Eternal Darkness: Sanity's Requiem
Frequently Asked Questions (With Hints!)
v1.9 - secrets section added
Last Updated: July 4, 2002
Author: DGow
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INTRODUCTION:
Eternal Darkness: Sanity's Requiem is a fantastic "psychological
thriller" action/adventure game developed by Silicon Knights for the
Nintendo GameCube. The game has been rated 'Mature (17+)' by the ESRB
(
http://www.esrb.com).
Since the release of Eternal Darkness, I've noticed a lot of the same
questions being asked on message boards and forums over and over again.
In an effort to help these players, I've attempted to compile and answer
as many of the frequently asked questions as possible. Below you'll
find a list of the questions along with my detailed answers. I've also
added in some hints, in order to try to help players figure out the
answers for themselves without having the puzzles spoiled for them. If
you're stuck, glance at the hints and try playing some more. Resort to
the answers only as a last act of desperation.
The questions are sorted by chapter and character (in captial letters)
for easy access. That said, you should be able to figure out all of the
answers for yourself by following just a few simple tips.
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GENERAL TIPS:
1) Check your inventory. At the beginning of each chapter, look through
your inventory to see which unique items that particular character
starts out with. Use the "Check" command and read each description
carefully. Try to think of ways that you may be able to use these items
to help you. If you get stuck somewhere later on, go back and check
your inventory again. You may already have the item you need, you just
didn't realize it yet.
2) Think of what you've just learned. The game will usually teach you
any spells or techniques you need to know just before you need to use
them. This is particularly true between chapters when playing as Alex.
If you're having trouble finding the next Chapter Page, think about
which spells Alex has learned from reading the last chapter. Consider
the kinds of puzzles that were solved by the previous character. By
keeping these things in mind, the solutions to the next puzzles should
come to you rather quickly.
3) Examine everything. Sometimes clues are hidden where you least
expect them. Examine every object in the rooms and read all of the
details carefully. Otherwise you may miss something important. Check
every item that is placed in your inventory. Read every document you
find, and pay close attention to what they say. Be alert during all of
the cinema scenes. Clues appear everywhere. Pay attention.
4) Take your time. If you rush through the game you're bound to miss
important details. Slow down and enjoy the experience. If you're not
sure of what to do at a given point, go back and look at everything
again. You will figure it out, eventually.
5) Avoid spoilers at all costs. They *will* diminish your enjoyment of
the game. Work things out for yourself -- it's much more satisfying
that way. Consult FAQs only as a last resort. You're much better off
without them.
If you follow the above tips, you shouldn't need the rest of this FAQ.
But just in case you do need some help, here it comes...
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FAQ:
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PRELUDE: A Death in the Family (ALEXANDRA ROIVAS)
Question: Where do I go?
Hint: Something's odd about that grandfather clock. Maybe it relates
somehow to the carriage clock in the main hall?
***Answer: In a back room of the library is a grandfather clock. Set
the time to 3:33 to open a secret passage.***
Question: How do I use the telescope and/or adjust the mirrors in the
observatoy?
Hint: It may not be necessary to solve this puzzle yet. Have you tried
looking around elsewhere?
***Answer: The telescope will not be used until much, much later in the
game. And it will be absolutely obvious as to when you need to use it.
So, for the sake of your own personal sanity, you should probably stay
out of the observatory until then.***
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CHAPTER 1: The Chosen One (PIOUS AUGUSTUS)
Question: What am I supposed to do in this chapter?
Hint: What's with those granite blocks and the symbols carved on them?
***Answer: Collect the four granite blocks and proceed to the room with
the matching carvings on the walls. Place each granite block in the
slot with the matching symbol above it.***
Question: I'm in a room with three plinths, each with a glowing artifact
on top of it. Does it matter which one of these I choose to take?
Hint: The artifact chosen by Pious will determine the path your
characters will follow for the rest of the game. The three paths are
pretty much the same, with the main difference being that the majority
of the zombies you fight will be of the type matching that particular
artifact (some of the cinemas will also be slightly different). It
doesn't really matter which one you choose, so just go with whichever
one you like the best.
***Answer: Pious will become possessed by whichever artifact he touches,
and will serve the corresponding Ancient for the rest of the game
(either Chattur'gha, Ulyaoth, or Xel'lotath). As a result, most of the
enemies you fight will be of that Ancient's alignment (red, blue, or
green, respectively). This choice will affect the gameplay to some
extent. The red zombies tend to be much stronger, and will regrow their
limbs if you cut them off (you'll generally have to worry more about
your health if you take the red path). The green zombies will have
phantom limbs appear in the place of the lopped off ones, taking a
terrible toll on your character's sanity (you'll generally have to worry
more about your sanity if you take the green path). The blue zombies
will sap your magick with their attacks, and will also explode if you
don't kill them quickly enough (you'll generally have to worry more
about your magick if you take the blue path). Some of the cinemas will
also be different, and you'll want to play through all three paths to
experience everything the game has to offer.***
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INTERLUDE 1: (ALEX)
Question: Where's the next Chapter Page?
Hint: Observe your surroundings carefully, it shouldn't be hard to
locate.
***Answer: It's in a picture frame on the wall right behind the desk in
Edward's secret study (it's visible behind Alex immediately after
finishing chapter 1).***
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CHAPTER 2: The Binding of the Corpse God (ELLIA)
Question: What do I do with the candles?
Hint: Examine the engravings on the floor or any pictures in the room,
and read all of the details.
***Answer: If the sun in the picture is at midday, make sure only the
middle candle is lit. If the picture is of night, extinguish all of the
candles.***
Question: The doors only opened part way. How do I get through them?
Hint: Keep exploring. Don't be afraid to backtrack.
***Answer: Take the Bronze Necklace back to the first room and put it
around the statue's neck. Doing this will allow you entrance into
another room where you can solve a second candle puzzle to open the
doors the rest of the way.***
Question: I've been given the Essence of Mantorok, but now I'm stuck.
Where do I go?
