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    FAQ/Walkthrough by DEngel

    Updated: 11/30/17 | Search Guide | Bookmark Guide

    I have decided not to allow websites other than Gamefaqs (www.gamefaqs.com),
    IGN (faqs.ign.com) & Gamespot (www.gamespot.com) to host my FAQs from now on.
    Please don't ask, because I will not grant permission.  It's just that too many
    sites don't keep their version of my FAQ up to date which makes for a lot of
    hassle in my mailbox.
    So if anyone sees this FAQ on any site other than those mentioned above, please
    let me know and I will take care of the situation, thanks.
    Just to make things crystal clear for some people, this FAQ is not to appear
    anywhere at the following URLs:
    This document Copyright 2004,2017 Daniel Engel
    Undying FAQ
    November 30, 2017
    Daniel (DEngel) Engel
    dan.engel.2017 [AT] gmail [DOT] com
                                 (A) TABLE OF CONTENTS
    Table of Contents
     (A) This Table of Contents
     (B) Controls
     (C) Items
     (D) Weapons
     (E) Spells
     (F) Tips
     (G) Walkthrough
      -  (G-01) The Manor
      -  (G-02) Lizbeth's Chapter
      -  (G-03) Ambrose's Chapter
      -  (G-04) Keisinger's Chapter
      -  (G-05) Aaron's Chapter
      -  (G-06) Bethany's Chapter
     (H) Secrets
     (I) Journals
     (J) Thanks
     (K) Experimental
                                     (B) CONTROLS
    The default controls for this game are as follows:
    F3 - Journal entries screen.
    F6 - Quicksave.
    F7 - Quickload.
    1 - Cycle forward through weapons.
    2 - Cycle backward through weapons.
    3 - Cycle forward through spells.
    4 - Cycle backward through spells.
    [/F - Cycle forward through items.
    ]/V - Cycle backward through items.
    Enter/Q - Use selected item.
    E/Delete - Weapon quick select (hold).
    R/End - Spell quick select (hold).
    Alt/Caps Lock - Reload your weapon, or switch to its secondary mode.
    Pause - Pauses the game, not surprisingly.
    W/A/S/D/Arrow Keys - Used for movement and strafing.
    Shift/C - Crouch.
    Space/Ctrl - Jump.
    Left click/Insert - Fire selected weapon.
    Right click/Home - Use selected spell.
    Scroll Wheel - Cycle through weapons.
                                       (C) ITEMS
    Health Packs / Health Vials
    Restores some of your health when used.
    Raises the spell that you have equipped one level, extremely helpful.  They
    look like glowing pink objects and they also make a noise when you're close to
    them so they're hard to miss.
    Mana Well
    Raises your total mana by 10 units, very helpful.  They look like round red
    objects and aren't terribly common.
    Arcane Whorl
    Your mana recharges faster for every one of these that you collect, very
    helpful.  They look like green scrolls that actually look very similar to
    health vials from a distance.
    Silver Bullet Ammo
    Strong ammo for your revolver, takes longer to reload.
    Phosphorus Shells
    Strong flame ammo for your shotgun.
    Very deadly explosives, used both as a weapon and to reach certain areas.  The
    fuse is about three and a half seconds.  Remember that.
                                      (D) WEAPONS
    Gel'ziabar Stone
    Magical stone that you received from the Trsanti, creates a shockwave of energy
    that pushes back enemies.  If you equip it when casting a spell...
    Basic weapon that you start with, can fire six bullets before needing to
    reload.  I use this weapon a lot because it takes out most basic enemies with
    Tibetan War Cannon
    Strange weapon that fires blasts of freezing energy, it can also be charged if
    you hold the attack before releasing it.  If you manage to freeze an enemy
    without killing it, then enemy will move slower until it thaws.
    Stronger weapon that can hold two shells at a time.  It can also fire them both
    at once, or individually as needed.  Once you find phosphorus shells you can
    load this strong ammo in the shotgun.
    Close-range weapon that is used to finish off most bosses, also the only weapon
    that can stop skeletons from reviving by chopping their heads off.  (The Invoke
    spell can do the same job.)
    Bottle filled with flaming gasoline that you throw; unfortunately you can only
    hold three at a time.
    Fires one spear at a time, takes time to reload but otherwise not a bad weapon.
    When you use this weapon you get to control a phoenix as it flies quickly
    ahead.  Try to crash it into your target.
                                       (E) SPELLS
    This spell allows you to view past events and sometimes secrets, it also makes
    enemies glow and therefore easier to spot.  Finally you can use the spell to
    make it easier to see in dark areas.
    Your first offensive spell, a blast of energy is fired with this spell.
    Unfortunately the blast quickly heads off course so you're best using this
    spell at close range.
    This spell is mainly used to get rid of a few magical barriers in the game, but
    you can also use it to counter enemy spells, such as the dizziness caused by
    the shots of the Sil Lith.
    This spell resurrects slain enemies to fight for you.  It's also used to get
    rid of annoying Skeletons for good.  You can also try using it on living human
    enemies like the Trsanti to get them to commit suicide.
    This spell lets you run really fast for a brief period, and also allows you to
    jump farther than usual.
    This spell creates a magical shield in front of you.  It is important to
    remember that the shield doesn't protect you from attacks that come from the
    side or behind you.  The shield will shatter once it has taken enough damage or
    after a length of time.
    Skull Storm
    This spell allows you to take up to three skulls and fire them at your enemies
    in a massive explosion, it's very effective at damaging strong enemies.
    This spell allows you to solve a few puzzles and can be used to attack enemies,
    though I didn't use it much at all.
                                       (F) TIPS
    Your shield spell only creates a shield in front of you so don't expect it to
    protect you from attacks on all other sides.
    Personally I find that skull storm and shield are the only spells that you need
    to get to level five, the rest of your amplifiers can be used on whatever
    spells you want.
                                    (G) WALKTHROUGH
                               Bricklayer J. Gastronomy
                                    (G-01) THE MANOR
    Manor - Front Gate
    After the intro you can read the four journal entries that you have by pressing
    F3.  Head for the doors up ahead, then cast the Scrye spell when your stone
    starts glowing and you hear voices.  Once you're done looking at the corpse and
    bats you should enter the building to reach the next area.
    Manor - Entrance Hall
    After the cutscene you should follow the hall as you see a ghost, then grab the
    health up ahead.  Turn around and enter the door to your right to meet up with
    After the cutscene you can check your new journal entry [Jeremiah's
    Conversation], otherwise equip your revolver as you follow the hall back to the
    large room with all the stairs.
    You need to kill the enemies in this next section quickly or they will get
    inside Jeremiah's room and kill him, so don't waste time.  You should see the
    same ghost again so follow him down the stairs, then enter the open door on
    your right to reach the next area.
    Manor - West Wing
    Enter the open door on your right to meet up with the ghost again, then take
    the bullets by the windows and return to the hallway.  Take the open door up
    ahead on your left next and grab the health pack in the corner, then head
    towards the mirror as you take more bullets and see the ghost once again.
    Enter the pair of doors to your right as you hear a scream, then kill the trio
    of enemies with your Revolver.  These enemies, known as Howlers, leap at you
    while trying to slash you with their claws, as long as you keep moving and
    strafing though they're not hard to avoid.
    Once the enemies are dead you can pick up a health pack and some bullets near
    the maid's corpse before entering the door behind her.  Kill the Howler and
    enter the next room as you kill two more howlers.
    Climb the winding staircase as you kill another Howler, then rush through the
    nearby double doors and kill the last howler before it breaks into Jeremiah's
    room.  With the howler's dead, you can enter Jeremiah's room for a cutscene.
    Manor - Guest Room
    After the cutscene you can check out the new journal entry [Jeremiah's
    Disclosure] if you wish, otherwise pick up the scroll in front of you to get
    the Ectoplasm spell.
    Grab the bullets and equip the ectoplasm spell, then take the door up ahead to
    reach the next area.
    Manor - Central Upper
    Head right to meet up with a servant, then check the new journal entry
    [Lizbeth's Room] if you wish.  Otherwise follow the servant until you meet with
    a maid, then enter Lizbeth's room and scrye near the painting of her to see
    what she looks like now.
    Grab the health pack in the bathroom and collect a journal entry [Lizbeth
    Poetry] from a table in her room, then return to the hallway and kill the pair
    of howlers that appear.
    Return to Lizbeth's room to kill another pair of Howlers, then head back to the
    hall and go left as you pass a bleeding servant and reach the next area beyond
    the door up ahead.
    Manor - Entrance Hall
    Enter the room to your left for two journal entries [Joseph's letter &
    Evaline's Letter], some bullets and a health pack.  Kill the howler that drops
    from the ceiling and the other pair that runs to you in here, then go down the
    stairs in the previous room.
    Go around the back of the stairs on the bottom floor to find a trio of howlers
    and the servant key by the dead maid, then enter the door to the right of the
    stairs [if you're facing them].
    Go right and scrye at the picture of the Covenant family to see what they look
    like now.  Go to the doors up ahead and kill the pair of howlers that appear,
    then follow the hall until you reach two doors.  The right door won't open so
    take the left one to reach the next area.
    Manor - North Wing Lower
    Take the second door on your right for a health pack, then enter the next room
    up ahead.  Take either door to reach the kitchen with the fireplace, then grab
    the health pack and speak to the maid in the next room.
    She gives the east wing key and tells you to get the key to the gardens from
    the maid cleaning Keisinger's room.  Kill a pair of howlers as you head back to
    the previous area.
    Manor - Entrance Hall
    Enter the doors ahead of you to meet up with the ghost of Aaron once more, then
    shoot the book when he leaves it on the bookcase before picking it up.  Check
    the journal entry [Moon Door Notes], then return to the hallway and follow it.
    Kill a pair of howlers and continue along the hallway, then enter the doors at
    the end to reach the next area.
    Manor - Central Lower
    Enter the door in front of you and enter the door beyond, then talk with maid
    in Keisinger's room.  Take the journal entry [Bethany Writings] by the
    fireplace and leave the room, then enter the doors on the other side of the
    Kill a pair of howlers here and take the journal entry [Aaron's Letter] before
    climbing the stairs and entering the door in the room.  Kill the howler by the
    corpse and climb the stairs beyond, then enter the door up ahead to reach the
    next area.
    Manor - East Wing Lower
    Enter the room ahead of you for a journal entry [Playroom Diary], then return
    to the hall and head left.  Kill the howler that drops from the ceiling and
    take the door at the end of the hall to the next area.
    Manor - Chapel
    Follow the stairs until you see a large cross with a pink stone on it, then
    shoot the purple stone to make it fall before picking it up.  The stone is an
    amplifier and it's used to make your spells stronger, amplifiers are pretty
    easy to see and they also make a noise when you're close to one.  I recommend
    using it now to raise your ectoplasm spell to level two.
    Climb the stairs on the left side of the room and jump near the rafters to find
    a key, then enter the room beside you and take the health pack.  Open the
    cabinet with your priest key but don't take the items inside yet.
    Switch to your ectoplasm spell and get ready to fight some ghosts, then grab
    the items and face the door to this small room.  When you see a pair of faint
    white clouds appear use ectoplasm on them until they stop moving, these are the
    Once you've killed the first pair you can exit the room at which point a third
    will come at you, get rid of him and start working your way back to the
    previous area.  On the way you will find two more ghosts, it's up to you
    whether you kill them or run past them but the door to the previous area is
    just ahead.
    Manor - East Wing Lower
    Now that you're past the ghosts you can read the various journal entries that
    you received in the chapel, then work your way down the hall until all the
    lights go out.  Kill the trio of howlers and enter the room at the end of the
    hall, then take the health pack and enter the other door in this room.
    Kill the pair of howlers and enter the door up ahead, then walk alongside the
    windows as you kill a trio of howlers [including one that comes from behind].
    Enter the door at the end of the hall after grabbing the health pack, then take
    the amplifier inside and return to the hallway as the lights go out.
    Enter the door on your left up ahead and kill a pair of howlers, then get some
    bullets by the door before entering the door by the corpse.  Climb the stairs
    here and enter the door on your right to reach the next area.
    Manor - East Wing Upper
    Enter the room to your right and climb the stairs beyond, then go down the hall
    and enter the open doors to your right.  Go left in the room for a journal
    entry [Keisinger's Note], then go through the door beside the bed to reach the
    next area.
    Read the journal entry [Oneiros History] if you wish, then climb down the
    nearby stairs and get ready for some annoying enemies.  These tentacled
    enemies, called Scarrows, can spawn anywhere and have both close-range and
    distance attacks, but as long as you keep moving they're not terribly annoying.
    Go through the door on your left and head towards the coffin, then grab the
    health vial behind it.  Approach the coffin to push the lid, then use the lid
    as a ramp before dropping into the coffin.
    Jump over the platforms up ahead to reach the other side, then kill/avoid the
    Scarrows as you climb down the stairs to your right.  Continue your descent
    until you find Keisinger, then quickly run through the arch up ahead and hide
    behind the wall to avoid his shots.
    Head for the stairs nearby and cross the blocks that form to reach the Tibetan
    War Cannon, then drop through the hole where you found it to reach the Manor
    once more.
    Manor - East Wing Upper
    Grab the garden key by the strange corpse, then enter the room beyond and head
    for the door to your right.  Once it shuts Scarrows start appearing so head
    for the other side of the room and crawl through the fireplace.
    Use the war cannon on the Scarrows in here as you grab the health pack, then
    enter the door nearby and head for the pair of doors at the end of the hall.
    Take the pair on the right and collect the health packs inside, then return to
    the hall and take the door on your right.  Kill the Scarrow here as you take
    the doors in corner to the next area.
    Manor - East Wing Lower
    Kill some Scarrows as you climb down the stairs, then enter the door that
    leads to the hallway with all the windows.  Turn left and work your way through
    the next few rooms while killing Scarrows, then go down the hall and enter the
    double doors on your right to reach the next area.
    Manor - Central Lower
    Kill more Scarrows as you go down the stairs ahead and the hall beyond, then
    enter the doors at the end and grab the health pack to your left.  Turn around
    and kill more Scarrows as you climb the stairs beyond to reach the next area.
    Manor - Central Upper
    Head right as you kill some Scarrows, then enter the door ahead before
    continuing forward to the next area.
    Manor - North Wing Upper
    Climb down the stairs ahead before entering the trio of doors beyond, then when
    you see Aaron's ghost use an ether trap before he pushes you back to get rid of
    him for now.  Grab the Amplifier behind him and use it to level up ectoplasm
    once more, then enter the next room as all the doors shut behind you.
    Use your ectoplasm or war cannon to take out the Scarrows as you approach a
    magical barrier and a mirror, then jump through the mirror and grab a health
    Enter the nearby door and walk to each of the seven unlit torches to light
    them, then take your next spell from the middle of the room.  Equip dispel
    [your new spell] and jump back through the mirror, then use dispel to get rid
    of the magical barrier.
    Enter the room beyond as you kill more Scarrows, then go through the door in
    the corner.  Turn left and unlock the door as you enter a hallway, then get
    some ammo [including stronger silver bullets] and a health pack from two of the
    rooms here.
    Return to the previous room and turn left, jump/crawl into the small hole in
    the wall here and ride the dumbwaiter down to the next area.
    Manor - North Wing Lower
    Kill the howler and head for the area to your right where you talked to the
    maid earlier, then kill the howler and go right to find the dead maid.  Enter
    the door on you left as you kill a pair of howlers, then grab the health pack
    and return to the room with the maid's corpse.
    Climb down the nearby stairs to a dark area, then kill a howler as you head
    left for some molotovs.  Go back to the larger area and continue on, then kill
    a pair of howlers as you find an amplifier.
    Use the amplifier to raise ectoplasm to its highest level, then continue onward
    until you reach a chest and a door.  Grab the health pack in the corner and
    approach the chest to open it, then kill the howler that comes after you.
