Undying Weapon, Spell, Item, and monster guide

Version 1.0

This FAQ is Copyright 2002 Matt Hoffmann.  It may not be reproduced for profit
under any circumstances, and may ONLY be made available online on GameFaqs.com.
 Any other people found posting or distributing this FAQ risk litigations, as
well as the wrath of a very powerful magician familiar with the Old Ways...So
don't mess with it!

This FAQ covers the weapons, spells, and monsters in Clive Barker's Undying. 
An actual Walkthrough can be found on Gamespot, though I might do one if anyone
asks for it.  This game is a couple years old, but I just got it, and there is
a dearth of information about it on GameFaqs.  I just figured I would fill in
some of the holes and get some FaQ writing experience while I'm at it.

Tableaux de Contents

Section 1.  Weapons
Section 2.  Spells
Section 3.  Inventory Items
Section 4.  Pickup Items
Section 5.  Enemies
Section 6.  Bosses
Section 7.  Conclusions and Thanks

For clarification, any capitalized words in this FAQ that are not normal proper
words are direct references to the spells, monsters, weapons, actions, etc. of
the game.

Section 1.  Weapons

This seciton details the various (mostly) corporeal weapons you get in the
game.  Basically, this is the stuff you fire with left-click.  The game does
not arrange them on the number keys for you like most FPSs.  Instead, the
default has a "Turok 2-style" weapon selection button.  I rarely ever used
this, and once you get more weapons, cycling through them is no good.  I wound
up binding the basic eight weapons to the ~ through 7 keys in the same order I
am presenting them to you here.  It eliminated the guesswork for me about
selecting weapons.

Another note on the weapons.  Unlike some games (Quake, Half-Life), your
weapons never becmome useless.  Since the pistol and shotgun both carry a
second type of ammo, they are never just taking up space.  Every weapon you
have is a viable option against most foes.  Remember this at all times.

Gel'zibar Stone (~)
Alternate modes: Shows Scrye points & increases spell power while equipped
Best against: Howlers, Staff monks, Doomfliers.
Purpose: This isn't exactly a weapon, but you do activate it with the left
click.  It has three functions.  First, it can be used as a defensive measure,
pushing enemies away from you.  You can even knock enemies off cliffs with it. 
Very handy.  Second, it will raise the level of your current spell by one, and
often will decrease the amount of mana consumed.  It will even increase a
maximum amplified spell to level six.  Third, it glows visibly when you are in
an area you can Scrye.
Tips: If you have mostly cleared an area, equip this in conjunction with
Ectoplasm while you scout for secrets or Scrye points.  I like to use it with
Scrye, since then it costs no Mana.

Scythe of the Celts (1)
Alternate modes: Frenzy (weapon action)
Best against: Howlers, Pistol & Witch Trsanti, weakened foes.
Purpose: This is a remarkable weapon.  In standard mode, it swings swiftly and
powerfully, mowing down foes in a wide swath of destruction.  It causes a good
amount of damage, and if you hit the neck area, you can take out humans and
humanoids in a single stroke.  In Frenzy mode (activated with the weapon action
key), you make a slower, slightly more powerful cut.  The icon of the Scythe in
the corner of the screen will glow red.  If you are successful in slaying your
enemy with a Frenzied strike, its lifeforce transfers gradually to you.
Tips: The Scythe eats up Mana very quickly in Frenzy mode.  Only use Frenzy
when you are dispatching the last enemy in an area and are in need of life. 
The life you gain can put you above 100, but will drain off rapidly.  Also, you
do not need to remain in Frenzy mode in order to gain the life, though you do
need to keep the Scythe equipped.  In otherwords, turning off Frenzy will not
stop the life transfer, but switching to the Pistol will.  This is also the
weapon you will use to administer the fatal blow to the Covenant siblings. 
Incidentally, if you get enough Arcane Whorls, you can offset the Mana drain
imposed by Frenzy mode.

