns are still broken...

Look over to the table in the center of this area with all of the candles,
books, and pieces of paper on it. There is one piece of paper here (it's
flashing) that you should really pay attention to. This is a Scroll, a piece
of paper that tells Anthony how to create a Spell! Pick it up to learn how to
make the Enchant Item Spell. Of course, we can't make it yet, as Anthony has
still not identified the Antorbok Rune which we got a ways back. Once you pick
up this Scroll, a Spell tutorial will follow. This will inform you of how to
use the Spell Scrolls, and that you can create and cast the spell written on
the Scroll once you have found the proper Runes and identified them. If you
have identified the Runes needed on the Scroll before picking it up, then the
character you are playing as will learn the Spell automatically. Read the
Scroll and youll learn that the Enchant Item Spell requires both the Antorbok
and Magormor Runes (plus an Alignment Rune). We have both the Magormor and
Alignment Runes (identified and ready to go), but we still need to identify the
Antorbok Rune that we have. We will do this now.

Over to the left of the table in the center of this room is yet another Codex.
Pick this one up to identify the first Rune you found as the Antorbok
(project) Rune. Now that you have a Circle of Power, the Antorbok and
Magormor Runes (and having identified them), and finally an Alignment Rune,
Anthony will automatically learn the Enchant Item Spell from the Scroll that
we just picked up! Finally we have learned a Magick Spell, and finally we can
cast Magick!

Read up on the Spell and you'll find out that it can be used to repair broken
items, as well as sharpening your sword (if you cast the Enchant Item on your
Two-Edged Sword, for example, it could do double the damage). Remember that the
Enchanted Item will only benefit mostly against enemies who have a weaknesses
to the Alignment of the Enchantment. Right now you can only Enchant under the
Alignment that we found earlier. If it was Chattur'gha, red, then while
casting the Spell on your Sword, it will glow red after! Cast the Enchant Item
Spell on both the Broken Green and Blue Urns to fix them up once again.
Anthony will be careful this time and he won't drop the Urns.

Head all the way back to Room 2 of the Basement Floor and fill up the Blue and
Green Urns with the putrid liquid coming out of the fountain. This will only
take a few seconds. Now you have a filled Red, Blue, and Green Urn! Head back
to Room 4 and stand in front of the panel on the ground. Select and Use the
Filled Red, Blue, and Green Urns on it. Placing one of the filled Urns will not
compress the pad by the amount needed. Even two will not work properly. Place
all three of them here and the pad will finally have enough weight on it so
that it can be fully pressed down by the weight of the three Urns. The door
that the Bishop used will now open up, allowing you to head on through the
secret passage to the next area. Do that now.


~B2, Room 5~
Items Found: None

This is another short hallway in the shape of an L. It is essentially the
exact same as Room 3 on the same floor, however there is no Mantorok Zombie
(no Zombie at all, to be exact) in here. It's a free ride to the door at the
end of the hall. Before going through this door, however, SAVE YOUR GAME! The
hardest battle yet is coming up in the next room. Head in through the door to
reach Room 6. I also HIGHLY recommend casting the Enchant Item Spell on your
TWO-EDGED SWORD (don't even bother using the Scramasax, as the fight will take
forever with it) to give it some extra slicing power, something that you will
REALLY want.


~B2, Room 6~
Items Found: Bishop's Key

This room is the Bishop's sanctuary, which has turned into a devil-worshipping
room as it seems. On the floor you will see the corpses of two Zombies. They
have no life in them right now, and they will be aligned the same as the
ancient that Pious serves. The Bishop stands at the shrine at the opposite end
of this small room. The moment that Anthony enters, a short cut scene will
start. The Bishop walks towards Anthony and gets into conversation. The Bishop
has many open, bloody cuts on his face, and it looks like he is turning into a
Zombie (although he isn't fully one yet). He has been harmed by the Eternal
Darkness. He thanks Anthony for bringing back the Tome of Eternal Darkness to
him and says that Anthony will go through a quick and merciful death as a
reward for returning the Tome. That isn't very nice, is it?

I hope you casted the Enchant Item Spell on your Two-Edged Sword, as this
fight will be long and deadly if you don't (I also hope you saved your game,
as for beginnings, you may die here a few times). Anthony will not go down
easily in this fight, and he will kill the Bishop without hesitation. Head to
the center of the room (stay away from the corners and walls of this area so
your Two-Edged Sword has room to work) and fight the Bishop when he walks up to
you. The Bishop has a very annoying skill (some enemies in the future will also
have this skill) that will piss you off: The Bishop will slowly, but
constantly, drain your Sanity (eventually draining health). The longer that the
Bishop is alive, the higher your chances of falling to him. Attack his head
over and over again with your sword. The Bishop will punch you. Try to dodge
these by simply moving out of the way before he punches. After about 7 or so
hits in the head with your sword (his head will NOT fall off until he dies),
his head will fall off and the Bishop will fall to the ground dead. Be sure to
finish him to regain much lost Sanity.

Once the Bishop falls (even before you finish him), the two lifeless Zombies
will suddenly become very lively. They will rise up and start attacking
Anthony. Take them out quickly and finish them when you can to regain Sanity
lost from them. You know how it works now. Be sure to perform the Finishing
Move on the Bishop before taking care of the Zombies, as his body will vanish
rather quickly (making you lose the chance to regain LOTS of Sanity).

Examine the ground near to where the Bishop fell. There isn't much around here,
but you should be able to see the golden Bishop's Key lying on the ground.
This must have fallen out of his pocket when he fell to the ground. Well, it is
yours now, and this Key will give us access to the room that was locked back in
the main room of the Cathedral that had Charlemagne in it. Now that you have
the Key, you are done in the Basements of the Cathedral. It is now time to
head all the way back to the room in the Tower where we will face our next
big challenge. I won't specifically cover each room as you backtrack because
nothing has changed in them with the exception of the appearance of many
enemies (including some new ones). Before leaving this room, be sure to cast
the Enchant Item Spell once again on your Two-Edged Sword (since the Spell is
only three-point, it will only last for about 4-5 minutes). Be sure to cast
this regularly, as the extra attack power of the Enchantment really does help.


~Return to the Chapel~
Items Found: None

There are a few things you should know about while you make your way back to
the Chapel. In this little section I'll go over them clearly so you know what
to expect.

Anthony the Zombie: More Spell Attacks
Even through all of his good deeds, the strength of the spell that was casted
against Anthony just won't go away. On his way back to the Chapel, after
entering some rooms, Anthony will suffer from the strong yellow magickal attack
after and after again. He will undergo a total of two more transformations:
when he leaves Room 6 (the Bishop's room) in the second floor basement, and
when he enters Room 1 of the second floor basement. During the second
transformation down here, Anthony will become nearly dead. He walks very
slowly, his skin is rotting away, he has very little stamina, and he can barely
stand up without seemingly falling over. These transformations make the game
much harder for you, as you will still have to fight many enemies on your way
back to the Chapel, and the low agility and stamina will really start to get in
your way. There isn't much you can do here except try hard to keep Anthony
alive (it can become somewhat difficult at times, especially after the second
transformation).


The flow of Zombies:
There are many Zombies on the way back to the Chapel. In fact, nearly every
single room in the Basement now has at least one Zombie in it. They range from
Mantorok to aligned-based. Room 4 of the second basement (this is the one where
you placed the Urns to open the secret door) is probably one of the hardest.
There are three Mantorok Zombies in here, however, since the room is so small,
it can be a huge pain to fight them. Be sure to use vertical slices instead of
horizontal by targeting the head/torso. The main problem with fighting so many
enemies relates to losing Sanity. The more Sanity Anthony loses, the greater
the chance he will experience Sanity effects that will end up making his
journey back to the Chapel even worse. Remember that some effects will cause
more enemies to appear than there really are. Although they are fake and
simply imaginatory, they will hurt Anthony like normal Zombies do. While
fighting Mantorok of Xel'lotath Zombies, I highly recommend that you use the
Torch to take them out quickly (especially in Room 4 of the second basement,
as mentioned before). Remember to perform a Finishing Move on all downed
enemies (also remember you'll have to switch to a sword to finish them; the
Torch doesn't do it) to keep your Sanity level as high as possible. It is also
important to Enchant your main fighting weapon at all times for a little extra
power.


Enter the Trappers:
You will finally meet with Trappers, the most annoying enemy in the entire
Eternal Darkness universe. The amount you actually see will completely depend
on your Sanity level: the lower it is, the more you'll see. You'll want to keep
your Sanity level high just to avoid these annoying things. YOu will be
confronted by at least one Trapper, regardless of Sanity level. I hope you have
read the enemy section earlier on in this document, however if you havn't, I'll
review how to take these enemies on. Firstly, remember that Trappers are blind,
and that they cannot see you directly. Trappers, however, have unbelievable
hearing, so they don't need vision. They can hear you walking very easily, and
if you pass near them while you are walking, they will suicide themselves in a
large magicakal attack that will send you to the Trapper Dimension (also
discussed earlier, so I won't go on about it here). The best thing to do is
simply sneak by them (Anthony cannot kill them with any weapons he currently
has) by doing a near crawl. To do this, press and HOLD the X BUTTON while
pushing the control stick. Regardless of how hard you press the stick, Anthony
will walk very slowly, making nearly no foot noise. When you see Trappers
(you'll know by their loud shreek sounds, and loud footsteps - remember that
they are very short and can be easily missed through visuals), simply manuver
your way around them. If they do send you to the Trapper Dimension, simply
escape from this place and you'll be returned to the exact area where you were
caught (however the Trapper will be dead; like a Bee, a Trapper can only
sting once).

Note: Before you head up the ladder to the Tower be SURE TO SAVE YOUR GAME!!!
Your toughest challenge yet in the game is about to come...


~Oublie Cathedral 2F, Tower~

Enter the Horror:
When you head back up the ladder and finally leave the Basement, you'll arrive
back in the Tower on the second floor of the Oublie Cathedral. This is where
you got the Blue Urn before, and where you got the Circle of Power. Not much
has changed around here except one thing: This room is now haunted by a Horror,
one of the largest and most destructive enemies you will have to face. All
Horror's, regardless of alignment, all fight in the same way, and they all have
roughly the same amount of health (with Chattur'gha (red) Horror's have a bit
more Health than the others). This Horror will be the same alignment as Pious'
master.

The Horror will cast a magickal shield spell over beside the stairway that
leads down to the Chapel. That's right - either Anthony or the Horror will
leave this room alive. In order to proceed you must defeat the Horror (as this
is the only way to dispel the magickal shield that it cast). The Horror will
take a major chunk out of Anthony's Sanity, however it will not continously
take away Sanity (unlike what the Bishop did). Be SURE to Enchant your
Two-Edged Sword for some extra stopping power (even though the enchantment will
be of the same alignment as the Horror). Have Anthony run up to the Horror and
slash at each of its three heads. There are two ways to kill a Horror: either
slash over and over again at its arms or torso, or, the better way - take out
each of its three heads. One strike from the Two-Edged Sword will take out a
head in one hit. Three swings of this sword will take this Horror out, assuming
you get a new head each time.

Since Anthony's health and physical strength has fallen to a very low level,
this fight will be difficult (fights against Horror's won't be this hard in
the future). Thanks to the spell cast on Anthony, however, he can't fully die.
Like Zombies, if the Horror takes away all your health, Anthony will rise back
up again from the ground and continue to fight for a little longer. He won't
be able to do this forever, only a few times, so don't rely on it! Once the
Horror has fallen the magickal shield will dispel over the stairs. Head on down
to the Chapel, where we will finish Anthony's chapter.


~Oublie Cathedral 1F, Chapel~
Items Found: None

Head down the staircase. Once you're at the ground level head over to the right
and over to the door that is on the wall of the staircase leading up to the
Tower. We were here before when we searched around the Chapel the first time,
however we could not open this door as we didn't have the needed Key. The
muttering voices can still be heard from just outside the door. Finally,
however, Anthony can open this door and warn Charlemagne about the scroll. Use
the Bishop's Key here from your Invintory menu (hopefully you picked it up from
the Bishop's quarters - if you didn't, head all the way back there) to finish
Anthony's chapter!

***

**Major Spoiler Warning**

A short cut scene will play now. Upon first entering this room Anthony will
see the dead corpse of Charlemagne over by some steps. Mysterious looking monks
(like the one who gave Anthony that magickal-trapped scroll at the very start
of his chapter) have surrounded the dead emporer and are looking at him. If you
look carefully, you'll see that the robed man who gave Anthony the scroll is
also here, standing right above the dead emporer.

Anthony, in his near Zombie state, runs over to the emporer and yells
"Charlemagneeeeeeeeeeeeeeeeeeeeeee!" A final burst of the magickal power that
has been stalking Anthony takes effect, and Anthony falls to his knees, finally
dead and smoking. This final burst has rotted away Anthony's body so that he
can no longer properly move, and that is the last of Anthony that we will see..
for now...