    Collect the bullets from the chest and work your way back up to the maid's
    corpse.  Unlock the door nearby with the garden key, then enter the door to
    reach the next area.
                                (G-02) LIZBETH'S CHAPTER
    Manor - Gardens
    Head right and speak with a servant to get a journal entry [Lizbeth Sighting]
    and the gate to the Mausoleum unlocked, then head through the gates to the next
    Mausoleum - Approach
    Head to the main gate of the mausoleum to meet Lizbeth, after she runs away
    continue along the fence until you see an opening.  Head through the opening
    and walk alongside the cliff, then use your pistol or ectoplasm to take out a
    pair of howlers.
    Continue around the mausoleum as you attack another pair of howlers, then
    attack another howler that leaps off the roof of the building before entering
    through the main doors.
    Mausoleum - Entrance
    Equip ectoplasm and go through the curtain up ahead, then kill the howler that
    appears before getting the invoke spell from the open coffin.  Pull the lever
    on the right and kill the howlers that appear, then return to the previous room
    and grab the amplifier.
    Use it on your invoke spell, then kill the pair of howlers nearby and crawl
    through the passage beyond to reach the next area.
    Mausoleum - Tunnels
    Work your way through the tunnels as you fight a pair of howlers, then kill two
    skeletons as you continue through the tunnels to the next area.
    Mausoleum - Entrance
    Collect the pair of health packs to your left, then turn around and shoot the
    broken plate to reveal a tunnel.  Shoot a pair of skeletons in the tunnel, then
    climb the ladder beyond them to reach the next area.
    Old Cemetery
    Use the Invoke spell [when your crosshair turns blue] on the skeleton ahead of
    you that starts to move to get rid of him forever, then go through the arch to
    exit the building.
    Walk around the building to the left.  Kill another skeleton.  Most Skeletons
    will come out of the ground, but a few of the skeletons lying around will also
    come alive as you approach.  The Scrye spell will show you which ones will come
    alive -- they'll have a blue aura.
    You'll come to an open area in the building full of grave markers.  In the far
    left corner you'll find Bullets and a Health Pack.  In the far right corner,
    there's a short grave marker leaning against the wall.  Jump onto it.  Turn
    around, and jump to the mid-sized gravestone with a small cross on top.  Turn
    slightly right, and jump to the taller grave marker with a large cross.  Turn
    about 60 degrees right, and jump to the mid-sized marker.  Then jump onto one
    of the arms of the large cross that the Health Pack was hidden behind.  From
    there, make a small hop onto the wall, turn left, and run along the wall to
    pick up your first Arcane Whorl.
    There's really nothing else for you to do here for so head to the water and
    you should see a boat.  Carefully Walk along the dock to the boat and take it
    to the next area.
    Monastery Present - Cove
    Go through the gap in the large stones and follow the path, then kill a large
    group of howlers and check the human corpse for a health pack.  Continue along
    the path and watch as some humans fight some howlers, then kill the survivors
    before they kill you.
    Collect the bullets and health pack, then head up past the tower as you kill a
    howler.  Take the silver bullets and kill many howlers (most come from behind),
    then return to the tower.
    Head left past the tower and go right when the path forks for a journal entry
    [Ingredients], then turn around and follow the path right until you see a
    Kill the pair of guards and get the tower key from one of them, then kill the
    other pair of guards that approaches from behind.  Work your way back to the
    tower while killing a trio of howlers, then enter the tower and take the chest
    key and sun medallion.
    Leave the tower and return to the buildings where you killed the guards, then
    kill four howlers (two behind you) along the way.  Approach the barn near the
    back and kill the howler when he knocks the doors down, then kill the other
    howler inside and climb the nearby ladder.
    Shoot the howler up here and head for the open windows, then walk up the plank
    on the rightmost window.  Now take a running jump so that you land in the
    building up ahead, then walk forward until you hear creaking.  Equip your war
    cannon and ectoplasm, then charge your war cannon as you follow the path left.
    A guard with a shotgun comes around the corner, so quickly shoot him with the
    war cannon to slow him down.  Now hit him with an ectoplasm barrage until he
    dies, then pick up his shotgun.
    Use whatever weapon you want to kill the howlers through the next door to your
    left, then climb up the stairs through the door beyond.  Turn right at the top
    and leap to the broken sections of room nearby, then work your way around on
    the roof until you reach a wall that has a ramp on the other side.
    Drop onto the side with the ramp and use your chest key on the chest here to
    get a trapdoor key, then return to the stairs that you used to get on the roof
    as you kill a pair of howlers.  This time go under the stairs to reach a small
    underground area, then get a health pack behind the spider web.  Go to the
    corner by the boxes and open the trapdoor, then drop into it to reach the next
    Monastery Present - Tunnels
    Follow the tunnel until you reach some water, then equip the invoke spell as
    you follow the water left.  Use invoke to get rid of the skeletons one at a
    time, you can even shoot them to stop them moving while you wait for your next
    spell to charge up.
    Once you reach the large hole go left through a passage, then use ectoplasm to
    take out the bats if you want.  Otherwise ignore the howlers above as you head
    through the passage to the next area.
    Monastery Present - Exterior
    Drop off the ledge to the ground below, then head right and jump up some stone
    steps for a health pack.  Turn around to kill a group of howlers, then continue
    jumping up more stone steps nearby.  Kill the large group of howlers up ahead
    if they show up, otherwise ignore the ammo box there and go up some stairs to
    your right instead.
    Climb another set of stairs and shoot a pair of howlers beyond, then turn right
    for a health pack before continuing past the howlers that you just killed.
    Head right to a flat area and turn right again as you enter a tower through a
    window, then look down the staircase as you kill a pair of howlers.
    Go down the stairs for a health pack, then climb up the stairs as far as they
    go.  Look for a thin diagonal beam on one of the walls, then use it like a ramp
    as you hug that wall.  Jump on the rock here that's closest to the edge, then
    use the next one as a ramp to the next floor.  Turn left at the top and you
    should see a ladder, then line yourself up and jump to the ladder.  Climb it to
    the very top of the tower, then pick up your first mana well.
    Work your way back down and leave the tower the same way you entered, then turn
    left and walk along the flat area until a howler appears.  Kill it and jump up
    the pair of stone blocks to reach the ledge above, then go forward to the next
    Monastery Present - Interior
    Go forward until you see a large grassy area to your left, then head that way
    until you see a glowing green light above a wall.  Head to that light to meet
    up with Lizbeth, then back up to avoid the rocks that she throws at you.
    Turn around and climb up some stairs up ahead to reach the ledge where you
    entered this area, then go left until you hit a wall.  Head right from here for
    an amplifier, then kill a trio of howlers that appear.
    Save the amplifier for now as you head back to the large grassy area, then go
    through the door that's left of the area where you saw Lizbeth.  Grab the
    health pack and use invoke on the skeleton as it gets up, then avoid Lizbeth's
    rocks as she shows up again.
    Leave this room and turn right, then go down a set of stairs before going up
    more stairs on your left.  Go left at the top for a health pack, then kill a
    pair of howlers as you return to the top of the stairs.  Take the other path as
    you go up more stairs, then kill a pair of howlers and take the second door on
    your left for a health pack.
    Continue along the hallway with the broken floor as you kill another Howler.
    On the right side of this hallway, there's a fireplace.  Look down into it,
    and you'll see an Amplifier sitting on a ledge between the two floors. The
    ledge is on the inside wall, and if you walk straight into the fireplace,
    you'll fall past it.  Instead, walk back and forth in front of the fireplace,
    approaching it at shallow angles.  When you finally drop, you'll land on the
    ledge and get the Amplifier.
    Go back upstairs to the hallway with the broken floor.  This time, enter the
    second door on the left for a shotgun and some dynamite.  Work your way back
    to the open grassy section, then go back to the previous are from there.
    Monastery Present - Exterior
    Turn right and walk along the flat area, then go down a number of stairs and
    check the ground for holes in the bricks to the right of the lowest set of
    A journal entry [Blasting Notes] appears when you're in the right area, so take
    your dynamite and drop it on the blocks as you get out of the way of the blast.
    Return to the blocks and drop through the hole that you created to reach the
    next area.
    Catacombs - Entrance
    Go straight past the bats into the room with multiple paths, then go right and
    enter the blue area for a short cutscene.  Use ectoplasm and any weapon to take
    out the pair of howlers, then climb the ladder instead of entering the doors.
    Work your way to corpse at the end of this section, then pull a lever on the
    wall to open up a passage.  Grab the amplifier and drop down the hole at the
    end of the passage, then take the bullets and scrye to see an interesting
    message on the wall.
    Exit the room and head right as you kill/avoid a number of Howlers, then go
    past the large hole and enter the door beyond to reach the next area.
    Catacombs - Saints Hall
    Climb the stairs and kill the pair of howlers that drop from above, then take
    the staircase on your right to reach the next area.
    Monastery Present - Interior
    Leap up the stones to reach the floor above, then equip ectoplasm as you run up
    stairs and kill some howlers.  Work your way to the last room and open the
    chest there to find the time incantation and a silver key, then grab the nearby
    journal entry [Abbot's Lament] and return to the previous area.
    Catacombs - Saints Hall
    Climb the stairs and follow the passage until a skeleton breaks down a wall,
    then use invoke on him and continue onward.  Climb down the nearby stairs and
    either use your war cannon and invoke to get rid of the skeletons for good, or
    run away from them.
    Either way use your silver key on the door with the large keyhole to reach the
    next area.
    Catacombs - Exit
    Follow the path here as you kill a pair of howlers, then continue along the
    path while avoiding bats.  Climb down the stairs when you reach them and
    collect phosphorus shells from the corner as you kill a howler, then enter the
    next room while you kill a pair of howlers.
    Scrye to get a journal entry [Abbot Scrye], then climb up the stairs and enter
    the room to your left.  Push the wheel and return to the hallway, then go back
    down the stairs and into the tunnel.
    Go left this time and follow the passage until you reach a door, then open it
    and work your way to a corpse.  Use scrye to see the red floor panels, then
    make sure you DON'T step on them as you go past the traps in the wall.  Head to
    the next door and go through it to reach the next area.
    Catacombs - Wind Chamber
    Wander around a little and all the lights will go out, then use work your way
    to the many torches on the wall to light them up again.  Use the lit torches to
    keep track of where you've already been, then use invoke on the skeletons that
    appear to get them out of your way.  Search for a ramp that doesn't have a door
    at the top, then climb up it to reach the next area.
    Monastery Present - Interior
    Jump up the rocks to get out of the hole, then kill a group of howlers as you
    climb some stairs nearby.  Take the health pack and continue to the next
    section, then scrye to see a monk fiddling with a section of the wall.  Push
    the button there to open a stone safe, then take the mercury flask and
    monastery key from the safe.
    Take the phosphorus shells nearby as well, then drop to the ground below and
    try to walk through the door as the ground gives way.  Don't go through the
    hole nearby, instead go down a second hole on the other side of this section
    and walk towards the light to reach the next area.
    Catacombs - Wind Chamber
    Head towards the light nearby for a cutscene, then kill the pair of howlers and
    continue along the passage.  Open the door with the monastery key and enter the
    passage beyond, then take the health pack from the right room before continuing
    Kill more howlers as you grab another health pack, then continue on until you
    drop into a room.  Kill a group of howlers here before taking the passage
    opposite the stairs for some ammo, then go behind the stairs for a health pack
    as you kill another howler.
    Climb the stairs next and enter the door at the top to reach the next area.
    Catacombs - Exit
    Turn the wheel and open the door, then turn right and head outside to the next
    Monastery Present - Church
    Turn around and climb the stairs in the back left corner for some shotgun
    shells, then drop down and head right to some stairs.  Climb up the first set
    for a health pack, then climb down both sets and head for the nearby pond.
    Put the sun medallion on the one side and the mercury flask on the other, then
    approach the middle monument to use the time incantation.
    Now you should enter the pond to travel back to the past, which not
    surprisingly is the next area.
    Monastery Past - Exterior
    Head left for some ammo and a health pack as you kill the monk by the fire,
    then go right and kill another monk by the next fire.  Continue around the
    building and use your pistol to take out the monk with the crossbow on the
    wall, then take the journal entry [History of Scythe] by the corpse on the
    Kill a pair of monks up ahead as you take a health pack, then continue around
    the building as you shoot two more monks up on the walls.  Kill another monk on
    the ground followed by a second up on a wall, then enter the gate nearby as you
    kill another monk.
    Take the health pack and ammo to your left, then go past the fire as you climb
    down some stairs and kill a monk.  Take the health pack and ammo by the fire,
    then climb back up the stairs and head left.
    Climb up a set of stairs and head right to climb up a second set, then get the
    ammo nearby before passing under the bridge.  Shoot the guard in the corner up
    ahead before heading right to a flat area.
    Shoot the guard on the bridge that you passed earlier, then grab the health
    pack up ahead before shooting a pair of monks.  Enter the door up ahead on your
    left to reach the next area.
    Monastery Past - Interior
    Shoot the monk around the corner up ahead, then enter the door behind you to
    reach the next area.
    Monastery Past - Living Quarters
    Climb the stairs and shoot the monk in the hallway, then enter the first open
    door for a journal entry [Monk's Work].  Return to the hall and go down it
    until the path forks, then go down the stairs to your left and follow the
    passage to an amplifier.
    Climb back up the stairs and go right, then kill the praying monk and take his
    health pack.  Turn around and go straight as you pass some blue windows, then
    go left into the next room and kill another monk.
    Follow the passage up ahead as you go down some stairs, then go down a small
    staircase right of you and kill a pair of monks.  Return to the previous room
    and go down more stairs until you reach a room with a long water trough.
    Climb up the first set of stairs and enter the room on your right, then turn
    left and use the lever to drain the water in the trough that you passed.
    Return to the previous room and climb up the next set of stairs, then jump onto
    the short platform in the corner.  Jump from here to the wooden sloped object,
    then jump to the nearby shelf and knock over the red book.
    Go back down the stairs to the trough which is now empty, then walk to a hidden
    passage at the end for some ammo, a health pack and a mana well.  Head back to
    the room with the lever that you used on the trough, then take the door in the
    back left corner to reach the next area.
    Monastery Past - Interior
    Enter the door in front of you and kill a pair of monks, then climb the stairs
    on your left for a few items.  Enter the door on the other side of the room and
    go right for an arcane whorl.  Turn around and head for the door up ahead to
    reach the next area.
    Monastery Past - Exterior
    Enter the door and climb down the stairs for some ammo, then climb all the way
    up the stairs before climbing a ladder and another set of stairs.  Work your
    way around to another ladder, then climb up it and kill the monk before he uses
    deadly magic on you.  Pick up the abbot key and work your way down the tower,
    then return to the previous area.
    Monastery Past - Interior
    Go to the large room and head down the stairs in the middle, then pick up the
    ammo and health pack before taking the door outside.  Kill the monk and go up
    the stairs past the large tower, then head left towards a door.  Go right for a
    moment as you kill a trio of guards and get a health pack, then go through the
    nearby door that you just saw.
    Enter the next room as you take some ammo and health packs, then enter the room
    up ahead and unlock the door.  Climb the stairs beyond and equip your shotgun
    and ectoplasm, then rush the monk in the next room and kill him before he can
    use his magic on you.
    Take the health pack and gold key up ahead and return to the previous room,
    look at the monk's body and the window that's now open.  Use the monk's body as
    a platform as you jump through the window, then go to the ledge on your left.
    Follow it and jump up some stone steps, then follow the ledge to a section of
    Follow the roof to the other side and pick up the health pack on your left,
    then jump up some stone steps to reach a higher roof on your left.  Take a
    running jump from the end of this roof to reach the next highest section, then
    jump onto the small square platform near the amplifier.