Hint: Search your surroundings. Particularly that statue and the weird
stone in an earlier room.
***Answer: Take the Metal Bar from the statue and backtrack to the room
that has the large mural on the wall and the stone with the slanted
sides in the middle of it. Search the stone to find a slot. Put the
Metal Bar in the slot.***
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INTERLUDE 2: (ALEX)
Question: Where's the next Chapter Page?
Hint: Think of what you learned in the last chapter and the puzzles you
solved. Recognize anything in the secret study?
***Answer: Walk over to the set of candles. The picture on the wall
shows the sun during dawn, so light only the left candle. Open the
Message Tube to find the next Chapter Page.***
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CHAPTER 3: Suspicions of Conspiracy (ANTHONY)
Question: How do I get through the secret door? It closes before I can
get there.
Hint: You'll need to find something to hold the iron plate down for you.
Examine the plate for clues.
***Answer: Collect the three shards of the Broken Green Urn and "Mix"
them together. Cast "Enchant Item" on the urn to repair it. Fill the
Green Urn and Blue Urn (after fixing it as well) with water. Place
them, along with the Red Urn (already filled), onto the iron plate to
open the secret door.***
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INTERLUDE 3: (ALEX)
Question: Where's the next Chapter Page?
Hint: Which magick spell has Alex learned from reading the last chapter?
***Answer: Trying to use the Second Floor Key in the lock has broken it.
Cast "Enchant Item" on it to fix it. Search the bedrooms on the second
floor. In one of them you'll find a painting of someone who looks a bit
like Napoleon. Behind the painting is the next Chapter Page.***
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CHAPTER 4: The Gift of Forever (KARIM)
Question: How do I get through the door that has a picture of a sword
and a strange Rune on it?
Hint: Find the sword that looks like the one on the door. Also, that
Rune must be meaningful somehow...
***Answer: Proceed through the level until you've found the wicked Ram
Dao sword. Cast "Enchant Item" on the Ram Dao (remember to enchant it
with the same type of magick that appears on the door -- the Rune will
be different depending on which artifact you chose with Pious). Stand
in front of the door and bring up the inventory screen. Highlight the
Ram Dao and select "Use" to insert the weapon into the slot.***
Question: What's with this red statue thingy (Ruby Effigy) that I found
with Karim? I can't seem to do anything with it.
Hint: Don't worry about it yet. Karim will want to collect it, but he's
not the one who will use it. More will be revealed in later chapters.
(Collecting the Ruby Effigy is not necessary to completing the game.)
***Answer: The Ruby Effigy is one of three Effigies that can be found
throughout the game. By collecting all three, you will be able to find
a powerful secret weapon in chapter 11. More on that later.***
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INTERLUDE 4: (ALEX)
Question: Where's the next Chapter Page?
Hint: Think about the puzzles Karim solved in the last chapter. Does
anything in the Estate seem familiar?
***Answer: Take the Gladius down to the kitchen and enchant it with the
appropriate magick. Slide it into the seal on the pantry door to open
it up. Grab the Spice Jar and open it to find the next Chapter Page.***
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CHAPTER 5: The Lurking Horror (DR. MAXIMILLIAN ROIVAS)
Question: What's with that sigil on the wall? I know I'm supposed to do
something but I can't figure out what.
Hint: Read Letter #3 again and carefully observe the paintings on the
walls beside the sigil.
***Answer: This is one of the most commonly asked questions. Make sure
you've gone back to the second floor and found the hidden envelope near
the stained-glass window (it has fallen down besdie the left table).
When returning to the main hall, Max will suffer a strange hallucination
(the world will seem to turn black and white) and he will have to fight
a Horror to obtain the third Alignment Rune (this will be the second
Horror you fight in the main hall -- they will each have a Rune and you
will need them both). Approach the sigil and cast "Reveal Invisible"
using the new Rune (you have to use the Alignment Rune that opposes the
one on the wall -- this Rune will be different depending on which
artifact Pious chose). The basement door will be revealed.***
Question: Holy crap, how do I kill the boss?
Hint: I suggest an augmented ranged attack. Don't forget to dodge.
***Answer: Use the Dual Flintlocks and enchant them with the "Enchant
Item" spell. Pick the Alignment Rune that the boss is weak to (it'll be
the same as the one you used for the "Reveal Invisible" spell earlier).
You shouldn't have too much trouble here. It only takes about four hits
to kill the Guardian with the Dual Flintlocks. However, the Guardian
may cast a shield spell in order to block some of them. Just keep
blasting away and you'll eventually destroy the shield and resume
hitting it. The Guardian will also cast summon zombie and magickal
attack spells. Keep moving in order to avoid being hit by them (you
could cast a "Damage Field" spell to protect yourself from the zombies,
but you'd still be susceptible to the magickal attack, so you might as
well just dodge or kill them). After enough enchanted flintlock shots,
the Guardian will die.***
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INTERLUDE 5: (ALEX)
Question: Where's the next Chapter Page?
Hint: Which spells did Alex learn after reading Max's chapter? Which
items in your inventory haven't you used yet? Could any benefit from a
new spell?
***Answer: Return to the master bedroom and cast "Reveal Invisible" on
the dresser. Use the Dresser Key (found in the carriage clock) to open
the dresser and reveal the next Chapter Page.***
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CHAPTER 6: A Journey into Darkness (DR. EDWIN LINDSEY)
Question: I can't seem to find certain items, Runes, Codices, or Spell
Scrolls. Where are they?
Hint: Look over the items that Lindsey starts with and consider their
possible uses. There might be something that will help you.
***Answer: Many items are hidden behind cobwebs. Use the
Archaeologist's Brush to reveal them (the controller should rumble when
you're near a hidden item).***
Question: I can see the Silver Necklace but it's guarded by a monster
behind a magickal barrier. How do I get to it?
Hint: You'll need to remove that barrier. Do you have any spells that
might help?