The robed man who gave the scroll to Anthony so long ago tells Anthony that he
was a fool for trying to save Charlemagne, saying that his fate was decided a
long time ago. The robed man now pleges his allegiance to the same Ancient that
Pious currently serves under. Then a rather disturbing image bursts forward:
a large Bonethief bursts out of the man's chest, destroying him. For those of
you who havn't pieced it together, the monk who was found dead at the beginning
of Anthony's chapter was actually killed when a Bonethief jumped out of his
chest. Remember how one monk who saw the dead body stated that it looked like
something had "burst out of his chest?" Anthony was unsuccessfull in his
mission against the Eternal Darkness; they have won this fight.

Following the end of this cut scene and the overall conclusion page of
Anthony's chapter, you'll see another brief cut scene. Various planets of our
solar system are in motion, all moving towards each other so that they appear
to be in one long line. That is all that you see of them now, as the scene now
shifts back to Alex in 2000 A.D. She is still in the Secret Study of the Rovias
Mansion. It is time to find the next chapter page, which can only be done
through some searching of the upper floors of the Mansion!


~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Continued...

        ~--------------------------------------------------------------~
        |       7.2 A Death in the Family: Alex Roivas's Chapter       |
        ~--------------------------------------------------------------~

Playing as: Alexandra Roivas
Location: Roivas Family Estate, Rhode Island, 2000 A.D.
Items found: .38 Revolver Ammo x2, Chapter Page #4

--Secret Study--
Alex's Sanity has now dropped even more after reading about Anthony and the
troubles that he has gone through. Her Sanity is now around three-quarters
full (there is no way for you to repair your Sanity right now, however there is
no way for you to lose it either at the moment). These stories about people
fighting against the Eternal Darkness is really starting to get to her, and
just think that things have only begun!

There is nothing much more that we can do in the study right now, however I'll
go over a few interesting things you can see around here. Since we have been
through some places in the game now you will be able to notice a few intersting
pieces of furniture and objects around the area. Take a look at the picture of
the Gothic cathedral on the wall, near to where Alex found the Gladius. This
cathedral is obviously the one that Anthony was just in, where he played out
his chapter. The painting of the Asian temple is clearly where Ellia played out
her chapter. The Gladius that Alex found looks very similar to Pious' own
sword - maybe it is even his? The wooden face also looks like it's something
that has come from oen of the areas that we have played in: with the eyes
being in the shape that they are, this statue has probably come from the
Cambodian area. Edward, Alex's grandfather, must have collected all of the
items in this room. As you play through the game you'll spot some locations of
more items that are inside of the Secret Study.


--Secrets of the Roivas Mansion: First Floor--
Before we head off to find the next chapter page, you may wish to explore the
Mansion a little bit to get the most out of the game. In this small section
I'll go over a few currently unknown objects or areas (things we don't know
much about around the Mansion, but know that they will be important later) on
the First Floor of the Mansion.

Alex does have the second floor key, but let's explore a little bit first.
Firstly I should warn you about Sanity effects that may pop up from time to
time. As mentioned earlier, Alex has lost about a third of her Sanity from
reading Ellia's and Anthony's chapter pages. Alex will start to experience a
few weird Sanity effects as she makes her way around the Mansion. The most
common one you'll experience right now is a constant knocking on doors. It will
sound like something is trying to burst through doors near her, however you
shant be afraid, as there is nothing actually there. Shey may also spot
bleeding walls (walls with blood dripping down them), muttering voices (like
Anthony heard while near Charlemagne's room), laughing, and shrieking. Just
remember that it is all in her head, and nothing bad is actually happening.

Most of the Mansion is still unavailable to Alex, thanks to locked doors and
puzzles that she cannot yet solve with her current magick ability or current
quest status. She can still search most of the first floor, however. We have
already searched the library, so head back through the library to the main
foyer. As Alex reads the chapters of other characters, she will be able to use
techniques that they used to get through puzzles in her own chapter and in her
own ways. Until Alex experiences these techniques, she will not be able to do
them herself (such as certain magick spells). Alex couldn't use the Enchant
Item Spell before Anthony's chapter, but she can now, for example. Here are a
few things that Alex cannot yet do on the first floor, despite having been
through Pious, Ellia, and Anthony's chapter.

1) The Locked Basement Door:
Once back in the main foyer, head over to the right side of the staircases
leading up to the second floor of the Mansion. There is a door at the far end
of this short area, and it is locked tight. This door leads to the Basement,
and we won't be able to open it for some time (not until we find the Basement
Key to be exact). We will find the key in good time.

2) Pantry Door:
Head into the Kitchen and you'll see a door near the entrance doors. There is a
weird symbol on the lock on the door leading into the Pantry. This lock has a
narror slot in it with a Rune inscribed into the area above it. If you look
carefully, this Rune is of the same colour and shape of the Ancient that Pious
serves. If you take a look at the description on the wall you'll see there is a
picture of a sword here. It seems like you must insert a long, thing sword into
the opening here while it being aligned to Pious' ancient. If you try using the
Gladius, you'll be met with a problem: you can't yet enchant the Gladius to the
proper alignment to break the lock. You'll have to come back here once you can
enchant your Gladius to the alignment that defeats Pious's ancient's
alignment. We won't be able to do this for a little while.

3) Piano Puzzle:
Head into the Dining Room of the Mansion. This large, dark room is only being
lit up through the dying sunlight coming through the large windows. There is a
beautiful grand piano in perfect working condition in here. Alex isn't able to
really play the Piano, however she can surely play a few keys. In order to
solve a puzzle she must play the piano in a certain way, however she doesn't,
and we currently, don't know what to do. Once Alex finds a piece of music,
then maybe she'll be able to solve this puzzle.

4) The Observatory:
This is located in a door just to the left of the door in the library that
leads back out to the main foyer. There is a fairly large telescope in here
that points to a rather small point in the ceiling. There are three mirrors
that can be adjusted around this room by using a crank. Each mirror is missing
one of two cranks, and there also doesn't seem to be a light source that can be
used to reflect off of the mirrors. We will not be able to do anything here
until we find an item that will allow us to position the mirrors in the way
that we want them, and also once a beam of light enters into the room.
Unfortunately, this will not happen until the near end of the game, so you will
be kept waiting!


--Roivas Mansion 2F--
Head back to the main foyer and head up either the left or right staircases
that leads up to the back of the room, and the second floor of the Mansion.
Both of the staircases lead to the same place, so which one you use doesn't
really matter in the end. There is nothing more that Alex can do on the second
floor so we must set out sights higher (excuse the play on words). The double
doors that lead to the second floor hallway are still locked, however we can
deal with this now.

You already have the Second Floor Key. If you have tried already, then you'll
know what happens when you insert the Key into the lock of the door and have
Alex turn it (it breaks into two pieces). If you havn't inserted the Key in
the door yet then do it now (you'll have to break it eventually to open the
door). Once the Key has broken, remember back to what Anthony did in his
chapter to repair the broken Urns.

Because Alex has experienced how Anthony is able to use the Enchant Item Spell
in his chapter to fix items, she will now be able to do it too. Alex
understands that this useful magickal spell can be used to fix the old, fragile
Key that broke in the door lock. Have Alex cast the Enchant Item Spell on the
Key (it works in the exact same way that Anthony did it) to fix it all up. They
Key will not break again, so you don't have to worry about that. Use the Key
again in the door lock and this time Alex will be able to use it without it
breaking. The door to the second floor hallway will not be open. Head on
through.


--Second Floor Hallway--
You will probably notice this hallway to be even more weird and eerie than the
entire first floor, mainly because some Sanity effects usually start to happen
when Alex gets in here. This hallway is fairly long, and it is also rather
dimly lit from the lamps on the walls of the hallway. One of the most common
effects that Alex will witness in this hall is blood dripping from the walls.
This happens about eight times out of ten, I would guess. Blood isn't actually
dripping down the walls - it's only in Alex's head.

Firstly, turn right and head down the hall. There is a bust of a face and
lower neck of some body on top of a cabinet here beside the wall. You will
notice that the face actually follows Alex as she walks by. The face isn't
actually doing this, as it is only in Alex's head that it is doing this (she
doesn't actually notice the face doing this, at least, she doesn't verbally
say anything about it, even if she examins it). The door at the end of this
hallway leads to the Master Bedroom. There are many paintings hanging from the
walls in the hall. You can have Alex examine all of them, as she has some
fairly interesting things to say about all of them. You don't have to examine
them if you don't care to.

Now, retrace your steps and this time go down the hall to the left of the
double doors that lead back to the main foyer. The doors to the Guest Room and
the Bathroom are down here. Both doors can be opened right now, however Alex
can only explore the Guest Room; a fuse has blown in the Bathroom and there is
no light in here at all, making it way to dark for Alex to explore. She will
not head into this dark room despite what you do, so don't bother trying. We
will light up this bathroom later on in Alex's chapter.

Turn around the corner of the hall now, just past the darkened bathroom door.
As you start walking down this hall, a weird cut scene will start to play.
Whether this is a Sanity effect or not isn't fully known. Alex will see the
ghostly figure of a man (who looks like they are dressed in Revolutionary War-
ear clothing) walk right through a wall to the right. This is actually
Maximillian Roivas, Alex's great grandfather, however she doesn't recognize
this right now. The ghostly figure turns to look at Alex and than simply walks
through the wall.

Head over to where you saw the ghostly figure walk into the wall. Have Alex
examine the part of wall where Max walked into (the wallpaper is slightly
discoloured where he was, so this is the part you must examine). Alex thinks
that this must have once been a doorway, however it has been wallpapered over
and completely sealed, so she cannot get in yet. Of course, you know that we
will be able to solve this later on in her chapter. We must find a way to break
down the wallpaper and get through the sealed doorway.

Head to the very end of the hallway, right to where you see a stained-glass
portrait of a woman holding a piece of paper. Have Alex examine this stained-
glass window and see what she has to say. Alex feels that this window isn't
actually here (how could that be?), and she notices that a magickal barrier
of the same alignment of Pious's Ancient master to be on the window. Whatever
you do, do NOT get close to this window. There is a strong magickal barrier on
this window, and Alex will get a horrible shock that will drain some health if
she gets too close (and you don't want to have her lose anything health, since
there is no way for her to recover health right now, and there won't be for
some time). It isn't a big deal if you do lose some health here, as Alex won't
face off against any enemies anytime soon.

Aside from everything mentioned above, there is actually not all that much to
do on the second floor right now (as far as searching goes). All you can really
do in the hallway is examine the paintings on the wall, and nothing can really
be gained by doing this, except some background information on some things
around the Mansion.


--Master Bedroom--
The Master Bedroom contains some goodies that Alex should take right now. There
is some .38 Revolver Ammunition lying around here (specifically on the
nightstand next to the bed) that she can use inside of a Revolver that she will
find later on in her chapter. You will want to pick up as much ammunition as
you can, so be sure to get this; it's the flashing thing on the nightstand.
You can also examine some of the portraits on the walls if you wish to do so.

The final object of interest inside of the Master Bedroom (for now) is the
dresser in the far corner. There is a three-pointed magickal design on here.
In fact, it looks almost exactly the same as the Circle of Power that Anthony
found in his chapter. There are also Runes etched into the dresser on both
sides of the Circle of Power symbol. These are in the shape of the Rune that
corresponds to Pious' master. You may notice in your Invintory that you have
something called a Dresser Key. Yes, it is used here, however if you examine
the dresser carefully, you'll notice that there is no keyhole. We'll have to
come back to this later.

Head over to the door just to the left of the dresser that has the three-point
magickal sigil on it. This is the only other door in the Master Bedroom aside
from the one that leads back to the Second Floor Hallway. Head through this
door to enter the Master Bathroom.


--Master Bathroom--
This beautiful, rustic coloured bathroom contains a few interesting things
inside of it. Unlike the one on the Second Floor Hallway, this one is fully
lit up with a nice, calming glow.

The first item of interest is right on top of the toilet. Head over to it and
pick up the flashing piece of paper that is here. This is the first of a few
pieces from Maximillian Roivas's journal. Here is how it reads:

 "Everything that brightened my life now engulfed me in darkness. I fed on the
 light of truth yet starved on the shadows of lies. I have learned through my
 lifetime but know less than a newborn baby."

These pieces of journal notes that Alex finds around the Mansion don't have
any actual purpose in the game aside from giving you some haunting thoughts of
what has gone on around this mansion in the past. I have written a document,
located here on gamefaqs, that analyzes all of the journal pages that Alex
(plus other characters) find around their adventures. If you are interested,
please visit this link:

http://db.gamefaqs.com/console/gamecube/file/eternal_darkness_letter.txt

Read the note and then continue on with your quest. Do note that Alex will
store all of the pieces of journal papers that she finds in her Invintory, so
you will be able to go back and read them whenever you wish to do so. Read them
and take your own thoughts on them (many of the journal entries that Alex finds
actually foreshadow events that will happen in the future, maybe not to her,
but to events that you, the player, will eventually find out).