    This next jump is VERY annoying but basically you need to take a running jump
    from your small platform to the amplifier.  If you keep trying you will
    eventually make it to the amplifier, then you should look left at the nearby
    Jump from the square platform beside it through the only open window, then drop
    down the hole inside to reach the next area.
    Monastery Past - Church
    Kill a monk as you grab some nearby items, then go down the stairs ahead and
    kill another monk at the bottom as you grab a health pack under the stairs.
    Kill the trio of monks in the middle of the large room (including the stronger
    magical monk), then climb the stairs on the right side of the room.  Kill the
    monk up here and pull the lever, then return to the room below.
    Now walk up the scythe nearby and take it to start a cutscene.
    Monastery Present - Church
    Read your journal entry on the scythe if you wish, then jump up the stone steps
    to your left.  Now go down the nearby stairs to reach the next area.
    Catacombs - Exit
    Climb down the stairs up ahead and enter the door to your right by using your
    gold key.
    Catacombs - Lower Level
    Once the flames go out head right until you reach a large room.  Walk around
    the short wall to your right, and walk up the staircase that looks similar to
    the one you just came down.  Hit the candles on the left wall to open a door
    on the right wall, leading to a secret room with an Amplifier.
    Go back downstairs and head through the large room.  Kill a number of howlers
    as you grab a Health Pack and [Lost Trsanti Note].  Work your way to a room
    with rats and keep going straight, around the rubble.  Walk down the flight
    of stairs.
    Catacombs - Well Room
    This next area spawns Howlers, so use your Scythe and keep moving.  Follow the
    hallway until you get to a pool of water, which has a Health Pack at the
    bottom.  Then go up the nearby stairs.  Walk along the hallway, staying to the
    right.  Don't walk on the lattices -- some are rotted and you may fall through,
    dumping you back on the first floor.  Soon you'll see a door on the left wall.
    Go in.
    Kill two Howlers and jump up onto the platform.  You need to shoot six of the
    stones on the walls to make the platform rise to the top of the well.  Shooting
    the wrong stones will cause water to flood the chamber.  There are three walls
    with stones.  For each wall, shoot the stones with symbols that match the
    corresponding symbol on the platform.  The color of the stones doesn't matter,
    nor does the order in which you shoot them.  Work your way up from the bottom.
    Even if you simply shoot all matching symbols, you should reach the top before
    the water drowns you.  If not, experiment to find the correct stones.
    When you reach the top, grab the Amplifier and Mana Well, and quickly get back
    on the platform before it lowers.
    Go back down the stairs and follow the passage to the left.  Climb the flight
    of stairs at the end of the hallway, and pull the lever on the left wall.
    Catacombs - Lower Level
    Go straight, back through the rat room, and meet up with Lizbeth.  Follow the
    tunnel to the next area.
    Catacombs - Cisterns
    Climb the ladder and head left for an Amplifier, then return to the large room
    and take the door on the other side for some Dynamite.  Climb down the stairs
    and use the lever by the large door to open it.  Walk across the bridge.
    You'll notice that the middle part is crumbling.  Use Dynamite to destroy this
    section.  You can also time it to get rid of the pair of Skeletons following
    Use the lever on the other side of the bridge to get into the next room, then
    use your Scythe or Invoke on four more Skeletons.
    Jump into the water and swim through the passage for an Arcane Whorl and a
    journal entry [Cistern Entry], then return to the surface and climb out of the
    water.  Walk up the stairs to your right, and pull the lever at the top.
    Return to the bridge and carefully drop into the water below, if you hit brick
    instead you die.  Climb out the water and head through the nearby doorway to
    reach the next area.
    Catacombs - Tunnels
    Follow the passage as a gate traps you inside the room, then climb down the
    stairs and kill a pair of Howlers as they get let inside.  Head through the
    nearby passage to meet up with Lizbeth, then kill a pair of Howlers as you
    follow the next passage.
    Kill a group of Howlers and jump on the button in the middle of the room, then
    climb down the stairs that appear and collect a health pack.  Go down the
    passage and get ready for some Howlers, then find the nearest one and rush
    through the gate as it opens to let him in.
    Work your way around to some double doors as you kill the Howlers in your way,
    then enter the doors to reach the next area.
    Catacombs - Lair of Lizbeth
    Proceed along the passage and meet up with Lizbeth once more, then approach her
    as you fall through a pair of trap doors.  Kill the group of Howlers and work
    your way through the passages until you reach a grating above you, then climb
    the stairs once the grating slides open.
    You hear some singing now so follow it, but equip the Scythe and Ectoplasm
    while saving your game before you enter the wooden door.  Enter the next room
    to start a cutscene, the boss battle begins afterwards.
    Use the Scythe to quickly take out the annoying skeletons in the room, then
    avoid Lizbeth's attacks while using Ectoplasm on her.  Once you damage her
    enough she will glow white and get really angry, her attacks do a lot of damage
    at this point so run away.
    Dodge her jumping attacks and use Ectoplasm on her while you can, then when her
    white glow fades she stands dazed for a brief moment.
    At that moment run up to her and chop her head off with the Scythe to end the
    A scroll will appear on the altar in the center of the battle area.  Before
    taking it, though, search around to find an Amplifier and [Cliffside Entry].
                               (G-03) AMBROSE'S CHAPTER
    Explore the area a little and take the haste spell, then watch the cutscene.
    Afterwards you should enter the door in front of you for another cutscene.
    Catacombs - Cliffs
    Read the journal entry [Lizbeth's Death] if you wish, then turn left and walk
    along the cliffside path.  Cast the haste spell and use it to jump across the
    pair of gaps up ahead, then climb the wall where the vines are.
    Carefully drop to the ledge on your left, then save your game because a VERY
    annoying jump is coming up.  You use haste to jump across this gap, but there's
    very little margin for error.
    Once you successfully make the jump you should climb up some nearby vines to
    reach the ledge above.  Enter the cave up ahead and kill some howlers and bats
    as you follow the passage to the next area.
    Monastery Present - Cove
    Not much to do here, just drop down the cliff to reach the next area.
    Manor - Gardens
    Walk a few steps to meet with one of the servants, then head right to get some
    health and ammo around the pool.  Leave the pool area and equip your shotgun,
    then head right and attack some guards.
    Pick up the ammo, the kitchen key and a journal entry [Ambrose Note] that talks
    about the guards belonging to a group known as the Trsanti.
    Walk down the steps at the far end of this area, which lead down to the green-
    house.  However before that, take the left path to a small garden with a well
    at the center of it.  Deep down the well there's an amplifier, so make sure to
    collect it.  Approach the door, and a cutscene will start.  Go inside.  Use
    your shotgun and phosphorus shells to quickly dispatch the attacking plants.
    Kill the two plants by the statue to get a Mana Well.  Continue searching to
    find another note [Aaron's Jaw].  This area spawns plants, so just grab the
    phosphorus ammo lying around and get out of there.
    Head back to the mansion, then use the key to get inside the door to your
    Manor - North Wing Lower
    Work your way through three of the rooms with plates and hide in the previous
    rooms to avoid the plates as they fly at you, then meet with a servant who
    talks about strange men outside.  Go through the door that he entered to reach
    the next area.
    Manor - Tower Run
    Kill about five Trsanti out here as you work your way to the lower ground, then
    grab the Amplifier and return to the previous area.
    Manor - North Wing Lower
    Enter the door up ahead and enter the first door on your left, then grab the
    amplifier and avoid the knives as you return to the hall.  Enter the door to
    your left followed by the door in the back right corner of the next room, then
    enter the door in the room beyond to reach the next area.
    Manor - North Wing Upper
    Climb up the stairs and enter the door at the top, then turn right and go
    through the first door.  Turn right again and go through the door to reach a
    hall, then go to the end of the hall and open both doors to reach the next
    Manor - East Wing Lower
    After the cutscene follow the servant into the next area for another cutscene.
    Manor - East Wing Upper
    Check your new journal entry [Ambrose History] if you wish after the cutscene,
    then enter the nearby double doors to reach a bedroom.  Take both journal
    entries [Pirate's Info & Ambrose Journal] and a health pack, then kill the pair
    of Trsanti that show up.
    Back track through three doors until you reach the large room with the servant,
    then enter the door at his end of the room.  Open the door beyond and enter it
    to reach the next area.
    Manor - East Wing Lower
    Go down the stairs.  A flying eel, called a Flickering Stalker, will crash
    through the window.  Kill it and take the door that's farthest from you.  Turn
    left and head down the hall, then open the door when you come to it and kill a
    pair of Trsanti on the other side.
    Pick up their ammo and go through the next two sets of doors, then head down
    the hall.  Kill a pair of Trsanti as you enter the door on your right to reach
    the next area.
    Manor - Central Lower
    Walk down the hall and head left, then kill a trio of Trsanti. (The woman can
    put up a shield to absorb your shots so try to shoot her before she can raise
    it.  Or, use Dispel to drop her shield.)  Enter the room to your right, then
    head right to another room and Scrye to hear an argument between Ambrose and
    his father.
    Check the journal entry [Ambrose Scrye Event] if you wish, then turn around and
    head through the two sets of doors in front of you.  Turn left and kill a pair
    of Trsanti, then continue down the hall until you reach the next area.
    Manor - Entrance Hall
    Follow the hall until the doors on your left burst open, then kill the pair of
    Trsanti that come out to kill you.  Enter the room that they came from and turn
    left, then go straight until you reach the outdoors.
    Manor - Front Gate
    Enter the wooden door up ahead on your left, then approach the next door as the
    servant unlocks it for you.  Read the journal entry [Stones Location] if you
    wish, then go through the door and the gate beyond to reach the next area.
    Grounds - Dock
    Kill a pair of howlers as you descend the stairs, then head for the light in
    the distance.  Turn right and kill another pair of howlers, then pass the sheep
    as you go down some stairs to your left.  Go right and follow the path along
    the ledges until you see a boat, then continue towards the boat to reach the
    next area.
    Standing Stones
    Grab the health packs up ahead, then switch to your amplifiers and approach the
    standing stones.  Take the shield spell and switch to it, then use your
    amplifiers to raise it to level five.  Put up a shield next and kill the strong
    magical enemy nearby, then read the journal entry if you wish before heading
    back to your boat.
    Grounds - Dock
    Put up a shield as you kill a number of Trsanti on your way up the stairs and
    ramps, then enter the gate when you reach it.
    Manor - Front Gate
    Go through the two sets of doors to your left, then walk past the fountain and
    approach the gate to your left.  After the servants opens the gate you can
    check the journal entry [Lighthouse Keeper] if you wish, otherwise go through
    the gate and head right to the next area.
    Enter the lighthouse up ahead and grab the health pack, then climb the stairs
    followed by a ladder to meet the Lighthouse Keeper.
    After the cutscene you get the sea chest key, so work your way back down to the
    bottom of the lighthouse and head outside.  Enter the building on your left and
    get a health pack from the back room, then climb the ladder in the main room
    for another health pack.
    Open the sea chest for some silver bullets and the lighthouse gate key, then
    exit the building.  Head right past Conner's tombstone and open the gate beyond
    to reach the next area.
    Coastal Ruins
    Walk around the stone wall and put up a shield, then enter through the gap on
    the other side as you kill a trio of Trsanti.  Walk up the stairs in the middle
    of this section and drop in the hole, then read the journal entry [Trsanti
    Confirmation] if you want before climbing down the nearby rope ladder.
    Jump to another rope ladder and climb down, then jump to a third rope ladder as
    you shoot a pair of Trsanti from above.  Collect the items here before heading
    down the nearby passage to reach the next area.
    Pirate's Cove - Pier
    Jump across the floating planks of wood on your right, then cross the bridge
    beyond as you kill a Trsanti.  At the end of the dock, jump in the water and
    collect two Health Packs near an underwater torch.  Swim back to the ladder
    at the end of the dock to climb out of the water.  Kill another Trsanti in
    the next room, then get ready for some tricky moves.
    Put up a shield and rush to the back of the next room, quickly turn around as
    dynamite falls into the room.  Your shield should absorb the blast but put up a
    new one if it shatters, then climb the rope ladder in the middle of the room.
    Carefully transfer to the rope ladder on your left, then put up a shield and
    climb to the ledge above.  Kill a pair of Trsanti and climb up the stairs in
    the next room, then kill another Trsanti and grab a mana well from the room on
    your right.
    Turn around and head for another passage up ahead, then put up another shield
    and kill a group of Trsanti.  Continue onward as you enter another passage,
    then follow it to the next area.  [Before you go to the next area, there's
    a secret room to the right before the passage.  Just scrye around and you'll
    see a mark on the right side wall.  Push the wall/rock and kill a pair of
    trsanti inside and then grab two health pack and an amplifier.
    Pirate's Cove - Caverns
    Shoot the pair of Trsanti beyond the passage up ahead, then collect the
    equipment nearby.  Head for the tunnel up ahead to your left and kill the
    Trsanti that comes out, then cast a fresh shield and run down the tunnel as
    your shield absorbs a cannonball.
    Kill the lone Trsanti here and collect the equipment around the room, then open
    the chest in the corner for an amplifier.  Use the lever to open the cell, then
    enter it for some health packs.  Finally leave this room past the cannon and
    return to the previous large room.
    Put up a shield and watch for falling dynamite as you head for the light to
    your left, then enter the tunnel and use the lever to raise the cage as you
    quickly get in it.
    Kill a pair of Trsanti at the top, then enter the water beyond and swim left
    through an underwater tunnel.  Come up for air at the first air pocket and grab
    the items, then go back underwater and continue through the tunnel.
    Climb up the ladder when you reach it, then head down the hall as you cross a
    bridge and climb some stairs.  Shoot the Trsanti here and climb down the stairs
    nearby, then collect the health pack behind you.  Enter the door to your left
    and go through the door beyond to reach the next area.
    Pirate's Cove - Barracks
    Head down the hall until you see light, then put up a shield and run past the
    molotovs that the Trsanti throw at you.  Quickly kill the three of them and
    shoot the boxes of dynamite from a distance, then enter the room beyond for an
    amplifier and a health pack.
    Exit this small room and head for the door to your right, then use the lever
    beside it and put up a shield.  Kill the trio of Trsanti in the room beyond
    before climbing the wooden stairs, then enter the room up ahead and kill the
    pair of Trsanti in the room to your left.
    Pick up the health pack in here and pull the lever, then turn around and head
    straight for some dynamite and a health pack.  Leave this little storage room
    and head right to a hallway, then put up a shield and kill the pair of guards
    in the area.
    Enter the room with the lever on the side of the hall, then put up a shield and
    pull the lever.  Quickly run past the traps as you grab the mana well on the
    other side, then run back to the hall.
    Turn left and go to the room at the end of the hall, then enter the nearby door
    to reach the next area.
    Pirate's Cove - Treasure Room
    Enter the next room filled with dynamite and grab the health, then head for the
    lone box near the gate.  Get a safe distance away from the box but not too far
    back, then shoot it with the shotgun to blast open the gate.  Now quickly run
    through the opening before you get caught in all the other dynamite exploding
    or the room caving in.
    Catch your breath as you watch the cutscene, then open a pair of chests for
    some equipment.  Switch to your dynamite next and grab the Skull Storm spell
    from the end of the room.
    The room fills up with deadly gas at this point so quickly use some dynamite or
    skull storm to blow up the wall in front of you, then rush through the passage
    to reach the next area.
    Manor - Front Gate
    Read your journal entry on the Skull storm spell if you wish, then use your
    amplifiers to get it to level five before entering the manor through the doors
    ahead of you.
    Manor - Entrance Hall
    Go through the doors ahead, then take the doors to your left to meet up with a
    maid.  She will inform you that Jeremiah is waiting for you in the great hall,
    so head through the doors behind her to reach the next area.