***Answer: The barrier is actually a "Damage Field" that has presumably
been cast by the Horror in order to help protect the necklace. Cast the
"Dispel Magick" spell to get rid of it. Make sure you cast it using the
Alignment Rune that is superior to the one used to create the barrier
(Red beats Green, Green beats Blue, Blue beats Red).***
Question: I can't find the Gold Necklace. Where is it?
Hint: Examine the items in your inventory and the areas you've explored.
You may already have what you need...
***Answer: Find the Necklace and then locate the fountain that spews
acid. Notice that the Necklace is heavily corroded? Place the Necklace
in the basin and soak it in acid. It will turn into the Gold
Necklace.***
Question: In certain rooms I can push in these strange stone panels, but
it doesn't seem to do anything and they just slide back out after a few
seconds. What are they for?
Hint: They will affect your surroundings somehow, but only for a short
period of time...
***Answer: Pushing in the panels will disable all the traps in the
nearby corridors for the short time it takes the panels to slide back
out. That's all. It's only a small benefit, especially if you're
pretty good at avoiding the traps anyway. And it only lasts a few
seconds, so get on your horse and hurry down out of the room if you want
to take advantage of it. You can expect to make it about halfway down
the corridor before the traps kick back in, so be wary of their return.
No use getting sloppy and finding yourself sliced in half.***
Question: I removed those red, green, and blue damage fields throughout
the temple using the "Dispel Magick" spell, and it caused a purple
energy field to disappear from a wall in one of the corridors. I
examined the spot where the energy field used to be and it said
something about a hole that a small dog could fit through. What does
that mean? What was the point of removing the purple energy field?
Hint: You won't be able to solve this puzzle until a little later in the
chapter. As you play, think about the kinds of things that might fit
through a hole like that. You should be able to find something you can
use. (Note: solving this puzzle is not necessary to completing the
game.)
***Answer: You need to first acquire the Runes necessary to cast the
"Summon Trapper" spell. You'll find these and the Spell Scroll all
within the chapter (but not until near the end). Once you have Tier
(Summon) and Aretak (Creature), you're ready to bring forth your own pet
Trapper. Backtrack to the area with the small hole (it'll be pretty far
away by now) and cast "Summon Trapper". Guide the little critter
through the hole, then walk it across the small bridge and over to the
runic symbol on the floor. Make it stand on this symbol (the sign of
the Corpse God Mantorok) to open a small alcove behind Lindsey that
contains the Mantorok Alignment Rune. This Rune will be your new best
friend, since spells cast with it will generally have a more powerful
effect than those cast with Runes of the other three alignments. For
instance, many of Mantorok's spells have the added bonus of poisoning
enemies, and you can also use the Rune to turn yourself invisible (among
other benefits). Experiment and have fun! (Please note that using this
Rune will probably make the game easier for you. If you're already
finding the game to be easy enough, you may wish to avoid it. Although
if this is your second or third time through, you'll definitely want to
grab it to have some fun.)
Warning: There appears to be a glitch in the game that can prevent you
from completing the chapter if you go back for the Mantorok Rune AFTER
watching the cutscene with Pious in Mantorok's lair. It doesn't always
happen, but I've heard multiple complaints, so you should keep it in
mind. If you want to get the Mantorok Rune I suggest doing it as soon
as you've acquired the "Summon Trapper" spell. No use risking any
problems (and it's a shorter trip back at that point anyway).***
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INTERLUDE 6: (ALEX)
Question: Where's the next Chapter Page?
Hint: Which spells did Alex learn from reading Lindsey's chapter? Where
might they be used?
***Answer: Head up to the second floor and approach the stained-glass
window. Cast "Dispel Magick" to remove the magickal barrier and
retrieve the next Chapter Page (don't forget to pick the appropriate
alignment).***
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CHAPTER 7: Heresy! (PAUL LUTHER)
Question: I've just started the chapter and I've searched around, but I
can't figure out where to go. Did I miss something?
Hint: Keep looking around, particularly in the main area of the
Cathedral.
***Answer: Walk down the middle aisle in the main area of the Cathedral.
Paul will find a dead body between the pews.***
Question: I've got the Podium Key, but where's the podium? I can't find
it!
Hint: Pretty much where you'd expect it to be. Look carefully, it can
be easily missed.
***Answer: The podium is at the end of the aisle in the main area of the
Cathedral. It's slightly in front of the altar and just off to the
right side. Approach it by standing at the front of the altar and
walking directly to your right. It can be hard to notice if you're not
looking, so pay close attention.***
Question: Okay, I've got the Emerald and the Sapphire, but where's the
Ruby?
Hint: It's in one of the rooms in the Old Tower. Have you searched the
Cathedral thoroughly?
***Answer: It's in the Bishop's Room. If you don't have the Old Tower
key, return to the bell tower and ring the bell. The Custodian will
speak with you and give you the key. You can find the door to the
Bishop's Room between the pews in the Old Tower. Once inside you'll
have a fight on your hands, but the winner gets the Ruby so it's
definitely worth the trouble.***
Question: I've got the Ruby and the Emerald but now I'm stuck. Where do
I go from here?
Hint: Maybe you'd be interested in a little wine...
***Answer: Go to the wine cellar and examine the casks of wine. One of
them is empty and is actually a trigger for a secret passage at the back
of the wine cellar. Turn the spigot of the second cask on the right
side.***
Question: I've got all three Diary Pages and the Book of Reliquaries but
I don't know what to do next. Does it have something to do with that
sacrificial altar?
Hint: What has been the purpose of collecting the Diary Pages, anyway?
Is there anyone that could help you?
***Answer: Return to the Custodian in the bell tower to show him the
evidence of the heresy. He'll give you a Sacrificial Knife which you
can use in the sacrificial altar to open a secret door.***
Question: I can't find the 5 Point Circle of Power anywhere. Where is
it?
Hint: It's hidden, so you'll have to do some work to find it. Maybe a
little music would soothe your soul and help you search?