Pistol (2)
Alternate modes: Silver Bullets (Item)
Capacity: Chamber - 6, Total - 120 (60 Silver Bullets)
Best Against: Pistol & Shotgun Trsanti, Howlers, Monks, Verago (Silver)
Purpose: Puts lead into the air quick.  Makes me wonder if Patrick is
left-handed.  The Pistol is good early on, and there's usually a ton of ammo
lying around for it.  Each box has about 20-30 rounds.  Trouble is, most
enemies move too fast for it to be very accurate, plus it has a long reloading
time.  On the plus side, it has a ridiculously long range.  "Ma, I'm a-gonna
shoot me off that thar flea on ol' Fido over yonder."  Or something.
Tips:  Try to keep up pressure with Ectoplasm if you want to use the Pistol. 
Make sure you have something to do while it is reloading.  Always try to change
to the appropriate bullet type BEFORE getting into a fight.  Its long range
capabilities make it good for sniping, especially in the Past Monastary level. 
Kill things before they get to you.  If you can't kill it in one chamberful of
rounds, you should probably switch weapons!

Shotgun (3)
Alternate Modes: Double Barrel (weapon action), Phosphorous rounds (Item)
Capacity: Chamber - 2, Total - 60, (20 Phosphorous)
Best against: Any Trsanti, Monks, Medusans, Doomfliers, Plants (Phosphorous),
Magicians
Purpose: Splatter the baddies with this trusty horror game staple.  This
thing's actually pretty tough.  It's almost EXACTLY like my favorite FPS
shotgun, the double barrel from Outlaws.  It's got a decent reload rate, which
is good, since you'll have to reload almost every time you fire it.  It loses
potency at range, and is useless on anything more than fifteen or twenty feet
from you.  When in double barrel mode, the barrels in the icon light up yellow.
Tips: Pair this with Shield or Haste so you can close ground while taking
little damage.  Hit stuff at the last possible second to maximize damage, but
make sure that you will drop what you are aiming at!  I like to use that tactic
against the Medusans - wait till they swoop down at you, then blast them when
you can see the whites of their eyes.  Aim for creatures' heads to maximize
damage.  Of course, this doesn't apply to enemies with no discernable head. 
(Or who are pretty much JUST a head.)

Tibetan War Cannon (4)
Best Against: Howlers, Doomfliers, Skeletons, Sil Lith, Scarrows
Purpose:  The Tibetan War Cannon is a great weapon.  Though somewhat unwieldly,
it is ultimately one of the coolest (forgive the pun) weapons in the game.  It
may seem weird to have a cannon that fires ice, but that's exactly what this
thing does.  It'll slow down any enemy it hits and do a very nice bundle of
damage as well.  You have to charge it up to make it more powerful - when the
dragon stops moving and its growl levels off, you'll know it's fully charged. 
It also fires at a bit of an arc, and will cause splash damage if you are too
close to the impact point.  These factors ensure the Cannon's place as a medium
range weapon.
Tips: It's generally a good idea to only fire the cannon fully charged,
especially once you get good at aiming it.  This keeps your enemies moving
slowly for as long as possible and mazimizes damage.  Remember to aim a little
above the target, especially at longer ranges.  I tend to avoid using the
Cannon as my standard "walking around exploring" weapon.  If you get ambushed,
you have to charge it, and walking around holding the fire button is annoying
and can be dangerous (friendly fire).  Plus the damn dragon's breath almost
ALWAYS startles me, since it sounds a lot like a Howler.  I bust it out when I
have lot of room to move and dodge, so I can charge it and avoid attacks in the
meantime.