    Manor - West Wing
    Take the blue double doors at the end of the hall, then shoot the pair of
    Flickering Stalkers that crash through the window above.  Equip the shield
    spell and your shotgun, then enter the nearby doors at the bottom of the stairs
    to meet up with Jeremiah and watch a cutscene.
    Once the battle begins you'll want to keep your distance as you use the shotgun
    on Ambrose, keep a shield on you at all times.  Strafe when Ambrose does his
    jumping attack, otherwise keep attacking him when you get the chance.
    At one point a beast attacks Ambrose and leaves him momentarily distracted.
    Take this chance to get close to him, then shoot at the Gel'ziabar Stone in his
    axe.  This causes the Gel'ziabar Stone to fall out, then Ambrose shrinks to
    normal size and stands dazed.  Quickly pick up the Gel'ziabar Stone, then
    switch to your scythe and chop of Ambrose's head to end the battle.
                              (G-04) KEISINGER'S CHAPTER
    Manor - Central Upper
    After the cutscene you can check the journal entry [Jeremiah's Death] if you
    wish.  Either way you well get another journal entry [Tower Entry] once you
    start moving around.
    Leave the room to meet up with one of the servants, he recommends that you
    examine Jeremiah's room for clues.  Follow him to a pair of books on the
    ground, then head left and walk through the pair of doorframes on your left.
    Head right along this hallway until you see a spirit, then kill the flying
    enemy that appears.  Continue along the hall as you kill another flying enemy
    and enter the next area.
    Manor - Entrance Hall
    Enter the door straight ahead of you and follow the hallway beyond, then open
    the door on your left before the double doors at the end of the hall.  Head to
    the bed inside Jeremiah's room and use scrye to witness a long conversation
    between Jeremiah and Aaron.
    Grab the book from the bedside table and read the pair of journal entries
    [Jeremiah's Journal / Jeremiah's Room] if you wish, then grab the study key
    from the fireplace.  Collect some health from the bathroom and some ammo from
    another small room in here, then return to the hallway and head back to the
    previous area.
    Manor - Central Upper
    Head down the hallway and kill the flying enemy that appears, then continue
    down this hallway to reach the study.
    Pick up the ether traps, the widow's watch key and the journal entry [Joseph
    Spell] by the fireplace.  Head for the small room beyond for some health, then
    switch to your ether traps and attempt to leave the study.
    A spirit will try to stop you and will begin attacking you as well.  Lure him
    into an ether trap to get him off your back for now, then work your way back
    down the hall.  Head right through the doorway before taking a door to your
    left as you enter the next area.
    Manor - North Wing Upper
    Head down the stairs, then enter the pair of doors beyond and kill the flying
    enemy that appears.  Open the door at the end of the hall and use another ether
    trap to get rid of the spirit for now.  Grab the nearby health before opening
    the next door and killing a flying enemy, then open the next door and kill the
    flying enemy that comes out of the mirror.
    Enter the room beside the mirror and proceed to the next room, then grab the
    health before taking the door to your left.  Head down the hall and kill a
    flying enemy, then enter the pair of doors at the end to reach the next area.
    Manor - Widow's Watch
    Kill the flying enemy up ahead and head down the stairs, then unlock the door
    underneath them.  Kill the plant enemies in the room to your left, then collect
    some items in the room beyond.  Return to the room before the plants and take
    the other door, then enter the room beyond and kill a flying enemy.
    Take the door past the stairs and collect the health from the table in the
    middle of the room, then shoot the Flickering Stalker up ahead.  Exit through
    the open window and fly to the roof above thanks to the magical field that
    you're in.
    Walk down the sloping roof to the right, and climb down the rope ladder to the
    ground.  Collect a Health Pack, and in a corner behind a pair of bushes find
    an Amplifier.  Climb back up to the roof.  You can also climb down to the
    ground on the left side for another Health Pack and some ammo.
    Enter the door on the roof deck and pick up the lightning rod on your right.
    Return outside and place the rod in the hole up ahead.  Kill the pair of
    Howlers.  [Haven't seen these guys for a while now huh?]  Once you get the
    Lightning spell and return to the room where you got the lightning rod.
    Climb down the stairs inside and use your Lightning spell on the metal door at
    the bottom, then enter it to reach the next area.
    Manor - Great Hall
    You'll come to a room with a spiral staircase.  Before going down, go through
    the door to your left, leading to a storage room.  There's an Amplifier on
    top of the door leaning against the left wall.  To get it, jump onto the small
    box in the right center of the room.  Keep jumping from box to box, working
    your way around to the tall stack of boxes in the far left corner.  Activate
    your Haste spell, jump onto the door, and grab the Amplifier.
    Go back and head down the spiral staircase, then go through the door at the
    bottom.  Load your revolver with silver bullets, then enter the door at the
    end of the room.  Grab the ammo up ahead and kill the pair of flying enemies
    that appears, then continue your path around the room and take the door up
    ahead to the next area.
    Manor - Tower Run
    Shoot the Stalker before you do anything, then use your Lightning spell on
    the rod in front of you.  This causes a ladder to rise so start climbing it,
    then walk along the roof at the top of the ladder.  Kill the flying creature
    near the tower up ahead, then ignore the bats as you shoot out the bright
    window on the tower.
    Walk up a ramp and enter the tower through the broken window, then kill the
    enemies below you if you want the amplifier at the bottom.  The enemies here
    [Sil Lith] look kind of like howlers, but they chant and fire beams at you
    instead.  The beams make you act drunk or dizzy, then the enemies attack you
    physically.  For some reason you can jump higher than normal in here and sort
    of glide a little, either way it makes jumping pretty annoying.  Save after
    every successful jump if you want to make things easier as you jump up the
    Enter the purple field at the very top of the tower to float through a hole in
    the ceiling and enter the next area.
    Oneiros - Amphitheater
    Read the new journal entry [Keisinger and Oneiros] if you wish, then enter the
    open area ahead.  Kill as many enemies as you can before you get disoriented,
    then use the Scythe to kill those that remain.  Once the effect wears off take
    the door on the right side of the room, then follow the ledge right to a
    floating platform.
    Jump across the platform to reach the other side, then kill the flying enemy as
    you collect an Amplifier and a journal entry [Sil Lith History].  Collect the
    health vial up ahead before returning to the large room, then take the door on
    the left side.  Jump across the platform on your right, then enter the blue
    teleporter beyond to reach the next area.
    Oneiros - Ruins
    Jump the gap in front of you and drop to the lower floor up ahead, then chase
    the Verago into the next room.  Scrye to see the blue teleporter, and enter
    it to reach another section.
    Jump across the floating platforms to reach an energy key.  Jump back across
    the platforms and enter the blue field to your left.
    Jump down to the floor ahead and turn left.  You'll see an Amplifier on a
    floating platform.  Activate your Haste spell and jump through the particle
    beam, which will give you an additional upward boost.  Grab the Amplifier
    and use the same method to get back.
    Go straight and jump across a gap to a doorway.  Turn left and then right
    for a Health vial.  Use your Scythe or Ectoplasm spell to take out the Scarrows
    that spawn.  Turn around, go through the door on the right, and down the stairs
    where you can grab another vial.
    Continue through the archway and go straight until you see a particle beam
    rising from a pit.  As before, jump into the beam to reach two more vials
    hidden up above.
    Proceed to the next room, then kill the Sil Lith as you head to an outdoor area
    beyond.  Jump the gap to your left, then turn right and enter the blue field to
    return to the previous area.
    Oneiros - Amphitheater
    Go forward until you reach the large room, then enter the smaller room on your
    left side.  Walk to the hole to the right of the gate to use the energy key,
    then continue along the path and fall through the hole at the end to reach the
    next area.
    Oneiros - Abandoned Fortress
    Use the haste spell and leap across the gap, then turn right and follow the
    ledge around.  Once you find a pair of health vials a flying enemy attacks, so
    kill him and go back along the ledge to the spot where you landed your jump.
    Enter the building to your right and grab the health vial on your right, then
    use Dispel to get rid of the barrier up ahead.
    Switch to your Scythe and Ectoplasm spell, then search the rest of this floor
    for health and ammo as you get rid of the annoying Scarrows.
    Jump to the lower floor and kill a pair of Sil Lith.  There are two doors --
    one leads to a narrow floating platform with an Amplifier at the right end.
    Jump to the platform, and then to the Amplifier.  Don't worry; blocks will
    appear underneath the Amplifier to catch you.  Jump back and go through the
    other door.
    Work your way down the stairs to your right.  Once you reach the bottom of the
    stairs some platforms will appear, you'll likely get hit by a Sil Lith as well
    so use Dispel to get back to normal.
    Kill the Sil Lith from here with your revolver, then head left as you follow
    the blocks that form at your feet.  They create a staircase to a lower level
    fairly soon so follow that down, then walk to the edge of the blocks.  You
    should see some blocks form just in front of you, jump to them and continue
    straight.  Jump from the very edge of these blocks to another set in front of
    you, then jump to yet another set of blocks up ahead.  Follow these blocks left
    until they form a staircase, then head down it before jumping to the staircase
    Climb the staircase and jump to the blue field on your right to reach the next
    Oneiros - Keisinger's Stronghold
    Walk up the ramp in front of you and kill the flying enemy on your right, then
    enter the building up ahead and drop to the lower floor.  Turn left and enter
    the field up ahead to warp to a different location.
    Walk to the room behind you and head left up some stairs, then kill a trio of
    Sil Lith as you grab a health vial.  Enter the door in this room to reach the
    next area.
    Oneiros - Keisinger's Studio
    Open the door in front of you and read the new journal entry [Keisinger's
    Presence] if you wish, then climb the nearby stairs.  Kill a pair of Sil Lith
    and grab some health vials on the right side of the room, then enter the door
    opposite them.
    Walk down the stairs and step on the plate beyond to open the gate, then enter
    the next room and go down the stairs up ahead.  Use the small wheel to the
    right of the big wheel to release some water, then climb up the stairs and step
    on a nearby plate to open another gate.
    Go to the next room and drop into the water, then enter the pipe partway down
    in the wall.  Follow the pipe left when it branches, then surface when you can.
    Collect the sextant up ahead and return to the large room where you entered the
    Approach the pedestal opposite the ladder to use the sextant, then enter the
    water and swim up to the second floor.  Drop onto the metal platform and enter
    the blue field to your left to reach the next area.
    Oneiros - Keisinger's Stronghold
    Switch to your revolver and load it with silver bullets, then use Dispel to
    take out the barrier in front of you.  Quickly kill the large beast with your
    revolver (should be quick with this ammo), then take the Mana Well up ahead and
    some Health vials behind a pair of barriers.
    Return to the main room and take the door on your right to reach a room with a
    large pot.  Use Skull Storm or a Molotov to light the wood below the pot, then
    grab the nearby health vial and turn the wheel on the wall.
    As the water pours into the pot and creates steam return to the main room, then
    climb the stairs before turning right and climbing more stairs.  Push the lever
    in the room up ahead and watch as the steam enters this room from below and
    causes the gate to open.  Grab the Energy Key and leave this room.  Run all the
    way down the hallway and use your Energy Key to open the gate.  Start to climb
    the stairs beyond as you enter the next area.
    Oneiros - Keisinger's Studio
    Continue up the stairs and open the door at the top, then open the giant casket
    in the next room.  Follow the bloody footprints that appear until you reach a
    blue field, then enter it to teleport to another location.
    Open the door ahead of you and walk past the tower, then enter another door in
    the wall before taking the blue field beyond to the next area.
    Oneiros - Oracle
    Walk along the path until lightning destroys a pillar to your left, then get a
    Skull Storm spell ready and use it to kill the powerful Verago in the building
    up ahead.  Rush in the building and hide inside for a moment as there are more
    Verago outside firing skulls at you.
    Enter the next room and kill another Verago with Skull Storm, then collect a
    Health vial and a journal entry [Verago Background] while making sure that you
    don't step on any of the grates.
    Jump up a pair of platforms around the blood pool, then dive right in and swim
    through to the other side as you collect an ancient artifact.  Approach the
    statue up ahead and use Scrye, then shoot the statue in the heart until it
    falls out.  Pick up the heart and swim up as the room fills with blood, then
    collect a Health vial before swimming through a nearby gate.
    Climb the stairs and shoot the Scarrow, then walk through the blood to your
    right for an Amplifier.  Return to the previous room and enter the new large
    bloody area, then swim to the top of it.  Walk to the end of the new room and
    run across the bridge to avoid a Verago, then swim down the blood for a pair of
    Health vials.
    At the top of the blood are a number of Veragos and they can kill you very
    quickly, so I find it best to prepare a Skull Storm and fire it in their
    general direction to get their attention.  Once you do this quickly swim back
    down to the bridge below and hide in the room up ahead, then pop out as you
    kill the Verago one by one with Skull Storm.
    Once they are all dead you can swim up the blood once more, then approach the
    altar to use the human heart.  Ride the altar into the ground and pick up an
    Arcane Whorl before taking the nearby blue field to the next area.
    Oneiros - Keisinger's Studio
    Exit through the door to your right, then climb the stairs on your right and
    open the door on the top level.  DON'T enter the room yet, use your scrye spell
    and make sure that the colour surrounding the pedestel matches the colour of
    the pillar in the main room.  If they match you can safely enter the room and
    put the ancient artifact on the pedestal, if you enter the wrong room by
    mistake you will die.
    Return to the main room and push the lever by the pillar, then watch as the
    pillar rises.  Collect the power of flight from inside the pillar, then
    practice using it around the room.  Fly to the blue field near the top of the
    room and enter it to reach the next area.
    Oneiros - Keisinger's Stronghold
    Turn left and walk towards the bridge as lightning destroys most of it, then
    use your new flight powers to get across instead of plunging to your death.
    Once safely on the other side kill a Flickering Stalker and enter the blue
    field up ahead to reach the next area.
    Oneiros - Howling Well
    Use Scrye to find a flying enemy, then kill him before he attacks you.  Fly up
    a pair of platforms and shoot another flying enemy, then continue your flight
    to the top platform.
    Enter the door at the top and equip your health packs, then use them to get
    yourself to full health.  Run into the purple field from the sides (since
    there's less distance to travel) and grab the Arcane Whorl, then run out the
    other side alive (use a health pack as you go if needed).
    Climb up the stairs and head for the doorway on the other end of the room, then
    fly up the shaft as you wait on a series of narrow ledges that border it.  Fly
    up from the highest ledge to reach the blue field and the next area beyond.
    Oneiros - Ziggurat
    Work your way over the ruble to your left for some items, then kill the flying
    enemy and return to the main section of the room.  Open the double doors ahead
    and take them to an outdoor section, then charge a skull storm spell and use it
    to kill a Verago as you climb the stairs/wall nearby.
    Attack Keisinger up here with skull storm until he leaves another Verago for
    you, then kill that enemy.  Head around the castle until it gets struck by
    lightning and some debris falls down.
    Jump onto the debris and fly up into the hole in the wall where the lighting
    hit, you won't make it your first time but you should land partway up the wall
    just below the hole.  Continue your flight until you reach the floor above the
    hole, then start climbing the stairs.
    Once you round your third corner a Verago appears, so use skull storm to take
    him out quickly before continuing your climb.  Fly into the hole that gets made
    up ahead by some lightning for a health vial, then continue your climb.  Ignore
    the next hole that the lightning makes, then use health packs to get yourself
    to full health.  Equip skull storm next and climb to the top of the building
    for a cutscene and a boss battle.
    This battle is actually fought in two stages, but the first stage is the harder
    of the two.
    For this battle, Otto will either fire blasts of lightning at you, or multiple
    shots of skulls in a row.  Either way as long as you keep moving and strafing
    he can't hit you easily.  It is possible to use the four pillars to block the
    boss's shots but this is more trouble than it's worth as the pillars aren't
    very thick.