***LARGE SPOILER WARNING***
I am placing a large warning here because this is probably one of the most
"in the face" scenes in the game. Obviously I'm spoiling this here, so if you
want to find this yourself, then please skip on to the next paragraph (after I
end the large spoiler warning).

Firstly, head over to the bathtub inside of the Master Bathroom that is near
(just to the left) of the toilet where we found the journal page of Max's. This
is considered to be one of the most in your face moments in all of video
gaming, so be warned. When you get near the bathtub, have Alex examine it. A
very quick Sanity effect will take place showing a dead woman, who looks almost
exactly like Alex, in the bathtub full of blood. Alex screams very loudly and
the whole scene returns to normal. The way this small cinema scene plays out is
actually what makes it so "in your face." Note that this effect will only
happen once, and it will only happen if Alex has lost Sanity. So, if you don't
play this effect out now and you come back later will full Sanity, then you
won't see the effect. I recommend you view it for a good jump.
***END LARGE SPOILER WARNING***

That is all that we can do inside of the Master Bedroom and Master Bathroom.
Leave the Master Bathroom from the door we used to enter here (you can examine
a few more things here in the Master Bathroom, however none of it is important
or interesting). Once back in the Master Bedroom, head back to the Second Floor
Hallway.


--Second Floor Hallway--
Have Alex walk all the way across the first part of the hallway, past the
moving bust of a head, and all the way until the bend that leads towards the
stained-glass window. Stop where you see the two wooden doors. As mentioned
previously, one of the doors (the left-most one) will lead to the Guest
Bathroom; you can't enter this yet. Head through the door right beside this one
to enter the Guest Room, which is the place where we will find the next chapter
page.


--Guest Room--
We have finally reached our target room. The Guest Room is a room that is
actually rather large (I would say it is roughly the same size, maybe just a
little bit smaller, as the Master Bedroom). The Room isn't furnished in quite
the same way as the Master Bedroom, and it is much brighter in here. There are
a few things of interest in here, but we mainly came in the Guest Room to find
the next chapter page to continue on our journey through the past.

Firstly, head over to the dresser at the end of the bed. Take a look at the top
of it and you'll see a flashing box. Like in the Master Bedroom, this box
contains some .38 Revolver Ammunition. Be sure to pick this up, as you'll want
all the ammo you can get (this is all the ammo you'll find - Alex does NOT
have infinite ammunition, so pick up everything you see. I really can't stress
this enough). There are a few paintings on the walls in this room. Most of them
contain little information. You can also examine a few other things, such as
the windows, tables, bed, and the other large cabinet at the far end of the
room near the windows. None of these really contain anything useful, except for
one painting...

Examine the painting of Napoleon, which is located to the left of the bed,
just on the wall above the small wooden desk. Have Alex examine this painting
and she will notice something special about it. The painting of the
post-French Revolution figure actually contains a chapter page behind it. This
page is titled "The Gift of Forever."

There is nothing else you can do in the Mansion right now, so that means you
might as well continue on your quest with the chapter pages. Be sure to save
your game right now, as this chapter that you are about to play is the hardest
one yet (by far, in my opinion, thanks to the introduction of a few new
enemies). Open up Alex's Invintory menu and select the chapter page titled
"The Gift of Forever." This is Karim's chapter, and it is one that will
probably leave your Sanity most depeleted. You will see what I mean... onwards!


~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

           ~--------------------------------------------------------~
           |  7.6 Chapter 4: The Gift of Forever - Karim's Chapter  |
           ~--------------------------------------------------------~
                                   [#5921f]

Playing as: Karim
Location: The Forbidden City, Persia, 565 A.D.
Items Found: Alignment Rune, Alignment Rune Codex, Effigy, Essence of Ancient,
             Narokath (Project) Rune, Narokath (Project) Codex, Recover Spell,
             Santak (Self) Rune, Santak (Self) Codex,
             Statuette of a Man (Black), Statuette of a Man (White), Talisman,
             Tome of Eternal Darkness
Weapons: Chakrams, Ram Dao Broadsword, Torch, Tulwar, Dual Tulwar


Introduction:

 "Dreams: Modern psychology offers only unproven theories. Some see them as the
 meaningless tossing and turning of a brain settling into a restful sleep.
 Others see them as laden with symbols of our unconscious desires. To still
 others, dreams represent the upwelling of the archetypes normally hidden deep
 within the recesses of the human collective unconscious.

 Of one thing I am certain: after a brush with the Ancients, our dreams
 metamorphosize into nightmares..."

***

The haunting introduction read out by Dr. Edward Roivas gives a good
introduction to what this chapter is all about: dreams. Karim's chapter takes
place in Persia, 565 A.D. Yes, this is the same place that Pious was journying
across many years before, and not all that much has changed. At least, nothing
we have seen yet has changed that much. If you think this chapter will be as
easy as Pious', then you better start thinking different. This chapter gave me
more problems than any other chapter in the game (even the later ones, with one
small exception).

After Edward reads out the introduction, you'll see the introductary cut scene.
You see a man walking through, well, slowly walking, the hot Persian sands
exactly 70 years before the prophet Muhammad is born. As Karim struggles
through the intense heat and sandstorm, his memory flashes back to why he is
even out here in the first place.

The scene shifts into a memory, where Karim is inside of a fairly large, lavish
tend of a Persian woman named Chandra (her name actually dates back to an
ancient Hindu myth, in which Chandra rides his chariot across the sky each
night as the moon; he is also the god of fertility). Karim is talking to
Chandra, confessing his love for her. He desires her greatly, but Chandra has
little interest in him. Of course, she tells him that there can be an exception
to this. Chandra tells Karim of an ancident treasure that has been showing up
in her dreams. This treasure is located in the general area, and she promises
that if Karim locates and brings the treasure back to her, then she will be
Karim's forever. For those who can't figure it out, the treasure is actually
the essence of an ancient. The ancients have been calling to her in her dreams,
wanting her to make Karim go to their temple.

The memory in Karim's head will now end, and we will be watching him once again
treck through the sands of Persia. The sandstorm has dropped, however the
horrid heat is still all around. Karim seems like he can't take much more,
however, right when he starts to look sick, he approaches the ring of stones
that Pious saw so long ago. Like Pious heard, Karim also hears voices, ones
sounding strangly like Xel'lotath, call out his name. Karim follows the voices,
where they lead him right into the center of the stone circle. The stones start
to glow yellow again with the strong pulsing yellow magick as Karim walks into
the center. The spell that transported Pious into the ancient Persian temple,
hidden below the sands, will also get Karim, pulling him under the sand to the
great temple below.

***

~Persian Temple 1F, Room 1~
Items Found: Tome of Eternal Darkness
Weapons Found: None

The cut scene for the start of the chapter will now end, and Karim will be in
the exact same room that Pious started his chapter in at the very top of the
underground temple. The room looks very different now, however. There are some
large beams supporting the room, the ladder Pious went down is gone (Karim
starts right where the hole downwards was), and the room has some new torches.
It's been 600 years since Pious was here, so it looks like the Eternal Darkness
has been working on beautifying the place.

Firstly you should take a look at Karim's Invintory so you know what he has.
Karim starts off his chapter with a few weapons. His main weapon is a sword,
known as a Tulwar Sword. Karim also has 19 Chakrams, which as very shark disks
that can be thrown a long distance (this is the first long-distance attack
that any character has found), however cannot be retrieved after thrown, so be
SURE not to waste them (I'll tell you when to use them, as you need to save
them for certain times, such as fighting Trappers; your sword can't kill them,
but the Chakrams can). Finally, Karim has a Talisman that has 5 charges. This
useful item will restore some of Karim's health if he starts to get low. It
works in essentially the same way that Ellia's Strange Necklace worked,
however you can use it only half the amount of times. Be sure to save this for
when you really need it (aka, the very end of the chapter).

Once done looking through your Invintory, take a look around the room. This
room is still in a rectangle shape. There are also the corpses of dead Zombies
lying across the floor, and they will not arise to attack Karim at this
moment. Head over to the western part of the room, where you will see a ladder
leading downwards to the lower part of the temple. Don't head down here yet.
There is a corpse of an Arabian soldier lying here on the ground. Examine it
and you'll find out that his armour has "failed him" while in a fight, maybe
against the Zombies in this room (even through they seem dead right now).
Remember that characters (with the exception of Pious and Ellia) cannot fight
enemies UNTIL they have the Tome...

There is nothing else in this room to do right now, so head over to the ladder
and try to climb down when prompted. This ladder leads down to the second floor
of the temple. Head on down now...

...oh, right, we need to visit the Hall of the Tome of Eternal Darkness first.
As you try climbing down the ladder, the screen will start to get all muffled
again like it did in Anthony's chapter, and Karim will appear in the Hall. The
Hall looks exactly the same as it did in Anthony's chapter, however there is
one interesting difference. The statues of Pious and Ellia are still standing
at the start of the pathway that is made up of human faces, however you will
also notice that Anthony's statue has also been added here, just past Pious
and Ellia's statue. This shows how Anthony has given his life to fighting the
Eternal Darkness, even though he was technically unsuccessful.

Head to the very end of the Hall again, where you will see the same boney hand
with the Tome of Eternal Darkness in the centre of it. Walk near the hand and
it will open up, giving Karim access to the Tome. Examine it and have Karim add
it to his Invintory. Now with the Tome in hand, Karim has access to magick. He
can perform the Enchant Item Spell, but that's all at the moment.

The scene will now take place back in the first room of the temple, where Karim
started his adventure. Unfortunately, now that we have the Tome, the Eternal
Darkness can now direct their attacks at us. The five Mantorok-aligned Zombies
that were lying lifeless on the floor now gain life, and they will all rise up
and attack Karim. If you can, enchant your Tulwar Sword for some extra chopping
power (remember it takes about 5 seconds to do this, so make sure that the
Zombies are far away first so they don't attack you while casting the Spell,
as you'll lose the casting plus some health. Take out all of the Zombies (be
sure to Finish them, as you will be losing enough Sanity soon enough). Once
they have all been taken out, head down the ladder to the second floor of the
temple. Save your game now if you wish.


~Persian Temple 2F, Room 1~
Items Found: Statuette of a Man (White), Santak (Self) Rune

This underground hallway is in the shape of a large L. Head forward through the
dark corridor until you get to the bend that is lit up by a small torch on
the ground. There are two Zombies down here that will be aligned to one of the
three ancients. They are usually the same as Pious's alignment. Be SURE to have
Karim's Tulwar enchanted before going into this fight, especially if they are
Chattur'gha (red) Zombies, as you'll want to take them out fast (since the
corridor is so small, it's easy for them to surround you).

Once they have been taken out and you've Finished them, take a look at the
statue on the ground in the middle of this bend. The Zombies were guarding this
small statue of a man, which is coloured white. Examine the Statuette and,
when prompted, have Karim pick it up. Continue along the hallway in the
corridor going down to the left.

Head to the very end of the corridor, past the ladder leading upwards on the
right side of the corridor (you'll see a ligh shining down from the top, so it
is hard to miss the ladder). At the very end of the corridor are two more
Zombies aligned to the same alignment as the two you saw guarding the
statuette. One of them has a magick Rune inside of their torso. Destroy the
Zombie to pick up the Rune, and then kill the other one that is roaming around.
This is the Santak (self) Rune, however Karim won't know this until he finds
the Codex for it (which we won't find for quite some time). Once you have
finished off both Zombies, retrace your steps and head up the ladder that we
walked by just a moment ago to reach the second room of the first floor.


~Persian Temple 1F, Room 2~
Items Found: None

This is a large square room with a fairly large shrine in the centre (it's
faller than Karim). You can have Karim examine the Shrine, however he cannot
do anything here quite yet. We'll have to come back later once we have another
Statuette, which is something that we'll be getting quite soon.

Take a look at the opposite side of the room in relation to the ladder we used
to get in here from the previous corridor back on the second floor. There is a
large yellow barrier here with a sigil inscribed in the very centre of the
barrier. This barrier looks roughly the same as the one Anthony saw that was
created by the Horror, however you couldn't destroy that barrier; you can
destroy this one. The sigil shown in the centre of the barrier is actually
the exact same as the one we just got from the Zombie in the previous room
(the Santak Rune). That must mean something...

We havn't found the Codex for this Rune yet, so Karim doesn't know what Rune
this is. Regardless, we do have the Rune in our presence, meaning that it
still has some influence over the area around us. Walk right up to the barrier
and the power of the Santak Rune will destroy the barrier right before your
eyes. If nothing happens, then that means you forgot to kill the Zombie in the
previous hallway, so go back and do that. You will see a ladder that leads
down into another pathway beyond where the barrier was. This ladder leads down
to Room 2 of the second floor.