Speargun (5)
Alternate Modes: Electrified with Lightning (100 Mana), Sniper View
Capacity: Loaded - 1, Stock - 20
Best Against - Plants, Cro-Mags, Magicians, Spearmen
Purpose: This powerful weapon is best suited as a sneaking weapon.  It takes
WAY too long to reload, and you have to reload between every shot.  However,
since you can zoom in with it, it's nice for picking off enemies at a distance.
 Just aim for the head, and POW!  If you cast Lightning while the Speargun is
equipped, you will electrify the spear for about ten or fifteen seconds.  While
this is happening, you can shoot an enemy and a bolt of electricity will blast
him.  This only works outside, though, and you need plenty of Mana for it.
Tips:  Snipe whenever possible - you can clear out lots of enemies this way. 
Use the Lightning strike whenever outside, since it is very powerful.  Switch
weapons if something gets too close to you.

Phoenix Weapon (6)
Capacity: Hand - 1, Stock - 8
Best against: Cro-Mags, Spearmen
Purpose: Sort of like the Redeemer from Unreal Tournament, this is a guided
missle.  It goes straight unless you move the mouse, in which case it flies in
that direction.  Causes small explosions.
Tips:  Don't bother.  Scarce ammo and an extreme difficultly to use are not
worth the pitiful damage this thing does.  Just use the Speargun or Skull
Storm.

Molotov Cocktails (7)
Capacity: Hand - 1, Stock - 4
Best against: Any Trsanti, Plants, Groups of enemies
Purpose: It exists to frustrate.  This grenade-like weapon always ticks me off
in games (Postal is the only one to date where it's any good).  I like to set
things on fire, sure, but I really want to blow stuff up.  This weapon does the
former, NOT the latter.  It does very minimal damage on impact (less than a
fully charged Cannon shot).  The damage it deals is burn damage, but it happens
fairly slowly.  It causes a lot of damage, but you better have a backup plan.
Tips: I almost never use these.  They are too hard to throw right, and I prefer
the Cannon in almost every situation where a Molotov would do any good.  It
does work well against tight groups of enemies, though.  That's about it.

Section 2.  Spells

The spells in this game are (with one exception) very cool.  If you like the
use of magic in Undying, I strongly recommned trying out both Wheel of Time and
Requiem: Avenging Angel.  Anyway, the spells are a nice mix of offense,
defense, and tools.  I present them here in the order you will find them, along
with general hints for using them.  Incidentally, I bind the mousewheel to
spell selection, as well as a handful of unused letter keys on the keyboard.

Scrye
Mana cost: 50+- (0 with Stone equipped)
One of the most important spells in the game.  Scrye serves two purposes. 
First, it lets you examine your environment's spectral side, allowing you to
see and hear things you cannot perceive on the mortal plane.  This provides you
with all manner of hints and information, as well as some good scares (the
statue in Oneiros is my favorite).  The second use for Scrye is to be able to
see better.  It reduces your field of vision, but turns everything a shade of
purple.  This lets you see in complete darkness, though not as well as you
might like.  It also illuminates enemies with a blue aura, similar to the
Alien's vision for humans in AvP.  If you see someting that looks special or
important, try equipping the Gel'zibar stone to see if you can Scrye.  With the
stone equipped, the spell is free to cast, and lasts longer (since it becomes
one level higher).  Amplifying it increases its duration.

Ectoplasm (attack magic)
Mana Cost: 6+-
Best against: Howlers, Trsanti, Monks, Doomfliers
I think it's really cool that they included this.  In early 20th century
spiritualism, ectoplasm was a big deal.  It supposedly spilled forth from
mediums while they channeled spirit energy.  Now you can harvest this power for
yourself, flinging random energy bursts across the room.  They fly more or less
straight more about fifteen feet, then move off in wildly random directons. 
Each burst does about as much damage as the pistol, but it fires much more
rapidly and needn't be reloaded.  It'll drain Mana pretty fast at lower levels,
especially if you haven't been finding Arcane Whorls and Mana Wells.  Use Ecto
at close range in combination with the Pistol or the Stone (to push enemies
away while you pelt them with energy).  At higher levels, the ecto flies faster
and straighter and does more damage.  At levels five and six, it will go
through interior walls and obstacles.