    Basically try your best to hit the boss with Skull Storm whenever you have a
    clear shot.  Don't bother trying to hit him when he has his purple shield up
    though.  Once you get enough hits in the boss will disappear in a shower of
    green light.
    You can end this stage of the battle really quickly if you charge Skull Storm
    right after the cut scene and get a direct hit on the boss before he attacks
    you, but the battle isn't terribly hard if you use the strategies outlined
    Once this stage of the battle is over be sure to regain your lost health, then
    drop down the hole in the middle of the area to start the next stage of the
    Otto now circles the shaft while throwing dynamite at you, luckily there are
    alcoves to hide in and the dynamite is both slow moving and easy to avoid.
    Just keep your eye on the dynamite as you use Skull Storm on him.  Make sure
    to use flight to ease your fall and move to the alcoves, after a couple of
    fully charged skull storms the battle is over and you get to watch a cutscene.
    Manor - Tower Run
    After the cutscene you get a mana, use it with scrye if you need to as you work
    your way to the bottom of the tower.  Once you hit the bottom enter the door to
    reach the next area.
                                 (G-05) AARON'S CHAPTER
    Manor - Central Lower
    Grab a pair of health packs and enter the hall to your right, then head for the
    stairs to your right to meet Aaron's spirit.  Kill the pair of flying enemies
    and use an Ether Trap on Aaron if you have one, then run up the stairs to the
    next area.
    Manor - Central Upper
    Turn right and take the door up ahead, then take the door on your right to the
    next area.
    Manor - North Wing Upper
    Head towards the stairs and kill the flying enemy that appears behind you, then
    take the door below and run all the way until you reach the mirror that you
    jumped through earlier in the game.  Enter the room left of it and take the
    door inside, then turn right and talk to the butler ahead of you.
    Once you have the Work Room key use it on the door in this room, then enter the
    door beyond to reach the next area.
    Manor - Inner Courtyard
    Push the rightmost gargoyle statue off the ledge, then jump over to the ground
    below.  Walk through the smashed area where the gargoyle landed as you enter an
    underground passage.
    Follow the passage and go left when given a choice for an Arcane Whorl, then
    turn around and head straight to a set of three doors.  Collect ammo from the
    left and right rooms, then enter the middle room.
    If you look through the hole you should see Aaron chained up, then leave the
    passage the same way you came in.
    Back outdoors now head left through an open door (use Scrye to find it if you
    have to), then collect the health packs inside and return outdoors.
    Look right and climb a big piece of metal like it's a ladder, then turn right
    and climb an actual ladder to a rooftop.  Look right and make notice of a blue
    window, then use Haste to jump over to it.
    Enter the open window here to reach Aaron's studio, then collect the Dynamite
    and Molotovs up here.  Pick up the journal entry [Aaron's Journal] as you heal
    yourself if needed, then equip Skull Storm and drop to the floor below.
    After the cutscene look above and behind you to see the boss that you need to
    The battle is very easy actually because fully charged Skull Storms will kill
    the boss very quickly.  So do exactly that to end the battle, then pick up
    Bethany's Gate Key below the large painting of Patrick.
    Collect the Molotovs if you need them, then climb the ladder to the upper
    floor.  Work your way around to the window that you entered through, it's
    closed now but that doesn't matter.
    Use Haste and take a running jump at the Mana Well on the giant picture of
    Patrick.  Once you get the Mana Well you can exit through the door on the
    lower level and return to the outdoors.
    Work your way to the area below the section of roof where you jumped to the
    blue window to find a path leading to a gate.  Head through the gate to leave
    this area and enter the next.
    Manor - Gardens
    Turn left and follow the path past the pool to a set of doors, then use
    Bethany's gate key as you pass through them to the next area.
    Bethany's Cottage
    Head down the hill and go right when the path forks, then kill a pair of plant
    enemies.  Go right around the wall for a pair of health packs, then head back
    to the fork in the path.  Continue straight instead of going back left, then
    enter the building to your right through the front door.
    Turn right and enter the room with the stove, then use Scrye and watch as
    Bethany crouches in the corner of the room.  Use some dynamite in that spot and
    get out of the way of the blast, then check the hole for Aaron's room key and
    Aaron's jaw.
    Check the new journal entry [The Jaw] if you wish, then kill the pair of
    Howlers that appear.
    Go up to the second floor of the cottage.  You can access the locked room by
    going out onto the balcony, jumping onto the roof to your right, and climbing
    through the open window.  Grab the Amplifier.  Leave via the door that the
    generous Howler opens for you.
    You can get some health and ammo in a small room around the back of the
    building, otherwise kill a pair of giant flying enemies with Skull Storm as
    you return to the Manor the same way that you came.
    Manor - Gardens
    Follow the path right and take the door on your right to the next area.
    Manor - North Wing Lower
    Equip a Shield as you enter the next room to meet up with Aaron's spirit again,
    then run past the flying plates as you take the door up ahead to the next area.
    Manor - North Wing Upper
    Open the door at the top of the stairs, then turn right and go forward until
    you reach the fireplace.  Now turn right and run down the hall until you see
    the door to Aaron's room on your left.
    Open the door and enter the room, then grab the health and Bethany's room key
    ahead of you.  Go to the Molotovs in the corner of the room and wait, then stay
    there as the doors burst open and try to suck you to another dimension.  Once
    the doors close again you can safely pass through them to return to the
    Once in the hallway turn left and run all the way to the next area.
    Manor - Central Upper
    Enter the doorway to your left, then turn left and approach the door to
    Bethany's room.  Kill the flying enemy that appears, then enter Bethany's room
    and load your Revolver with silver bullets.
    Approach the mirror to find a journal entry [Bethany's Journal], then quickly
    turn around and kill the teleporting staff creature with your Revolver.  Just
    by the door where you came in there's a hole with a ladder, climb down it to
    reach the next area.
    Manor - Crypt
    Ignore the rats up ahead as you enter the room that has Aaron chained up, then
    heal yourself if needed and equip your Scythe and Skull Storm spell.
    Walk up to Aaron to give him his jaw back and start the battle, then run away
    from him as you use Skull Storm on him.  Once he falls down get in close and
    slash him with the Scythe to cut off one of his arms.
    From this point Aaron will stay in the middle of the room with a shield up.  He
    throws his chain at you every so often but if you strafe around the room he
    can't touch you.  Once you do this for a bit he will manage to get his chain
    caught, when this happens quickly run up to him and chop off his head with the
    Scythe to end the battle.
                                (G-06) BETHANY'S CHAPTER
    Eternal Autumn - Forest
    After the cutscene you end up in a forest area, head right for a journal entry
    [Nightmare].  Kill the small enemy with your Scythe and continue up the hill,
    then use your Revolver on the plant enemies up ahead.  Climb some more and use
    your Scythe on the small enemies, then use your Revolver on the plant enemies
    When you come to water, jump in, and go with the flow toward the left.  Jump
    and fly just as you go over the waterfall, and land on the small island on top
    of a second waterfall.  Grab the Amplifier, jump down, and climb back up the
    Smash a jar near the water to get the Speargun weapon, then enter the log
    beside it.  Kill some small enemies, plant enemies and a guard on the other
    side, then continue your climb past some trees.
    Run through the narrow passage and kill some guards on the other side, then
    kill some plant enemies and continue climbing.  Use your Scythe on a group of
    small enemies, then kill the plant enemy beyond as you climb to the next area.
    Eternal Autumn - Chieftain
    Kill a plant enemy and a guard up ahead as lightning destroys a tree, then
    continue your climb as you kill another plant enemy.  Climb some more and kill
    a pair of guards that come running before killing some plant enemies, then head
    right along the edge of the cliff.
    Kill a series of guards and some plant enemies until you hear some chanting,
    then kill the pair of guards around the fire.  Shoot the nearby plant enemies
    and a final guard that may try to sneak up on you from behind, then enter the
    cave up ahead.
    Eternal Autumn - Airie
    Kill the guard in the room up ahead, then go right to the next room and kill
    another guard.  Take the door to your left as you climb down a hill and kill a
    pair of guards, then cross the nearby bridge and enter the room beyond as you
    kill a third guard.
    Head to the altar on the other side of the room, then run out of the room as
    soon as you touch it.  Cross the bridge and climb the hill once more, then
    continue straight until you reach a room of fire.
    Go counter-clockwise around this room to reach a passage at the top, then kill
    the bird that tries to attack you in the room up ahead.  Use your flight powers
    to touch the only torch that isn't already on fire, then fly to the phoenix
    weapon in the middle of the room while the flames are blown out of your way.
    Enter the passage on the other side of the room and smash the pots for some
    Phoenix eggs, then continue onward to the next area.
    Eternal Autumn - Chase
    Smash more pots with a ranged weapon as one of them explodes, then use flight
    to carefully drop to the ground below.  Kill the guards as you head towards
    water, then follow the path above instead.  Kill a number of guards along the
    way, then use some ranged weapons to take out others that are farther away.
    Once you've been as high as you can go take a peek over the next ledge, then
    shoot the pair of guards by the fire below.  Carefully use flight to drop down
    to the area below, then enter the cave to your left and kill a small enemy as
    you enter the next area.
    Eternal Autumn - Bridge
    Shoot the pair of guards up ahead and kill the group that comes running across
    the bridge, then cross the bridge yourself and kill more guards on the other
    side.  Head right and enter the cave beyond to reach the next area.
    Eternal Autumn - Lower Dwellings
    Kill a pair of guards as you climb up some stairs, then turn right and climb up
    more stairs.  Take the door on your right and smash the pots for an arcane
    whorl, then return to the previous room.
    Climb the stairs on the left side of the room and kill the lone guard at the
    top, then head back down the stairs and kill any guards that meet you.  Take
    the stairs in the middle of the room next as you kill a pair of guards, then
    turn left at the top and head to the next area.
    Eternal Autumn - Upper Dwellings
    Kill the plant enemy up ahead and climb the wooden post, then kill the guards
    at the fire pit up ahead.  Climb the stairs beyond and kill a group of small
    enemies and a plant enemy at the top, then continue your climb and smash a jar
    at the top for a Phoenix egg.
    Climb up past some dead guards before fighting a pair of live ones, then
    continue your climb past a leaky ceiling to reach the next area.
    Eternal Autumn - Gauntlet
    Kill the pair of guards up ahead and turn the pillar by pushing one of the
    horizontal posts, then head to the next room as you kill some small enemies and
    a guard.
    Walk alongside a waterfall next as you kill a trio of guards by a fire, then
    ignore the fire as you continue along beside the waterfall.  Kill about three
    guards and watch out for a fourth that tries to sneak up behind you, then enter
    a cave past the fire pit and kill another guard inside.
    Keep going and look right for a set of stairs, then climb up them to reach the
    next area.
    Eternal Autumn - Ruins
    Follow the path up ahead as you kill a pair of guards, then ignore the tower
    and follow the fence on your right.  Kill a pair of guards and continue along
    the path (keep left), then kill the guard in the nearby tower as you kill a
    trio of guards up ahead.
    Continue until you reach some dead guards, then use flight to reach the drum up
    on the ledge to your left.  Fly to the ledge above you from here, then head
    clockwise up to a set of doors at the top.
    Shoot the guard in the tower, then use flight to enter the window of his tower.
    Push the pillar inside, then work your way back to the double doors and enter
    them to reach the next area.
    Eternal Autumn - Arch
    Walk forward and look right, kill the two plant enemies up high because they
    can get really annoying otherwise.  Continue along the passage and kill the
    guard in the next room, then exit the room as you approach some water.
    Use flight to get across the two stones to your left, then fly from the second
    one to reach the other side of the river.  Kill the guard up ahead near the
    fire, then use skull storm to take out another guard and wizard beyond.
    Continue along the path as you fight a pair of plant enemies and another
    wizard, then enter the large wooden doors behind them to reach the next area.
    Eternal Autumn - Arena
    Open the door ahead but don't enter the next room yet, that room has 2 plant
    enemies but they're hidden in the walls and you need dynamite to find them.
    While this is going on they will be generating vines to attack you which makes
    things very annoying.  One of the plants is to the right of the door where you
    enter in the corner, then other is in the opposite corner [left of the door
    that you need to open].  Toss dynamite in both corners to reveal the plants,
    then kill them to get rid of the vines and open the next door.
    Three guards will attack you as the doors open so make quick work of them
    before entering the next room.  Head right to some stairs and climb them as you
    fight another guard, then go left up more stairs and kill a pair of guards.
    Use skull storm on a pair of magical enemies up ahead, then head past the
    buildings.  Continue your climb as you kill another wizard, then equip skull
    storm and your scythe as you enter the next area.
    Run away to the lower level when the battle begins, then kill the pair of
    wizards and the faster enemy that chases you.  Once you've done this Bethany
    will summon one large flying enemy for you to battle at a time.
    Fly back up to her platform and kill the large flying enemy, then chop off her
    head as she tries to summon another one to end the battle.
    After a lengthy cutscene you will start another boss battle, the last one of
    the game.
    Use a shield when the battle begins because it will help you a lot, then switch
    to the Phoenix and fire (you can use Skull Storm if you have no phoenix eggs)
    at the middle two of the boss's four large arms on its lower body.
    This should cause both arms to hit the ground and become useless but if not
    fire at them some more.  Make sure you've got something other than the Scythe
    equipped as your weapon, then wait for the boss to open up its lower body.
    Fire a single shot at the opening to close it up again otherwise you'll get
    sucked into it and die.  The boss now lunges its head forward and opens it up,
    fire a charged Skull Storm at it.
    The boss then opens up its lower body and the pattern repeats like this until
    one of you is dead.
    If you stay in the area where you started the battle then you will remain
    relatively unharmed, but always keep an eye on your shield and replace it when
    it breaks.  Otherwise keep using Skull Storm on the boss's head until the
    battle ends, then watch and enjoy the final cutscene.
                                      (H) SECRETS
    Butterfly Minigame
    Before you enter the room to meet Jeremiah for the first time, there's a door
    up ahead that won't open.  Shoot at both marks/symbols up on the left and right
    side of the door and it will open.
    Inside, you'll play a minigame where you have to shoot butterflies.  This
    minigame is quite HARD, and if you fail, the game will end and load back to the
    part before you meet Aaron's ghost and this time you can't open the secret
    door. (unless you load the savegame before you shot both marks on the door)
                                     (I) JOURNALS
    Here I have reproduced the journal entries from the game in case people are
    interested in them, they provide really neat background to the rest of the
    A spell that allows me to see and bear past events from the geographic location
    in which I happen to be standing.  It also casts an ethereal light on enemies
    and darker areas, giving me the ability to see my foes, as well as find my way.
    I must be careful in its use, as it has no offensive power and it seems to
    drain my energies for short durations.
    Learned men have stated that they believe that man has yet to unlock the full
    potential of the mind.  While traveling to the Orient after the war, I met up
    with a local seer who told me that I was one of the chosen few.  One of only a
    handful of individuals that he had ever met that had this ability.  He called
    it scrying, to be able to read portions of the past.  Most of the people who
    possessed this power, he said, over the course of their lives eventually fell
    into disability, mind-tired from the barrage of images and sounds that could be
    heard from both the past and the present, the real and unreal.
    I know I have the ability to scrye, because of the subtle words I hear calling
    within me at times, begging me to look deeper into the past, deeper at what
    actually isn't even in front of me.
    But I am truly wondering if this is the gift I dreamed of or a sick curse
    placed on me by an outside force.
    My trusty revolver.  A six shot weapon of forged metal grace.  Durable, yet
    lightweight, my military piece has seen many a country and spilled much blood
    over the years.
    Gel'ziabar Stone
    The Gel'ziabar stone.  I have carried this artifact ever since the day Jeremiah
    gave it to me following the battle with the Trsanti.
