____ ____ ____ ____ _ _ __ __
( ___)(_ _)( ___)( _ \( \( ) /__\ ( )
)__) )( )__) ) / ) ( /(__)\ )(__
(____) (__) (____)(_)\_)(_)\_)(__)(__)(____)
____ __ ____ _ _ _ _ ____ ___ ___
( _ \ /__\ ( _ \( )/ )( \( )( ___)/ __)/ __)()
)(_) ) /(__)\ ) / ) ( ) ( )__) \__ \\__ \
(____/ (__)(__)(_)\_)(_)\_)(_)\_)(____)(___/(___/()
___ __ _ _ ____ ____ _ _ / ___
/ __) /__\ ( \( )(_ _)(_ _)( \/ ) / __)
\__ \ /(__)\ ) ( _)(_ )( \ / \__ \
(___/(__)(__)(_)\_)(____) (__) (__) (___/
____ ____ _____ __ __ ____ ____ __ __
( _ \( ___)( _ )( )( )(_ _)( ___)( \/ )
) / )__) )(_)( )(__)( _)(_ )__) ) (
(_)\_)(____)(___/\\(______)(____)(____)(_/\/\_)
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Eternal Darkness: Sanity's Requiem
FAQ/Walkthrough
Final Version
By: Admodieus
[email protected]
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Table of Contents
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1) Introduction
2) Version History
3) Story
4) Controls
5) Characters
6) Game Overview
7) Walkthrough
8) Magick
9) Enemy Encyclopedia
10) Secret/Codes
11) Copyright/Contact Information
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1) Introduction
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Eternal Darkness: Sanity's Requiem may have been the most waited for game
since Zelda: Ocarina of Time. In development for 4 years and spanning
that many Electronic Entertainment Expos, Eternal Darkness had to be a
stellar game, or else Silicon Knights would be highly criticized.
Originally an Nintendo 64 title, Eternal Darkness was planned as a
GameCube launch title but followed a cornucopia of delays placing it on
June 24th. It was that fateful that Eternal Darkness launched;
coincidentally, the planets also aligned that day, which turns out to be
a key part of the storyline.
Eternal Darkness spans two millineums, letting you control a Roman
Centurion to a World War I reporter to Alex Roivas herself, the main
character of the game. It doesn't make sense at the beginning, but
starting at Chapters 8 and 9 the plot starts to come together and you
start to realize how things will turn out.
In the end, Eternal Darkness is an incredibly puzzling game and by reading
his guide you'll be practically ruining your gameplay experience. I ask
you to think it over before scrolling down to find the help you need.
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2) Version History
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Version 1.0
------------
The complete version. EVERYTHING is done. For you fans of my Resident Evil
guide, you'll just love this one.
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3) Story
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Long before humanity graced the Universe with its puerile ideas, the Earth
belonged to another species. An ancient species bound by neither physics
nor nature; purpose nor ethic. Through the passage of time, the
relentless advance of ice and continental plate and other less fathomable
reasons, these "Ancients" were driven into the recesses of our world.
There they lie imprisoned until such time as the conditions are right for
their return.
"Oh oblivious, naïve Humanity... How ignorant we really are - safe only in
our blind "superior" view of the world. We are merely caretakers, for
when the Ancients return we shall be swept aside like driftwood on the
tide of destruction..."
Hungry for dominance, radical organizations seek to restore the Ancients
to their former station. For eons they have schemed and plotted in the
darkness, attempting to bring these unholy entities into our world
through arcane magicks - blood rituals, worship and sacrifice.
Of these sects, little is known; those who learn their secrets tend to
perish swiftly at their hands. Their scheming works to bring the return
of the Ancients, and the extinction of humanity, ever closer.
Yet not all hope is lost. The fate of Humanity depends upon the actions
of a chosen few. They are average people, unprepared for heroic deeds,
but the responsibility is theirs, nevertheless. Even as their lives are
torn apart by unseen evils, they must show courage not only in the face
of the enemy, but also their own fears. These poor souls will teeter on
the brink of insanity, tortured by the horrors of the Ancients.
A secret war is being waged on the periphery of Humanity's perceptions - a
war wreathed in shadows and deception. Now, the centuries-long game of
the Ancients is reaching its final stages.
The Darkness comes...
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4) Controls
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================
Control Stick
================
-Moves character around
-Selects options, items, and spells on menu screen
-Targets different parts of enemy
================
A Button
================
-Uses weapon
-Confirms selections on menus
-Used as the "yes" option for picking up items
================
B Button
================
-Reloads weapon (if needed)
-"Examines" and "details" items
-Used as the "no" option for picking up items
================
X Button
================
-Creep along at a very slow pace
================
Y Button
================
-Hotkey for Spell 1
================
Digital (D) Pad
================
-Hotkeys for Spells 2-5
================
R Button
================
-Targets enemies
================
L Button
================
-Makes currently controlled character run
================
Z Button
================
-Reloads guns manually
================
Start Button
================
-Brings up menu screen
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5) Characters
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During the course of Eternal Darkness, you'll control 12 different
characters in the 12 chapters of the game. Each character is unique to
their time period.
===================================
Pious Augustus---26 B.C.
===================================
Pious is a Roman Centurion who has stayed with the Roman army even after
all his friends quit to seek better lives. Pious is a well respected
soldier and has excellent combat tactics. He believes there is something
out there, something that is waiting for him...something more than
fighting....
===================================
Ellia the Dancer---1150 A.D.
===================================
Ellia is a dancing girl who has recently found a interesting book and has
become intrigued by the news and talks of Ancients. She enters a
mysterious temple in a search for these rumored ancients but finds more
than she ever bargained for.
===================================
Anthony---814 A.D.
===================================
Anthony is the messenger for the Emperor Charlemagne, and as you will see
in his chapter, must deliver a message to the Emperor. However, Anthony
always is in other people's buisness, and that, my friend, is costly.....
===================================
Karim---565 A.D.
===================================
Karim, a young Persian boy, seeks the heart of a mysterious girl named
Chandra. In return for her hand in marriage, Karim must find an artifact
that her heart desires. Karim is an excellent swordsman, and hopes that
Chandra remains faithful to him. However, all is fair in love and war...
===================================
Dr. Maximillian Roivas---1760 A.D.
===================================
Max Roivas is an old, husky man living by himself in the legendary Roivas
mansion. His servants, children, and friends all believe he is becoming
insane, and worry for his health. Max is the only one, being a doctor,
that can see his fellow servants who are possessed by their slightest
faulty movement. However, not everyone believes him....
===================================
Edwin Lindsey---1983 A.D.
===================================
Edwin Lindsey is an archaelogist who has used radar satellite imagetry to
find a hidden temple in Cambodia. Betrayed by the person he thought
financed his project, Lindsey finds a way to the core of the temple before
his rival does. Lindsey is then burdened with the responsibility of keeping
the essence of Mantorok safe from the darkness.
===================================
Paul Luther---1485 A.D.
===================================
Paul is a Franciscan monk during the period known as the Spanish Inquisition.
Paul is drawn to the very same cathedral as Anthony was, but for a different
purpose: to see the famous Hand of Jude. In the cathedral, he finds Brother
Andrew has been killed, and is immediately accused. As Paul works to clear his
name, another plot unfolds...
===================================
Roberto Bianchi---1460 A.D.
===================================
Roberto is a slave who also happens to be an architect. Thrown into the
foundation of a tower, Roberto is forced to survey the sites then report back
to his master when finished. However, Roberto finds a familar face deep in the
ruins, and ends up being a middleman in the transportation of an essence...
===================================
Peter Jacobs---1916 A.D.
===================================
Peter Jacobs is a reporter during World War I. Peter is currently stationed at
a familar cathedral in Amiens, France which is now being used as an hospital.
Jacobs sets out to investigate the place on reports from injured soldiers that
other faatally wounded soldiers are disappearing in the night...what Peter
finds is more than a bit of disease, though...
===================================
Edward Roivas---1952 A.D.
===================================
The grandfather of Alexndra Roivas, Edward has inherited the Roivas mansion,
and currently occupies it with his servants. Run-ins with his ancestor,
Maximillian lead him to an underground city of the Ancients. Edward is
determined to destroy the city and all its inhabitants, but is that truely all
there is?
===================================
Michael Edwards---1991 A.D.
===================================
Michael Edwards is a Canadian firefighter during the Gulf War. Currently
positioned overseas, Edwards is involved in a crazy, haphazard mishap that
puts him in the ruins of a familar temple in Persia. Edwards runs into another
chosen one from a few chapters back, and picks up some heavy duty equipment to
fight his way through.
===================================
Alexendra Roivas---2000 A.D.
===================================
Alex is the last of the current Roivas line. Arriving at her grandfather's
mansion from a call from police, she finds her grandfather dead, without a
head, and no clues. Alex vows not to leave until she uncovers what happened to
her grandpa...
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6) Game Overview
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Meters
============
Starting at Chapter 3, all characters have the three meters: Red, representing
health, blue, representing magick, and lastly green, representing sanity. The
meters vary from character to character - for example, a battle-hardened
firefighter might have more health than a prettyboy psychologist who reads
books all day. However, keeping your meters full is most important, as you'll
find the game much more difficult if you don't.
===================
Tactical Combat
===================
When you find an enemy, holding R will allow you to target different parts of
that enemy's body. It starts at the chest, allowing you to move the target to
the head or either arm. After enogu hhits have been inflicted on the enemy,
you can perform a finishing move to make them disappear.
==================
Finishing Blows
==================
Once an enemy has fallen for good, you can perform a finishing move on them.
Simply press B when the appropriate text is displayed in the upper right
section of the screen, and your character will do an automatic finishing move.
Moves vary from character to character and even weapon to weapon.
===============
Ranged Weapons
===============
Ranged weapons, such as the crossbow or shotgun for example, are excellent for
taking out trappers, horrors, and gatekeepers. You can also use them to
killing zombies, but most of them are so slow that I suggest you pick a melee
weapon instead. Always use melee weapons to perform finishing moves in order
to conserve ammo for the bad boys.