Dispel Magic
Mana Cost: 20-30
This is a very simple spell.  Use it to disrupt blue force fields, both in the
environment, and those protecting Trsanti Witches.  It also remedies the
effects of mind-altering magic attacks, such as those used by the Monks and the
Sil Tith.  Amplifying it seems to make it take less time to cast and use less
Mana.

Invoke
Mana Cost: varies
This is an interesting spell with a couple different uses.  The way it will
serve you best is putting undead to rest (U Rappin': Bad).  This means you can
use it on Skeletons, and they will simply die (or, more accurately, crumble). 
Be aware that you need to be at very close range in order for this to work. 
When the cursor turns blue, you can use Invoke.  Even though you may have
enough Mana to immediately cast Invoke on a second Skeleton, the spell takes a
few seconds to "recharge."  During this time, you cannot cast it again.  Just
keep clicking away, and you will cast it when it becomes available to you
again.  The second use for Invoke is a little more complicated.  You can
ressurrect any slain foe to fight for you for a short time.  After the time
fades or they are destroyed, they burst into a blue ball of energy and vanish. 
The Mana cost for reviving an enemy depends on how tough it is.  It only costs
about fifteen to revive one of the basic Howlers, but the tougher ones cost
eighty-five or more.  These allies tag along, only getting mildly into the
action.  Worse, if you hit one by accident (as you are bound to do) the enemy
will forget you raised it, and attack you.  Very annoying.  I wound up dying
more often then not using Invoke to revive stuff, so I just quit doing it. 
More trouble than it's worth, if you ask me.  (Which, by consulting this FAQ,
you are doing!)

Haste
Mana Cost: 20+-
Yeah...Haste.  Sweet.  I like this spell - the sound effects, the quickened
heartbeat, the fact that you can close ground on a Trsanti and take off his
head in less than two seconds.  Use with the Scythe to get in close and employ
hit and run tactics, or use while backing away from swifter enemies (i.e.
Doomfliers) to keep your distance.  It does make it slightly more difficult to
see things, since the screen gets whitish.  Amplification makes it last longer.

Shield
Mana Cost: 20+-
Another very useful spell.  Casting this creates a frontal barrier that stops
or slows incoming projectiles and fully frontal melee attacks.  This does NOT
affect explosions, or some magic.  It will stop bullets, buckshot, Scarrow
spit, and lightning, but not Sil Lithmind-blasts or Skull Storms from Verago. 
Cast this only when you need it, though - it lasts for a limited time.  The
shattering sound it makes can be as disctracting as the damn dragon's breath
from the Cannon.  It gets more powerful and lasts longer the more amplified it
becomes.  However, it also makes your field of vision a bit more distorted with
each level, but only around the edges.

Skull Storm
Mana Cost: 15-20 per skull
Best Against: Witches, Big Doomfliers, Plants, Verago
The last good spell.  This one is very much needed for those of you who, like
myself, have a very tough time with the damn Molotovs.  Skull Storm summons up
to three human skulls from the ground and into the air in front of you.  You
have to charge this one, just like the Cannon.  The skull(s) float in the air,
chattering and looking around, until you release the button.  Eventually they
will burst into flame and make a lot of really REALLY annoying sounds - that's
when the spell's fully chraged.  The spell only takes away mana when a skull
first pops out of the ground - there's no extra cost for charging or releasing
it.  It does massive damage fully charged at high levels, so amp it up as much
as you can.  Levels 1-2 give you one skull, 3-4 give you two, and 5-6 give you
three.  There's pretty much nothing outside of bosses that can withstand a
level six fully charged Skull Storm.  Of course, it DOES cause splash damage,
so only use this at long range.  One more thing - enemies will hear the skulls
coming out of the ground, so if you're going to sneak attack something, get far
away while the skulls charge up.  They cannot hear the chattering, as far as I
can tell.