***Answer: The 5 Point Circle of Power is hidden in the tabernacle to
the right of the altar. In order to open it, you need to play the
proper notes on the organ using the Sheet of Music. The Sheet of Music
can be found in the library at the top of the Old Tower.***
Question: I know I need to cast a spell using the 5 Point Circle of
Power, but I can't figure out how to do it. How does it work?
Hint: Do you remember how the 5 Point Circle of Power was described when
you picked it up? Or what the Pargon Codex said? A 5 Point spell
boosts the power of a 3 Point spell.
***Answer: You need to cast a regular 3 Point spell, but add two Pargon
(Power) Runes to it in order to increase its power.***
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INTERLUDE 7: (ALEX)
Question: Where's the next Chapter Page?
Hint: Read the Note from Edward. What could possibly have "88 keys" in
the Estate? Does anything relate to any of the puzzles that Paul
solved?
***Answer: Proceed to the dining room and examine the piano. Play the
notes in the correct order to discover the next Chapter Page.***
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CHAPTER 8: The Forbidden City (ROBERTO BIANCHI)
Question: I can see the key I need on a pedestal that is surronded by
some lava rocks. But just how do I get to it?
Hint: Examine the sigil on the pedestal. That should give you a clue.
***Answer: You need to cast a 5 Point "Reveal Invisible" spell of the
opposing alignment in front of the pedestal. Doing so will reveal a
path across the lava, and allow you access to the key.***
Question: What's this Sapphire Effigy I've heard of? Where do I get it
and what do I do with it?
Hint: The rumble function of your controller will come in handy here (it
rumbles when there's a secret nearby). Explore carefully while holding
your controller tightly. Also, be observant. You can actually see it
if you're paying close enough attention. As for its use, don't worry
about that yet. Roberto will want to collect it, but he's not the one
who will put it to use. More will be revealed in later chapters.
(Collecting the Sapphire Effigy is not necessary to completing the
game.)
***Answer: The Sapphire Effigy is one of three Effigies that can be
found throughout the game. You should have already collected the Ruby
Effigy during Karim's chapter (chapter 4). The Sapphire Effigy is
located in the corridor outside the room that contains the key on a
pedestal surrounded by a moat of lava. The only problem is that it's
invisible. However, when you cast the "Reveal Invisible" spell to gain
access to the key, you also make the Sapphire Effigy visible. It is
sitting on a small ledge, right near the bottom of the ladder (your
controller should rumble each time you walk past it). You should search
this area after you've grabbed the key (alternately, you could cast the
appropriate "Reveal Invisible" spell on your first trip past in order to
uncover it). If you run by quickly on your way back you may miss it, so
stay sharp. Collect this Effigy and proceed onward. When Roberto
visits Karim's spirit near the end of this chapter, he will be given the
Ruby Effigy that Karim found nearly 900 years ago. Roberto will in turn
need to pass on both of these to the character that will ultimately use
them. By collecting all three, you will be able to find a powerful
secret weapon in chapter 11. More on that later.***
Question: I've surveyed all of the rooms but one. The map says it's on
a floor below me, but I can't get to it. How do I get down there?
Hint: What spells have you learned with Roberto? Do any of them remind
you of anything that you've experienced during the chapter? What's with
that metal gate that you can't open?
***Answer: Return to the room where you saw the zombie get crushed by a
giant stone block. A metal gate closed when that happened, and you
haven't been able to open it. Cast "Summon Zombie" and walk the poor
creature onto the touch plate where the other zombie got smashed. The
stone block will pulverize this zombie as well, and open up the metal
gate allowing you access to the ladder behind it.***
Question: Okay, I'm finally done surveying everything. Now what?
Hint: Think back to the beginning of the chapter and why you're
surveying the ruins in the first place.
***Answer: Return to the guards at the beginning of the site and report
your findings to them. They said they'd let you go, right..?***
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INTERLUDE 8: (ALEX)
Question: Where's the next Chapter Page?
Hint: Does anything around here seem familiar after reading Roberto's
chapter? That crumbling sound might be a clue...
***Answer: Examine the painting of the gruesome tower of bodies in the
secret study. You'll be able to "survey the area" and locate the next
Chapter Page.***
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CHAPTER 9: A War to End all Wars (PETER JACOB)
Question: I've searched the area, but the guards are blocking all the
doors. How do I get past them?
Hint: If only you could convince one of the soldiers to leave. Maybe
one should be outside instead?
***Answer: Collect the Soldier's Orders from the podium. Return to the
first room of the Cathedral (where the entrance is). Go up to the
soldier that's blocking the door and give him the orders. He'll go out
to the rallying point as instructed, which will allow you access to the
door.***
Question: Help! The power's out and I can't get it back on. There's a
fuse missing and I can't seem to find it. What do I do?
Hint: Carefully check the items that Peter has in his inventory. Maybe
he already has something that could help you...
***Answer: Take the Lucky Penny and jam it into the empty slot in the
fusebox. The copper penny is conductive and will complete the circuit.
Now pull the lever to turn the generator on, and power will be restored
to the Cathedral (make sure you've turned on the steam generator in the
boiler room first).***
Question: I've seen the magick sigil on the wall, but I can't find the 7
Point Circle of Power anywhere. Where the heck is it?
Hint: There's a door you can't open in the boiler room, but you need to
get in there somehow. What's with that hole in the wall beside it? Can
you think of anything that might fit through there, and how it might
affect things on the other side?
***Answer: Cast "Summon Trapper" and guide the little fellow through the
hole. Once on the other side you'll notice that a body is blocking the
door. Target the body and use the Trapper's powers to banish it to the
Trapper Dimension. Problem solved. You can now open the door and find
the 7 Point Circle of Power.***
Question: How do I defeat the Black Guardian boss?! [Possibly the most
asked question about the game.]
Hint: Timing is the key. You may've guessed what to attack with, just
not when to do it.