===============
Spells
===============
In Chapter 3, you'll be introduced to the spell portion of the game. It may
seem overwhelming at first, but in time you'll be putting together, assigning,
and using spells on the fly, like it's second nature. Each spell consists of
an Alignment Rune (Chattur'gha, Ulyaoth, Xel'lotath or Mantorok) two specific
runes, and if necessary, Pargon runes to fill in the remaining spaces.
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7) Walkthrough
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==========================================================================
Prologue: A Death in the Family
Rhode Island, USA
2000 A.D.
Alex Roivas
==========================================================================
The game starts off in a weird dream. You'll take control of Alex. I would
recommend taking this moment to get used to the targeting system; hold
R then move the control stick to target the different parts of the enemy's
body. Blow a couple heads off the Mantorok zombies, and just wait for Alex
to try and escape, only to hear the cries of her earlier ancestor, Max
Roivas. Soon enough, she'll wake up. Take notice what time is on her
clock. When you get to the mansion, watch the cutscene closely and gawk at
the voice acting and facial expressions. Anyway, when you take control of
Alex again, read the text on the screen then press B to continue.
Start off by walking up to the clock in front of you and examining it. Is
that the same time on that clock as it was on the alarm clock at Alex's
house? Anyway, examine it closer and take the dresser key from the back.
Now, go to the right part of the mansion and open the first door you see,
which is the only door on the right side that is unlocked. You'll enter
the library. Instead of going into the door on Alex's right, continue to
her left and onto another screen. Here, walk up to the grandfather and set
the clock hands to 3:33. A bookcase (which looks too flat to be a bookcase, in
my opinion) will slide out of the way. Take Alex down that hallway and into
the room.
Here, go to the desk and take the Tome of Eternal Darkness. Watch the cut-
scene and then prepare to enter the first chapter of Eternal Darkness..
==========================================================================
Chapter One: The Chosen One
Persia
26 B.C.
Pious Augustus
==========================================================================
As soon as the chapter starts, make Pious walk forward toward the ladder
and climb down. Here, Pious will spot a small granite block by some bogeys
and give the absolute WORST facial expressions in the game. I mean, is he
constipated or what? Pious will then flick his sword up and down and the
Mantorok zombie will rise to attack him. Now, don't send Pious running to
tackle the zombie - there's two more on the sides of the walls, and since
the game doesn't exactly train you in combat, you'll want to slowly walk
up to them, lure one to you, then cut off the head using the targeting
system. Then, it'll stand still and flail around, leaving you to cut off
the ehads of the other Mantorok zombies. Once all heads are gone, cut off
the arms then finish them while they're on the ground. Pick up the
Chattur'gha granite block then procede through the door ahead.
In this room, you'll spot another granite block in the middle; however,
you're surrounded by enemies. It's your call. You could stick around and
fight them, for experience, or you could just pick up the Xel'lotath
granite block and run. Either way, get the granite block and head through
the door to the right of the one you came in from.
Another room, another granite block. This time the Ulyaoth block. In this
room I recommend you fight the zombies, because if you run to the other
side, grab the block, and attempt to go down the ladder, they'll most
likely clutter around it and block your escape route. Again, heads, arms,
finisher. After you're done mincing those undead, pick up the block and go
down the ladder.
Now you're stuck in a narrow hallway. One thing you should now about this
game: if you attempt to use a sword or melee weapon in a small hallway, it
will most likely bang against the wall and not harm your foe. So, move
toward the more open section, then take this zombie down. You'll then
notice a door blocked by bars and another door open for use, so go into
the one that's open.
Here, head into the big round portion of the room, then start cutting up
those zombies. Once the room is clear, take the Mantorok granite block
from the center pedestal and then place all the blocks in the right
holders. From left to right, it should be:
Ulyaoth Chattur'gha |Door Corridor| Xel'lotath Mantorok
After all the blocks are in the right places, the bars over that other
door in the previous hallway should be removed. Go back into the hallway
and enter that door. Here, the game, will give you a very brief tutorial
on the targeting system. Now, why didn't this happen at the start of the
level? Silicon Knights has some weird thoughts about order O_o. Anyway,
you're supposed to chop off the head first, then either arm, then the
other arm, and finally hit the torso. The door behind the statue should
open.
**************************************************************************
SPOILERS(Scroll down if you do not wish to read)
Many believe that this statue that Pious meets along the way in Chapter 1
represents the one in the hallway where the characters in Chapters 3-11
grab the Tome of Eternal Darkness. If you 'examine' Pious' statue in that
hallway, you'll notice all the the parts that Pious hit (head, arms, body)
are all missing, and only the legs remain. Coincidence?
END SPOILERS
**************************************************************************
Upon entering this next room, the game will strongly hint at that large
button in the corner. Gee, I wonder what we have to do? Anyway, get out
of that cramped hallway and into the big room, and then chop, dice, and
mince those zombies so they disappear. When all those enemies are gone,
walk over to the button and examine it, then choose yes. Pious should
press it raising pillars up and creating a warp. Walk into the warp to go
to the fina lroom of the chapter.
This is the Room of Fates, where you will choose your path for the rest of
the game. If you pick the Red Artifact, the majority of the enemies during
the game will be Red and will take more health from you than normal. If
you choose the Green Artifact, it will be the same as red, but you'll lose
more sanity instead of health. And lastly, if you pick the Blue Artifact,
you'll give up more magick than the other two. Choose wisely, grasshopper.
==========================================================================
CHAPTER COMPLETE
==========================================================================
When you reclaim controlf of Alex, turn around and grab the Chapter Page from
behind you. Next, go to the other side of the room and take the Gladius from
its holder in the wall. After that, go to your inventory and use the next
chapter page to start....
==========================================================================
Chapter Two: The Binding of the Corpse God
Angkor Thom Region, Cambodia
1150 A.D.
Ellia
==========================================================================
After the two-part cutscene, walk forward as Ellia and take the Strange
Necklace from the statue.. This will restore a small part of your health up to
10 times. Doing so will close the door to your right. So, as a result, head
through the door to the left. In the next room, there is nothing to do for
now, so head through the doorway you didn't enter through. As you enter the
third room of this temple, you'll see Ellia tred on a different colored panel
in the floor, activating a swinging blade trap. Remember this, and dodge the
two swinging blades, careful not to step on any more colored panels. Anyhow,
make it the other side of the hallway and go into the next room. Take out the
zombie here, then go over to the candles and make them match the sun. To
clarify this, if the sun is on the left, extinguish the middle and right
candles, and light the left one. Once you correctly match the candles to the
carving, the doorway will open about halfway. Grab the Bronze Necklace from
the small pedestal. Now exit this room through the door that you entered, back
through the hallway of traps, and into the next room. Here, three Mantorok
zombies will rise up. Dispose of them, then go back into the main room and
place the Bronze Necklace on the statue, thus opening the right doorway once
again.
In this room, quickly head into the opposite doorway then run through the
traps, entering yet another room. Here, eliminate a second zombie, then match
the candles to the carving yet again. Once you're all done, the door will
finally open totally, allowing you access. Head through the now cleared path,
and head halfway through the trap-ridden hallway before turning left. Examine
and pick up the Blowgun, and watch the ensuing cutscene. Quickly aim for the
heads of the zombies with the Blowgun, and then the rest of the body. Once
they're down, finish them. Quickly pick up your broken sword, then head over
to the guard. Have him repair it, then immediately re-equip it. The Blowgun is
a terrible weapon, and the sword will be a much greater asset to you
throughout the rest of the chapter. After that, head through the traps at the
other part of the hallway, then go into the next room.
Remember that slot in the central column. You'll need it soon. Dispose of the
zombies, then continue thriugh the exit. Once again here, run through the
traps, then dispatch of more zombies in the next room. After that area, you'll
finally enter a hallway that is a bit more...interesting.
After you head down this hallway and view the cutscene, turn around and grab
the Metal Staff. Now, backtrack to that room with the hole in the centerpiece
(I told you to remember it) and insert the staff there. You'll notice a door
opened on the other side of the Mantorok room, so quickly hurry there and go
through it. Proceed into the room until another cutscene takes control and
another character bites the dust...or does she...
==========================================================================
CHAPTER COMPLETE
==========================================================================
Yes, the same reused scene of Alex raising her head from the Tome in
amazement. If you notice, candles have been light along the right wall of the
study. Gee, wonder what we do with them? Extinguish the middle and right
candles to match them to the sun carving, then grab the message tube from
below. Check it when it's in your inventory, and open it. How does a chapter
page stay straight and flat when inside that tiny little tube? Ah well, maybe
you're just going insane. By the way, if you check your sanity, you'll notice
it's not remotely near full. Hmmmm...ignore it for now, and use the third
chapter page...
==========================================================================
Chapter Three: Suspicions of Conspiracy
Amiens, France
814 A.D.
Anthony
==========================================================================
Watch the brief cutscene. Curiosity killed the cat...Your basic job is to get
to Charlemagne and warn him of the plot to kill him. Talk to some monks,
revealing the door on the left wall leads to the room where Charlemagne is.
Try to open it, and realize it's lock. Of course, Silicon Knights wouldn't
make it this easy, would they?
Go forward to the altar, and talk with the monk by the casket. It appears this
man has died from falling from the tower. Open the casket. Er, what tower did
he fall from to have these marks? Anyway, equip the Scramasax the monk gives
you, then head up the stairs near the side of the monastery that you entered.
Hmmm, what's this? You'll be puzzled the first time you enter this hallway.
Basically, it allows your current character to grab the Tome of Eternal
Darkness, therefore acknowledging the events of all past characters as well as
having their spells and the ability to use magick. Anyway, grab the Tome, then
head back down the stairs, back into the church. Now, head up the stairs to be
placed in the REAL room.
Walk over to the medallion with the three points on it and examine. You'll
then get the Three-Point Power Circle, used for creating Level 1 spells. After
you read the brief magick tutorial, go to the middle bookcase ahead and
examine it. The old loose-book-opens-secret-pathway trick, eh? Don't leave the
room yet. Head to the other side and pick up the Blue Urn. Sounds like
something's inside of it..."Use" it and Anthony will be careless, breaking it.