Lightning
Mana Cost: 30+-
Worthless except for solving a couple of puzzles and for infusing the Speargun.
 It's slow to charge, costs WAY too much mana, has no cool in-game bonus
effects (like freezing or splash damage), does about as much damage as one
shotgun round at medium range when FULLY AMPLIFIED (!) and overall sucks big
monkey wang.  Never use this.  Please.


Section  3.  Inventory Items

The Items are another interesting and fun aspect of this game.  I really enjoy
games where you have an inventory, since it opens up many new paths of
gameplay.  In Undying, the inventory is very simple - it houses the handful of
Items you have found during the game.  As best I can tell, there are no limits
to how much of something you can carry, though I have not quite managed to get
over 100 health kits yet.  Any story or puzzle related inventory Items are
automatically used when you reach the right spot, much like interactive objects
in the environment.

Health Kit/Healing Vial/Healing Herb
These all do the same thing, namely give you thirty-five health back over the
course of about five seconds.  Don't count on these to save you in a pinch,
since they do not act instantly.  I strongly recommend walking around with this
as your selected Item, in case of emergency.

Amplifier
Very useful.  These purple stones will increase the level (and thus power) of
any one spell you've learned so far.  They glow faintly and hum to let you know
when you are near one.  They are often hard to find, but if you search
everywhere, you'll spot them pretty frequently.  I suggest you use them along
these lines:
First off, unless you have LOTS of amplifiers, don't use any on Scrye, Dispel,
or Lightning.  Level the good spells first, then use any others you might have.
 Level Ecto first to at least level three - do this as early as possible.  You
should try to get Invoke to level three before fighting Lizbeth, then ignore
Invoke.  If you have extras at this point, put them all into Ecto.  Put two
points in Haste to make it level three, then do the same for Shield.  Save some
in the Trsanti level so you can boost Skull Storm as much as possible when you
get it.  Any others can be used to round out the ones left over.  By the time I
fought Aaron, I had Ecto, Shield, Skull Storm, and Haste at level five,
Lightning at four, Invoke at three, Scrye and Dispel at two.

Dynamite
Hmm.  Useful for solving a puzzle, and fighting the last boss.  That's about
it.  The trouble with Dynamite is that you can't throw it.  You just sort of
drop it.  That spells trouble.  All of the enemies can outrun it before it
explodes, and most will do just that.  The A.I. is pretty good about this. 
Instead of picking up the stick, lure an enemy near it and then shoot it with
the pistol.  It works a bit better this way.  I personally just avoid using
Dynamite at all.

Silver Bullets
Magical blessed Pistol rounds.  These are found in packs of ten, and you can
carry sixty.  They do much more damage against those of an enchanted
disposition.  I personally like the way they sound hitting those damn flying
mages in Oneiros.  Very satisfying.  Make sure you have the right ammo equipped
before heading into battle - it's a pain to switch during a fight.

Phosphorous Rounds
Flaming rounds for the Shotgun.  Found in packs of four, with a max load of
twenty.  These don't seem to pack as much punch as the regular ones, but they
drop plants in one shot.  Not too shabby.  Plus it's always fun to hear the
Trsanti running around screaming, "I'm on fire!  Oh, it BURNS!"   Yeah, I can
dig it.

Ether Trap
These have one specific use - keeping Aaron off your back.  If he's bugging
you, lure him into one of these, and he will go away for the time being. 
That's about it.  I've heard that they work on the guards where you first find
the Traps, but I couldn't get it to work.

Standard Bullets
Found in packs of twenty, these bullets are the standard Pistol ammo.

Shotgun Rounds
Found in packs of ten, these are the normal buckshot for your boomstick.

Section 4.  Pickup Items
There are a couple of items that you cannot carry around for later use, and I
discuss them in this section

Acrane Whorl
Tattoos that increase your magical power, specifically how fast it regenerates.
 Each of these gives you the abilty to recover your Mana faster.  Get enough of
them, and you don't even have to worry about losing Mana to the Scythe.  They
are hard to find, and look like green scrolls.  I frequently mistook Healing
Vials for these.