~Persian Temple 2F, Room 2~
Items Found: Codex (Alignment Rune), Statuette of a Man (Black)
Weapons Found: Torch

This area is somewhat like the corridor we were in just a little while ago that
contain the White Statuette of a Man. This one isn't shaped in an L, however,
it is straight. THe ladder will lead into this narrow hallway carved out of
stone. Walk down the hallway and, after a few steps, you'll see a Torch on the
right side of the corridor. Have Karim examine it and, when asked, be sure to
pick it up. Karim will add the Torch to his Invintory (always a good weapon to
have for lighting things up and easy killings of Xel'lotath and Mantorok
Zombies).

As you walk down this long hallway, you will start to hear a voice calling
Karim's name. The voice sounds exactly the same as the voices we heard calling
Karim back at the surface of the temple, just before he was transported in
here. Eventually the hallway will end and you'll appear in a small, circular
room. There are three aligned Zombies in the room, usually the same as Pious,
and they are all lying on the floor. Before entering the room be sure to cast
an Enchant Item spell on your Tulwar for some extra slicing power. Take out all
three Zombies (they will LOVE to surround you in here, plus it is also
difficult to fight in this small room without having your sword hit the walls;
always horizontal chop). Finish off the downed Zombies and explore the room.

THere is a Codex over on the wall to the left. This is one of the few times
that you'll get the Codex for a Rune before you actually even find the Rune.
You will not be finding this Rune for a little while, however once you do,
Karim will automatically understand what it is. The sigil on the Rune
represents the alignment of the Ancient that Pious serves. If Pious, for
example, serves Chattur'gha, then this sigil will be that of Chattur'gha.

Another thing you should definitely spot is the black Statuette of a Man in
the very centre of the room. It is almost impossible to miss, so you shouldn't
have any trouble finding it. Have Karim examine it and add it to Karim's
Invintory when asked to do so. There is nothing else in this room except a
rather sharp cliff, and Karim won't wonder near it. All you can do now is head
back through the small corridor that we used to get here (where the Torch was),
and climb back up the ladder to Room 2 of the first floor.


~Persian Temple 1F, Room 2~
Items Found: None

Once you are back here, take a look around the room. You'll see several large
golden circles on the ground (a total of three of them), all of them being
pressure plates. This puzzle is somewhat like the one we saw in Anthony's
chapter where we had to put the filled Urns onto the pressure plate to open
up a secret door. We do the same thing here: place pressure on each of the
three plates to open up a secret passage. When you have Karim walk on top of
one of the pressure plates you'll hear a large rumbling sound. It sounds like
when you step on each one you are triggering something over by the shrine, as
some candles on the shrine also light up when you step on a pad. Of course,
when you step off the pad, the candles fade away. Here is your task: cause
pressure to appear on each of the three pressure pads, all at the same time.
We don't have Urns filled with a mucky water to work with here, however we do
have something else: Statuettes and Karim!

Head over and stand on any of the three pads. Go into the Invintory menu and
select either the black or white Statuette (where you place each doesn't matter
in the least). Select, for example, the black Statuette and have Karim Use it.
Assuming you are standing on top of a pressure pad, Karim will place the
statue on the ground (you cannot pick it back up, but you wouldn't want to
anyway). When he places the Statuette here and walks off, you'll see that the
candles stay lit! The Statuette's are heavy enough to keep the pressure pad
down!

Walk over to another pressure pad and, this time, set down the white Statuette
(or the black one if you used the white Statuette before). Now two of the
pressure plates have pressure applied to them, however one of them is still
left without pressure. You don't have another Statuette, and there aren't
anymore. This is fine, however, as we know Karim is heavy enough to activate
the pressure plates. Go have Karim stand on the pressure plate that doesn't
have a Statuette on it, and when he steps on this, the machinery will activate.

The alter in the centre of the room will start to rise upwards towards the
ceiling. A platform from below the ground will now appear as the alter rises
up, and there are four Trappers on it! Once you have control of Karim again,
DO NOT MOVE! They will almost always trap you here, even if you move slowly.
The game is teaching you the importance of knowing when to use the right items,
and will punish you if you don't think. Bring up your Invintory and select the
Chakrams. You don't have to Enchant these to make them work properly; they
will kill the Trappers in one hit as long as you make contact. Have Karim face
a Trapper and then press and HOLD the R button. If Karim has a Trapper in his
sights, then it will flash white (like how body parts flash white when you are
targeting them on a Zombie or other creature). Once you have a Trapper in
your sights and there is nothing obstructing you (between Karim and the
Trapper), throw the Chakram at the Trapper to kill it right away. Do this with
the three other Trappers. You should only use up 4 Chakrams here (leaving you
with 15 left, which you'll want to save for later).

Once all of the Trappers are gone, head over to the platform that appeared
from under the altar that had all of the Trappers on it. This is actually a
small elevator that will take Karim to another part of the temple: the third
floor. When prompted, have Karim activate the elevator to move downwards.
I cannot stress this enough: SAVE YOUR GAME HERE!


~Persian Temple 3F, Room 1~
Items Found: None
Weapons Found: Tulwar

This room is a fairly long corridor that is filled with lots of fun surprises!
There are bodies all over the floor of dead soldiers who must have died from
fighting against all of the Zombies and other horrible things that are in this
temple from the Eternal Darkness. If you take a look at the first two bodies
you come across and examine them, you'll find out something somewhat weird.
It seems that these soldiers didn't die from the workings of a beast because
their wounds are too precise. Their deaths were not caused by beast, but
instead by man... Be sure to Enchant your Tulwar now.

Head all the way down this hallway (there isn't much to do here except walk
through the whole place) and you'll see a door near the end. Just before the
door is a third deal soldier lying on the ground. If you look closely you'll
see that the death of this soldier is obvious: there is a Telwar sticking out
of his back! Have Karim examine his corpse and he will be able to pick up the
Tulwar, giving Karim the ability to wield two of these bad boys at once. The
game will recognize you having the two Tulwars in your Invintory (you cannot
equip only one; you must equip both), and the game will call them "Dual
Tulwar."

Now that you have two Tulwar's, you'll be able to test them out right away.
Once you walk past the corpse you'll see it raise from the ground, full of life
once again. You will also hear a weird sound coming from the corpse, as if
there is something inside of it. Quickly run past the corpse, running down the
hall from where you came from, and Enchant your second Tulwar. Head back to the
corpse (it walks and attacks quickly) and start swinging away at its head. The
soldier can only throw punches, and he is much easier to take down than the
Bishop was. The soldier cannot take off any Sanity, however something else can.

Once Anthony destroys the soldier (by chopping off the head), a Bonethief will
jump out of the soldier's skin. The corpse will simply evaporate away. You must
now take on a Bonethief, the most annoying enemy in the game. These damn things
love nothing more than to grasp onto Karim and start digging into his body,
something that will kill him quickly. Here's the key to defeating it if it is
a Chattur'gha or Ulyaoth aligned Bonethief: take off the head! When the
Bonethief jumps out of the body it will dance around for a quick second, giving
off a loud scream that will drain Karim's Sanity. Like the Bishop, Bonethief's
have the ability to constantly drain your Sanity, and Bonethief's do it at a
much faster pace that the Bishop. As the Bonethief is somewhat dancing around
and screaming, CHOP OFF ITS HEAD! It won't be moving while it is screaming, so
this is your only clear chance. Taking off the head will kill it right away.
BE SURE TO FINISH IT! You'll get a lot of Sanity back. Now, if this is a
Xel'lotath Bonethief, you'll notice it has no head. Simply swing the two
Tulwars at it (don't target the body, just swing the swords) and keep pressing
A to knock the Bonethief over. While on the ground, approach it and slash it
while it's down. Eventually you'll take it out. Finish it. Remember: the longer
the fight against a Bonethief, the better the chance Karim will lose. Once you
have killed the Bonethief, SAVE YOUR GAME. THIS IS DAMN IMPORTANT. Head through
the door near to where the corpse of the Tulwar soldier was.


~3F, Room 2~
Items Found: Recover Spell Scroll

This room is known as the Sanity Drain. Consider this to be the most
difficult challenge yet, even more so than the Horror that Anthony faced. Be
sure to have your Tulwar's enchanted, as you will need the extra power of
them. There are two Zombies in here that are the same alignment as Pious. One
of them contains a Bonethief (which one it is seems to differ between game
files, so I can't say if it's the one on the right or left).

This room is shaped in a small oval, so there isn't much room to fight. They
key here is taking on only one Zombie/Bonethief at once. Both the Zombies will
drain Sanity, plus the Bonethief will also take down a bunch of Sanity. Even
after finishing all three enemies, Karim will probably be dangerously low.
Take out the two Zombies and the Bonethief that follows one of them in the same
way that you killed the Bonethief in the room before this one.

After fighting two Bonethief's, your Sanity may be low. This is normal for any
player, and you may start seeing some rather weird effects. Once you've
defeated all three enemies in this room, take a look at the fallen soldier
on the ground near the door used to enter this room. The man must have been
holding a Scroll when he fell and died, as there is a Scroll right under his
hand on the ground. Have Karim walk up to it and pick it up through examining
the area. This is the Recover Spell, one of the most useful Spells in the
game. This spell requires both the Narokath and Santak Runes in order to cast.
We only have one identified Rune at the moment, and that is one of the Runes
needed to cast this spell. Since you don't have the proper Runes and knowledge
of what you have, you won't be able to cast this Spell yet, however we will be
able to later in this chapter. After picking up this Scroll there is a chance
that Karim will undergo a small Sanity delusion due to Karim's low Sanity.
Sometimes it will happen, sometimes it won't; depends on his overall level.

Head over to the other end of the room to the door fathest from the one used to
enter this room. There is a sigil on this door that corresponds to whatever
Ancient Pious serves. You will also notice that this sigil is the same as many
others you've seen, such as the one on the pantry door back in the Mansion that
Alex saw a little while ago... remember this. Below the sigil is a slot for a
fairly large sword. The Tulwar is too small to put in here, so you'll have to
come back here later. Fortunately it isn't to far from now. This puzzle must
be remained unsolved for now.

Head over to the door just to the left of this one to enter Room 3 of the
third floor. Be sure to save your game before moving into the next room, as
there are more enemies ahead.


~3F, Room 3~
Items Found: None

This room is nearly the same as a room that Pious once visited. He had to fight
against several Mantorok Zombies in this room, whereas Karim will have to fight
against several aligned Zombies, usually of Pious's Ancient. Because Karim's
Sanity is so low, you may see more Zombies than there actually are in here.
Those imaginary Zombies, while imaginarly, will still hurt and drain more
Sanity from Karim. The imaginary Zombies will fade away after being hit once
by a sword. Be sure to finish all of the Zombies when they fall to the ground
to get back your poor lost Sanity. The last thing you want for the upcoming
rooms is to experience fierce Sanity effects, as they only make your quest even
more difficult. Fortunately for you, none of the Zombies here have Bonethiefs
hiding within them.

Once all of the Zombies have been destroyed by your blade, it is time to
search around this room. There are some bloodstains all over the floor, plus a
giant yellow magickal barrier with a sigil in the centre of it. This one is a
lot like the one we saw just a few rooms back, however the sigil on this one is
different. We havn't seen this sigil yet as we havn't found it. We cannot
destroy this barrier until we find that Rune, so keep on searching through the
room.

Head to the very opposite end of this room in comparison to the door we used to
enter here. There is a door at the very end of Room 3 that is unlocked. This is
the only way forward right now, so head on through into the next room. If your
health is low, be sure to use the Talisman once to replinish it before
entering. It is also very important to save your game here (remember that all
enemies must be dead in a room before you can save), as the next room contains
one large fight. Be sure to enchant your dual Tulwars too!


~3F, Room 4~
Items Found: Narokath (Absorb) Rune, Codex (Santak Rune)

This is a small, circular room with a small corridor just before it (which is
what you must go through before you get to the small circular part). There is
a HUGE Horror at the end of the hall in the circular part of this room. This
giant monster has a Rune stuck in its chest, and it will protect it very,
very well. This is a very difficult fight, mainly because there is very little
space to fight in since this room is very tiny. The best thing you can do is
to simply rush it and try to take out the heads as fast as possible. Rush in,
slice a head, and then quickly run back to avoid the swing of its massive arms.
Be sure to keep moving, or else the Horror will take you down in no time with
its long range magick attack. Once you finally defeat it and it falls to the
ground, the Rune will come out of the Horror and Karim will add it to the
collection. You don't have the Codex yet, Karim won't be able to figure out
what Rune this is. Fortunately we know it is Narokath, and this does mean
something important (view last paragraph of this room for more info on this).
The Rune is in the same shape as the sigil on the barrier inside of Room 3 of
the third floor. Be sure to finish the Horror too so you can regain lots of
lost Sanity (remember that Horror's, especially this one, give back quite a
bit). You may wish to use your Talisman too if you are low on health.