Take the broken blue urn and the Magickal Rune inside, then head down the now
revealed ladder.
In this room, you'll find three zombies, one with a Rune in it's stomach.
Slice and dice the one with the Rune, then perform a finishing move on it to
claim the Rune for yourself. Now, dispatch of the other two, then head through
the door.
Here you'll see a monk defend himself from one zombie by lighting it on fire
with a torch. Of course, the stupid monk drops the torch and doesn't pick it
up. Pathetic idiot. Defend him and kill the remaining two zombies, pick up the
torch, and talk to the monk. He rewards you for saving his life by giving you
the Two Edged Sword, the best sword in the game. Sure, you can argue Karim's
Ram Dao Blade is better, but you get to use this baby in three different
chapters, and it can seperate the upper and lower parts of a zombie's body in
one hit. Sweeeeeeet. Equip the torch for now and pick up the three parts of
the broken green urn on the floor. Mix them together to get the Broken Green
Urn. Geez, these urns sure are fragile, how? Why doesn't this place invest in
plastic? Well, I know it hasn't been discovered yet, but still...head through
the door on the right side of the room.
Here, the camera will pan below you a bit so you can see a zombie with a rune
in it's stomach. Equip your two edged sword and start heading down the steps.
Pick up the Codex here, then engage the zombie. Aim for the head. The least
you will do is cut the head off; the most you will do is cut it's entire upper
body off. Obviously, the latter is cooler looking. Anyway, dispose of the
zombie and grab the Rune. The Codex you just grabbed shows it is Magomor,
the 'Item' rune. Exit through the door at the bottom.
Dispatch the three zombies here, then grabbed the FILLED Red Urn off the side
near the Baptismal fountain. It's filled, eh? Pick up the Codex on the small
pillar of wood in this room, then burn the fabric blocking the exit door with
a torch. Exit the room.
In this 'L' shaped hallway, you'll encounter one zombie. I suggest using the
Scramasax since the hallway is too confined for the Two Edged Sword. Once the
zombie is down, progress to the next room.
Here, you'll see the Bishop limp out of his study, almost like Anthony is.
Hmmmm...Place the Filled Red Urn down on the panel in front of you, then grab
the Codex on the side of the room. Finally, take the "Enchant Item" scroll
from the table, revealing a way to fix items. Use your newly found spell to
fix the Broken Green Urn and Broken Blue Urn. Backtrack to the Baptismal
fountain. Fill your Green and Blue Urns, then place them on the panel, opening
the ahead door. Go through the corridor, then the next door.
You'll finally confront the bishop, who doesn't look quite healthy, so to say.
He'll attack you. Pull out the Two Edged Sword and attack, aiming for the
head. Once the Bishop's head is off, he'll fall and two more zombies will
attack you. It is imperative you perform a finishing move on the bishop; you
need to recover your lost sanity. After you dispose of the two zombies, pick
up the Bishop's key from the floor and head back through the door.
You now need to backtrack ALL the way to the beginning of the level. Fun, eh?
To start out, this corridor houses a group of zombies, as does the study room.
You'll then be caught by a trapper, have to sneak by another trapper, then
confronted by a total of five more zombies. Once you get past ALLLLLL of
those, you'll make it back to the bookcase room, where you found the Blue Urn
and the Three Point Power Circle. A new enemy ambushes you. Enchant your Two
Edged sword and charge the Horror, aiming for its three heads.
**************************************************************************
Note: Anthony is invincible in this chapter, if you haven't found out already.
This is due to the magick placed inside him when he read the spell scroll. Go
all out on the Horror - you have nothing, and I mean nothing, to lose.
**************************************************************************
Once the Horror is dead, go down the steps then to the room where Charlemagne
is. Use the key, then open the door. Anthony will rush in, noticing
Charlemagne is dead, just before the last of the magick kills him. The evil-
looking monk blasts Anthony with criticism, then lets a Bonethief rip out of
his body. So that's how that guy in the casket died...
==========================================================================
CHAPTER COMPLETE
==========================================================================
When you regain control of Alex, exit the room she's currently in. Head out of
the library so that you arrive at the lobby. Here, head up the steps and use
the Second Floor Key on the double doors. Ack! It broke! Remember what spell
we used in last chapter to repair broken items? Enchant your key and use it,
then enter the door.
Here, take a right, notice the statue's head following you, and go in the door
to the master bedroom. Pick up the Revolver Ammo, then head in the other door
to the bathroom. Pick up a Journal Page in here, then go over to the bathtub
and examine it.
Once you're done and your heart has calmed down, exit the bathroom and bedroom
altogether. Head to the opposite side of this hallway and enter the door on
the right. Pick up more Revolver ammo and then examine the portrait of a
colonial man. Take the Chapter Page that is jutting out from the bottom, then
use it to enter...
==========================================================================
Chapter Four: The Gift of Forever
Persia
565 A.D.
Karim
==========================================================================
As the chapter starts, walk to the other side of the room and climb down the
ladder. Run forward, grab the Tome, then you'll be back in the previous room.
All these Mantorok zombies come to life. You can run, but all of them will
have seen you by now, draining your sanity meter. I'd say stay and take them
out, to recover some of your lost sanity. After they're all downed, go down
the ladder.
Walk forward and claim the Statuette. Kill the two zombies that arise to guard
it, then take a left to continue down the hall. Take out the one normal zombie
then focus on the one with the Rune inside it - once it's down, finish it,
grab the Rune, and head up the ladder.
Place the white statuette on one of the pressure plate circles, then go to the
Rune barricade. It will be deactivated since you have the required Rune, so
continue down the ladder that was behind it. After you descend, grab the torch
off the wall and equip it. If you didn't know by now, the torch downs zombies
in one hit, so continue down the corridor, grab the black statuette and rune
codex, then test out your new torch. When you're all down, backtrack to the
ladder and go up.
Place the Black Statuette on another pressure plate circle, then stand on the
last one. The small shrine should rise up, revealing 4 trappers. Equip your
Chakrams and throw them to take out the trappers. When they're gone, use the
shrine as an elevator to descend. At the bottom, take the Tulwar from the dead
guy to have double tulwars. When he arises, quickly go through the door to
conserve sanity.
In this room, grab the 'Recover' spell scroll from the floor, then dispose of
the zombies. Head through the only available door, and dispose of the three
zombies there. Ignore the rune barricade for now and go through the door at
the other end of the room.
Remember this guy? He's a Horror, probably the strongest common enemy in the
game. Anyway, aim for his three eyes at the top of the head, then finish him
to claim another Rune. Grab the codex off the back ledge, then exit through
the door you entered from.
Equip your Chakrams and kill the lone trapper. Walk up to the barricade to
deactivate it, then go down the ladder. Dispose of the two zombies here, then
pick up the Codex to complete the Recover spell.
**************************************************************************
Note: Aligning the Recover Spell with different ancients provides different
results. Using the Recover spell with the Chattur'gha rune allows you to
recover health. With Xel'lotath, sanity. And lastly, with Ulyaoth, magick. But
it takes the same amount of magic to cast it as you recover from the spell, so
it's practically a waste of time.
**************************************************************************
Now, head through the door on your right. Pull out the Ram Dao Sword, probably
the second best weapon in the game, due to its somewhat slow speed. Now, the
first wave of enemies pops up. Down this one, then the four other waves. The
last bunch of enemies contains a zombie with a Rune in it's stomach; its
alignment is the one you picked as Pious, so if you picked Blue, you'll get
the Ulyaoth rune from this zombie.
After all these enemies are down for, head out of this room and back up the
ladder, then through the door. Enchant your Ram Dao Blade with the alignment
shown on the door, then "Use" it to make it open the magical lock. Enter the
door.
Take out the three zombies heading towards you, then continue down the broad
corridor. Head up the ladder, fend off the trappers with Chakrams, and grab
the Ruby Effigy. It will be needed much later in the game. Descend down the
lone ladder, then walk up to the pile of rubble. Choose to climb over it. Run
around the corner of the hallway, and use test our your Ram Dao Blade on a
Horror. If you aimed for the central eye, it probably fell in one hit. Now, go
past it (make sure to finish it off to regain sanity) and down the ladder.
Place the Tome of Eternal Darkness in the bone sculpture hand to open the
gate, then pick it up and walk towards where the gate used to be.
Run into the hallway and start down it. A barrier will rise up, blocking off
the entrance you just used. More waves of enemies. Zombies are easy; use the
torch to knock them down as they come. Sooner or later, you'll get zombies
with bonethieves in them, and lastly, a Horror. Use the Ram Dao for the
bonethieves and the horror, then the game will reveal the location of the
artifact Karim's crush seeks. Walk up to it, choose to claim it, and watch the
ensuing cutscene.
Not an Aladdin type ending, eh?
==========================================================================
CHAPTER COMPLETE
==========================================================================
If you do not have the Xel'lotath alignment rune (you've chosen the blue path)
you'll probably experience some insanity effects while you find the next
chapter page. For starters, you probably already saw the "To be Continued"
screen pop up, and you might even recognize books flying in the library,
phantom telephone calls, and knocking on the door. If you DO have the
Xel'lotath alignment rune (Red or Green paths) you can use the Recover spell
and align it with the green (Xel'lotath) rune to recover some sanity and not
get spooked. But what's the fun in that...
Either way, head out of the study, out of the library, and finally to the
lobby. Go to the left side of the lobby and enter the kitchen. Notice another
magickal sword seal. Enchant your Gladius with the color shown, then 'Use' it.
The pantry door will open. Take the Spice Jar from the shelve, then check it
to find a chapter Page inside. Use the chapter page and give a warm welcome
to...
==========================================================================
Chapter Five: The Lurking Horror
Rhode Island, USA
1770 A.D.
Dr. Maxmillian Roivas
==========================================================================
Max is...well, obese, so he doesn't run as fast as the previous characters. He
starts out with an autopsy book and a flintlock pistol. The pistol only has
one shot before being needed to be reloaded, so take care.