Mana Well
These little beauties add ten each to your capacity for Mana.  That's a ten
percent increase in resources for you to work with.  Not bad!  Again, these are
extremely rare, and look sort of like small, red balls, or (in the grimmer
version of things) human hearts.  Note that the actual Human Heart item is NOT
a Mana Well.

Section 5.  Enemies

Ah, the baddies.  There are a LOT of different enemies in this game; more than
in many other FPSs.  Of course, you may be doubting me, since you only see
about two kinds until you beat Lizbeth.  They're there, just keep playing and
you'll see them.  I present them here in more or less the order you wil find
them.

Rats
These weak little critters can actually hurt you, so avoid them or kill them
with Ecto.  If you have the Scythe, you can Frenzy and kill them for life.

Bats
These flying rats are no fun.  Typically, they ignore you, but sometimes they
will attack.  Just keep the pressure up with Ecto, and they should fall.

Howlers
Your first real enemy.  They look like (and probably are) werewolves.  These
things are fast, but not too tough.  They usually come in pairs, if not packs. 
The grey ones are the weakest, then the purplish ones, then the green ones. 
Try to hit them when they are rearing back to jump at you - you can run right
up and blast them.  You won't have much to fight these with, but anything you
have will work just fine.  I prefer the Cannon and Ecto, then the Scythe once
you get it.
Finishing Move: Bites your head off and eats it.

Spectral Monks
There's only a few of them, and they only show up in the Covenant chapel if you
open the priest's cabinet.  They appear as white energy, but you can see them
clearly if you Scrye.  Avoid them, and leave the area fast.

Skeletons
Easy to kill, hard to avoid.  These guys vanish for good with one shot of
Invoke, but otherwise will get back up after "death".  Try to keep the Stone
equipped when fighting these, since you can push them back.  Watch out for the
ones that throw spears or stones at you - freeze them so you can get close,
then Invoke them.

Scarrows
These guys show up en masse once you reach Keisinger's room, and make a brief
reappearance in Oneiros 2.  They look like big snakes, with tentacles for
mouths.  They fire spit that obscures your vision and is hard to dodge. 
Scarrows can vanish into the ground to escape or get the drop on you.  Don't
mistake their teleport for their death cry - you'll learn the difference soon
enough after fighting them.  Use the Cannon combined with Ecto to finish them. 
One shot of each should do the trick.

Pistol Trsanti
The most basic Trsanti, he is equipped with a pistol and a scimitar.  He has a
moustache, and a ponytail, and is sort of reddish.  He will fire at you until
they reach close range, then attack with the sword.  Try to catch him by
surprise, since the pistol does a lot of damage.  Shoot him in the head with
the pistol, or lop his head off when he is switching weapons.  These will
frequently NOT give you life for killing with the Scythe.  They drop a bullet
box.
Finishing Move: Reverse sword thrust into your abdomen.

Shotgun Trsanti
Very much like his cousin, except with twin daggers and a shotgun.  He wears
white, like a sheik.  Very dangerous at close range, and a little bit sturdier
than the pistol version.  Use the same tactics.  They drop a box of shells.
Finishing Move: Guts you with the twin daggers.

Staff Monk
These are the basic dwellers of the Monastary.  They are fairly fast, but not
very tough at all.  Shotgun or pistol to the head will put them down for sure. 
Make sure you don't let them gang up on you.
Finishing Move: Trips you, then impales you.

Crossbow Monk
These are snipers that will attack from afar.  Not very accurate at long range,
they are deadly when you are close, especially if you do not see them.  Try to
kill them with the pistol as fast as possible.  If you can, use Ecto to fire
through walls to hit them.

Abbot
This guy fires some sort of powerful explosive at you, as well as a ray that
messes up your vision.  Cast Dispel if you need to relieve the vision problem -
use the Shotgun up close to take him out.