    It seems to throw out a shockwave of considerable force, and ever since I
    acquired the stone I have noticed strange sightings and visual anomalies.
    However, the power of the stone has its dark side.  On occasion, a beast from
    beyond this world has attacked me.  My only explanation for its appearance is
    that I was using the stone's power for too long.  I have not seen the beast for
    a while, of course, I have not needed the stone...
    Each time my past fades from memory, fate has a terrible habit of reawakening
    me.  Most often, the unpleasant name of Otto Keisinger is the vehicle of
    remembrance, but not today.  My old friend and commanding officer in the Great
    War, Jeremiah Covenant, has sent word.
    It has been years since I have heard from him.  His letter came whilst I was
    away, sitting unopened for nearly six months.  My joy at reading his name was
    quickly replaced by sorrow, then by fear.  Jeremiah has fallen ill and requires
    my assistance at his estate in Ireland.
    I have not set foot on Irish soil since poor Gwendolyn's death, and I did not
    think anything could make me return.  Could I have been responsible for her
    death?  Being legally exiled from my homeland was painful, but nothing in
    comparison to my memories.  How did she end up on the floor?  How could so much
    blood come without a sound?  How was that knife in my hand and why was
    Keisinger suddenly nowhere to be found?  But Jeremiah saved my life and I
    cannot deny any request he would make.
    The necessity of my presence is somewhat vague, as his letter at times was
    incoherent.  He speaks of his sickness as a 'family illness' no medicine can
    Regardless, I will go to my friend.  I have booked passage on a steam liner
    leaving tomorrow, arriving in four days time.  I hope I am not recognized by
    the authorities.
    I hope I am not too late.
    Jeremiah's Conversation
    I have arrived in time... apparently just in time.  Completely bedridden,
    Jeremiah is a shadow of his old self, appearing many pounds and a few shades
    His explanation for calling to me is still unclear.  He speaks of strange
    happenings around the estate, problems that he is unable to rectify in his
    weakened state and has requested that I investigate.  I, of course, agreed.
    Before I could ponder where to begin my exploration, the servant who showed me
    to Jeremiah's room screamed from downstairs.  Often 'where to begin' is the
    most difficult step...
    Jeremiah's Disclosure
    A piece to the puzzle.  The scream downstairs was the result of an attack by a
    beast... something Jeremiah calls a Howler.  Similar to a dog, the animal was
    pale in complexion, had claws as long as my arm and could leap several meters
    from a dead stop.  I killed the fiend but before I could thoroughly inspect the
    corpse, it vanished without a trace.
    Upon questioning Jeremiah, I am a little more unnerved than I was after seeing
    the Howler.  He told a story involving his brothers and sisters, an isle of
    standing stones, and a sorcery book of his late father's.  Apparently the
    Covenant children, led by Jeremiah, went to the island and read from this
    strange book.  He maintains it was simply a prank to scare his kin...  He
    believes something from within the ring of stones answered back, raging the
    sea, angering the wind and shaking the earth.
    Since that time, Jeremiah has been visited by terrible misfortune.  All of his
    brothers and sisters have passed away.  I recall one late night in a foxhole;
    Jeremiah showed me a picture of the youngest sister, Lizbeth.  No more than a
    teenager, she was so striking I found it hard to concentrate on his
    descriptions of the others.
    Anyway, Jeremiah is not completely convinced they are indeed dead.  Well, to be
    precise... he's not sure they have remained dead.  I suspect that these are
    delusions brought on by his memory of that day at the stones, otherwise I can
    only imagine this as a terrible prank played upon a dying man.  But if they are
    only delusions, why not inform me of them when we first spoke?  Why would he
    not write me of such in his letter?  Perhaps he did not think I would come.
    The scroll Jeremiah gave me has revealed a powerful spell.  It seems that with
    proper concentration and focus of my mana, I am able to release ethereal bolts
    of ectoplasm from my hand.  Unreliable at far range, the mystical damage seems
    quite effective in close quarters.
    Lizbeth's Room
    The butler said someone broke into Lizbeth's room.  Perhaps I should
    Evaline's Death
    I spoke with a maid about Lizbeth.  The siblings' mother, Evaline, apparently
    died while giving birth to her and the housekeeper filled the void of her
    maternal absence.
    She said Lizbeth was a very beautiful girl with a short, violent fuse who
    passed away from a wasting disease.  I take note of the irony of someone who
    was so beautiful, dying of such a heinous disease that calls for the
    destruction of their vanity.
    The maid said that the groundskeeper believes to have seen Lizbeth alive.
    Having seen Lizbeth with my own eyes I can only believe this maid's frightful
    I'll go down to the kitchen and try to find my way out to the gardens anyway.
    Lizbeth Poetry
    On nights when I cannot sleep I look out from my bed to the monastery out my
    window.  The reflections of the waters that separate us ripple across my
    bedroom walls filling the room with waves of moonlight.  If it is quiet enough
    and the wind is still, I can hear them chanting.  Their prayers roll across the
    water and fall upon my ears like a lullaby rocking me to sleep.  It fills my
    body with such a quiet peace.
    And yet I cannot help but wonder how something that provides so much security
    could at the same time haunt me.  At midnight the chanting stops.  The
    brilliant lights of the monastery go black except for a tiny glow that emanates
    from the entrance to the catacombs.  As I watch that single light I can see the
    shadows of the monks at the entrance.  It is then that I feel a slow creeping
    of dread rise from my stomach, as if the island somehow has a hold of me.
    I have overheard bits and pieces of a story from hushed conversations about
    monks who died a horrible death years ago among these grounds.  It is said
    their tortured souls were put to rest within the catacombs and that their two
    brothers have stood guard at the entrance each night since.  I cannot help but
    wonder why.  What are they waiting for, or hoping to ward off?  Are they bound
    to the island with the same unknown force as I?
    The Lord works in such mysterious ways, but how can a just God allow his own
    flock to die within sacred grounds?
    Surely there is another force working among us, one capable of pure evil.  A
    loving God could never allow such pain and agony.  Is it that force that eats
    at me at night and leaves my dreams unsettled?  Are the waters enough to keep
    me safe?  I wish just once I could lie in the grass outside the catacombs for a
    night and put these haunted dreams to rest.  I must end these nightly visions
    and seek the truth.
    Joseph's Letter
    It is truly a pity that my dear wife Evaline passed away birthing Lizbeth.  She
    would have loved to see them all grow.  I cannot help but think that she would
    have been able to tame this wild streak that they all have exhibited lately.  A
    mother is a soothing influence.  I unfortunately cannot offer them this solace.
    I wish I could understand what brought on this recent behavior.
    I have received a letter today from Ambrose's boarding school.  He has been
    expelled.  I don't know what to do with that boy.  With the behavior of the
    other children so appalling, I have no choice but to bring them home.  Perhaps
    I can find a tutor.  I hope being under my watchful eye will calm their
    The last six weeks have been terrible.  The tutor was a complete disaster.  In
    fact, the poor man just packed his bags and left in the night.  Any form of
    discipline is hopeless with Ambrose and almost seems completely lost on the
    others.  The only thing I have been able to do is play to their interests.  I
    have noticed that each child has their own avid curiosity.  Strange to see it
    manifest at such an early age, but who am I to discourage the one moment of
    peace I can find with them?
    I now understand why the children are behaving wildly.  Jeremiah came to me
    frightened and crying.  Several years ago the children broke into my Library
    and procured one of my research books without my knowledge.  But how was I to
    know a twelve year old boy would take interest in those dusty tomes.
    I do not know what passage they read but I suspect that it has led to the
    current predicament concerning their behaviors and eccentricities.  Jeremiah
    says they woke the spirits of the island.  Hopefully I can determine what the
    children have done.  Perhaps there is a solution...
    I have pored over the volumes of research and I am no closer to understanding
    what Jeremiah and the children may have conjured.  None of the incantations in
    the books could have caused this to happen.  Calling a Daemon or consulting
    spirits should not have such a long lasting, disturbing effect.  I even
    traveled to the stones.  Nothing there gave me clues to what has happened.
    Perhaps if they had only told me at the time I would have more insight.  Now
    any clues would be long gone.
    I have determined the stones are some sort of Focus.  Perhaps there is a reason
    so many people have been attracted and repulsed by this land.  It seems that my
    own fascination with the standing stones has wrought its corruption upon my
    Evaline's Letter
    All is not well here at the Covenant Estate.  Joseph, my husband who once
    charmed me with his good will and smile, now seems distant and reclusive.  I
    realized that when we met there are those imperfections one must look past and
    that your heart helps you to forgive.  However, Joseph's strange obsession
    keeps him in the library at all hours of the night.
    Seldom are we spending time together, and even more rarely does he want to
    exercise his husbandly right towards me.  I'm beginning to feel inadequate,
    especially when he talks of his desire for children prancing around the estate.
    What am I to do?
    I bide most of my time alone in the greenhouse, reminiscing of my sweet youth
    and the rich and gallant Peter Roakana, who would wait patiently on me and
    shower me with expensive gifts like my beloved pearl necklace.  Things could
    have been different had I kept that social path.
    Instead, I feel like I'm the fool for getting involved with Joseph Covenant.
    His prime moments are being spent in his library with books twice as old as me.
    Apparently my visage can't garner his attention.
    What dear advice could you give me, dearest mother?  I'll be waiting for your
    I hope that this letter finds you and Father well.  Tell Father not to worry
    about his little Robin, that I've left the nest but shall never leave his
    With love,
    Garden Key
    The door to the manor gardens is locked.  The cook says the maid is the only
    one with the key and she is cleaning Keisinger's room in the East Wing.
    While that name might not ring true for the servant, I'm deeply disturbed that
    Otto Keisinger would even be here.  What the hell does that bastard want with
    my friend and his family?  I can only be sure that when our paths cross, he
    will get more than a stern word from me.  I only wonder how he plans to answer
    my questions when my hands are gripped tightly around his throat?
    Otto has done more to damage my reputation than I care to remember.  I have no
    doubts that should he find out I've made it out to the Covenant estate, he'll
    stop at nothing to foil my attempts at uncovering the mysteries that seem to be
    plaguing this family... and my dear friend.
    Moon Door Notes
    Reddish leaves swirl in the wind like lost souls in search of rest.  Like an
    open sketchbook focused on my dreams, this land is forever pictured as a
    comforting Autumn dusk.  Replete with a golden sky, with crackling river water
    and bubbling marshes that dot the land, it feels like a Romantic artist's
    Upon further investigation I have sensed horrendous visions of a gnarled doom,
    decorated as a picturesque facade in this endless autumn dusk.  Spiny trees
    root deep into the foul earth, licking the ground dry of all that is good.
    Carcasses populate the brush, their putrid remains swallowed whole by the land.
    And corners of this malevolent area are teeming with vicious ungodly prey, all
    whilst the grass stretches over this land twisting together like veins of
    pulsating sinew, as if the ground were alive, keen of the inhabitants that
    parade on its back.
    Beady, black, soulless eyes flash across the air.  Tiny, quick winged bats
    streak through the bright sky, flying razors waiting for the perfect moment to
    descend.  As they swoop by I see sharp, bloodied teeth, a wicked demonic smile.
    From the darting blurs I hear an ominous whistling that chills my soul.  They
    own the skies here.
    Wraithlike, hooded minions, overseers without heart or soul, patrol this land.
    Slash-and-stitch techniques permeate their faces and arms, patched together
    like cheap quilts, using the skin from the bodies of rank corpses.  They gather
    and live like packs of rabid wolves, instigating fights for supremacy.  These
    abominations thirst for my destruction.  They are mostly clustered around
    footpaths that seem to traverse upward along a Cliffside, but alternate
    groupings are planted among watering holes and the hollowed trees.
    Further down the path it is as if the shadows are swallowing the surroundings
    whole, without a penchant of logic or drop of meaning.  It is as if the only
    reason for this actually lies in darkness itself.  Like royalty that rules the
    black void, entombed in the night infinite.
    It is she, the Eternal Mistress of Shadows.
    Bethany Writings
    Why do I waste my time with poseurs and fools?  I realize now that my
    correspondence with these others has been a waste of my time.  Father had done
    more research than I could truly appreciate until now.  Most of these other
    "Magicians" are braggarts who act the part but rarely have an inkling of the
    I have tried to contact the Golden Dawn but have been ignored and insulted
    since I am not from the continent.  Aleister Crowley insists I become his
    acolyte.  I suspect it is more of a harem.  His vanity is boorish and
    fraudulent.  He is as confused as my brother.  Both are lost in vices.  While
    Aaron numbs himself and seeks escape, the "Great Beast" actually believes it to
    be revelation.
    A few have been unresponsive or cryptic.  I suspect if I pursued them I might
    glean some knowledge, however, I am beginning to realize that my research and
    documentation are beginning to plateau.  What I have learned must be put into
    practice.  Perhaps the nature of the knowledge I seek cannot be found within
    this society.
    Trial and error has slowed my learning due to the long recovery periods.  The
    help probably suspects something is amiss since my health fluctuates
    drastically from these rituals.  They wouldn't dare say anything, besides I can
    always blame erratic fortitude upon my family legacy.  That should be enough to
    excuse my bouts of weakness.  Besides, Aaron languishes in a stupor even now.
    Aaron's Letter
    I am warning you about Bethany.  She has become obsessed with father's books
    since you left for the war.  She is increasingly paranoid and secretive.  She
    locks herself in the sunroom or disappears on horseback.  I know she is
    corresponding with a number of outsiders.  I fear she is making family business
    known to these strangers.  I doubt we want her bringing unneeded attention to
    the family.
    You know she is the last person we want near those stones.  How could you have
    left us?  I can feel the fingers of this curse reaching out to us.  Don't think
    you can escape.  You know you have to come back.  Damn it Jeremiah!  You have
    doomed us all and you are a coward for leaving us.  Can you hear the whispers,
    Jeremiah?  Even another continent isn't far enough.  Remember, I tried to go as
    well.  I still heard them, even in Asian dens and German gutters.  I figured it
    out, it's inside...
    It won't be long before you cross the threshold, Brother.
    Playroom Diary
    Lizbeth bit me today.  I cannot understand what has gotten into her lately.
    She used to be such a graceful, proper little girl.  She even licked her lips
    afterwards.  I believe I should leave this place...
    Mary Turner
    Keisinger's Note
    The power really is here.  I can feel it grow as this family shrinks.  Ten
    little... seven little... five little Indians.
    So sad that I spilled Covenant blood prior to my arrival.  Ha!  It was a trifle
    beneath me.  But arriving without cause nor invitation at the king's throne
    would not do.  Insignificant fodder she was.
    But Patrick Galloway.  How is it I did not foresee his arrival?  Still strange
    to me that Jeremiah's affection for the Irishman did not waver with time, even
    after the wonderful night at Cashel.
    I await his arrival.
    Otto Keisinger
    Amplifier Stone
    This strange crystalline stone seems to be a source of finite power that may be
    used to increase the power and effectiveness of my spell casting.
    I must keep my eyes peeled and ears open for its pinkish hue and low hum.
    Ether Traps
    According to legend, Ether Traps have the ability to tap into another ethereal
    plane of existence.  And in doing so, the traps themselves become black holes
    in which spirits can be whisked away and temporarily trapped in another
    And while I'm certain that these magical weapons were not meant for our eyes, I
    am always humbled when my course of studies proves truth to legend.
    Oneiros History
    Some connections are made to be discovered, while others should remain unseen.
    Some lands are best never spoken, as their hell lies in between.
    The words ring in the mind like a dream with irony not lost.  For Oneiros is
    simply that, the dream city of forgotten souls.  Governed by none but watched
    by many.  With a sky that bleeds crimson, it is the only uncharted realm this
    scholar has witnessed.  For the single time I attempted to graph the land, it
    seemed to belittle me by changing shape.