***Answer: Depending on which artifact you chose with Pious, the Black
Guardian you fight here will be different. But the strategy for
defeating each one is much the same. The key here is to time your
attack to when the Black Guardian is vunerable -- and it's only
vunerable while it's glowing. It will cast a number of spells at you,
and eventually decide to rest and recharge itself. You'll see it glow
either red, green, or blue (depending on your path) and this is when you
need to hit it. What's the best thing to hit it with? I suggest you
start with a 3 Point "Magickal Attack" spell (of the opposing alignment,
of course) until you have the timing down. You can then upgrade to
casting a 5 Point or 7 Point "Magickal Attack" spell to kill the boss
faster, but keep in mind that the timing will be trickier. The Black
Guardian is only vunerable for a short period of time, so you'll have to
cast a 7 Point spell well in advance in order to land the hit. Of
course, once you learn the Black Guardian's attack patterns, you should
be able to nail it with your bigger spells fairly consistently (just
watch out for distractions like summoned zombies). Please note: if the
boss never seems to glow, you may be standing too close to it. It's not
particularly interested in being vunerable when you're right in its
face. Keep your distance so that it will feel more confident about
trying to recharge itself. You can still hit it with magick even from
pretty far away, so there's really no reason to be that close (and
staying back will help your ability to dodge as well). On the defensive
side, you'll want to come into the battle with a 7 Point "Shield Spell"
around you. If you find that you're getting hit a lot, you may need to
cast additional shield spells (probably 3 or 5 Point, depending on how
much time you have) when there's a break in the action. Also, casting a
"Damage Field" can help keep the zombies at bay during the second phase
(don't bother to attack the zombies directly, just let them bang into
your shield -- they'll die anyway when you cast your attack magick). As
long as you dodge most of the Black Guardian's attacks and time your
counter-attacks properly, you shouldn't have too much trouble with this
boss. Good luck.***
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INTERLUDE 9: (ALEX)
Question: Where's the next Chapter Page?
Hint: What puzzles did Peter solve in the last chapter? Come on, this
one's easy...
***Answer: Pick up the Basement Key and proceed to the basement. Put
the Lucky Penny in the fuse box to complete the circuit. This will
restore power to the second floor bathroom. Head up there and open the
medicine cabinet to find the next Chapter Page.***
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CHAPTER 10: A Legacy of Darkness (EDWARD ROIVAS)
Question: How do I get the Elephant Gun? I can't seem to find the key
to the gun case.
Hint: Someone in the Estate has the key, but he will only give it to you
under a special circumstance. And if you miss your opportunity, you
won't be able to acquire it later.
***Answer: The servant in the master bedroom has the Gun Cabinet Key.
This is the first servant that will be attacked by the nasty vampire
creature (not counting the one you fight in the library). But the
servant will only give you the key if the monster attacks him and you
save his life. If the servant dies, you cannot get the key.
Additionally, if you defeat the monster before it attacks the servant,
you will also not get the key. It is only given as a reward for saving
the servant's life, so you'll have to time it carefully. Of course, you
can certainly survive the chapter without the Elephant Gun. Sure it's
slightly more powerful than the Double Shotgun, but the wicked recoil
will literally knock Edward off his feet, so it's not always the most
useful weapon (at adds quite a bit to your recovery time). You should
be just fine using the Double Shotgun for all your ranged attacks.***
Question: Some crazy monster tried to kill my servants, and now I can't
seem to kill it. It keeps recharging itself and I eventually die. What
do I do?
Hint: It keeps drawing power from that stone obelisk with the Rune on
it, so you'll need to prevent it from doing so, one way or another...
***Answer: You need to destroy the obelisk with the Rune on it so that
the creature won't be able to recharge anymore. Target it with your
weapons (any gun will do) and let fly! After it's destroyed, you'll be
able to kill off the vampire creature once and for all (also note that
you can cast "Reveal Invisible" during the battle to make the monster
visible at all times).***
Question: Holy crap! A giant Guardian creature like the one Max fought
just appeared and I can't kill it! What do I do?
Hint: Observe the spells it casts if you can't do any damage to it. If
you have figured out how to hit it, just keep piling on the hurt. It
will die eventually, if you choose to kill it...
***Answer: The Guardian frequently casts a 5 Point "Damage Field" to
protect itself. Cast a 5 Point "Dispel Magick" spell of the opposing
alignment to dissipate it. Once the barrier is down you can either cast
"Magickal Attack" or fire on it with your weapons. After a decent
amount of punishment the creature will die. However, you don't
necessarily need to kill it. If it's blocking a door you need to access
then you'll have to hit it at least once, but after it moves away you
can just ignore it and proceed on with your quest.***
Question: I've found the giant stone magick array in the Guardian City,
but I don't know which Runes to cast. Which should I choose?
Hint: Examine the array for clues. Alternately, you should be able to
use a little bit of intuition to figure out which spell you're trying to
cast. And don't forget to enscribe all of the Runes. You need a lot of
'em for a spell this big.
***Answer: Using the massive array you're going to cast the mother of
all "Dispel Magick" spells. You'll need to enscribe nine Runes total in
order to pull it off. Six of those will be Pargon (Power), one will be
Nethlek (Dispel), one will be Redgormor (Area), and the last will be the
Alignment Rune that opposes the one Pious chose (either Chattur'gha
(red), Ulyaoth (blue), or Xel'lotath (green) -- you should know which
one to pick by now!). You won't want to be around when a 9 Point spell
goes off, so once you've entered all of the Runes correctly, get the
heck out of there!***
_______________________________________________________________________
INTERLUDE 10: (ALEX)
Question: Where's the next Chapter Page?
Hint: Read the Hidden Note from Edward again. What was that he said
about "tipple"?
***Answer: Head down to the basement and examine Edward's wine casks.
You'll find a Pickax hidden among them. Take the Pickax to the second
floor and smash down the wall that seals off the old servants' quarters.
After the somewhat disturbing (yet enlightening) cinema, cast a 3 Point
"Dispel Magick" spell to gain access to the Stethoscope. Use the
Stethoscope on the safe in the basement to find the next Chapter Page
hidden within (the combination is 59 right, 81 left, 46 right -- just in
case your safecracking skills aren't up to snuff).***
_______________________________________________________________________
CHAPTER 11: Ashes to Ashes (MICHAEL EDWARDS)
Question: Where do I get the Tome of Eternal Darkness with Michael?