As the level starts, grab the Flintlock pistol ammo off the desk in front of
you. Exit the room, then go into the door closest to Max. Pick up some more
ammo here, then leave and head down the other side of the hall and into the
master bedroom. Pick up the codex from the mantlepiece, then go into the
bathroom. Pick up the letter from the sink and the flintlock pistol ammo near
the bathtub, then leave the bathroom and bedroom altogether.
As Max reeneters this corridor, immediately take more pistol ammo to Max's
left (your right). Finally, enter the double doors and into the lobby. Stay up
on the little balcony part, enchant your pistol, and aim for the girl
servant's head. After firing enough at her, a bonethief will jump out. Down
it, then let Max do an autopsy on it. This will stop her from attacking you
when you come back here to fight the Horror.
Now, head down the stairs and into the kitchen. Grab the codex off the one
shelf, then head into the pantry and take the pump handle. Exit the kitchen,
then go into the other door along that hallway. This guy also has a bonethief
inside him, but wait until a bit later and you can conserve pistol ammo. Head
to the fireplace. Your objective is to push the stone bird in front of the
ancient symbol that is strong against the ancient's name mentioned. So, here's
a quick guide:
Chattur'gha (Red) beats Xel'lotath (Green)
Ulyaoth (Blue) beats Chattur'gha (Red)
Xel'lotath (Green) beats Ulyaoth (Blue)
Basically, rocks-papers-scissors. Now, once you push the bird in front of the
right alignment, the backpart of the fireplace drops away. Enter the secret
passage, then grab the Reveal Invisible Spell Scroll, a Sabre, another
flintlock pistol (double!) then the Tome of Eternal Darkness. As you grab the
Tome, you notice a Horror arrive in the lobby. As Max takes another letter,
exit the secret room with the sabre equipped. The male servant will attack
you; you can take him out if you wish. After him and the bonethief die, exit
this room and take on the Horror. I suggest firing two flintlock pistol shots
from a distance (one from each pistol) then switch to the Sabre to stop the
reloading process, and do the rest of the damage with the Sabre. After he's
dead, grab the Rune, the letter off the center table, then go back up to the
2F corridor.
Here, take a left then another left and head all the way down to near the
stain-glass window. Take the Envelope stashed between the wall and the
furniture (on the left) then use your Sabre to kill the Bonethief that jumps
through the window. After this is down, return to the lobby.
Whoah...something's different...take your monochrome Max and head to where the
game showed you where the Horror is. Kill him and claim the last alignment
rune. Now, use the alignment rune you just received and do the Reveal
Invisible spell. It should show the door to the basement. Open the envelope if
you haven't already and use the basement key on the door, then enter.
Take out the two zombies here, then grab the Bankorok codex and Damage Field
spell scroll. Use the pump handle to drain the well, then climb down. Stay
where you are and down the Mantorok zombie, giving you the Bankorok rune. Head
down the many steps and let the rune barrier become disabled. Reload and
enchant your flintlock pistols with the ruling alignment rune, then head out
the steps and watch the cutscene.
Don't bother turning back; there's a 7-point barrier there. Fire your
enchanted flintlock pistols at the guardian. Make sure they hit. As he's
teleporting, reload them. When he reappears, fire again while he's casting a
spell. It'll interrupt the spell, making him move yet again. Repeat until he's
dead, making sure you reload while he's teleporting. After he's down, you'll
watch a cutscene showing Max trying to unravel the mystery of that...creature.
Then Max is placed in an asylum....and by the looks of it, it's not too
pleasant.
==========================================================================
CHAPTER COMPLETE
==========================================================================
No matter what path you're on, you will have the Xel'lotath alignment rune by
now, so recover your sanity if you like to stay in tip-top shape, like I do.
If you haven't gotten the Dresser Key from behind the clock in the lobby, the
Tome will give you a note telling you how to do so. Either way, head out into
the lobby, upstairs, then into the master bedroom.
Go to the dresser and use Reveal Invisible along with the dominant alignment
rune. It will reveal a small keyhole. Use your Dresser Key on it, then it will
open up. Claim the items inside, which include a .38 Revolver and another
Chapter Page. Of course, you know what to do with those pages by now, so use
it and prepare for...
==========================================================================
Chapter Six: A Journey Into Darkness
Angkor Thom Region, Cambodia
1983 A.D.
Edwin Lindsey
==========================================================================
The level starts out with you facing a gatekeeper one-on-one. Whip out the
shotgun, then wait for it to open it's wings. Once the wings are unfolded, run
around to the back of it and fire. 4-5 shots from behind should down it. After
that, go to that small square of dust near the front of the room and use your
brush to reveal a bronze bracelet. Take the bracelet then use it on the statue
ahead, opening a path. Go through the doorway, claim the Tome, then go through
the actual doorway to the next room.
Kill the zombies littering this place, then enter the next hallway. Remember
these fun thingys? Anyway, try to avoid the trap panels until you get halfway
down the hallway. Pick up the metal bracelet on Lindsey's right, then continue
down and take out the two zombies. Dust off the cobweb with your brush to pick
up a codex, then enter the next room.
You'll see a horror surrounded by a damage field. You can't attack him now, so
just grab the Bronze Necklace and backtrack to the lobby. Put the necklace on
the statue, then enter the doorway that opens. Take the Silver Bracelet from
the snake statue and quickly replace it with the Metal bracelet to deactivate
the trap. Whew. Reminds me of too many Resident Evil puzzles. Enter the next
hallway.
Down here should be some more zombies along with another cobweb. Again, dust
it off for a codex. Enter the ensuing room and take out the three regular
zombies then the one with the Rune in its stomach. Make sure to finish them
off to recover sanity, then make your way forward.
When you get halfway through this trap-ridden corridor, you'll notice another
big statue and a dead-end on the right. Dust off the cobweb for the Dispel
Magick spell scroll. Now, continue down the corridor and you'll reach the
horror room again. Use the dispel magick spell with the dominant alignment,
then take out the horror when the field is down. Grab the Silver Necklace from
behind where it used to stand, then exit through the door you entered from.
Make your way to that statue, and place both the Silver Necklace and Silver
Bracelet on, revealing a doorway behind you. Run inside and take down the
zombie to Lindsey's left. Go down the first part of the steps then slice and
dice the next zombie. Wheeeee, another rune. Get a feeling this is going to be
a magick-heavy chapter? After that zombie kicks the bucket, continue down the
steps until you reach a second gatekeeper. You know the drill - fire at it
from behind. When it falls, make your way to the bottom floor and deactivate
the rune barrier, allowing access to the next set of hallways.
Enter basement one. There's a zombie approaching you from the camera, so wait
for it to come into view - if it makes it through the traps. Either way, make
your way to Lindsey's right and another zombie - kill it than carefully tip-
toe through the swinging blades. In the next room, eliminate the horror, then
dispel the barrier with its dominant alignment rune. Go over to the cobweb and
dust it off to get the Metal Necklace. Head into the following hallway, then
make your way through it into the next small room.
Eliminate the zombies, then dispel the magick field. There's nothing else to
do here, so continue through another trapped-out hallway, taking notice of yet
another statue here. When you reach the next room, dispel the last magick
field along with dispatching the zombies. Walk over to the acid sink and put
the metal necklace in it ('Use' option). Hit the button and let the acid wash
away the metal, revealing a gold necklace. Continue through the fourth and
final trap hallway, and you'll find a statue with a gold bracelet and a
guardian statue. Step on the pressure plate to make the guardian statue look
away, then quickly run and pick up the bracelet. Now, backtrack to that statue
in the the hallway and place the Gold Necklace and Gold Bracelet on it. Good
news for you - there is no Platinum Necklace or Platinum Bracelet, so that's
the last Necklace - Bracelet puzzle for you. Head through the now opened
doorway.
Head down the steps, taking out the zombies as you go. A horror should be
making its way up by now, so position yourself on higher ground and take it
down with the shotgun/pistol. After it's been fried, continue down the rest of
the stairs and out into another hallway. Congraluations, you reached basement
two. Continue past the traps and into the next room.
Nothing here but a bucketfull of zombies and another cobweb. Kill and finish
the zombies - you'll probably need the sanity, then dust off the cobweb to
grab the Aretak codex. Continue through yet another trap hallway, but you'll
notice on the left of this one a niche in the wall, with a small hole at the
top of the niche. This is where Ellia fell through in Chapter 2. So...you must
not be far from Mantorok, eh? Make your way through the rest of the hallway
and into the next large room.
Kill all the zombies in here, including the one with the rune in it's stomach.
This is the Tier rune, probably one of the most important in the game.
Progress through the next hallway, avoiding MORE traps, and then into another
big room.
Last group of zombies for the level (YAY!). Once they're downed, pick up the
Summon Trapper Spell Scroll. Now, I highly recommend you BACKTRACK all the way
to the fourth trap-ridden hallway of basement one to the place where there was
a small hole in the wall that you dispelled all those barriers to gain access
to. Once there, summon a trapper and send him in the hole. Make him stand on
the Mantorok rune symbol circle, opening up a door in Lindsey's hallway with
the Mantorok rune. Regain control of Lindsey and claim the Rune. Watch the
horror break through the rubble to attack you. Dispose of him, then walk in
and dust off the cobweb to grab the Mantorok rune codex. Congrats, you now
have all the runes and codei except for one, which is in the next chapter.
Dodge any bolts shot at you from the remaining horror, then make your way out
and ALL the way back down to the room in basement two that you got the Trapper
Spell Scroll in, then walk into the next hallway.
This is really the final corridor, as it leads to Mantorok. Approach him and
that girl statue, then watch the cutscene. As Pious and those two gatekeepers
learn, the power of Mantorok is still alive and being powered by the Essence
of Mantorok: his heart. After the cutscene is done, run around to the back of
the room and enter the door opened by that purple energy. Watch as Ellia uses
her remaining power to pass on Mantorok's essence to Lindsey, who in turn
gives it to Edward Roivas for safekeeping...but it's not so safe now that you
know where it is.