    I will keep watch over this tower until the entrance can be sealed.
    Otto Keisinger
    Tibetan War Cannon
    I have heard of this weapon only in story.  Created and forged of gold, it is a
    mystical weapon of Tibetan folklore that was lost in a mountainous area during
    a great battle.  They called it the War Cannon.  Rumor has it that the person
    that holds this weapon must be pure of heart for it to function correctly.
    I seem to be able to discharge some sort of cold sphere out of it.  I wonder if
    it can slow down these bastard creatures...
    Dispel Magic
    I'm fairly certain this can stop or affect any and all magic I may encounter.
    I might try this spell on an obstacle of smaller magnitude lest it fail in my
    most dire time.
    Lizbeth Sighting
    I finally spoke with the servant the maid said had seen Lizbeth.  He is
    convinced he saw her perched on a hill... watching him.  West of the manor, the
    family mausoleum seems the first place to investigate.
    This spell causes creatures I have just killed to be brought back to life, this
    time to join my cause.
    As disturbing as it is to call the dead back, I'm afraid that if the scroll
    doesn't work correctly, I may be raising these devilish creatures only to have
    to fight them all over again.  There is no accounting for what might happen
    should I attempt to use it on a living organism...
    Arcane Whorls
    These strange tattoos seem to heighten my ability to channel magic.  They also
    remind me of the tattoos the Trsanti Shaman had when we fought him in the war.
    With these tattoos, I feel the mana surge into my being.  No doubt the more of
    these I find, the better I can battle these abominations.
    I can only hope that someone will find these scribblings of mine, someone who
    can continue my quest for I may not be long for this Earth.  I seek a magical
    talisman, an evil weapon known as the Scythe of the Celt.  I fear that this
    weapon has fallen into the wrong hands, and so I have undertaken a quest to
    find the Scythe... before it was taken from this ancient Monastery.
    You see, hard as it may be to believe, there is a way to travel back to the
    days when this Monastery was populated with the wise Monks who first found the
    Scythe of the Celt.  These monks were versed in the ways of magic, and they had
    a portal that would allow them travel across distant lands instantaneously.
    Across distant times, as well.
    I know not exactly where this portal is, but I do know that three items were
    required to open it.  A golden medallion, in the shape of the sun.  A potion,
    made up primarily of mercury.  And finally, an ancient scroll on which the
    incantation to open the portal was written.  I myself have found this medallion
    and hidden it nearby, but the other two components elude me yet.
    And now, it appears I will never have a chance to find them.  I have broken my
    leg, and I fear that these strange dog-beasts that roam this land can sense my
    weakness.  They come closer with each passing of the sun.  I fear that they
    will soon attack.
    May faith be my armor,
    Brother Jonathan McMuir
    A double barrel shotgun of potent force.  It appears I may choose between
    firing off individual or double shots, dependent on my taste for maximum
    effectiveness in close quarter combat.
    Mana Wells
    These small, magical trinkets enable me to hold more of my mana and allow me to
    fire my spells more often without fear of draining my magical energies so
    quickly.  I need to keep my eyes out for more of these mana well containers, as
    they'll no doubt help me with my spells...and my endeavors.
    Blasting Notes
    There appear to be hidden chambers beneath the monastery ruins.  There are
    several large bricks blocking the way in, too large for me to dislodge.
    Perhaps if I found some sort of explosive, I might be able to blast my way past
    Monk's Diary
    Late Harvest, day of our pertinence
    In the year of our lord 1231 AD, a garrison of brothers was dispatched to this
    outer island to establish a vigil over the Ring of Standing Stones on the Isle
    of King's Head.  From our monastery we have kept watch over this site for well
    over 200 years.  Without a doubt it is a focus of unnatural power, which must
    be guarded with persistent vigilance.  For years we were content to stand
    sentinel over this Megalithic site and we bore our burden with honor.
    Now I must confess great concern over the direction the Abbot is guiding our
    Brotherhood.  It has been a long time since we have had any communication with
    Rome.  Fierce storms have isolated us on this island and swept away many brave
    brothers who attempted to make the crossing to the mainland.  Isolated from our
    superiors, the Abbot has undertaken an investigation into our predicament.
    Convinced that we are bewitched by agents of the supernatural, it has been
    decided by the Abbot that we will exhume the grave that lays betwixt the ring
    of stones.  I fear what we may find.
    Late Harvest, day of toil
    It has grown bitterly cold since the day of the dig.  Snow frosts our fields
    and the crops are ruined.  Those on the dig describe discovering the withered
    body of a man clutching an ancient scythe.  Though it is sacrilege, the Abbot
    ordered the men to retrieve the weapon for study.  The Abbot hopes that in
    understanding the artifact we may shed light on the strange curse we are
    Late Harvest, day of congress
    One of the scribes, brother Abrus, was overtaken with bloodlust while studying
    the scythe.  He struck down a number of our brothers.  If it hadn't been for
    the timely intervention of the Abbot Constantine many more would have fallen.
    The Abbot declared that the ill wrought weapon must be destroyed before its
    wicked nature infects us all.
    The ritual requires us to destroy the item and may be more dangerous than the
    weapon itself.  We will walk the border of shadow to be freed of this cursed
    weapon.  May we be protected from the fiends.  I pray we are released from this
    curse or else may the Saints preserve us.
    Brother William Tufnel
    Standard dynamite.  I'm sure this can do damage to both the surroundings and
    these vile creatures.
    Abbot's Lament
    May the heirs of the future forgive me.  Demons move among us and regrettably I
    know I am responsible.  I have sacrificed the trust of my brothers in hopes of
    ridding the world of a great evil.  The consequences are greater than the cost.
    Even now I hear my brothers' screams of anguish but I cannot save them.  I
    leave this testament to a future hope.  Perhaps an emissary will find this
    incantation and undo that which has been done.
    Find the elements of moon and sun and stand before the mirror of time.  Call
    upon the lords of day and night and invoke the incantation that blurs the laws
    of time.
    Stop the demons from stealing the Scythe of the Celt.  In the wrong hands this
    powerful artifact has the ability to unravel the soul.  The weapon is forged
    from chaos and has been our undoing.
    Saints preserve us...
    Kellus Constantine
    Ever vigilant Brotherhood of St George
    Abbot Scrye
    A man who could only have been the Monastery's Abbot was at one time in
    possession of the key which opens a grand set of heavy double doors.
    I am hoping that beyond these doors lies the lower catacombs... and perhaps
    Lizbeth's lair.  When I make my journey to times long past, I will have to find
    the abbot... or his chambers... and gain possession of this key.
    History of Scythe
    Bless me Father for I have sinned.
    Temptation has overtaken me.  I must leave my brethren, yet I fear there may be
    difficulties.  No one has ever left the monastery alive.  My fellow monks have
    eyes of the eagle and ears of the hound.  Therefore, I must walk quietly under
    the cloak of night.  Perhaps if they do not see nor hear me, I will pass
    There is yet another reason for my leaving.  Weeks ago, we uncovered the Scythe
    of the Celt out near the Standing Stones.  This evil artifact has now infected
    us.  I have seen a change in my brothers and in myself.  Our minds are cursed,
    we spend less time with our quills and more time with our weapons.
    The Scythe is a very powerful weapon, very adept at killing, but there is a
    price.  I pray that the ritual at the church can summon the forces necessary to
    destroy the Scythe and return us to peace.  I will not be present for the
    ritual, as I will use that time to slip away quietly into the wilderness.
    Protect me, Father.
    Brother Shanahan
    Monk's Work
    Monday - Transcribe
    Tuesday - Transcribe
    Wednesday - Transcribe
    Thursday - Replace window in church tower
    Friday - Transcribe
    Saturday - Transcribe
    Sunday - Rest
    I find this Scythe of the Celt to be quite a disturbing force.  It's clear from
    the history of this weapon that it is particularly effective in exterminating
    the most heinous of entities.  At times it seemed to pull me in directions of
    combat...almost as if it's seeking pain and destruction.
    Wreaking havoc on my mana when in my hands for long duration, it seems to
    replenish my health in particularly frenzied fighting.
    I have learned to not fear many things in life, but there is something within
    this weapon that stirs a horror within me I cannot explain.
    Lost Trsanti Note
    These dark, twisting tunnels offer me no hope.  I shiver with the cold the damp
    air brings.  It's been several days now... several days since I fell in here,
    down what I thought was an old dried up water well.  At the bottom of this
    well, there was no mud, no caked dirt, but instead a strange chamber.
    This chamber could only have been used to practice the dark arts, as nothing
    else could explain the strange markings on the wall, the huge altar in the
    center of the room... the strange creatures that roam these halls.
    They could only be the product of some sort of ancient summoning ritual.  What
    horrible death have I doomed myself to?
    Balbee Kanstaruu
    Cistern Entry
    Dear Mother,
    I have almost completed my internment here on the island.  I've spent the bulk
    of the time making sure that the water supply to the Monastery proper is
    sufficient.  It gets cold and lonely down here in the huge chambers that
    contain the water storage cisterns, but I warm my heart with thoughts of you
    and Papa back at home.  Pray for me that I might be allowed to remain here with
    the Abbot, who has shown me salvation.  But also pray for some much-needed
    rain, for our supplies of drinking water run short!
    Yours truly,
    Brother Nathaniel
    Lizbeth's Mother
    Whilst tracking Lizbeth I came upon the matriarch of the Covenants, Evaline.
    Her corpse was standing at what seemed to be their dining room table, humming
    echoes of a childhood lullaby.  As I touched her arm, her body fell limp into
    her chair, lifeless.
    As if sensing her mother, Lizbeth entered the room and scolded me, "the
    interloper", for interfering.  I do not yet know the wickedness that has
    befallen my poor friend's family, yet I feel it around every corner.
    Cliffside Entry
    Someone must stop them.  At first I thought these rituals were but an extension
    of our Faith, a show of glory to our maker.  But to hear that fair maiden
    screaming for mercy!  This cannot be what He would want of His followers.  I
    fear that some of the brothers here have taken a disliking to me, as eyes are
    averted and silence falls when I enter a room.
    How could the abbot allow this to continue uncontested?  Does he even know?  So
    much troubles me, yet I fear if I attempt to return to the Monastery to consult
    him, I might be the next one these madmen sent on the journey to the
    Ever faithful to the Order,
    Brother Laursen
    A spell with a superb effect.  When used, it gives me a limited burst of speed
    and agility, like a big cat racing along the Serengeti.
    I have found that this spell may prove critical for overcoming obstacles or
    retreating from my foes.
    Lizbeth's Death
    I did what I had to.  I battled Lizbeth with all I had and narrowly escaped
    with my life.  Even in death she haunted me.  As I carried her severed head to
    the cliffs, she cursed at me still in demonic tongues and belittled her own
    end.  She said I cannot stop what has already begun, that the family will be
    reunited, that the king will arise once again.
    I cannot accept that my efforts are fruitless
    I must repay my life debt to Jeremiah.
    I will do what I must.
    Ambrose Note
    My Trsanti brothers,
    The stranger must be stopped.  Beware, he has skill.  Remember the advice from
    the master in the East.
    "Hence that general is skillful in attack whose opponent does not know what to
    defend; and he is skillful in defense whose opponent does not know what to
    When the stranger is dead, return to me in the Pirate's Cove.
    - Ambrose -
    Aaron's Jaw
    I finally did it.  I silenced Aaron.  He will so longer belittle me or
    interfere with my research.  This has released a great weight from my mind and
    allows me to pursue my studies in the silence of our ancestral home.
    As a memento I have taken my dear brother's jaw.  That source of constant
    ridicule will never again taunt me... his sway over me is broken.
    Unfortunately I do not think he felt a thing.  The fool was so deep in his
    stupor he no doubt thoght me a dream.
    It would seem that I am the last of the Covenants.  Since Aaron no longer
    troubles me, or himself for that matter, I find myself all alone.  Jeremiah has
    not been heard from since he left for the War.  It is better this way.  I will
    now be able to complete what was started so many years ago on the Isle.  It
    took well over twenty years for us to accept what we had done.  I will be the
    one to finish the task and accept the legacy of this family.
    Ambrose History
    What I heard makes more sense now.  The man I heard Ambrose attack was his own
    father... he actually murdered his own blood.
    A butler filled me in on a piece of the morbid Covenant history.  The family,
    townspeople, and local authorities were afraid of Ambrose even after he had
    When he finally returned to the estate, the constables gave chase and Ambrose
    was able to evade them by leaping from the cliffs to the ocean far below.
    Their fear of him when alive was nothing compared to the sightings of Ambrose
    following his deadly leap.
    Back from the dead... it seems the black sheep has returned.
    Pirate's Info
    Some things never change.  One by one my kin are dying.  This pathetic excuse
    for a world is coming to an end.  I write now only to pass the time, waiting
    for the authorities to cease their search for my body.
    Looking back, I smile at the voices in my head that always said to keep this
    Pirate's Cove a secret.  Had I shared my hideout with my siblings, the police
    would have shackled me up long ago.  Instead, I am the hot-tempered, black
    sheep Covenant who leapt to his death to avoid capture.
    Only my childhood companion Connor knew of this lair, and he, sadly, didn't
    share my vision of things to come.  Funny, even I thought watching the life
    pour from a friend would trigger some remorse or compassion within me.  But
    such is not the case.
    This place is more of a home to me than my father's manor ever was.  Long
    before I took this cove as my own, generations of thieves and smugglers found
    sanctuary here.  Feeling their presence and guiding whispers drove me to unite
    with the Trsanti.  Even the weakest sheep serves a purpose.
    Oh, the day comes close.
    Ambrose Covenant
    Ambrose Journal
    11 May 1914
    My father gave me this diary for my eighteenth birthday, just as he did for my
    older siblings.  He thinks by forcing us into the same pathetic ritual he
    undertook as a young man, we will magically turn into responsible adults.
    15 June 1914
    Father is forcing me to use my journal.  He watches now, across the library, as
    I write.  "Self-reflection is the key to enlightenment," he says.  Rotten
    tripe.  Soon I take leave to travel across Europe and the Middle East.
    14 April 1922
    I have found my true brothers... the Trsanti.  They are a barbaric race,
    traveling the desert in search of battle.  They neither fight for independence
    nor to subjugate.  They fight because they hate.  They have taught me how to
    use primitive but powerful weaponry.  I return home soon, bringing my
    knowledge, and some souvenirs with me.
    3 May 1922
    I need to know what father has been researching all these years.  The old man
    has been negligent of everything else.  I must know why this is so.  I will
    sneak out to the island of standing stones to discover his secret.  I will need
    to be careful.  The grounds keepers are loyal and will snitch on me if they
    have half the chance.
    4 May 1922
    I am sure I was spotted by one of father's servants last night.  I saw his
    lantern as I pulled the skiff from the dock.  The island was a fools errand.
    Old rocks and some barbaric chiseling were all.  It would have been worthless
    if not for a twist of fortune.
    Not wanting to be seen, I risked the reefs and moored up the coast.  There
    amongst the cliffs I discovered a mysterious cove.  I am certain it is the
    hideout my ancestors used so long ago.  I am excited to return and explore
    these caves.  This secret will no doubt prove valuable to me.
    21 June 1922
    Today in the Billiard Room father confronted me about my late night excursions.
    I did not realize that a stick could do such damage.  I watched as his blood
    stained the floor and he begged me for mercy.  I told the servants that
    father's heart gave out and he hit his head while falling.  My family is
    shocked.  The funeral is tomorrow.
    Father always said, "Self-reflection is the key to enlightenment."  Allow me to
    reflect on this day.  How could I have saved my father from a slow, painful
    death?  I could have hit him harder.