Take a look at the alter in the room, behind where the Horror originally was,
and in the exact opposite position as the door used to enter and leave this
room down the hall. There is a codex here for a Rune here. This codex will
identify the Rune that you found from the Zombie in Room 1 of the second floor.
This Codex will identify that Rune as Santak (Self).

Now that you have identified the Santak Rune, and now that you have Narokath,
you are able to do something pretty amazing: you can create a Spell without
having the Scroll do it for you! We are going to create the Recover Spell by
our own ways. We already have and identified the Santak Rune, however we havn't
identified the Narokath Rune, and that is the only thing that is stopping the
Scroll from teaching us the Recover Spell. Head into the magick section on the
Pause screen and head over to the New Spell section. You will have to pick
three Runes to place here from the available list. Select the Alignment Rune
that you got back in Anthony's chapter (since each spell needs an Alignment).
Then select the Santak Rune from the list. Finally, select the unknown Rune
from the list. The recipe is this: Alignment, Santak, Narokath, or Alignment,
Self, Absorb. Basically this spell is saying this: Absorb Chattur'gha energy
and apply to Self. Chattur'gha is used for example, as the alignment could be
also Ulyaoth or Xel'lotath, depending on the Alignment you found. You have now
created the Recover Spell! If you can't figure this out, wait for a little
while until we find the the Codex that identifies Narokath. Leave this room and
return to the previous room.


~3F, Room 3~
Items Found: None

Simply walk over to the yellow barrier in this room. Now that we have the
Narokath Rune in our posession, the barrier will shatter the moment that Karim
gets near it. Once it is broken, head over to the ladder that leads downwards
from behind the barrier. You know what to do.


~Persian Temple 4F, Room 1~
Items Found: Codex (Narokath Rune)

We are now seemingly following the route that Pious took. This small T-shaped
room is in the exact same area that Pious came by 600 years before. There are a
few Zombies in this area (there may be several thanks to Sanity effects), so
try your best to take them all out. There are two normal Zombies down here,
usually of the same Alignemnt as Pious.

Head to the very middle of the room, right at the joint of the "T." This is the
Codex for the Narokath Rune which you got from the Horror on the third floor
of the temple in Room 4. Now that you have the ingredients required to create
the Recover Spell, Karim will automatically learn the Recover Spell (assuming
you havn't already created it as I mentioned earlier, and assuming that you
picked up the Recover Spell Scroll a little while back). Here is how the
Recover Spell works. If you have the green Xel'lotath Alignment Rune, casting
Recover will allow you to regain lost Sanity. If you have the red Chattur'gha
Alignment Rune, casting Recover will allow you to regain lost Health. If you
have the blue Ulyaoth Alignment Rune, casting Recover will allow you to regain
lost Magick, however the casting of the spell and recovering will cancel the
the two things out. If you have Xel'lotath's Alignment Rune, then I highly
recommend that you recover lost Sanity right away to make your journey easier.
You can also recover lost health now if you have the Chattur'gha Alignment
Rune, which is great because you won't have to worry about the 5 charges on the
Talisman.

The door to the left of the Codex has been blocked by rubble. This is the path
that took Pious to a room where he had to destroy a statue that looked like
him. Head over to the path going to the right of the Codex, where there is a
door that leads to the second room of the fourth floor. SAVE BEFORE YOU ENTER!


~4F, Room 2~
Items Found: Alignment Rune
Weapons Found: Ram Dao

There are two giant fights that Karim must complete; this is the first one.
This is the same large room that Pious was in during his journey, where he
placed the four granite blocks into some holes on the wall. The blocks are
still inside of the holes. Head to the very center of the room and you'll see
that some things have changed. In the very center is a torch, plus a Ram Dao
Broadsword sticking out of a pedestal. Be sure to heal yourself (especially
your Sanity if you can) and save your game if you havn't done it before you
entered this room. Pull out the Ram Dao from the pedestal and be prepared for
one large fight.

Quickly equip the Ram Dao as a weapon and Enchant it, as you are about to go
through something big. The only exit to this room slams shut, and it will not
open until you defeat several waves of Zombies. There will be a total of four
waves of Zombies. The first three contain a mix of Mantorok and Pious aligned
Zombies. The Ram Dao is the perfect weapon to use here. It is so sharp and so
big, it will slice right through limbs of any type of enemy. Even the
Chattur'gha Zombies cannot stand up to this, as any limb of theirs will be cut
off in one large swipe. Be sure to take the heads off of all enemies first,
and then take on one at a time. A hit to the head and body will kill any
enemy (in fact, it chops the Mantorok Zombies in half). Take on one Zombie at a
time so that once you take it down you can finish it right away to regain
lost Sanity. The first three waves are fairly easy, especially if your Sanity
is at a good level.

The fourth wave is by far the most difficult, as the Bonethieves are back!
Two Pious aligned Zombies will appear, and both of them have Bonethieves
inside of them. Fighting two of these aren't difficult with the Ram Dao. One
slice to the body will kill it regardless. Take on one Zombie/Bonethief at one
time, and leave the other Zombie following. DO NOT kill both Zombies at once,
and then take on two Bonethieves at once. They will surround you all the time
and take Karim down easily. Once the Zombie's and Bonethieves are gone, focus
on the large Zombie with a Rune inside of it. Take it down to get the Rune.

Once you kill off this last Zombie the fight will be over. The Rune you get
from the second Zombie is actually the second Alignment Rune that you will
find (Anthony got the first). You can now cast all spells under two different
alignments. For example, the Recover Spell can be cast under both (for example)
Chattur'gha (red) and Xel'lotath (green) Alignments now, however you will have
to change up the spells to do this, and you'll have to cast the spells twice
for the two effects (each casting of a spell can have only one Alignment). You
already found the Codex for this Rune, so you can use it right away without
problem. You can now enchant your sword under (for example) both red and green.
Head out of this room.

In the "T" shaped hallway, go up the ladder leading back to the third floor.
From there, head through the door that leads back to the small oval room that
had the Recover Spell Scroll and the door with the sigil on it. You will meet
no monsters on the way back.


~Persian Temple 3F, Room 2~
Items Found: None

Examine the sigil once again on the lock of the door. The sigil is exactly the
same as the Alignment Rune we just found from the large Zombie. The picture of
the sword also looks exactly the same as the Ram Dao, which is a long, thin
sword. Enchant the Ram Dao so that it is the same alignment as the one on the
lock. In other words, enchant the Ram Dao so that it is the same colour as the
sigil on the lock.

Examine the lock again and, when asked, have Karim insert the enchanted Ram Dao
into the lock. If you aligned the Ram Dao properly, then the lock will
disappear and the door will be fully unlocked! If you did it incorrectly then
the Ram Dao will bounce out. Head on through the door once it is unlocked.


~3F, Room 5~
Items Found: None

This is a long, rocky corridor that will be completed in two parts. This
corridor will curve towards the left as you run through it, and it is also lit
up quite well. There are three Zombies in here. Simply destroy them and
continue onwards. Just past them is a ladder that leads up to Room 3 of the
first floor. Don't go up here quite yet, keep on running through the corridor.

Eventually you will run into a dead end, or so it seems. The far end of the
corridor is blocked by rubble. If you have Karim examine this wall then you'll
notice that Karim can climb over. Don't do this quite yet though. Head back to
the ladder that we passed by just a little while before and climb on up.


~Persian Temple 1F, Room 3~
Items Found: Effigy

This is a rather small, squarish room that is quite dark despite having a
torch in the very centre. There are three Trappers in here, and it is nearly
impossible to see them thanks to the room being so dark. Have Karim equip the
Chakrams, and then move around a tiny bit while pressing R over and over again.
Eventually Karim will be able to spot a Trapper (even if you can't see it;
Karim must have nighttime vision or something). Throw a Chakram at each Trapper
until all three of them have been killed. Try not to get trapped in the Trapper
Dimension!

Once all of the Trappers are gone, head towards the torch at the very centre
of this room. There is a small, red statuette on here of a soldier on one knee.
Have Karim examine this, and when prompted, have him pick it up. Be sure to
pick this item up, as it is the first step in getting an item that Alex will
receive centuries later. Picking up this Effigy is the first step to defeating
Pious, in a way.

Head back to the exit of this room (the ladder leading downwards, the only
exit for this room) and climb down the ladder to get back to the previous
hallway. Head forward to the part of the hallway where the beams have fallen
down. From here, have Karim climb over the rubble to move into the next area.


~Persian Temple 3F, Room 6~
Items Found: None

This room is simply a continuation of the long, curved corridor that is just
a continuation of the previous room that we were in. The hallway is actually
one, but broken up by some fallen rubbel in the center. Head all the way down
the hallway and eventually you'll notice that there is a Horror near the very
end of the hall. Enchant your Chakrams and throw them all (whatever you have
left) at the Horror. Be sure to enchant them to both alignments to do some
extra damage, and also be SURE to aim at the heads. If you see the Horror lean
backwards, quickly move to the left or right of your position, as the Horror
is about to create a long distance magickal attack. If the Chakrams do not kill
the Horror, simply move in and finish the Horror with your Ram Dao. Each slice
from the Ram Dao will finish a head in one hit. Do this as a last resort,
however, as you'll need your health (unless you can recover health now). Finish
off the Horror and head to the very end of the hallway.

There is a ladder here that leads even further downwards. This leads to the
first room of floor 5, the final floor that we will have to tackle. Head on
down to the fifth floor. You should save your game now, as that second large
battle that I mentioned before is just around the corner now.


~Persian Temple 5F, Room 1~
Items Found: None

This room is actually very small with a small shrine made of bones in the
very middle of the room. There is a iron gate blocking the path out of this
room, so have Karim go over to the shrine made of bones and examine it to see
if this can open up the door. As you examine this shrine you'll see it being
described as a "nightmarish book stand, beckoning to be used." We do have a
book in our hand, and it can contain nightmares, so head into your Invintory
and Use the Tome of Eternal Darkness here. Karim will place the Tome onto the
bones, and this will cause the iron gate to open up. BE SURE TO PICK UP THE
BOOK! If you don't you won't be able to cast spells, and that won't be a good
thing as the final large fight is coming up. The book will be added to your
Invintory once again, and you'll be able to cast spells. Before heading
through to the next area, save your game, especially if you didn't before in
the last room. Get ready for the final fight.


~5F, Room 2~
Items Found: Essence of Ancient

This hallway leads right to where Pious came through many, many years ago in
which his soul was taken for eternal damnation. This is, in many ways, the most
deadly hall in the entire world, as the essence of the ancients came from
here. Pious took one, and that must mean that there is another one, or two,
down the hall. Karim doesn't know this - could his soul be taken here too?

Approach the pedistals that once held the essences of Xel'lotath, Ulyaoth,
and Chattur'gha. You will notice that the hallway you just walked through will
be sealed shut by a large magickal barrier that is aligned in the same colour
as Pious. This one cannot be despelled, and the second giant fight is about
to begin. Quickly Enchant your Ram Dao (do NOT use the Tulwars, stick with the
big swords here) and take a deep breath.

You will be facing wave after wave of Zombies here, some of them containing
Bonethieves. In order to complete Karim's story, you must defeat every single
monster that comes out of the barrier. Most of the Zombies are damn slow, and
you do have quite a bit of room to work with. If you need to Enchant your
Ram Dao again, simply walk back to the area with the pedistals and cast your
spell here.

After about 3 waves of normal Zombies, several Zombies will appear with
Bonethieves inside of them. The main problem here isn't exactly your health,
it's your Sanity meter. Remember that when your Sanity is depleted, you will
start to lose health constantly. The other problem is that the enemies spawn
so quickly that you won't always have time to finish off the Zombies that
you've downed. Be sure to finish off downed Bonethieves so you can regain lots
of Sanity.

After this wave of Zombies with Bonethieves in them, you'll get one final
challenge: a massive Horror. If you stand in the very center of the hallway,
you can slash away at the horror (simply press A over and over again to swing
the sword at the Horror without targeting it). Knock it over and run over to
it, chopping at the heads while it's down. After the heads are gone the Horror
will fall, signiling an end to the onslaught, and the end really of the
chapter. Once the Horror is gone and all of the other monsters have been
destroyed, the Essence of an Ancient will appear on one of the pedistals in
the round area of the hallway. If Pious serves Ulyaoth, then this will be the
essence of Chattur'gha. If he serves Chattur'gha, then this will be the essence
of Xel'lotath. Finally, if he serves Xel'lotath, then this will be the essence
of Ulyaoth. Have Karim approach the essence and, like you did with Pious, have
him take it. This will end the playable part of his chapter.