==========================================================================
CHAPTER COMPLETE
==========================================================================
You'll REALLY want to recover your sanity now. Either way, head into the
library and search for that book written by Lindsey that your grandfather hid
the essence behind. Once there, examine it and take the essence. Now, head
into the lobby and then go to the 2F corridor.
Go around to Alex's left then to the stained glass window. Use the Dispel
Magick spell with the dominant alignment rune to break the magickal barrier
and make the stained glass window disappear. What's left is a chapter page
floating in mid-air and a balcony. Claim the chapter page, and prepare to
return to France...
==========================================================================
Chapter Seven: Heresy!
Amiens, France
1485 A.D.
Paul Luther
==========================================================================
Welcome to the Spanish Inquisition. The game will really start to ramp up in
difficulty beginning in this chapter. You'll start unarmed, with now weapons
whatsoever, no clue what to do, and with very little health and stamina.
Whopee. Let's try to get ourselves armed and dangerous...
Leave the lobby by following the red carpet forward and going through the
door. Run forward past the pews until a cutscene takes place, where Paul is
accused of heresy. He gets locked in a room until further notice (sounds like
a little kid, not a Franciscan monk). Now, go over to the right wall and take
the green jewel. The custodian will appear, unlocking the door for you. Listen
to what he has to say, then exit this room and you're back in the lobby.
Go back into the main church, then start running forward. When you get to the
front, past all the pews, take a left and grab the torch off the wall. Now
continue down and go in the door. Once inside this room, open the chest for
the crossbow, then examine the clothing rack for the Podium Key. Now, return
to the main church, go to the right side but stay on the altar, and use the
podium key on the podium. Take the Diary Page then go door the stairs behind
the altar.
When you reach this section of the basement, take a left and enter the only
door there. Take the book from the desk along with the Crossbow bolts. Exit
this room and take the only other path you haven't in this basement. When the
room opens up, take more bolts from the left crates and then go to the right
wall and take the Mace. Equip it and head ALL the way back to the lobby for
now.
Head up the stairs on the left into the next section, then go through the
door. Here, proceed through the choir balcony of the church until you
encounter a zombie. Test your new mace and take this guy out. Continue through
the door, then up the stairs to Paul's left. Ring the bell to summon the
Custodian. Once he gives you the Old Tower key, go back to the altar of the
main church, then go to the right side and use it on the door. Enter.
You'll notice another monk being taken over by a bonethief. Take that little
bugger out, then walk forward to the small altar and take the Shield spell.
Immediately cast it with the Mantorok rune, then head to the left side of the
Old Tower and walk to the door. Doesn't that sound familar? But it can't
be....rush through the door and discover a 700 year old corpse of Anthony.
Look at how disfigured he's become! Now, allow him to hit you - you have the
shield spell - while setting up a Mantorok damage field in the center of the
room. Now, every time he approaches you to attack, he'll get hit by it,
allowing you to swing away with the mace while he's stunned. He'll fall once,
then become resurrected due to the spell. Let him die again, then Paul will
see what exactly happened to him. He'll pray for his soul, then gain the Red
Jewel and the Two-Edged Sword. WHEEEEEEEE! The Two-Edged Sword makes a return!
Immediately equip it, then exit this room and go up the stairwell to the left
of the door. Test out the sword on the bonethief here - feels good to rip him
in two, doesn't it? Once he's dead, pick up the diary page ahead and the music
sheet on the bookcase on the left side of the room, then head back to the main
church and down the steps to the basement.
Continue to where you got the mace, but this time, go forward. Kill the
trappers with the crossbow, then examine the second wine barrel on the right.
Turn the handle, revealing the door. Continue through, then kill the horror
that holds the final gem. Once he's dead and you have claimed all three gems,
place them in the triangle holder here. The sacrophagus should move, allowing
you access to a door. Open it, then kill the evil beings in here before
proceeding. In the next room, you'll find several zombies, one with the last
rune in its torso. Kill them all, then claim the Pargon rune. Continue forward
and you'll finally come to a large room with two horrors. Let one kill the
other, then clean up. After all the mess is cleaned up, enter the only other
door open, then go through more hallways til you reach the old Bishop's study.
Grab some more crossbow bolts, then walk to the movable structure and choose
to push it back. Continue through the ANOTHER hallway until you reach the end
room. Kill whatever moves, then take the Pargon codex from the right side and
the last diary page. Congraluations, you now have all runes and codei in the
game. Head back to the main church part with the large altar.
Go over to the organ and choose to play the piano, which should be this music:
A B Y X B Y A. It will open the tabernacle on the other side, revealing a five-
point power circle. Grab it, then power up all your old spells using
the 'Pargon' rune to fill in the empty two spaces. Instead of summoning a
trapper, you can now summon a zombie. Whopee. Anyway, go back to where you met
the custodian (in the bell tower) and talk to him. Paul will prove there's
heresy going on in this cathedral. The custodian will give him the sacrifical
dagger and Paul will leave before a creature teleports in. If you go back once
you regain control, you'll notice nothing there. Odd...
Return to the room where the two horrors fought. Use the sacrifical dagger on
the custodian look-a-like tomb, and it'll reveal a door. Go through it. Dispel
the damage field with a five-point dispel magick field spell that uses the
dominant alignment rune. Continue through until you reach a mini-altar, with
the custodian laying dead. It seems that tomb you toyed with back there was
like a voodoo doll. Anyway, that corrupt monk should appear, then leave you to
deal with two bonethiefs. Bonethiefs? Piece of cake! Give them a good taste of
your two-edged sword, then go back to that large room with the custodian tomb.
You'll notice that same monk unlocking the door to the Binding Hall. Follow
him! You'll go through several hallways, all pretty much empty. Eventually,
you'll reach a large door that, before you enter, gives you a message. When it
prompts you to open it or not, choose yes. Put an end to the heresy! But, as
you'll see then, something puts an end to Paul...
==========================================================================
CHAPTER COMPLETE
==========================================================================
Upon return in the mansion, you'll get a note from Edward. It seems you have
to find 88 keys to continue. No, this isn't going to be a Zelda-like dungeon
trek - return to the main lobby, then go on the left side and follow the hall
to the end, which should be a door. Go through and examine the piano, then
play the same song: A B Y X B Y A. The piano should reveal another chapter
page. Guess what you do with it...
==========================================================================
Chapter Eight: The Forbidden City
The Middle East
1460 A.D.
Roberto Bianchi
==========================================================================
The game continues up in difficulty: this chapter you're given a torch, a
slight advantage over the previous one. You'll have an incredibly small amount
of magick and about average sanity and health. Roberto's stamina is horrid, so
plan to walk more than run. This chapter also offers a touch of
innovativeness: you must survey specific rooms in order for construction on
the tower continue.
As the chapter starts, equip the torch and run up the ladder. Nothing to do
here but to go down the ladder opposite of the one you came up. Now, as you're
heading down this cramped underground corridor you'll encounter a zombie -
swing your torch at him and watch he fall to the ground, burning. If he
doesn't fall, run past him and up the ladder. Grab the crossbow bolts to
Roberto's left, then use your map and lead Roberto to where the 'X' is and
allow him to survey the site. Grab the Saif from the left side on the exit
ladder, then continue down.
This will be kinda confusing for me to type. Run forward and hit the lever. It
should open the left gate. Dispose of the zombie, then pull the lever on the
left side to open the right gate. Kill the two zombies here (gotta love that
finishing move) and pull the lever to open the south gate and the north gate.
Head north and kill all three Mantorok zombies here, then go up the ladder.
Survery this room, also, then pick up the crossbow from the left jutting wall
and go down another ladder (ack). Equip the crossbow and eliminate all three
trappers, then make your way to the end of the hallway and go up the ladder.
Starting to see a pattern here?
Fortuanely for you, this is where the level picks up. Kill the gatekeeper
(remember him from Chapter 6, Lindsey?) and the zombie, then grab the Summon
Zombie spell scroll from the middle. You'll need it soon. Head down another
ladder, and prepare for two Horrors. Let them fight each other, then clean up.
Head to the end of this hallway and enter the door. You'll see a zombie
stuipdly walk under a...well, you see what I mean. Remember that summon zombie
spell scroll? Summon one, and direct the zombie to under that weight. It'll
open the gating blocking the ladder on the right side of the room. Go down the
ladder and prepare for a fight. Another gatekeeper and a zombie. The
gatekeeper will summon more, which can be a trapper, zombie, or horror. Take
the gatekeeper out first from behind (a shield spell is good) then the zombie.
Afterwards, continue down the rest of the hallway and meet a familar face.
Karim! And that...girl...anyway, listen to what he has to say then take the
Essence and the Ruby Effigy. Head back through this hallway and up the ladder
to the circle room. Go in the other door to the left of the weight thing, and
dispatch of the zombies. Go down the ladder on the right side of this room.
Kill the trappers with the crossbow, then use a five point reveal invisible
spell with the dominant alignment. You'll notice a Sapphire Effigy on
Roberto's right, your left. Pick it up, then continue through into the next
room. Since your reveal invisible still works, you can clearly see the pathway
across the lava. Run across it, grab the "Forgotton Corridor" key, then dash
back across and out the room - or so you think. It's another one of those
Alex/Edward (or not) cutscenes. You'll reappear in front of that door, so
quickly open it again, while listening to Roberto's funny voice. Go back up
the ladder and into the door on the right side of the room, north of the
ladder.
Run to the end of the room and survey the site. Once you're done, the
bonethieves will take control of the slaves and attempt to attack you. Move
Roberto's slow hide out of the room and then to the double doors. Use the
Forgotten Corridor key, and enter. Cast a five point Mantorok shield spell on
you, then run across the yellow damage floor. In the next room, bars will
block your large exit way, but don't worry - you'll get out. Go to where the
rope is tied down, target it, then slash. The bridge will come down. Attempt
to go across, then watch as Roberto is ambushed by two giant...worms? One hit
will take both out, so continue forward and hit the lever to lift the bars. Go
halfway back across the bridge and survey the final site. Once it's done,
backtrack to the beginning of the level until Pious and his guards seize you.