Hint: It's actually pretty far into the chapter, but you can't miss it,
so don't worry too much about it.
***Answer: The Tome won't appear until you've ventured deep into the
ruins. You'll need to solve a puzzle in the room with the miniature
city model and the dais bathed in sunlight. Once you've succeeded in
that task, a trap door will open near the back of the room. Attempt to
climb down the ladder and you'll finally be granted the Tome of Eternal
Darkness. Hopefully you won't have too much trouble getting to this
point without dying (it can be difficult). Since you won't be able to
heal until after you get the Tome, make sure to take out most of the
enemies you encounter from long range with the Assault Rifle. Mike
starts out with plenty of ammo, so you should use the Fire Ax only as a
last resort (at least until you get the Tome, then it's up to you).***
Question: What do I do with this Emerald Effigy (and any other Effigies
that I found)? I tried to use it in the room with the large bas-
reliefs, but I couldn't get it to do anything (and/or I keep getting
attacked by Horrors). What's the point?
Hint: You will need to have all three Effigies in your possession in
order to do anything with them (only the Emerald Effigy can be found in
this chapter -- the others must be found in earlier chapters). If you
have all three, you need to use them in the room with the bas-reliefs of
the warrior, sorcerer, and scholar. But you need to pay careful
attention to how you use them. Examine each bas-relief and each of the
Effigies closely for clues. If you try to use them and a Horror
appears, you've done something wrong. (Note: collecting and using the
Effigies is not necessary to completing the game.)
***Answer: The Effigies are all in submissive postures, indicating
defeat at the hands of their eternal enemies. So keep the alignment
relationship in mind when placing them on the ledges (the sorcerer gets
the Ruby Effigy, the warrior gets the Emerald Effigy, and the scholar
gets the Sapphire Effigy). If a Horror appears, that means you chose
the wrong Effigy for that ledge. Try again. Once you put the correct
Effigies on the correct ledges a secret staircase will appear in a
nearby room. (Note: the previous Effigies can be found in chapter 4
(Karim) and chapter 8 (Roberto) -- the Emerald Effigy in this chapter is
protected by a damage field and is located at the juncture of two
corridors that can be found after exiting the room containing a pair of
Horrors.) Backtrack to the staircase and take it down to a hidden room
with a stone display plinth. Waiting gloriously on this plinth is the
Enchanted Gladius (the coolest melee weapon in the game). Take it.
Unfortunately for Mike, he can't actually wield the Enchanted Gladius.
That priviledge is reserved for its destined owner -- the Guardian of
Light. But Mike will kindly deliver the sword to this person later in
the game, so you needn't worry about it again until then.***
Question: How do I get past the large stone with the symbols on it?
It's blocking a ladder that I want to get to.
Hint: Examine the stone closely. You should be able to make out some
markings which will give you a clue.
***Answer: The Runes Tier (Summon) and Aretak (Creature) are carved
into the stone obelisk, as well as the mark of the 3 Point Circle of
Power. Following this recipe, you'll need to cast the "Summon Trapper"
spell. Walk the Trapper over to the stone and target it. Once it's
targetted, banish it to the Trapper Dimension.***
Question: I'm stuck and don't know where to go. What's with that weird
door outline on the wall?
Hint: Think about this carefully. You'll want some powerful magick to
help you out.
***Answer: Cast a 7 Point "Reveal Invisible" spell on the door outline
(and be sure to use the appropriate alignment, as usual). Once the
spell is cast, a large door will appear in the wall.***
Question: I've got the Detonator Caps, but where in the world are the
explosives?
Hint: Make sure you've searched the area thoroughly. You might miss
something if you're not careful. Have you dealt with that obelisk yet?
***Answer: Once you've banished the stone obelisk (by summoning the
Trapper to deal with it -- see an earlier question for more detail),
you'll find the "Bind" Spell Scroll in a room a couple floors down.
Across from this room are two Horrors who've created a magickal barrier
against you. "Dispel Magick" won't work this time, so instead cast
"Bind" to bring one of the creatures under your control. The two
Horrors will then duke it out until one wins. At this point the barrier
will dissipate. Kill the other Horror and retrieve the Plastic
Explosive from the broken Ulyaoth plinth at the back of the room.***
Question: I've got the Plastic Explosive but I can't find the Detonator
Caps. Where are they?
Hint: Explore the area carefully. Is there somewhere else you might be
able to go? Try to remember what the area looked like during previous
chapters.
***Answer: The Detonator Caps are in plain view, but first you'll need
to uncover a secret door to gain access to the area (cast "Reveal
Invisible" on the wall with the big door outline -- see an earlier
question for more detail). Once you've gone through the door and down
the hall a little ways, you'll see the Detonator Caps lying on the floor
near the outstretched arm of a dead body (it's right near the area with
the yellow energy field on the floor).***
Question: I've assembled the C4 Bomb but it's not powerful enough to
destroy the city. What do I do?
Hint: There must be some way to make it more powerful. Maybe magick?
***Answer: Cast a 7 Point "Enchant Item" spell on the C4 Bomb and plant
it on the bridge. That'll make sure the whole area goes up in flames
bigtime. Oh yeah, you've now got just three minutes before it goes off
-- run.***
_______________________________________________________________________
INTERLUDE 11: (ALEX)
Question: No more Chapter Pages? Where do I go next?
Hint: This one should be easy. You've been waiting for this the whole
game!
***Answer: It's the telescope! At last! Adjust the mirrors (up and
down, left and right) until the light has been reflected around the room
and into the small globe on the floor. A secret passage will now open
up in the basement. It's finally time for Alex to take part in the
fight against the Eternal Darkness.***
_______________________________________________________________________
FINALE: Gateway to Destiny (ALEX ROIVAS)
Question: Okay, I've found my way down into the Guardian City, but I
can't make it across the enchanted yellow floor. How do I cross this
area?