Witch Trsanti
There's only a couple of her, but she is no slouch.  She will fire magic at
you, and summon a shield to protect her from bullets.  The best strategy is to
cast Dispel and use the Shotgun or Scythe up close.  You can also hit her
before she raises her shield, though that can be tough.
Finishing Move: Seduces you, then claws your throat out.

Plant
At first, you find these in the greenhouse, but they are all over the game's
final levels.  They are immobile, but they can attack with vines through the
ground.  As soon as you spot one, load up your Phosphorous rounds, and go to
single barrel mode.  One shot is all you need.  Also, spears (preferrably
electrified) or Skulls will work.

Poltergeist
These are not exactly enemies, per se, but they are dangerous none the less. 
I've never been able to stop one, but you can dodge their attacks.  You only
encounter them in the house after returning from slaying Lizbeth.  Watch for a
blue glow around knives, plates, etc. and the sound of children's laughter.

Medusan
These flying medusa heads come right out of Castlevania.  They are fast and
small, and can be very tough to hit.  Your best bet is to bust out the Shotgun
and let them have it at point blank with both barrels.  One shot should do the
trick.

Magician
Robed humans that fly.  They are similar to the Verago, but not quite as
powerful.  They fire lightning instead of fire.  These don't show up in numbers
until the end of the game, but you fight one immediately after learning Shield.
 That is, in fact how to beat them.  Cast Shield, then wait for them to get
close and unload with the Shotgun.  Alternately, the Speargun and Skull Storm
work well, too.

Sil Lith
Crowlike enemies living in Oneiros.  They fire a purple ray like that of the
Abbot.  It makes you dizzy, but can be Dispelled.  They are not very tough, and
really like to be hit with the Cannon.  Also, try to use the Pistol or Shotgun.
 As always, Ecto makes a good compliment to this.

Verago
Flying cloaked wizards with a penchant for blowing things up.  If you see one,
RUN!  Get away, charge up Skull Storm to max, and let 'er rip.  A fully charged
level five Skull Storm should kill it, but if you don't finish it off, watch
out!  It will fly after you with suicidal intent and explode on contact.
Finishing Move: Drains your chest of blood

Doomflier
I hate these guys.  They are tenacious, and sort of like a bigger, freakier
version of the Medusans.  They can take a lot of punishment, so I almost always
try to hit them with the Cannon first.  While they are slow, unleash Ecto while
recharging the Cannon.  Rinse and repeat.

Big Doomflier
Ok, major suckage.  Very VERY large versions of the ones from the house.  They
are quite a bit tougher, and can suck you in with a vacuum type attack.  Try to
keep Haste and Shield going and use a combination of Tibetan War Cannon and
Skull Storm.  They'll drop soon enough.
Finishing Move: Picks you up and bites your head off

Crawlers
Little maggot looking guys.  These love to pop out of pots, dark corners, and
other places you don't expect.  They are best dispatched with the Scythe, and
if you use Frenzy, well hey - ten extra life.

Cro-Mag
This enemy comes in two forms - one with spears, and one without.  The
spearless ones will run up to you and attack - use Ecto or (yes, I know what I
said earlier, but it actually works really well here) Lightning, and the
Scythe.  The ones with Spearguns are quite a bit stronger, and they will try to
snipe you.  Avoid this, since the spears are VERY dangerous.  Take them out
with electrified spears, or a Skull Storm.  The armed ones will drop Spears and
often, their Spearguns.

Spearmen
These are tall, slender phasing tribal warriors with very big spears.  They can
be hard to hit, since they phase.  Use the cannon, then the Pistol or Shotgun. 
If you catch them unawares, you can kill them in one hit with a spear to the
head.


Section 6.  Bosses

The bosses are a very cool and challenging aspect of this game.  Each one is
unique, and they typically have a special way you must defeat them.  I present
them here in chronological order.