***

The ending cut scene will not start to play. Karim reaches out to get the
artifact, however he is interrupted by the ghost of the girl he did this all
for: Chandra. Chandra tells him to stop, and Karim asks what has happened to
her. Chandra tells a spooky tale of what happened. When Karim left, she got
restless and didn't want to wait for Karim anymore. She gave herself to a
nobleman with a jealous mistress who ended up slashing her to pieces. The
visuals of Chandra then quickly change to show all of the knife slashes on her
face and the rest of her body as she goes through a fit of anger while telling
the story to Karim. She tells Karim that after she died, she had a great
understanding of the artifact that she asked Karim to go for, and she decided
that it is something that neither of them should have. She obviously knows the
danger of the artifact.

Chandra wants Karim once again, and she tells him that the only way they can
be together is through death, and only through sacrifice. Karim's sacrifice is
to stay in the temple, even after death, and guard the artifact from any evil
forces that may come looking for it. Karim decides to agree to making the
sacrifice, and he decides to accept his fate. Karim kisses the ghostly figure
of Chandra. The scene will now freeze, with Karim kissing Chandra, as a giant
blue ball of energy appears between their two mouths, followed by the screams
of Karim that eventually die away.

The chapter will now finish. After the Chapter Complete screen fades away, a
short cut scene will start to play once again. You will see the plants in our
solar system rotating around once again, still starting to get closer to
aligning themselves in one giant line. The scene will then shift to Alex back
in the Roivas Mansion, where she is inside of the Secret Study. We continue on
our journy there.


~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Continued...

        ~--------------------------------------------------------------~
        |       7.2 A Death in the Family: Alex Roivas's Chapter       |
        ~--------------------------------------------------------------~

Playing as: Alexandra Roivas
Location: Roivas Family Estate, Rhode Island, 2000 A.D.
Items found: Spice Jar, Chapter Page #5

--Secret Study--
One thing you'll find out right now is that, regardless of where Alex was when
you started a chapter, she will always end up back in the Secret Study after
completing it. If Alex was in the Guest Room while starting Karim's chapter,
then you will find her back in the Secret Study (she must take the book here to
read it, as it is a rather comfy room). Another thing you should notice is that
Alex has now lost even more Sanity. Her meter is now about two thirds full.
Alex will always have a drop of Sanity after reading a chapter, even if your
meter was full before reading the chapter. For example, let's consider Alex's
meter is full before starting the last chapter in the game (Michael's). Once
you complete the chapter, her meter will be nearly depleted after the chapter
is over. This is actually a simple side-effect of reading about the horrors
that the individual went through in his or her chapter. After reading Karim's
chapter and learning what happened to him, Alex's Sanity will fall due to
experiencing the horrors. Make sense?

You can wander around the mansion as much as you like, however there is nothing
new around the Mansion. All of the doors, for example, that were locked before,
are still locked even now. Alex won't find any new items in this part of her
chapter, so you must think hard in what to do next. To find the next chapter
page, you will almost ALWAYS have to do something that a character did in the
chapter you just read (such as casting the Enchant Item spell on the broken
Second Floor Key after Anthony's chapter; he did the same thing to the Urns).
So, what did Karim do in his chapter that we can find around the Mansion?


--Kitchen--
Remember that during Karim's chapter, he found several new Runes, spells, and
even obtained another Alignment Rune (the same Alignment as Pious's ancient).
Since Karim has found these Runes, Alex is now able to use them in her chapter,
as she discovers them automatically once Karim finds them thanks to her reading
about Karim and his discoveries. The Tome of Eternal Darkness has all of the
Runes that Karim finds, and we are now able to complete a puzzle in the Kitchen
of the Mansion. From the Secret Study, head back to the Main Foyer, and then
head over to Kitchen from there.

Note: As Alex makes her way from the Secret Study to the Kitchen, she will
probably start to experience some new, and rather interesting Sanity effects.
Assuming you havn't recovered her Sanity through the Recover Spell, we will
have some fun while making our way to the Kitchen, especially in the Main
Foyer. Remember that Alex will not fight any creatures (even though she has
the Tome, the creatures of Eternal Darkness are not after her yet), and none of
the effects that Alex experiences are potentially harmful; they are only here
to trick your mind and play with you. You will probably hear some knocks on
the doors and walls and maybe some heavy breathing (ESPECIALLY in the Library,
the room right before the Secret Study that you must go through to get back to
the Main Foyer). You will also probably see blood dripping from the walls and
maybe even pictures on the wall.

Probably the best effect that you will witness is right inside of the Main
Foyer. You will start to hear the phone on the small table near the Kitchen
start to ring (over to the left side of the room). Have Alex pick it up if you
wish. Alex will hear a voice that sounds strangly familiar to Alex's
grandfather Edward (we hear his voice at the start of each chapter). Remember
back to the very start of the game, when Alex was dreaming and saw the ghostly
image of her grandfather? Here, over the phone, Alex hears the same phrase:
"Do you remember me, Alex?" The line will go dead, and the screen will flash
white for a quick second. Alex is still standing in front of the phone as the
screen returns to normal, and it is on the hook again. She mutters a few words
and you can then continue onwards with your journey. As far as I know, like the
bathtub Sanity effect you saw in the Master Bathroom before Karim's chapter,
this Sanity effect will only happen once.
End note.

Once you get into the Kitchen, take a look over at the door near leading to the
Pantry. You will notice that there is a sigil on the door, acting as a lock for
the door. This sigil is the same one that Karim found on a door in his chapter
(in that oval room that contained the Recover Spell), as well as the same sigil
of the Alignment Rune that Karim found in his chapter. Do exactly what you did
in Karim's chapter: Enchant your Gladius to the same Alignment as the one shown
on the door. Stand near the door and Use the Gladius here. Alex will insert the
Gladius into the slot under the sigil on the door, and assuming you aligned
the Gladius properly, the lock will disappear, and the pantry door will open!
If you aligned the Gladius improperly, simply align the Gladius to the other
Alignment that you have (since you only have two, it is easy to fix this if you
got it wrong the first time by just Enchanting to the other Alignment).

Head into the small pantry, where you will find a Spice Jar over on the right
side of the room. Have Alex examine the Jar after it is in her Invintory and
she will mention that it is filled with Arabian spices (which is actually a
pure reference to Karim's chapter). Alex will also notice that inside of the
Spice Jar is a Chapter Page! This one is called "The Lurking Horror," and it
will tell the tale of Alex's great grandfather, Max Roivas. Once Alex picks up
the Chapter Page, she will state that there is no longer a use to keep the
Spice Jar, so she discards it and places it back on the shelf. Of course, she
will keep the Chapter Page in her Invintory.

Save your game now before you start the next chapter. There is nothing else for
you to do around the Mansion right now, so, to continue on with the game,
select "The Lurking Horror" Chapter Page from Alex's Invintory.


~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

             ~-----------------------------------------------------~
             |  7.7 Chapter 5: The Lurking Horror - Max's Chapter  |
             ~-----------------------------------------------------~
                                   [#5921g]

Playing as: Dr. Maximillian Roivas
Location: Roivas Family Estate, Rhode Island, 1760 A.D.
Items Found: Alignment Rune, Alignment Rune Codex, Bankorok (Protect) Rune,
             Bankorok (Protect) Codex, Basement Key, Damage Field Spell,
             Letter #1, Letter #2, Letter #3, Letter #4, Medical Journal,
             Pump Handle, Redgormor (Area) Rune, Redgormor (Area) Codex,
             Reveal Invisible Spell, Tome of Eternal Darkness
Weapons: Flintlock Pistol, Flintlocks Dual, Sabre


Introduction:

 "I will not argue that I was shocked by the sudden mention of one of my
 ancestors - the distinguished Dr. Maximillian Roivas! It chilled me to my
 bones! Where had this ancient book come from? How had my ancestor stumbled
 upon it?

 I feverishly began to read more, eager to learn his story. It seems that
 Maximillian had inherited his father's mansion, just as I had. Alone since
 the death of his wife, and since his children had their own adult lives, he
 explored the house to discover his family roots."

***

Unfortunately for Max, exploring the house to discover his family's roots would
ultimately lead to his end. Max's chapter is somewhat unique, as he will
discover nearly every enemy in the game (including your first true boss fight,
in a way). This is also the longest chapter so far, so sit back, and get ready
to fight off the Darkness right in the Roivas Mansion.

As we see from Edward Roivas's voiceover, Max had inherited the Roivas Mansion
from the death of his father (just like how Edward received it from the
the death of his own father). Max's wife had died several years before his
chapter starts (we never get any information about Max's wife, with the
exception that she is dead). Since his wife's death, Max has had little
contact with the outside world. He has been spending his time studying, making
discoveries, and overall acting in a depressed mood. This is something that
will catch up with him soon (his depressed and ill mind).

Max's chapter will start with a short cut scene, introducing the area that he
is in (the Mansion looks very different, considering we are in the mansion
some 240 years before Alex's chapter) as well as what Max does: he is a doctor.
He is sitting at his large, wooden desk, recording ideas into his handy
medical journal (something that Max will carry around during his whole
chapter). He seems to be rather depressed, saying that the mansion is more of a
burden than an inheritance. Despite what his mind seeminly wants, Max does
decide to make the most of his new life, and will try to make his new life
useful. He will explore the mansion and try to discover some information about
his family's past.

There are several differences between the mansion Max and Alex adventure
through. Since there is a difference of nearly 250 years between the two
time periods, some major and minor elements of the mansion have changed. Here
are a few good examples. Firstly, the entire eastern wing of the first floor,
which, in Alex's time is the entire Library, Observatory, and Study, has not
even been built yet. It won't be built yet for a little while, so the mansion
that Max plays through is actually smaller to the one Alex adventures through.
Max will explore a few areas of the mansion that Alex has not yet seen. For
example, Max will adventure through the basement, and even somewhat beyond...

***

~Roivas Mansion 2F, Max's Study~
Items Found: Flintlock Ammunition

Once the cut scene finishes, Max will become playable. Bring up the pause menu
and head over to the map. You will notice that we are currently in the room
titled "Max's Study," however, in Alex's time, this is actually the Guest
Bedroom (you'll notice that the room looks roughtly the same, minus the
furniture and some other elements being different). Max will start his chapter
with only two things: his Medical Journal and a single Flintlock Pistol. Both
of these are available in the Inventory. Don't bother equiping Max with the
Pistol yet, as there will be no enemies for a while.

Walk Max around to get used to his body - you will notice he is different to
other characters. Max, since he has been a hermit in his house recently, has
become rather fat and bulky. He, in a way, is actually the toughest character
to use in the game. Walk around the room and examine all of the portraits and
pictures on the walls around the room. The bookshelves here are filled with
Max's medical journals and medical reports. There is also some Flintlock
Ammunition on the desk right in front of Max (this is actually easy to miss).
Be SURE to pick it up (you'll want all the ammo you can get for later), and,
once ready, head out into the Second Floor Hall via the only door in this room.
You may wish to save your game just so, if you do end up dying later, you'll
start back in Max's chapter instead of Alex's (so you can skip the cut scene).


~2F, Second Floor Hall~
Items Found: Flintlock Ammunition

The Second Floor Hall is, physically, exactly the same as it is in Alex's
chapter. Of course, there are a few differences, such as the furniture and
the beautiful green carpeting on the floor is still in one piece, instead of
it rotting away in Alex's chapter (although, in Alex's chapter, the carpet is
red instead of green so it must have been changed). The pictures on the wall
are also different. All of the doorways in this hall are the same as in Alex's
chapter. Right next to Max's study is the door that leads to the Bathroom
(the Guest Bathroom in Alex's chapter). This room is too dark for Alex to enter
in her chapter (at the current moment at least), however Max will be able to
enter it. Head on down the hallway here to the left of the Bathroom.

One major difference to Alex's chapter is that the door leading to the
Servant's Quarters is here (this door is wallpapered up in Alex's chapter).
Max cannot open it up, and he also senses great evil from behind the door. His
mind might just be playing tricks on him. If you remember back to Alex's
chapter, when she first came down this part of the hall in her chapter, she saw
the ghost (or, at least we think it's the ghost) of Max walk through the
wallpaper into the Servant's Quarters. Yes, there is a bunch of foreshadowing
there as to the purpose of this door...

At the end of this hall is the stained glass window, and it is also different
in comparison to Alex's chapter. In Alex's chapter we saw a portrait of a woman
holding a piece of paper. This time we see a sunny landscape with a small
village in it. The sun is in the very centre of the sky. Examine this and Max
will find that the arrangement of the colours and shapes are somewhat unusual.
There isn't anything we can do down this hall right now, so head back to the
Bathroom and Study doors.