Then watch as Roberto is thrown into the foundation of the tower of flesh...
==========================================================================
CHAPTER COMPLETE
==========================================================================
Well, we're back with Alex after an incredibly boring and short chapter. Go to
the northeast corner of the room (the side with the desk is south) and choose
to survey the area. Alex will notice a chapter page, so take it. Whee, that
was incredibly easy - just like the last chapter. Use the chapter page, and
brace yourself for war...
==========================================================================
Chapter Nine: The War to End All Wars
Amiens, France
1916 A.D.
Peter Jacobs
==========================================================================
Peter Jacobs is a reporter over in France, reporting on World War I. He'll
start with quite a few items - all of them mostly worthless. Equip the
flashpan for now, and head up to the main altar. Go to the podium and take the
envelope. Open it and get the Soldier's orders. Now start heading back to
where you started. You can take the Soldier's letter if you want - these act
like Anthony's diary pages, but tell you what's going on in this place.
Basically, monsters serving the black guardian underneath the cathedral are
killing wounded soldiers in the night to give the guardian flesh to eat. Head
back through the double doors and enter the lobby.
Go into the small sideroom on the right where Paul was locked in, and grab the
magnum. Right then, a bombshell should hit the cathedral, knocking out the
electricity. Exit this room, then dodge the bonethief and go back into the
main part of the church. You'll see bonethieves taking over. Dodge ALL of them
for now - use the flashpan to blind them for a few seconds if you need to.
Grab the rifle off the main altar, then go to the door on the right and enter.
Immediately go up the steps - if you linger, you'll heal to deal with two
bonethieves. Take the Two-Edged Sword from the wall and the ammo in this room.
Equip the sword and get ready to open a can of whoop-ass on all those
bonethieves we saw earlier. Go down the steps and take out the two thieves
here, then go in the side room. There's a ton of ammo in here, but also a lot
of zombies. Kill them all, take the ammo, and leave.
Go back to the main church and take out the now four bonethieves in here. Go
down the steps behind the altar and enter the left room. Turn on the steam,
then leave this room and go in the right room. Go over to the fusebox and
insert the Lucky Penny (metal conducts electricity). Go to the generator and
throw the lever. Once the electricity is back on, grab the ammo and go back to
the left room. Summon a trapper and send him through the small hole. TARGET
the dead guy and teleport him away. You MUST target him or else it won't work.
Now, with the door unblocked, go through it and claim the seven point circle
of power. Head back up the steps and watch as the beautiful stain glass window
is heartlessly shattered by a bombshell. To add to the thrill of the moment,
three bonethieves have also entered the room. Disect them with your sword,
then go over to the piano. Grab the musical score, then play the piano. The
score is torn, so if you can't remember how the song went, here it is: A B Y X
B Y A. It should open the tabernacle. Go over and pick up the door handle.
Now, go on the left side of this room and use Reveal Invisible (7-point,
dominant alignment rune) and when the door is exposed, use the door handle.
Enter.
Grab whatever ammo is around here, then head down the ladder. Head through
this small hallway, killing the enemies. You'll reach a decent-sized room with
four zombies. Kill them, but beware of a bonethief or two. After they're gone
and you've reclaimed some sanity, exit through another door, then go through
another hallway until you reach a room with a Horror. Kill him, and you'll
notice this is the room where the custodian's tomb was. Interesting....head
through the unlocked door on the right side of the room and eliminate the two
trappers. Go through here and you'll reach the old secret study. Kill the
bonethief, then push the shelf back and continue. Kill more trappers and enter
the next room. Take out another trapper and a zombie, then walk up and take
the Binding Hall Key. Go back to the large room where the Horror used to be,
and do not go in the locked door, but instead the last unlocked door.
Kill the trappers here and go all the way around and grab the Elixir, which
will fully restore your magick up to 5 times...nice. bactrack and unlock that
door. Kill three last zombies, then enter the winding stairwell. At the bottom
is the spell scroll for the Magick Attack Spell. Hotkey a seven point magick
attack to one button, then a three point to another. Go through this door,
move through the cramped corridor, then enter the final door of the chapter to
confront the boss.
You'll soon come face to face with a black guardian of the ancient that Pious
serves. Ok, so did you die already and are currently looking for a way to beat
him? Here it is:
**************************************************************************
Boss Battle: Black Guardian
**************************************************************************
You need to use Spell 9, Magical Attack. Wait til they start
sending their projectile attacks, then instantly start summoning a seven
point Magical Attack that uses the dominant element over the Guardian.
The Guardian should start flashing a its own alignment color, but since
you're already halfway through the summon, the attack will hit it. Next,
when he starts summoning zombies, as soon as the second one materializes
is your time to start using another seven point dominant magical attack.
Now, when the beam closes in, you'll want to dodge their smashing attacks,
and wait for them to stop. Now, summon a THREE point magical attack,
since seven would take too long. After you hit them with that, two more
three point magical attacks and they're gone.
After he dies, the window will break. Walk up to where it used to be and claim
the essence. Watch the cutscene as Peter gives it to an unlikely "expert" and
tries to forget the whole ideal.
==========================================================================
CHAPTER COMPLETE
==========================================================================
It's finally time to start opening up some more sections of the mansion.
You'll also get a lucky penny from the Tome. Leave this room, recovering your
sanity, and go to leave the library. You'll see a dying WWI nurse, and she'll
give you the basement key. So, naturally, head to the basement and investigate.
Go to the fuse box, open it, and insert the lucky penny. The lights will go on
in that dark room upstairs. Before leaving, grab the Shotgun and ammo then go
upstairs to that room. It turns out to be ANOTHER bathroom. Check the medicine
cabinent; sure enough, there's another chapter page. Use it to view your most
recent relative...
==========================================================================
Chapter Ten: A Legacy of Darkness
Rhode Island, USA
1952 A.D.
Edward Roivas
==========================================================================
Edward's health is incredibly crappy, but his magick and sanity make up for
that. Of course, the sanity thing kinda works in with his job as a
psychologist....
As the level starts off, grab the Journal off the mantlepiece over the fire in
the library. Now, head deeper into the library where the clock is. Max will
show up and tell you to set the clock to 3:33. Upon further examination, you
notice there are no hands on the clock. Examine your Journal for the minute
hand, then grab the Magick Pool spell scroll off the chair and head into the
mansion lobby.
The basement door is once again locked, so head into the dining room on the
left side and grab the sabre. Now go up to the second floor corridor and into
the study. You'll find the second Journal inside. Examine it for the hour
hand, then go back to the library and use them on the clock. Set the clock to
3:33, then enter the secret study.
Inside, grab the Tome and the revolver along with some ammo littering the
room. Head back into the library. You'll discover some vampire sucking one of
your maids' blood, then running off. He knocks over a vase on the way out.
First, take out the maid with your sabre. Go for the head, then just walk and
pick up the Bottom Half of the basement key from the floor. Go into the lobby.
If you were fast enough, you'll hear the vampire going upstairs. Follow him,
and soon enough there will be a cutscene, showing your servant in the master
bedroom being attacked. Run in there, deal damage to the vampire and save the
servant. You'll see the vampire then teleport to the basement, where it
recharges itself. Talk to the servant for the gun cabinent key.
Head down the hall to the study and use the cabinent key to get the elephant
gun. Make sure it's on double fire, then requip and enchant your sabre. Wait
in this room for the vampire to arrive, then give it a second course of metal.
Let it leave and recharge, then get elephant gun ammo from the servant.
Immediately go to the lobby and wait the vampire to arrive here, also; take it
out and watch as he drops the other part of the basement key. Take it, mix it
together with the other part, then enchant it. Use it to open the basement
door and go down there to eliminate this thing.
Lure the vampire away from the stone first, then slash away at it to eliminate
this stone. It has no place to recharge now, so slash and hack away at it
until it dies. Grab all the ammo around here, the Summon Horror spell and the
shotgun, then head down the ladder. Go to the bottom of this familar path and
cast a shield spell on yourself, then enchant the elephant gun and run forward.
Use your sabre to take these horrors out, then continue through the gates. NOW
equip your elephant gun and elimiante the horror and guardian. Run forward and
discover the only 9-point circle of power in the game. Now, we must activate
it. When you teleport back into a room, you have to pull a lever in order to
let you escape while taking down enemies. Here's the lowdown:
Leftmost Array: Pargon. When you teleport back in, eliminate both horrors and
find your way back to the circle of power.
Second to Left Array: Redgormor. As you teleport back to the city, you'll be
greeted by a horror and three trappers. Back to the circle.
Third to Left Array: Pargon. When in the next room, pull the lever to release
a horror, zombie, and trapper. Quickly run out of the room.
Fourth to Left Array: Pargon. This room is quite weird, as once you pull the
lever and try to leave, a worm comes out of the pit in a weird insanity effect
before Edward drinks some liquid courage and goes back to normal. A sign of
things to come. Leave the room.
Middle Array: The dominant alignment. There's a trapper here, so beware.
Make sure you eliminate the guardian in this room to make things easier.
4th to Right Array: Pargon. A couple of trappers to deal with here, then as
you pass into the previous room, you'll have to deal with the guardian if you
didn't kill him before (like I told you to).
3rd to Right Array: Pargon. Nothing much to stop you from pulling the lever
here except a zombie and a horror, but yet again, you'll run into the guardian
again if you haven't killed it.
2nd to Right Array: Nethlek. In this room, you'll meet up with three trappers
and a Guardian. Feel the difficulty ramping up?
Rightmost Array: Pargon. This is also the most difficult room perhaps in the
game, due to Edward's low health. You'll need to dispel the barrier around the
guardian to get to the lever, but you'll have zero time to do it unless you
kill the horror first, which, in turn, givews the guardian time to summon
stuff. Quite a headache.