Lizbeth
She's fast, can attack at range, can kill you in one hit, and has allies. 
Certqainly the odds are against you.  To start off, Equip the Stone and Invoke.
 Invoke as many Skeletons as you can, then run around while your Mana
recharges.  Finish Off the Skeletons so you can concentrate on Lizbeth.  Once
they're all dust, switch to the Cannon and Ecto.  Keep hitting her as much as
possible, freezing her whenever you can.  Eventually, she will look dizzy -
that's your cue to go up to her with the Scythe and relieve her of her head. 
If you wait too long, she will glow white - when she does this, she's in a
rage, and can kill you instantly.  Hit her hard, and try to snap her out of it,
then follow up with the decapitation.

Ambrose
This guy's a lot easier.  Avoid his attacks by using haste, or else he WILL
kill you.  After a minute, a creature will leap from the wall.  While it has
him trapped, shoot the Gel-zibar Stone out of the axe.  Pick it up, then lop
off his noggin.  Job done!

Keisinger
Otto may talk big, but he's a pushover.  Shield + Skull Storm = Dead Otto.  You
have to fight him twice, and the Verago flying around in the first fight can be
tough.  Take them out, since they are more dangerous than Otto is.  Use Shield
and always face him.  Silver bullets work well as your left hand weapon.  Try
not to fall in during the second fight.  Two or three full on blasts of Skull
Storm will do him in.

Aaron
Another boss that is not hard, just tough to figure out.  Right off the bat,
equip the Scythe and take off Aaron's arm.  He will then move to the center of
the room.  Stand in front of any of the dangling chains or the door.  Dodge the
chain attack (Shield works well here, too) and the chain will get imbedded in
the door, or tangled in another chain.  Run up and Sever his cranial appendage.

Bethany
She cannot be harmed until all her pets are dead.  She starts by summoning to
Magicians and a Medusan.  Use the Shotgun or Cannon to hit the Medusan, and
Take out the Magicians with Speargun or Skull Storm.  Try to keep moving, and
recast Shield whenever you can.  Bethany may summon another Medusan if you are
not fast enough.  After killing these guys, She will start summoning a string
of Big Doomfliers.  Keep your distance, and take them out with the Cannon/Skull
Storm Combo.  She will give up soon, and move to the other side of the ring,
where you can leap up to behead her.

Undying King
This isn't really the King, just the Guardian of the Portal.  Anyways, it's
tough, but not once you know what to do.  Follow these steps to ensure success.
 Cast Shield, then Haste.  Switch to Skull Storm.  Equip Dynamite.  Run up to
the Beast's base and drop about six sticks of Dynamite in rapid succession. 
Run back to the shore.  If the beast is opening up at the base, you dropped
enough Dynamite - otherwise, try again.  Switch to Gel'zibar Stone.  Charge
Skull Storm to three, then fire at the upper blue "head" area of the Beast. 
Immediately begin charging another Storm.  By now you should have Level Five
Skull Storm and enough Whorls to offset the Mana it costs to cast the Storm. 
When the body opens up, fire the Skulls into the body.  Repeat - head, body,
head, body.  You will win in a few minutes.  Make sure you move a little bit
backwards, since the body will try to suck you in, killing you instantly.  If
you have trouble getting the Skulls in, try being a tiny bit closer, to make
sure you fire over the hill.  Good luck!



Section 7.  Thanks!

Thanks to the guys at Gamespot, who provided some insight into the game.  I
didn't use anything directly from their guide, but it did help me play through
a couple tough spots.

Thanks to RapSkallion for the great Boss Guide on GameFaqs.  I found it helpful
for Liz, Ambrose, and Aaron, since they have "tricks" to beating them.

Thanks to Clive Barker, for helping inspire a truly fun and cinematic FPS.

Thanks to CjayC, for kicking mucho butt with GameFaqs.

Thanks to you, for reading this Faq!


If you have any questions, constructive criticism, feedback, etc,  feel free to
mail me at Matthew_Hoffmann@hotmail.com


Copyright 2002 Matt Hoffmann