Once there, head down the hallway leading to the Master Bedroom. You will see
some differences down here too. Firstly, the clock you see in the centre of the
Main Foyer in Alex's chapter is now on a desk. Max cannot examine the clock.
The bust who's head follows Alex isn't here either. Instead, on the same table
you'll find a bunch of unimportant books and paper. There is also some
Flintlock Ammunition here, so be sure to examine the area and pick it up.
The double doors leading to the Main Foyer are in the exact same location.
Don't go there just yet. Instead, head to the end of this hall to the door that
leads to the Master Bedroom. This door is unlocked, so head on through.


~2F, Master Bedroom~
Items Found: Letter #1, Codex (Redgormor Rune)

The Master Bedroom looks almost the same in Max's time as it does in Alex's.
Head over to the nightstand beside the bed. There is a letter on here. Have
Max examine the table and, when asked, have him pick up the letter. The letter
will be added to your Invintory. This is the first of four letters that Max
will find throughout his adventure through the mansion. Go into your Invintory
and select the letter to read it:

 "Dear Friend,

 The antiquity of which you ask is indeed the Tome of Eternal Darkness, or a
 copy of it at least. Its secrets are still hidden from me, for I have been
 unable to read it, as have most scholars who have tried.

 It will remain within the sanctity of the mansion, for in the wrong hands it
 would be a powerful weapon.

 Peruse it if you will, but beware its magick... It is a harsh mistress.

 -Aaron Roivas"

This letter is written in longhand with some nice precision. It was written by
Aaron Roivas, who is actually Max's father. Max enherited the mansion from him
after Aaron died. This letter reveals that the Tome of Eternal Darkness is or
was in the mansion, and that Aaron was fully aware of the history behind the
book. Unlike Max, however, Aaron was not chosen by the Tome to use its power in
the fight against the Eternal Darkness, so the book just arose curiosity. For a
full diagnosis and opinion of this letter, please view my Letter FAQ right here
on gamefaqs.

Once you are finished with the letter, head over to the fireplace opposite the
end of the bed. Take a look at the mantle of the fireplace (the wooden beam
located just over the fireplace) and you'll see that Aaron had placed a Codex
here. We havn't found any Runes yet, so when you pick this up, Max will have no
idea what it is for. This Codex is actually for the Redgormor Rune, which Max
obviously hasn't found yet. In fact, you don't even have the Tome of Eternal
Darkness yet, so you can't cast any spells. Once you find the Redgormor Rune
and the Tome, the Tome will be able to identify the Rune for Max. We will be
getting both rather soon.

If you look around the room you'll also see a servant who is hard at work. He
is currently scrubbing the posh wooden floor right near the fireplace. Talk to
the servant to get some rather eerie information. The servant feels oblivious
to Max's presence in the room, and he also feels overworked. Aside from that,
this servant will do nothing more right now. Once you have picked up the letter
and the Codex, go over to the right of the fireplace. There is a door here,
just like in Alex's chapter, that leads to the Master Bathroom.


~2F, Master Bathroom~
Items Found: Flintlock Ammunition

There is very little for Max to do in here but explore, and pick up some more
Flintlock Ammunition. The Master Bathroom does look different now that it did
in Alex's chapter. Max won't suffer any Sanity effects from looking into the
bathrub unlike Alex, however he can examine the mirror overtop the sink. While
looking at himself, Max thinks that his face looks tired and worn with a small
glimmer in his eyes, "the beginning of a growing madness." The bathroom does
look quite nice now in comparison to Alex's time, thanks to the wooden decore,
and it actually looks clean. Do also notice how the room contains candles
instead of electric lights (since electricity wasn't yet around during Max's
time). At least the game follows to historics.

Head over to the shelf beside the bathtub. There is a bag of Flintlock Ammo
here, which is something that you will want. Have Max pick it up and then
head back into the Master Bedroom, and from there, back into the Second Floor
Hallway, so we can continue on with our adventure. Once there, head all the
way down the hall to the Bathroom, which is where you must explore next.


~2F, Bathroom~
Items Found: Flintlock Ammunition

At least you can see what this room looks like now (the physical parts of the
room at least, since it is fernished differently in Alex's chapter). You can
look around the bathroom to see what there is around here, which isn't all that
much. There is some Flintlock Ammunition on a shelf. There is also a lone
servant in here cleaning the room up. Max can try talking to him, however the
servant will not respond as he is preoccupied with his duties. Exit the
Bathroom to get back into the Second Floor Hallway.


~2F, Second Floor Hallway~
Items Found: None

Simply head down the hall here, back towards the Master Bedroom, however stop
at about the halfway point. Once you see the small alcove in the foreground
wall, head in there (directly across from the counter-top clock) and go through
the double doors leading to the Main Foyer. They are unlocked, and we must head
here next to continue on.


~Roivas Mansion 1F, Main Foyer~
Items Found: Letter #2, Flintlock Ammunition

You will be at the top of the double staircase right now, just like you would
be in Alex's chapter if you left the double doors from the Second Floor
Hallway. There is a maid here who is running around. If you have Max talk to
her, she will make some chat. She mentions something about the temperature in
the room, and how it isn't quite right. Aside from that, she has no importance.
Head to the other side of the landing up here and look down to the first floor.
There is a servant who is working here. Decent down these stairs to the first
floor.

Head to the area between the two staircases leading up to the second floor of
the Main Foyer. There is a clock here on a table, just like ther was in Alex's
chapter. Eerily, the hands of this clock are stuck at the time of 3:33, which
seems to be the number of the Eternal Darkness (we've seen this number several
times now). There is also a letter here, the second one from Aaron Roivas.
Have Max pick it up and add it to his Invintory. You can read it from there:

 "Dear friend,

 The House has been forsaken by the Ancients - I dare not enter it for my fear
 of my mortal soul. I would suggest that you leave also. Bring the book. It is
 a far more potent tool that you have learned, and may well swing the balance
 in our favour.

 - A. Roivas"

Max describes the letter being written in "scrawled" and "panicked"
handwriting, which is different from the first letter (which was written with
a calm hand). It seems that Pious and the rest of the Eternal Darkness have
found out about Aaron Roivas, and they are probably going to have it in for
him (so that's probably how Aaron died). A better diagnosis of this letter can
be found on my Letter FAQ, located here on gamefaqs.com.

Head over to the servant in the main area of the Main Foyer. Talk to him. This
servant is in a rather good mood in comparison to the others Max has talked to.
He bids Max a good day, and then resumes his cleaning of the Foyer. Have Max
examine the windows near the front door of the mansion. You can see that the
landscape outside is quite different to that of Alex's time. Firstly, the sun
isn't setting here. Secondly, the landscape actually looks rather nice, instead
of the dull, yellow shine you see in Alex's chapter. Max will notice that,
despite how hard the servants of the mansion work, the mansion never seems to
get clean for any amount of time.

You can also have Max examine the front door of the mansion (right near to
where Alex started her chapter, and it's to the left/right of the windows at
the front of the mansion down a small hall, so it's hard to miss). You can try
to open the door, which is unlocked, however Max refuses to leave the mansion
right now (unfortunately for him). The growing sense of adventure and the
overall mystery of the mansion has struck Max's attention, and he will not walk
away from this mansion until its mysteries are fully solved and documented
into his books.

Head over to the left of the Main Foyer now, to where the telephone was in
Alex's chapter (that contained the weird Sanity effect with Edward's voice).
The two doors that lead to the Kitchen are still here, and the one that leads
to the Dining Room is also here. Both of these doors are unlocked for Max.

Head over to the right side of the Main Foyer now. This side of the mansion is
quite different. Firstly, there is no door leading to the Library, as it has
not yet been built (as I mentioned earlier). In the place of the door is a
table and a picture on the wall. Head to the end of this small path, where you
will find another large difference. There is a magickal sigil on the wall here,
glowing in the dimish light. If you remember back to Alex's chapter, the door
that leads down to the Basement is right here! Hmm.. that's weird. The sigil is
surrounded by a three-point triangle of the same alignment to Pious's master.
We cannot do anything with this yet, however we will be returning here once we
have learned the Reveal Invisible Spell, which we will be rather soon.

To the right of this glowing sigil is a completely photo-realistic painting of
the Main Foyer (this doesn't make much sense, as no painting can be this
accurate, and photos weren't yet invented at this time in history, so something
is weird about this picture). What makes this picture even more interesting is
that you can see there is a door in the painting where the magick sigil is
right now! Some more foreshadowing to the future... If you have Max examine
this, he will wonder why anyone would put so much detail into an inaccurate
painting.

On the wall opposite the weird painting is a picture of the hierarchy of the
alignments (the rock-paper-scissors formation). There isn't anything important
about this, at least not yet. We will return here later. Finally, take a look
at the shelf near the picture of the alignments. There is some Flintlock Ammo
here in a bag. Be sure to pick it up!

There is nothing else to do inside of the Main Foyer right now (unfortunately,
this is the only time this place will be peaceful, so say goodbye to it), so
head over to the left side of the Main Foyer and enter the Kitchen. This is
done by going through the double doors at the end of this hall, in relation to
the same wall where the magickal sigil is over to the right of the Main Foyer.


~1F, Kitchen~
Items Found: Codex (Alignment Rune), Pump Handle, Flintlock Ammunition

There is lots of good stuff inside of the Kitchen. Take a look at the area
between the two doors that lead back to the Main Foyer. There is a Codex for
an Alignment Rune that we have not yet found (we are about to be able to cast
our spells to all three major alignments!), but we will soon. Since Max doesn't
have the Tome of Eternal Darkness yet, Max cannot yet examine what is on this
Codex. Once we do have the Tome, however, you can have Max examine the Codex
as much as you want. Of course, the best part of this is that as soon as we
find that next Alignment Rune, it will be discovered right away. Pick it up
for now.

Head over to the pantry, which is in the same location as it was in Alex's
chapter. Alex found the Spice Jar here which gave us access to Max's adventure.
There are some spices still in here (including the same Spice Jar as in Alex's
chapter surprisingly), but the main item of focus is the barrel over to the
left. There is a Pump Handle on the top. Have Max pick it up, and then leave
the Pantry and continue exploring the Kitchen.

Head over to the opposite side of the Kitchen in relation to the Pantry. There
are some shelves here with all sorts of items, including some more Flintlock
Ammunition! Pick it up. You should have quite a bit of ammo right now... get a
feeling that the game is setting you up for something yet?

There are two maids inside of the Kitchen who are working hard to try and keep
the place clean. One of them will ask Max if he is hungry; she is currently
making dinner for Max. The other maid will not be so happy, despite talking
without problem. She mentions that there is a strange air inside of the room.

This is all you can do inside of the Kitchen for now. Have Max exit the Kitchen
and head back into the Main Foyer via either door leading out there. Make sure
that you have picked up the Codex (for Alignment Rune), Flintlock Ammo, and
the Pump Handle (very important to get this Pump Handle) before leaving. There
is only one door that you havn't yet been through in the mansion, and that is
the one that leads to the dining room. Head on in.


~1F, Dining Room~
Items Found: None

Personally, I find this to be one of the most graphically stimulating rooms in
the game, especially if you have the brightness of the game set to a medium
level (this can be adjusted in the pause menu). The room looks a lot like it
does in Alex's chapter, however there is no piano and the main dining table is
different. There is a servant cleaning over by the windows. Talk to him, and he
will simply ask Max if he needs anything. You can't answer this question.

The only area of interest in this room is actually the area that will advance
Max's adventure. Head over to the fireplace, which is currently lit by a nice,
warming fire. Above the fireplace is another image of the hierarchy of the
alignments. This image looks exactly the same as the one you saw in the Main
Foyer near the magickal sigil covering up the entrance to the Basement. Below
the image are four more sigils carved into stone plates. From left to right,
the sigils represent the following alignments: Ulyaoth (blue), Mantorok
(purple), Chattur'gha (red), and Xel'lotath (green). There is a statue of a
raven (the classic bird of mystery and death, as if it is warning you that
something is coming soon) sitting in front of the plates. Have Max examine the
fireplace. A message will say the following: "When darkness spreads its wings
in front of [name of Pious's ancient], the path to truth will be opened."
The name inside of this message will vary depending on which Ancient Pious
serves. If he serves Chattur'gha, then Chattur'gha's name will be in the
message.

Once you have read the message, Max will be able to move the Raven statuette
in front of any of the alignment sigils on the plates. The puzzle here is
simple, as the answer was given in the previous message. If Pious serves
Chattur'gha, then you must move the Raven to the sigil that opposes Chattur'gha
(so it would be Ulyaoth, blue). If he serves Ulyaoth, then position the raven
in front of Xel'lotath (green). Finally, if he serves Xel'lotath, position the
raven in front of Chattur'gha (red). Mantorok will never be used here, as
Mantorok opposes all of the other Ancients.