As you return to the main area, the place will start shaking. Four guardians
will start warping in, so ignore them and run out. Head through the gate, up
the stairs, and about halfway up Edward will watch as the city is decimated,
not a single creature surviving. Hey, all we wanted to do was escape.
48 years later, Edward will settle down with a book as a guardian teleports
in, looking for vengeance...
==========================================================================
CHAPTER COMPLETE
==========================================================================
Alex's parts will begin to get more difficult and compelx now, along with some
enemies too. After reading Edward's note, head to the basement and check the
wine barrels for a pickaxe. Go upstairs to the second floor corridor and go to
the part of the wall that looks funny. Use the axe and when you arrive inside,
you'll see Max shoot two servants dead then stab the other two. It looks
exactly like when the Patriots wrecked the German sentry house in Trenton in
the Revolutionary War (as seen in the movie, The Crossing). Now dispel the
barrier around the fireplace and take the stethoscope. Head out of this room,
ready for action. You'll find two bonethiefs and a trapper waiting for you.
The camera angle makes it even more difficult. After these two are dead, head
back to the lobby to find Mantorok zombies. Where are these things coming
from? Make your way to the basement.
Go to the safe and choose to open it. the combination is 59-81-47, in a Right-
Left-Right fashion. The safe will open, giving you an Essence (from Peter's
chapter), the next chapter page, a crankshaft(for the next puzzle) and a
letter from Edward. Use the chapter page to experience the Gulf War...
==========================================================================
Chapter Eleven: Ashes to Ashes
The Middle East
1991 A.D.
Michael Edwards
==========================================================================
Before we get started, I would like to note this is the best chapter in the
game along with my favorite. Michael Edwards has incredible stamina and
health, plus he can equip a weapon plus a firefighter's flashlight at one
time. Along with that, you get the five-function Assault Rifle that can shoot
grenades. As I said, best chapter in the game.
The chapter will start out with Michael's team trying to blow an oil fire in
the Middle East. However, something goes terribly wrong, and Michael finds
himself at the bottom of the Pillar of Flesh. Roberto appears and gives
Michael the last Essence and the Ruby and Sapphire Effigys. Now, equip the
fire axe and take out all the zombies in this room. Go to the door and pick up
the pistol, assault rifle, pistol ammo, rifle ammo, and grenades from the guy.
Equip the rifle and open the door.
Kill the zombie and gatekeeper here, then go down the ladder. Kill the zombies
and trappers in this corridor, and take the nearest ladder. Quickly grab the
Gold Amulet and go back down the ladder in order to avoid a rumble with two
gatekeepers. Now, go up the next ladder to find a room full of Mantorok
zombies. Dispose of them and take the staff laying in the middle. Mix it with
the Gold Amulet, then go back down the ladder.
Finally, take the last ladder of this corridor and go up it. Insert the staff
in the hole at the front of the room and use it to reflect light on the two
curved gold buildings, opening up two reflecting bowls. Now point the light at
the large center tower, which will deflect it to one bowl that lets the light
go to the other, will finally redirects it to a small tower, which opens up
another ladder. Wheeee. Go down it, and you'll grab the Tome. Recover any
sanity you lost from the gatekeepers, then actually go down the ladder.
Go north and to the square hole in the ground. Three tentacles will pop out.
One hit will drive each back into the ground. Once they're gone, dispel the
field around the last effigy and take it. Take the northenmost ladder out of
here and you'll enter a room with with a horror and two different colored
zombies. Take the other ladder down.
Two more zombies and a gatekeeper. Probably best to dodge them, yet again. Now
we are in the circular room again. Kill the trappers, then head in the only
accessible door. Kill all five zombies, then go in the single door here.
Kill three more zombies here, then place the Emerald Effigy under the red
warrior portrait, the Ruby effigy in front of the blue sorcerer portrait, and
the Sapphire Effigy under the green Sage portrait. It'll open steps i nthe
circular room. If you missed one effigy along the quest, you cannont complete
this step. Don't worry, it's not mandatory, but it wields you a nice bonus for
the final boss fight. Go down those stairs and grab the Enchanted Gladius.
Note you cannot equip it. Go up the stairs then back in the door.
Now, summon a trapper and make sure you target the obelisk before teleporting
it. It should be in the trapper dimension now, so go down the ladder. Two
trappers here. Dispose of them then go down the ladder. You'll reach the room
where Karim placed the Tome momentarily. Take the Bind spell then run towards
the camera.
Cast Bind here and one of the horrors will turn against the other. Either way,
one will die, releasing the barrier. Run forward and kill the weakened horror
that survived then take the plastic explosives. Backtrack to the room where
you teleported the obelisk away.
Go to the wall at the end of this room and use reveal invisible on it with the
dominant alignment. It will reveal a door. Go through it and grab the
detonators off the floor near the dead guy. Mix them with the explosives to
make the C4. Now, cast a seven point shield spell and run across the floor to
the other side.
Remember this place, go to the bridge and kill the two worms that rise up.
Enchant the C4 with a seven point spell (dominant alignment) and use it. Time
to run! Go back to that rather large circular room with the steps leading down
to where you got the Enchanted Gladius. You'll find several enemies on the way
there and in that room, including horrors and zombies. The best way to beat
this is to cast a Xel'lotath magick pool on yourself, maintaning your sanity
as you run. Once you reach the circular room, you'll notice the rubble in
front of another door has moved, allowing you access. Take this path and head
out, dodging all the enemies. Once you reach the final ladder, a cutscene will
take place.
Michael will give Edward a package that includes the Essence. After that, the
chapter will end, leaving you to wonder where that Essence is...
==========================================================================
CHAPTER COMPLETE
==========================================================================
Exit the study and go back to the library. Several zombies on the way here, so
clear your way and get to the lobby. As you start to head towards the
basement, the doorbell will ring. It's not an insanity effect, just a package.
Take it then examine it to get the Enchanted Gladius (if Michael got it in the
last chapter) and the last essence. Now, do a brief check. Do you have all
three essences? If you're missing Mantorok, it's behind a funny looking book
in the library. Now, go back into the library and now go right into the mirror
room. Use the crankshaft you got from the safe. Reflect the light to the final
mirror on the ground, which will reflect it to the basement, revealing a
ladder. Head down to that ladder and go down it.
The same old path. Run down these steps then through the large hallway in the
next room, unopposed. Once you go through the gates, you'll enter Alex's own
chapter. It won't be a chapter page so no cutscene since it's currently
happening right now...
==========================================================================
Chapter Twelve/Finale: Gateway to Destiny
Ehn'Gha/Rhode Island, USA
2000 A.D.
Alex Roivas
==========================================================================
Does this place look familar? Cast a shield spell on yourself, then run
forward. Stop at the last doorway and stand on the little part that's not
zappy. Recast the shield spell (7-point) then go to the large door to find a
magick field blocking the way. Dispel it then enter the door.
Run around the circle to find two parts of the stand. Mix and enchant them,
then place it on the base of the stand. Place an Essence on each of the stands
to activate the circle of power due to the power of the Esences. You know what
to do here; hit the first array on the left and enter the teleportation field.
The goal this time is to summon a creature instead of cancelling a magick
field.
Leftmost Array: Pargon. When you come back in, you'll find a lava pit blocking
your path - use a seven point reveal invisible with the dominant alignment and
make your way back to the arrays.
2nd to Left Array: Aretak. You'll find three trappers that greet your return
to the ancient city. On your way back, you'll cross over the lava pit that you
had to use reveal invisible on.
3rd to Left Array: Pargon. This next room is where Edward released the
monsters, so you'll have to put them back. Summon a trapper, zombie, and
horror that correspond with the colors displayed on the small stands to solve
the puzzle.
4th to Left Array: Watch out for the trapper here and choose Pargon. As you
return to this room, you'll notice a glowing purple floor. It's only harmful
when you run. So hold X (default button) and creep across to the exit.
Middle Array: Select the dominant alignment. In this next room, shoot the
trappers to clear your exit, then run through the doorway.
4th to Right Array: Shoot the trapper at the top and use Pargon again. As you
teleport in, all the trappers disappear. Use seven point reveal invisible
(dominant alignment) and seven point magickal attack (dominant alignment) to
deal with the little buggers. Leave the room.
3rd to Right Array: Yet another Pargon. In the next room, you'll find three
obelisks. Don't attack them reguarly - use a dominating seven point magickal
attack spell to get rid of all three and open the exit way.
2nd to Right Array: Tier. Run around the large block to the right stairs and
dispel the magick field from the stairs. Get a shield up and run out of the
room.
Rightmost Array: Pargon. Bind a horror in this room and watch it be killed by
the other two. Now bind another and once a second horror dies, the barrier
will come down. Kill the last horror and go through the exit door, which will
lead you to the previous room. Get another shield up and run out.
Return to the circle of power and go to the teleporter. It'll ask you to save.
Equip the Enchanted Gladius if you have it. If you don't enchant your regular
one with a seven point dominant alignment spell. Save your game and enter the
portal.
After a couple cutscenes, you'll be face to face with Pious as the ancients
battle above.
==========================================================================
Final Boss Battle: Pious Augustus
==========================================================================
If you don't have the enchanted gladius, make sure to enchant your gladius
with a seven point dominant color before going into battle. If you have
the enchanted one, just target him with R and throw it with A. The
essence should show. Run up and strike it, then repeat. Once the characers
that died start coming, have them just run and hit the Essence. Once it
shatters, cast a quick three point enchant on your shotgun and start
firing away. With 4-5 shots, Pious should drop like a fly.
You'll see Pious state that the darkness will never die, but Alex kills him
anyway with his own staff. Realizing that her own ancient will destroy the
world as Pious' would have, Edward's spirit goes to another tower. You'll gain
control for a second, so choose Bankorok, the protect rune. It will bind the
ancient, ending the threat. Alex will then talk in Edward's place as the last
chapter in the Tome comes to a close...
==========================================================================
CHAPTER COMPLETE
==========================================================================
Congraluations, you have beaten the game! You have now unlocked the Credits
option and the ability to skip cutscenes you have seen before. Start a new
game and choose to carry over your data; you'll be forced to select a new
essence as Pious, thus putting you on a different path. You can try to pick up
some things you missed before as well as unlocking new secrets as you beat the
game again. The darkness comes...no more....