Hint: You can't get rid of the yellow energy, so you'll have to find
some way to protect yourself.
***Answer: First, cast a 7 Point "Shield Spell" around yourself for
protection. The door at the end of this 'yellow energy road' is blocked
by a 7 Point "Damage Field", so you'll need to cast a 7 Point "Dispel
Magick" spell (of the opposing alignment) to remove it. You can cast
this anywhere you like in this area, so do it as soon as you can. Now
that the damage field's gone and your spell shield is up, you can run
straight across the yellow floor and exit through the door. If you run
fast enough your shield should last the whole way, and you won't even
get hurt.***
Question: I've returned to the massive power arrays, but I don't know
which Runes to cast. Is it the same as last time?
Hint: What would be the fun in that? You don't need "Dispel Magick"
this time, but you will need to cast something in order to counter
Pious' spell. Wait, just what was Pious casting, again?
***Answer: Pious has been casting a giant summon spell to bring his god
into the world, so maybe you'd better summon a god (Ancient) of your own
to counter it. I think you know which Alignment Rune to pick by now.
Choose the Tier (Summon) Rune, Aretak (Creature) Rune, and a whole whack
of Pargon (Power) Runes to go with it, and you've got one seriously
impressive 9 Point summon spell (I like to call it, "Summon God"). Bet
you can't wait to see the result...***
Question: The floor is glowing purple and every time I step on it a
giant worm creature pops up and zaps my sanity. How do I get out of
this room?
Hint: If the creature doesn't know you're there, it probably won't
attack you...
***Answer: Tip-toe softly across the floor to avoid detection. Use the
'X' button or press the analog stick gently to make your way quietly to
the exit.***
Question: I'm in a room with three magickal obelisks (red, blue, and
green) and I can't get out. If I destroy one, it immediately respawns
and I get attacked by a Horror. How the heck am I supposed to get past
the purple barrier?
Hint: Taking them out individually doesn't work, since the other two
will just replenish the first. Maybe there's a different approach?
***Answer: You need to destroy all three obelisks at the same time.
Cast a 7 Point "Magickal Attack" spell to blast them simultaneously into
oblivion.***
Question: Help, there's a hole in the floor filled with molten rocks and
I can't get past. What do I do?
Hint: There's gotta be some way to get across. Check your spells.
***Answer: Cast a 7 Point "Reveal Invisible" spell to make the floor
appear over the molten rocks. Now you can simply walk across.***
Question: I'm fighting the major boss and I can't hit him. How do I
cause him damage?
Hint: He's got some serious defense spells running, but there is a way
to hit him through them. Experiment a bit.
***Answer: Enchant your Gladius using the appropriate Alignment Rune and
smack Pious with it. Pious won't take any actual damage, but if you
land a successful hit the Essence of his master will appear (the
artifact that he chose all those years ago). Run over and whack it with
your sword. Continue to beat on the Essence at every opportunity you
get until it has been destoryed (it will keep disappearing, but just
smack Pious again to make it visible). Without its protection Pious is
now vunerable to your attacks. Enchant whichever weapon you feel most
comfortable with and take it to him (a 7 Point enchanted shotgun will
make short work of him). Victory is not far off...***
Question: I just beat the boss, and now Edward wants me to cast another
spell. Which Rune do I pick? Can I screw this up?
Hint: You can't screw it up, so don't worry. Think about which Rune to
use (remember that Aretak (Creature) is still scribed on another tower,
so consider which Rune might go with that) or just guess until you get
it right.
***Answer: You want to banish your summoned Ancient, so change the Tier
(Summon) Rune to the Bankorok (Protect) Rune to complete the "Bind"
spell. That's all it takes. Although I do suggest getting it wrong a
few times first, just to hear Edward's amusing reactions.***
_______________________________________________________________________
SECRETS
Question: Where is the purple Mantorok Rune? Is that the fourth
Alignment Rune?
Hint: It's hidden somewhere in chapter 6 (Lindsey). It should be much
easier to find the second time you play through the game.
***Answer: You will find the Mantorok Alignment Rune in chapter 6 with
Edwin Lindsey. In order to get it you will first need to disrupt the
purple magickal barrier that protects a crumbled section of wall. The
barrier is powered by each of the other three alignments and you will
need to locate three different damage fields protecting the three
different alignment symbols throughout the temple. Once you've found
and destroyed each field using "Dispel Magick" (with the opposing
alignments, of course), the purple barrier will disappear. However, you
still can't access this area due to the rubble blocking the way. There
is only a hole big enough for a small dog (or Trapper) to fit through.
Now, continue through the temple until you've acquired all the Runes
necessary to cast the "Summon Trapper" spell. You'll find these and the
Spell Scroll all within this chapter (but not until near the end). Once
you have Tier (Summon) and Aretak (Creature), you're ready to bring
forth your own pet Trapper. Backtrack to the area with the small hole
(it'll be pretty far away by now) and cast "Summon Trapper". Guide the
little critter through the hole, then walk it across the small bridge
and over to the runic symbol on the floor. Make it stand on this symbol
(the sign of the Corpse God Mantorok) to open a small alcove behind
Lindsey that contains the Mantorok Alignment Rune. This Rune will be
your new best friend, since spells cast with it will generally have a
more powerful effect than those cast with Runes of the other three
alignments. For instance, many of Mantorok's spells have the added
bonus of poisoning enemies, and you can also use the Rune to turn
yourself invisible (among other benefits). Experiment and have fun!
(Please note that using this Rune will probably make the game easier for
you. If you're already finding the game to be easy enough, you may wish
to avoid it. Although if this is your second or third time through,
you'll definitely want to grab it to have some fun.)
Warning: There appears to be a glitch in the game that can prevent you
from completing the chapter if you go back for the Mantorok Rune AFTER
watching the cutscene with Pious in Mantorok's lair. It doesn't always
happen, but I've heard multiple complaints, so you should keep it in
mind. If you want to get the Mantorok Rune I suggest doing it as soon
as you've acquired the "Summon Trapper" spell. No use risking any
problems (and it's a shorter trip back at that point anyway).***
Question: Where is the Enchanted Gladius? And what do I do with the
three Effigies?