    23 June 1922
    The constable is looking for me.  He is suspicious.  This may be my last entry
    in this journal, for I will not be caught alive.  Since father's death, all
    fear has left me.  Although the life I know is coming to an end, I feel as if I
    am about to begin anew.
    Priest's Confessional
    "Brother Tristram has been acting very peculiar of late.  He has not been seen
    for weeks, but I remember the afternoon when he began acting strangely.  We had
    journeyed over to the mainland in order to secure supplies for the coming
    winter.  Upon our return, Tristram came to me with a strange black book he had
    discovered while we were away.  It seemed harmless, just a dusty old book with
    several strange runes etched across its bindings.  But I could sense the
    unnatural power emanating from within.
    I urged him to show his discovery to the abbot, but he was hesitant.  He said
    he must return to the mainland, to the caves where he found the book.  He
    beseeched me to leave the monastery with him, to embark on a quest to find more
    relics of its power.  I declined, and have not seen him since.  Lust for power
    is a most unfortunate vice."
    The tale above is from a curious document that was given to me by one of the
    old fishermen in town.  I wonder if the artifact they refer to is the infamous
    "Black Book" which is only whispered of behind closed doors in these parts?
    Supposedly, whoever was in possession of this book could gain mysterious
    powers.  Rumor has it that the pirates were a blight on this region for so long
    because they wielded the power of the Black Book.  Perhaps the book wasn't
    legendary...  I wonder if it still exists today?
    -- Father Patrick Killkenn
    Ambrose Scrye Event
    An echo.  Folks heard but not seen.  That's the only way I can describe it...
    and yet that isn't accurate either.
    I heard Ambrose, the family disgrace, arguing with someone and the distinct
    crack of timber, like a billiards cue.  He was clearly striking someone and
    referring to the family curse.
    Whomever it was, I don't think he need worry about a curse anymore.
    Stones Location
    Spoke with the groundskeeper and asked him how I can get to the Isle of
    Standing Stones.  He says there's a skiff along the rocks that can provide
    He warned against idle paddling in these waters... but that's one piece of
    advice I do not need.
    Shield Spell
    I can't quite explain the power I've seemed to absorb from this spell.  It
    seems to be some protective entity that has the ability to shield me from
    physical and magical attacks.  I'm not too fond of letting a spell do the work
    of a trusty shotgun, but if anything, I am now more than ever convinced that
    there are serious external and unnatural powers that can be harnessed on this
    Things that most people would disregard or fear...
    I am relieved, however, that I have stumbled across this before someone of a
    darker nature might have turned it upon me.
    Covenant Estate
    The waters around the Standing Stones are too treacherous to navigate.  Perhaps
    I should return to the Manor and try to find a coastal route to the Pirate's
    Cove.  The groundskeepers may be able to give me a clue for my journey.
    Lighthouse Keeper
    A groundskeeper told me about an old man, the lighthouse keeper... said he
    would be able to tell me the location of the cove.  Name is Sedgewick.
    Sedgewick Info
    In my search for Ambrose, I ventured out to the lighthouse and met Sedgewick,
    the lighthouse keeper.
    With the first words from his mouth, he confirmed my suspicions about Ambrose's
    henchmen.  The Trsanti aiding Ambrose are descendants of the very cowards
    Jeremiah and I fought in the Great War...and they have not changed their ways.
    Sedgewick's son, Conner, was killed by these thieves.
    Before Conner's death, he spoke of their hideout located not far up the coast,
    concealed by the cliffs and hidden in a cove.  Sedgewick suggested I look for
    an entrance on the surface, which can be unlocked with a key in his father's
    chest.  He mentioned I could also find 'silver bullets' in his living quarters.
    I certainly do not need any further incentive to kill as many Trsanti as I
    see...  Ambrose or no Ambrose.
    Trsanti Confirmation
    Sedgewick was correct.  The Trsanti are here and from the looks of things, in
    numbers.  Time to exact some revenge for Sedgewick and Jeremiah... and for
    God be with me.
    Skull Storm
    This strange spell gives me the ability to hurl remnants of dead bodies, the
    skulls of those already in the grave, at ungodly speed.  In all my travels, I
    have never quite seen a weapon of this type.  The spell-caster who created this
    mystical weapon was truly insane.
    Jeremiah's Death
    Jeremiah is gone.  My friend.  He saved my life and I could not save his.  I
    returned from the Pirate's Cove and found him awaiting me in the great hall.
    We spoke briefly, but I cannot recall what was said... the last words we shared
    stolen like a dream.
    His outcast of a brother, Ambrose, dropped from the rafters and took Jeremiah
    hostage.  Ambrose demanded my Gel'ziabar stone in exchange for his brother...
    but I should have known.  He smiled as I tossed the stone, the look in his eye
    remorseless.  His axe glided thru Jeremiah's neck without breaking pace.
    Jeremiah's mouth was still struggling to form words, though severed from his
    writhing body.  I was frozen at the realization that his eyes could still spill
    tears.  Then Ambrose changed.
    The combination of my stone and his axe must have some mystical power as it
    allowed him to distort into a monstrous version of himself.  He grew twice in
    size... twice in strength.  We fought and had I not been blinded by rage,
    Ambrose would have certainly disposed of me most quickly.
    My rage was his fate however and I took momentarily solace at ending his life
    in the same fashion as Jeremiah.  Physically shaking, I was struck by a beast
    and knocked cold.  When I awoke, the solace I had felt was replaced by loss...
    by my failure.
    All I can do now is finish this... to let Jeremiah rest in peace.
    Tower Entry
    Something tells me Keisinger has something to do with this.  I must find my way
    back to Oneiros.  I noticed odd purple clouds hovering around the strange tower
    connected to the house after returning from Oneiros.  I need to find my way to
    that tower and discover what mysteries is holds.  Now that Jeremiah is gone,
    perhaps I will get some answers from Keisinger.
    Jeremiah's Journal
    This may be the last record of a once great family.  For nine generations, the
    Covenants have occupied these grounds.  Yet I sense that we have never been
    alone.  In the past months, I have witnessed the deaths of my siblings, and the
    horrors of their resurrections.  It is worse than I ever could have imagined.
    The Covenant name has been tainted by my siblings, yet I fear it is my doing.
    As a youth, I yielded to temptation and brought them to the Standing Stones.  I
    had thought Father's books on the occult were harmless entertainment, tricks
    for my imagination.  Whatever we unleashed on that day has been with us since.
    And as my sickness grows, my strength cedes.  To cure these cursed grounds, I
    will need help.  I must find Patrick Galloway.
    Patrick is a man capable of the extraordinary.
    I have not spoken to Patrick in some time.  His last letter mentioned that in
    his travels, he had discovered some good uses for magic and the occult.  I find
    this ironic considering Patrick's pedantic tendencies.  But perhaps his newly
    formed talents will serve him well when he arrives here at the manor.
    I feel I must be honest with him when he arrives.  The tasks ahead of us are
    daunting.  I am unsure that even Patrick, with his uncanny skill, can survive.
    Jeremiah's Room
    What madness is this?  Scrying inside Jeremiah's room, I overheard a past
    conversation with Aaron ranting at my poor friend.  The lunatic is furious at
    Jeremiah for something incomprehensible.
    He spoke of a king being more a brother than he ever had, and demanded to know
    where Bethany is.  What revenge is Aaron looking for against his own sister?
    Joseph Spell
    I have prepared the ritual.  I don't think I can go through with this.  I know
    this spell could be a powerful means for me to protect this family but the risk
    may be too great.  Perhaps I don't truly  believe in the power of the black
    art.  Is it possible for these unnatural incantations to protect us from the
    unassailable power of nature's raw energy?
    If the times were not so desperate I could change my mind.  My fear that the
    ritual may be discovered by the children seems unfounded.  The ascent to
    Widow's Watch is dangerous and unlikely to be discovered, yet I must attempt it
    once again...if only to see whether my naive tinkering with The Tower has had
    any further ill effect.
    I am sure that it was my wanton interference that attracted the attention of
    these malevolent spirits.  I believe these magical devices called Ether Traps
    should protect me if only I can trick the specters into them.
    The more I explore the realms of magic, the more I have come to fear it.  May
    our souls be protected.
    A spell that harnesses the power of the heavens!  To be a conduit for this type
    of energy is mind numbing.
    I feel certain that it will provide a potent offensive force, especially when
    used in concert with my other weaponry.
    Keisinger and Oneiros
    The manor's great tower held another portal to Oneiros.  Keisinger was either
    unaware of this one or simply too arrogant to believe I pose a threat... most
    likely the latter.  I will find him here in this Stygian landscape and we will
    settle our affairs, once and for all.  The Covenant siblings I have dispatched
    of necessity, of duty to Jeremiah, and of pity for their ravaged, broken souls.
    But not so, Otto Keisinger.  I am not usually a man given to hatred, but I
    could gut Otto Keisinger and feel no remorse.  I may just do that.
    Sil Lith History
    Labeling it a perspective shift does not portray what they do.  A warping of
    the mind is as close a description as I dare, as the pain returns whenever I
    recollect the event.
    They appear harmless as a crow, and I suppose that alone represents a fraction
    of their danger.  Strange, birdlike creatures that flutter about seemingly
    innocent until confronted.
    I fled the claws that swung at my back and for the briefest moment I thought I
    had escaped.  As I turned to look, a glowing beam of light left its head and
    struck mine in a single blink.  My eyes deserted me as distance came near and
    solids stretched.  I vomited what little I had eaten since the day I first saw
    I call them the Sil Lith Inhabitants.  And curiously, I feel as though they've
    wanted me to know their name.  That they told me.
    Keisinger's Presence
    It is Keisinger... I know it.  I see his face in every direction I look and
    hear his voice mocking me from afar.  I can smell him above and below... and I
    feel him behind me.
    His control over this ruined city must be exacting a toll on his powers.  That
    may be the edge I need.
    My hate runs deeper.
    Verago Background
    Great as I am, even I must admit to envying them.  The Verago, the faceless
    cloaks that gracefully traverse the sky.
    Though somewhat novice, their summoning power is commendable and apparently
    their primary defense.  Their true strength seems to manifest when they are in
    groups, as I've witnessed single Verago flee from what would seem to be even
    tame, defenseless creatures.
    Perhaps I most appreciate their fierceness.  Even when cornered by prey, they
    simply refuse to submit and throw themselves at the enemy in what I can only
    describe as a suicidal storm.
    Perchance I give them too much credit and they are mere cowards?  What sport it
    would be to find how many of these runners I could frighten into taking their
    own life.
    I now laugh as I ink these words, for I have already forgotten why someone like
    myself would envy them.  The creatures of Oneiros seem to build upon their
    magical power from the realm itself.  However I have found that magic can
    combat magic and that the creatures of Oneiros seem to have a difficult time in
    combating even the most elemental magical attacks.
    These Verago, these cowards with a child's grasp of magic, are so weak when
    alone they instinctively turn to suicide?  Ah, I've grown soft over the years.
    I think I shall venture up the Oracle and see what attracts them there.
    Otto Keisinger
    It seems that I have been given the ability of limited flight.  When in
    mystical realms, this spell allows my legs to carry me much higher than before.
    I must be careful.  Like Icarus, I fear if I travel too high for too long I may
    dash into the ground and injure myself...or worse.
    Keisinger's Death
    He's dead.  The face, the name, the past... all of him.  Otto Keisinger had
    challenged, taunted, and finally attacked me on his own battlefield.  He has
    embarrassed me for the last time.
    We fought in the dream world of Oneiros, on a series of buttresses high atop a
    tower in a floating city.  In our chess match, he was beaten at his own game
    and I feel an uncomfortable sense of joy when I picture his body falling into
    the abyss.
    As I retraced my steps leaving the city, I came face-to-face with the birdlike
    creatures I fought going in.  The 'Inhabitants' did not attack however; rather
    they gave thanks for Keisinger's demise and supplied me with a Mana Well for my
    efforts.  Though they didn't say, I can only assume Otto had tortured the
    natives of this world as he did me on earth.
    Aaron's Studio
    A Clue?
    I spoke with a butler about Aaron.  An artist, he said Aaron would spend long
    hours in his private studio, located in the manor's inner-courtyard.
    Aaron's Journal
    Sleep has denied me.  I haven't rested in days as these visions haunt me.
    Green shapeless thoughts.  A world of rats.  I wish to return to my German
    boarding house and the sanctuary it provides.  I have seen the crown and it
    burdens my brow.  Behind the canvas is another image.
    Bethany, you witch, I know you're watching and plotting...do not covet my
    thoughts.  They are mine and his and you'll never understand.  Quiet, this
    isn't for her to hear.  My pen and brush confess too much.  These images must
    get out of my head, I must sleep.
    Perhaps I can visit Asia.  So far away.  It would be escape but it would be a
    The Jaw
    What is this?  Bethany has hidden a human jawbone beneath the floorboards.  I
    seems unthinkable that a family could visit such atrocities upon each other,
    but from what I have learned, I suspect that this is Aaron's.  It's no wonder
    his ghost is so restless.  This grim trophy may be a key to quelling his
    Bethany's Journal
    An interesting letter arrived today.  It seems that my search for like minds
    might have been halted prematurely.  He calls himself Otto Keisinger.
    Curiously, I have never tried to contact him.  How he got my name, I have no
    idea, but I must admit my curiousity is piqued.  I am going to have to be
    careful with this one.  I can't let him know the extent of my knowledge.  He
    might see me as a threat or even steal what will be rightfully mine.
    If I can play to his ego and vanity (do all Magus have this flaw?) I will
    quicken my learning.  He talks of "Oneiros."  I have found reference to an
    ancient city among my father's books.  Supposedly it was destroyed in a magical
    cataclysm.  He claims to have been there.  He may be another fool like Crowley,
    but if not, I need his knowledge and help.  I am ready to make sacrifices for
    such knowledge.  Perhaps with the right ruse that will not be necessary.
    Damn this man, he teases me.  He placates me by teaching me parlor tricks.  I
    have little patience for this, but if he were to know the extent of my
    knowledge he would certainly end our correspondence.  He treats me like a toy
    or child.
    I want to complete this.  This house is becoming a trap.  I don't belong here
    anymore.  I have to take the next step.  I must learn what Keisinger knows.
    Where the hell are all these rats coming from!?!??!
    I discovered that Otto lives in England.  Perhaps I will have to pay him a
    I greet you Patrick, my brother's crusading hero.  I have brought you to my
    realm of Eternal Autumn, where I rule with unquestioned authority.  I have
    watched you.  One by one you have destroyed my sister and brothers.  You even
    defeated that vile Keisinger.  I find it ironic that he who thought himself a
    mighty enough magician to kill me, the betrothed of the greatest kings, was
    bested by a pitiful mortal like yourself.  Now only you and I are left.  I do
    not fear you, for I have more power than any of my siblings could ever have
    dreamed of.
    Come to me, if you dare, and die a mortal's death!
                                       (J) THANKS
    Many thanks go out to Canidae, Loatisaf and SarduK.
    Huge thanks are reserved for Jason Leatherman, he was able to help me by not
    only discovering multiple items that I missed but also adding them to the
    existing FAQ.
                                   (K) EXPERIMENTAL
    For a little while now I've had a paypal link in all my FAQs at the very bottom
    here.  Mainly as a small experiment since a few other FAQ authors have also had
    the same idea.
    I had a few people email me before I put this link in because they wanted to
    send money, so it's here for those people.
    For the record I've received about $87 (which works out to a bit more in
    Canadian lol) last I checked, so I've been getting cases of pop and making some
    excellent progress on a few FAQs.
    If you don't want to send money or can't then send me an email, it's nice to
    hear what people thought about my work and there's always room for improvement.
    My email address and paypal address for those that want to contribute are both
    dan.engel.2017 (AT) gmail (DOT) com
    Many thanks, and I hope you continue to use my work!

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