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
9) Magick
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Magick plays an imperative role in this game, as you'll need it to survive as
well as progress in the numerous chapters. You'll find different runes and
spells as you continue in the game, and they all stay with you as you transfer
from character to character.
To cast a spell, first choose a circle of power that you want (Three, Five,
and Seven are yours to keep once you find them) then pick an alignment rune.
Next, you must pick two specific runes followed by the necessary amounts of
Pargon runes to fill in the empty spaces (if casting a five point or seven
point spell).
====================
List of Runes
====================
Chattur'gha - Red Alignment Rune
Ulyaoth - Blue Alignment Rune
Xel'lotath - Green Alignment Rune
Mantorok - Purple Alignment Rune
Antorbok - 'Project' Rune
Aretak - 'Creature' Rune
Bankorok - 'Protect' Rune
Magormor - 'Item' Rune
Narokath - 'Absorb' Rune
Nethlek - 'Dispel' Rune
Pargon - 'Power' Rune
Redgormor- 'Area' Rune
Santak - 'Self' Rune
Tier - 'Summon' Rune
**************************************************************************
Spell List
**************************************************************************
=============
Enchant Spell
=============
-Requires Antorbok and Redgormor Runes
-Repairs broken items
-Makes a weapon stronger than it would be, regardless of the alignment
=============
Recover Spell
=============
-Requires Narokath and Santak Runes
-Red recovers health, blue recovers magick, green recovers sanity
-Purple recovers both health and sanity
========================
Reveal Invisible Spell
========================
-Requires Narokath and Redgormor
-Red/Blue/green reveals hidden object with weak alignment
-Purple makes character invisible
===================
Damage Field Spell
===================
-Requires Bankorok and Redgormor
-Surrounds you with field of energy but you can walk in/out of it
-Can trap enemy inside one
====================
Dispel Magick Spell
====================
-Requires Nethlek and Redgormor
-Red/Blue/Green dispels opposing alignment damage field
-Purple dispels any alignment damage field
================
Summon Trapper
================
-Requires Tier and Aretak
-Can summon Red/Blue/Green trappers
-Can NOT summon Purple trapper
=============
Shield Spell
=============
-Requires Bankorok and Santak
-The number of circle of magick used to cast the spell is how many circles you
get
-Can be used with all four alignments
====================
Summon Zombie Spell
====================
-Requires Tier and Aretak
-Can NOT summon purple zombie
-Must have two pargon runes included (hence, a five point spell)
=======================
Magickal Attack Spell
=======================
-Requires Antorbok and Redgormor
-Red/Blue/Green beats opposing alignment
-Purple beats any alignment
=====================
Summon Horror Spell
=====================
-Requires Tier and Aretak
-Can NOT summon Purple horror
-Requires four Pargon runes (hence, seven point circle of power)
===================
Magick Pool Spell
===================
-Requires Tier and Redgormor
-Red regenrates health, blue regenerates magick, green regenerates sanity
-Purple regenerates health, magick, and sanity
=============
Bind Spell
=============
-Requires Bankorok and Aretak
-All alignments
-Turns enemy to your side, thus making it attack nearby enemies
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
10) Enemy Encylopedia
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Throughout the many chapters of Eternal Darkness, you'll find the same
enemies who will try to stop you in your quest. Though their alignments
may change due to the artifact you pick, they are pretty much the same,
with perhaps one or two different attributes.
==========================================================================
Zombies
==========================================================================
Distinguishing Features: Eye-less Sockets
Description: The zombie is very similar to the skeleton, except it has
flesh covering its bones. The zombie is also stronger and comes in four
fruity flavors: Chattur'gha, Ulyaoth, Xel'lotath and Mantorok.
Strategy: Different strategies for different alignments. For the
Chattur'gha (Red) zombies, take off their head, their arms, then repeatdly
hack at their torso to make them drop down. Ulyaoth (Blue) zombies require
you to take off their heads and one or both arms before they fall to the
ground. Xel'lotath zombies only require their head to be chopped off
before you can apply a finisher. Mantorok zombies are weak and easy to
kill off; heads, arms, finisher.
==========================================================================
Trappers
==========================================================================
Distinguishing Features: Annoying Howling Sound
Description: The size of a "small dog", trappers can be incredibly
annoying. You'll need projectiles to take them out, since if you try to
get close for melee attacks, they'll send you to "trapper dimension".
Strategy: If you have projectiles, just use them. If you have the sound of
trappers but can't see them due to camera angles, use the targeting button
and send a projectile out. Four out of five times you'll get lucky and hit
one.
==========================================================================
Bonethiefs
==========================================================================
Distinguishing Features: Praying Mantis Type Posture
Description: Bonethiefs can be some of the most annoying enemies in the
game. They'll take control of normal humans by digging into their neck and
nesting inside, and once that happens, the only way to get them out is to
cut off the head of the host.
Strategy: The head is the weakpoint. If the the neck is severed, the enemy
becomes useless; so aim for the head. If you picked the Xel'lotath (Green)
artifact, they have no heads, so hack at their main torso.
==========================================================================
Horrors
==========================================================================
Distinguishing Features: Three Faces
Description: The horror is the biggest common enemy in the game. With two
arms, two legs, and three whole faces, they're one bad boy. Horrors shoot
what looks like lightning (but is actually magic) at you, and have an
extremely long reach radius.
Strategy: If you take out all three heads, it's practically finished - the
same with the arms. I personally find the faces to be easier to kill off,
but you'll most likely have to use a sword to get to them. If you have a
gun or projectile (excluding the Crossbow) use them on the arms.
==========================================================================
Gatekeepers
==========================================================================
Distinguishing Features: Flesh Made "Wings"
Description: The small guardian will drain sanity from you the whole fight
and never stop, so be quick. It will summon trappers, zombies, and/or
Horrors, depending on the level of magic it uses. You can sit in front and
wait for it to spread it's wings, or run behind and start slashing from
its backside.
Strategy: I would say run around back and start ripping away. This way
you won't lose as much sanity and you won't get hit as much. Do it this
way and these things won't be as much as a pain.
==========================================================================
Lesser Guardians
==========================================================================
Distinguishing Features: Depends on the path you chose
Description: There's three different models:
Chattur'gha - Looks like a giant spider. Likes to crawl around rapidly.
Ulyaoth - Looks EXACTLY like a hydralisk from Starcraft. Looks to put up
damage shields around itself.
Xel'lotath - Looks like four man's arms attached to a spider-like torso.
Prefers walking.
Strategy: You'll want to dispel the damage field they put on at the start,
or else you're finished. After that, attack the guardian VERY quickly, as
he's most likely summoning something. It'll stop, and then teleport to
a different location, canceling the summon. After that, it's very easy
and straightforward, just watch for their attacks.
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Black Guardians (Chapter 9 Boss)
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Distinguishing Features: Varies Depending on the Type
Description: Again, three flavors:
Chattur'gha - A huge lobster! Watch our for his claws - they'll smash you
like Paul if you get too close.
Ulyaoth - A giant spider! He'll step on you if you're too close, so keep
running if you hope to stay alive.
Xel'lotath - A demented version of the ancient, Xel'lotath. Has many arms
and likes to use a green magic attack to take off your head and decrease
sanity.
Strategy: You need to use Spell 9, Magical Attack. Wait til they start
sending their projectile attacks, then instantly start summoning a seven
point Magical Attack that uses the dominant element over the Guardian.
The Guardian should start flashing a its own alignment color, but since
you're already halfway through the summon, the attack will hit it. Next,
when he starts summoning zombies, as soon as the second one materializes
is your time to start using another seven point dominant magical attack.
Now, when the beam closes in, you'll want to dodge their smashing attacks,
and wait for them to stop. Now, summon a THREE point magical attack,
since seven would take too long. After you hit them with that, two more
three point magical attacks and they're gone.
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Pious (Final Boss)
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Distinguishing Features: Bone Staff, Centurion Helmet
Description: Your old friend, Pious, from Chapter 1, is ready to do combat
while the two ancients fight up above. He has a shield you must bring down
and that is recharged by the essence of the ancient whenever he is hurt.
Strategy: If you don't have the enchanted gladius, enchant your gladius
with a seven point dominant color before going into battle. If you have
the enchanted one, just target him with R and throw it with A. The
essence should show. Run up and strike it, then repeat. Once the characers
that died start coming, have them just run and hit the Essence. Once it
shatters, cast a quick three point enchant on your shotgun and start
firing away. With 4-5 shots, Pious should drop like a fly.
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10) Secrets/Codes
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Unlock Credits Option
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To unlock the Credits option on the main screen, beat the game once on
any path. You will now also be able to skip cutscenes you saw before.
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Unlock Jump to Game Mode
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To get Jump to Game Mode(Chapter Select) beat the game twice on any two
paths. It will be under Options and above Credits on the main screen.
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Unlock Eternal Mode
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To unlock Eternal Mode(Invincibility and Infinite Ammo), beat the game
three times on one save file, which includes all three paths. Eternal Mode
will then be used on Jump to Game Mode.
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Enchanted Gladius
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To get the Enchanted Gladius, you must collect the Effigys throughout the
chapters that take place in the desert temple. Grab the Ruby Effigy as Karim,
the Sapphire Effigy as Roberto, and the Emerald Effigy as Michael Edwards.
Once you grab the gladius as Michael, it will be given later to Alex on her
way to the basement along with the last Essence. The Enchanted Gladius helps
quite a bit in the final boss battle.
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11) Copyright Information
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This document is copyright 2002 Admodieus. All rights reserved. You may not
reproduce or use this guide without seeking my permission first. All
characters and logos are trademarks of Silicon Knights and Nintendo. All
rights reserved.
Please email me at
[email protected] or contact me on AIM at
my screename 'Admodieus' if you have any questions.
This guide is property of Below Zero Online Networks (www.below-zero.com)