Hint: The three Effigies won't be used until late in the game. But make
sure to collect them all as you go along. They will help reveal the
path to the Enchanted Gladius, the coolest melee weapon in the game.
***Answer: The Enchanted Gladius is hidden in chapter 11 (Michael). It
is a permanently enchanted sword that can be swung normally or thrown
from a distance (target an enemy and press the attack button to chuck
your sword at it -- very cool). In order to discover it you must
collect the three Effigies throughout the game: the Ruby Effigy (chapter
4 - Karim), the Sapphire Effigy (chapter 8 - Roberto), and the Emerald
Effigy (chapter 11 - Michael). As Michael, take the Effigies to the
room with the three large bas-reliefs. You will see a red warrior, a
blue sorcerer, and a green scholar. Now, the Effigies are all in
submissive postures, indicating defeat at the hands of their eternal
enemies. So keep the alignment relationship in mind and place them on
the appropriate ledges (the warrior gets the Emerald Effigy, the
sorcerer gets the Ruby Effigy, and the scholar gets the Sapphire
Effigy). If a Horror appears, that means you chose the wrong Effigy for
that ledge. Try again. Once you put the correct Effigies on the
correct ledges a secret staircase will appear in a nearby room.
Backtrack to the staircase and take it down to a hidden room with a
stone display plinth. Waiting gloriously on this plinth is the
Enchanted Gladius. Take it. The Enchanted Gladius can only be used by
the Guardian of Light, so Mike will just have to hang onto it for a bit
(hey, he's got the Assault Rifle anyway, so no worries). He'll
eventually deliver the Gladius to its destined owner later in the game,
so you needn't worry about it again until then.***
Question: Where are the three Effigies?
Hint: Chapters 4, 8, and 11.
***Answer: Ruby Effigy (chapter 4 - Karim): Progress until you reach the
point where Karim must climb over a pile of rubble that is blocking the
corridor. Before you climb over, take the nearby ladder up to a small
room. This room contains the Ruby Effigy.
Sapphire Effigy (chapter 8 - Roberto): Progress until you reach the room
where Roberto must cast the "Reveal Invisible" spell to claim a key from
a pedestal. After casting the spell, leave this room and check a ledge
in the corridor. The Sapphire Effigy should now be visible on the ledge
(if not, cast another reveal spell).
Emerald Effigy (chapter 11 - Michael): Progress until you reach a room
with a pair of Horrors in it. Deal with them and then take the ladder
down and follow the corridor as far as you can go. A damage field will
eventually block your path (and you'll meet a few Worms). Cast "Dispel
Magick" to remove the damage field and claim the Emerald Effigy.
Now, what does collecting these Effigies do for you? See the above
question for that answer.***
Question: What do I get for beating the game?
Hint: Hmm, can't really give a hint for this one. Rhymes with
schmredits?
***Answer: Besides a certain sense of satisfaction, completing the game
once will unlock a "Credits" option from the title screen. Use this
option to watch the credits anytime you please.***
Question: What do I get for beating the game twice?
Hint: More satisfaction and another title screen option.
***Answer: Completing the game twice will unlock the "Jump to Game"
option from the title screen (make sure to use the save data from the
previous completion). Use this option to replay any of the chapters in
the game. Liked a particular chapter a lot? Go back and enjoy it
again.***
Question: What do I get for beating the game three times?
Hint: Want to know how the game really ends?
***Answer: Completing the game three times will show you the game's true
ending (make sure to use the save data from the previous two
completions). After the normal ending you will get to watch an Epilogue
cutscene that explains what's really going on. It's short, but still
fairly enlightening. You will also unlock "Eternal Mode", which can be
selected when using the "Jump to Game" option. Eternal Mode will give
you unlimited health, magick, sanity, stamina, and ammo when replaying
any of the chapters in the game. Found one too difficult? Use your
invincibility to take unlimited revenge (or just play around with the
Assault Rifle...).***
Question: Are there any more secrets in the game?
Hint: Good question.
***Answer: Not that anyone has currently found. But if you happen to
find something, be sure to e-mail me and let me know.***
_______________________________________________________________________
COPYRIGHT NOTICE
This FAQ is copyright (c) 2002 Dallas Gow.
Eternal Darkness: Sanity's Requiem is copyright (c) 2002 Nintendo.
All Rights Reserved.
The most recent version of this FAQ can be found at GameFAQs
(
http://www.gamefaqs.com).
Please do not copy or redistribute this FAQ in any manner whatsoever.
_______________________________________________________________________
CONTACT INFORMATION
If you would like to contact me or if you have any Eternal Darkness
questions you'd like answered, e-mail me at
[email protected]
(include "ED FAQ" in the subject line or I may not see it). If your
questions are common enough they may be answered in a future update to
this FAQ. Suggestions/corrections/compliments are also welcome.
_______________________________________________________________________
SPECIAL THANKS
-CJayC (for hosting the FAQ)
-Nyetsuu (for a Dispel Magick tip and some FAQ suggestions)
-Nintendomaster13 (for some insight regarding the Black Guardian boss
battle)
-Ominous Grin (for informing me of the chapter 6 glitch)
-Kith (for a weapons tip on the final battle)
_______________________________________________________________________
VERSION HISTORY
2002.07.04 - v1.9
Added the promised secrets section, revised some questions, added a
question (finale).
2002.07.01 - v1.7
Revised some questions, revised the ch. 9 boss strategy, finished adding
info about the effigies, added new questions (prelude, ch. 10, 11), etc.
A secrets section is planned for the next update.
2002.06.30 - v1.5
Revised some questions, added new questions (ch. 6, 8).
2002.06.29 - v1.2
Added boss strategy questions (ch. 5, 9), revised some questions, added
new questions (ch. 1, 4, 5, 7, 8, 9).
2002.06.28 - v1.0
First batch of frequently asked questions added (all chapters).