Press the A button once you feel you are right. If you are, the puzzle will be
complete, and the back wall of the firepalce will drop down, blowing out the
fire and revealing a passage secret passage to the Secret Study. Do be warned,
however, that if Max choses the wrong sigil, then he will take a small amount
of damage to his Health meter, and you must try again. Once the passage has
opened and you've regained control of Max, have him enter the secret passage
to enter the Secret Study! Surprising he can fit through this small passage
considering he is so damn fat!


~1F, Secret Study~
Items Found: Reveal Invisible Spell Scroll, Tome of Eternal Darkness,
             Letter #3
Weapons Found: Sabre, Flintlock Pistol

Been wondering where this was, havn't you? Unfortunately, entering here was
easy, however leaving and going back to the main parts of the mansion will not
be so fun. Like in Alex's finding of the Secret Study, Max will find plenty of
great items in here. To the exact right of the fireplace (as you are facing it)
is the Reveal Invisible Spell Scroll. Be sure to pick it up, or else you won't
be able to learn this damned important Spell (you could learn it by playing
with your Runes, however this way is obviously easier). Of course, since you
don't have the Tome of Eternal Darkness yet, you cannot examine this Scroll
any further.

Let's go around this room in a clockwise rotation. Eventually you will find a
Sabre, a very long, thin, but sharp sword, hanging on the wall in a small
stand. Have Max examine it and pick it up; this will be his main fighting
weapon. Next, continuing to move clockwise around the room, you will see a few
other interesting pieces of information. The picture of a gothic cathedral that
Anthony visited is still on the wall (as it is in Alex's chapter), and there
is also another Flintlock Pistol on the wall. Pick it up, and when Max does, he
will automatically add it to the other Flintlock Pistol in his Invintory. Max
will now be able to wield two of these badboys at once, just like how Karim
could use two Tulwards (even though these guns are damned stronger). You will
also find a portrait on the wall of Mantorok's sigil in the centre of it.

Of course, the most important item in this room is the Tome of Eternal
Darkness. This sits on the large wooden desk that is in the exact same position
in the room as it is in Alex's chapter. This is the same wooden desk as in
Alex's chapter, too. In fact, even the position of books looks the same. The
only major difference on the desk if the fact that candles, not an electrical
light, are located on the top. Pick it up to continue Max's story. Max will go
through the typical flashbacks (this short cut scene is now starting to get
longer) before coming back to his senses. Once you have the Tome, you can now
examine your Reveal Invisible Spell Scroll, and the two Codices that you have
found earlier in the Master Bedroom and Kitchen. The Reveal Invisible Spell
requires both the Redgormor Rune and Narokath Rune. We already got the
Narokath Rune in Karim's chapter, and it is in the Tome's invintory, however
Max hasn't yet found the Redgormor Rune. This Rune must still be somewhere in
the mansion...

After you pick up the Tome, the real fun starts to begin. Remember that a
character will start meeting up with the minions of the Eternal Darkness once
they have the Tome, and that is no different here. Upon picking up the book,
a shot cut scene will occur. Back in the Main Foyer, a giant Horror will appear
right out of thin air, and there is a Rune inside of it! It is obvious where we
must be heading next: back to the Main Foyer!

The scene will now shift back to Max in the Secret Study. A piece of paper will
fall out between two pages in the Tome and onto the desk. Max will
automatically pick it up and add it to his Invintory. You can read it from your
Invintory:

 "Dear friend,

 As I suspected, the Ruins of Ehn'gha - that blasted necropolis - lies deep
 under the site of the mansion! The occursed servants of [Pious's Master] are
 so close I can almost hear their chittering!!

 There is a secret opening in the basement, and from there we can gain access..
 I urge you to gather some men and seal it, or better still destroy the whole
 damned place!!

 I have stowed something that you will find useful on the upper level. Look to
 the light, and you will find it.

 I wish that I could be at your side, but my ailment worsens daily and I know
 that my time is short...

 -A.R."

Max notes that this letter is written in handwriting that is nearly impossible
to read properly, however he is able to decipher it properly. Aaron Roivas has
discovered the plans of the Ancient whom Pious serves, however it is quite
evident that Aaron had no luck in fighting the Eternal Darkness off, since a
Horror just appeared in the Main Foyer, and the door to the Basement is
currently sealed off.

We must now head back to the Main Foyer and take care of the Horror in there,
however the Horror is the least of your troubles. We must take out a few other
issues on the way there, some that aren't very fun to complete. Be SURE to
cast an Enchant Item on both your Sabre and Flintlocks, and cast a Recover
Health if you have lost any (and assuming you can do that). Do all of this
while you are in the Secret Study, as you won't have proper time later. Oh,
AND SAVE YOUR GAME!!!! Head back through the fireplace entrance to return to
the Dining Room.


~1F, Dining Room~
Items Found: None

And now the fun starts. Remember the whole Bonethieves inside of humans in
Karim's chapter? Well, that has happened again here, however we are no longer
fighting possessed soldiers, we are fighting possessed servants! The friendly
servant that was inside of the Dining Room before is no longer so nice. Once
Max has climbed out of the fireplace, the servant will attack! They can only
attack with their fists for now. Target the poor man's head, and keep attacking
it to destroy the human shell containing the Bonethief. Once the shell is gone,
the Bonethief will burst out, murdering Max's Sanity meter. QUICKLY slice off
the head while it is still screaming (and standing still) before it can start
running around. DO NOT USE THE FLINTLOCKS!!! They take a long time to kill the
Bonethief, and you'll want to save the ammo for later. The Sabre is best!

Once you defeat the Bonethief, don't finish it! Head over to the side of it
and you will see a different option here this time. Max has the chance to
attempt an Autospy on the fallen creature to find out about it. This has been
put into the game for players without a guide, as they can learn about the
creatures this way. Max will scan the Bonethief for its strengths, weaknesses,
and characteristics (he will do this for any enemy once). Of course, these
Bonethieves are the same alignment as Pious's master, so in order to gain info
on all types of Bonethieves (each alignment), you'll have to play through the
game three times, having Pious serve a different master each time! More on this
much later (at the end of the walkthrough section of this document). Once Max
has performed the Autospy, he can perform a Finishing Move (do it to regain
your Sanity).

When Max performs an Autospy for the first time, a short tutorial will start up
showing you how they work inside of your pause menu. Instructions on how to
view Max's findings will be shown here. You can select Autospy from the Journal
submenu to see a complete list of the creatures that Max has scanned. Max will
see all creatures in the game except for Gatekeepers, so you'll get a great
list of Autospies in time. You can select any creature at any time to hear
Max's vocal diagnosis'. Once finished doing the Autospy and Finishing the
Bonethief, head through the door back to the Main Foyer. Save your game too if
you wish. If you health and sanity are low, I suggest recovering them now
(if you can for either/or/both) before entering the Main Foyer.


~1F, Main Foyer~
Items Found: Redgormor (Area) Rune

You'll have to put up with quite a fight in here. There were two servants in
the Main Foyer before. One of them is huddling over in fright, whereas the
other will automatically rush you. This servant (who rushes you) obviously has
a Bonethief inside of her. Take off the shell and quickly destroy the Bonethief
with your Sabre. Of course, the giant Horror and its long distance magicakal
attacks can make this difficult, so do your best to keep moving at all times,
and always stay away from the giant beast!

Once the maid/Bonethief have been destroyed, focus your attack on the Horror.
It is important to take the maid out first, as she will trap you in a fight
against the Horror if you don't take her down first. Defeating this Horror can
be done in two ways. I highly recommend you use the Dual Flintlocks on the
HORROR'S HEADs (NOT THE BODY), as each shot will take off a head in one hit,
meaning you'll need 3 shots to down this thing assuming you hit a head each
time. Using the Flintlocks is awesome, as you will be able to keep your
distance from the Horror. Remember to keep moving, so that the Horror's long
range magickal attack will not hit you. Remember that the Flintlocks can fire
only ONCE before requiring a reload, and this takes some time, so make sure you
are standing at a safe distance from the Horror (who just recently let off a
Magick Attack so it won't again for a while) while reloading. Press B when
prompted to reload your guns.

If you don't want to use your Flintlocks, head over to the stairs and move
upwards. The Horror won't really follow you, as it can't fit up the stairs.
You will be more online with the heads of the Horror from up here, plus you
will be able to dodge some of its attacks. I still recommend using the
Flintlocks, however (don't waste more than 6 bullets on the Horror, however, as
you will need a lot of ammo later on).

Once the Horror has been defeated, it will fall to the ground and Max will get
the Redgormor Rune from its chest. Since you have the Redgormor Codex, Max will
be able to identify this Rune right away. Also, since you have the Nakorath
and Reveal Invisible Spell Scroll, Max will automatically learn the Reveal
Invisible Spell upon picking up the Redgormor Rune! This spell will be added to
the list of spells in the Tome's magick pages. This spell can be cast in the
two alignments that you currently have. We must still find that last one...

Once the fight against the Horror ends, be sure to Finish him off (and perform
an autospy!). A scared servant will run up towards Max, BUT DON'T ATTACK HIM!
There is no Bonethief inside of him, and he is just running to Max for some
help. He is frightened stiff, as he is imagining that there are demons all
around him. And we thought Max was going crazy... Anyway, your Health/Sanity
may be low right now, so cast some Recover Spells along those alignments if
you can. Head up the stairs that lead to the second floor now, and head through
the double doors that lead to the Second Floor Hallway.


~Roivas Mansion 2F, Second Floor Hallway~
Items Found: Sealed Envolope, Basement Key, Letter #4

Letter #3 told us something about going to a place where Max can "look up into
the light." Remember the stained-glass window, and the sun setting over the
village? You can look up into the light there, so that is where Max must head.
Upon entering the Second Floor Hallway, turn to the left and walk down the
hallway, past the double doors to the Bathroom and Study, and turn left again,
so you arrive to the stained-glass window. Unlike in Alex's chapter, there is
no magickal barrier here, so Max won't get hurt by touching the glass. There is
a small table on both sides of the stained-glass window. Head over to the one
on the left and examine. Max will find a Sealed Envolope here that was
previously hidden (obviously by Aaron Roivas).

The moment Max picks up the Sealed Envolope, a Bonethief will shatter the
stained-glass window from the other side and will start to attack (get a heart
attack from this break and enter?). Again, target the Bonethief's head and
sever it with one chop of the Sabre to kill it right away, or the body and a
few extra hits if it's Xel'lotath aligned. Since you have already performed an
autospy on a Bonethief of the same alignment, you won't be able to do it again.
Simply have Max finish the Bonethief to regain the Sanity it stole from you
while bursting through the window.

Head into your Invintory Menu and Check the Sealed Envolope. Max will open it
up and find a Basement Key plus Letter #4 inside of it. This letter was also
written by Aaron Roivas, and it is the last one that you will find from him.
Here is what it says:

 "Dear friend,

 As I expected, the beasts are drawing closer to our discovery. They want the
 book for themselves, it seems, and do not want us to have it in our
 possession. I have taken steps to ensure that their ilk will not touch the
 key in this envolope, should you fall prey to their claws.

 The envolope containing the Basement Key has been sealed with a corrosive
 magick - if one not aligned to us tries to open it, it will be release,
 inflicting pain, suffering, and a grievous blow to their sanity, should they
 have any left!

 Be swift with your task!

 -A.R."

Max mentions that this letter has been written in "scrawling" handwriting, so
Aaron has obviously been writing faster while under more and more pressure,
as he knows his life is coming to an end. Aaron's corrosive magick must have
been working, as no enemy has been able to get the Basement Key from inside the
Sealed Envolope. It is fairly obviously now that Aaron was killed by the
Eternal Darkness, since it seems he knows that they are out to get him now.

Searching through the Second Floor:
Bonethieves - everywhere. Now that the Eternal Darkness has attacked the house,
many of the servants are now possessed. If you remember properly, many of the
floors in the second floor actually had servants in them, and most of them are
now possessed. I highly recommend not visiting any of the rooms I'm about to
list because, not only is there nothing in here of interest (hense why it was
so damn important to search the mansion before we got the Tome, so we could
search before the Eternal Darkness could come), but they are filled with
Bonethieves.

~Kitchen - One of the maids inside of here is possessed by a Bonethief. The
other one, who was cooking Max's dinner, has seemed to gone insane, as she is
now cooking with human organs. Yummy!

~Bathroom - The single servant inside of here has been possessed by a
Bonethief. 

~Master Bedroom - There is one servant in here, and he has NOT been possessed.
Unfortunately for him, he is starting to lost his mind. If you talk to him,
he will tell Max how he is convinced that there is some unseen creature
brushing up against his leg (this is actually intense foreshadowing to
something that will play out in Edward's chapter, which takes place in the
Roivas Mansion hundreds of years later).

Okay, so now that we have the Basement Key and the final letter, it is time to
head back to the Main Foyer (simply avoid the other rooms up here). Be sure to
save before you head back into the Ma