GameCube walkthroughs for Eternal Darkness
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Eternal Darkness (GameCube)
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Eternal Darkness
Walkthrough for Gamecube
Game Name:
Eternal Darkness
Format:
Gamecube
Submitted By:
Psyİho Wolvesbane
Act 2: Insanity Prevails ````````````````````````` Back on the right side of the entrance hall, use your new rune as a Reveal Invisible alignment to reveal a hidden door where the mysterious rune thing on the wall was before. Use your basement key to unlock the door and go in. At the bottom, defeat the two zombies and autopsy one of them, then pick up the spell scroll at the edge of the fountain and the nearby codex. There is some ammo in the corner beside the stairs. When you have picked everything up, use your pump handle on the pump beside the well to empty it and go down the ladder. The first time you go down you will get a nice sanity effect, so try again, and you will encounter a transparent zombie carrying a rune. You should now be able to construct the Damage Field spell. Go down the stairs. If you look over the edge of the balcony, you can see the city the third letter spoke of. Continue down the stairs once the shieldhas been dispelled by the rune you just picked up. At the bottom, a guardian will appear. Follow and kill it. If you enchant your dual flintlocks with the rune of his weakness, it will go faster. Try to avoid the zombies he summons by running around them, and put some distance between yourself and the minions after the boss fires off an attack. This will give you time to reload, as you won't be getting pummeled on all sides. After that, you see Max's fate... As Alex, leave the library and go upstairs. Enter the master bedroom and walk over to the dresser. There is no keyhole, but there is a triangle flanked by rune symbols. Cast the Reveal Invisible spell with the counter-alignment of the rune displayed (it's the same one you used to open the basement) and use your dresser key in the keyhole that's revealed. Open the drawer to find a Revolver and a new Chapter page, "A Journey into Darkness". ----------------------------------------------------------------- --------- Chapter 6: A Journey into Darkness - Edwin Lindsey ----------------------------------------------------------------- --------- Act 1: Corrosion of the Dead God ```````````````````````````````` You will see a short cutscene in which Pious and his god discuss the Mantorok, that creepy red thing with lots of eyes from Chapter 2. When it's all over, use the Chapter page to trigger the next act. Act 2: A Journey into Darkness ``````````````````````````````` At the beginning, you will see Lindsey and another man stepping into the temple from Chapter 2. Enjoy the ensuing gunfight. I am *definitely* catching strong Roger Rabbit vibes from Augustine. Anyway, shoot the big evil-looking guardian. Occasionally, a zombie will pop up. Just blow its head off. The shotgun is good for this, being the traditional zombie-hunting weapon. Remember to finish them off. With all the enemies out of the way, examine the floor in the center. It's coated with dust, so use your brush to clear that out of the way. Pick up thebracelet that was lying beneath the layer of dust. Go up to the statue that Ellia took the necklace from 833 years ago. It is missing its bracelet. You just happen to have one of those, so use it to open a door. You will end up in the room with the giant hand, so take the Tome of Eternal Darkness. Once you've picked it up, try again to go into the door and you will be in the sunset room. Kill the two zombies within, then go on to the trapped hallway. The traps are still active, but the lighting makes it a bit hard to see the panels that trigger them. Not only that, there's a trapper in here. You have to sneak around, avoiding the panels. If you trigger a trap, you can't run. Life is tough like that. Halfway along the hallway, a pedestal holds a Metal Bracelet. Pick it up. Near the end of the hallway you'll find a corner shrouded with cobwebs. Use your brush to clear them away and you will find a codex. Go through the doorway to encounter a horror. He is surrounded by a damage field, so you won't be able to hit him. Instead, pick up the Bronze Necklace from the stand. In addition to blocking access to the beast, the field is also preventing you from reaching the other necklace. Turn around and go back to the room with the statue. Give her the necklace to open two more doors, then go through the new door in the statue room to reach the sunrise room. Inside, a silver bracelet sits on a pedestal, but you must provide an offering, or the doors close. Take the Silver Bracelet and replace it with the metal one you picked up earlier. Go through the door to the left of the statue and avoid the trap panels. At the end of the hallway, another cobweb conceals another codex, so brush it away and go through the doorway to encounter some colored zombies and a transparent one. Kill them off to get a new rune, then go through the doorway. Avoid the traps, kill the zombie, and step into the alcove to find a cobweb which hides the Dispel Magick Spell Scroll. Continue down the hallway until you reach the room with the horror trapped within the damage field. Dispel the field with the rune's counter-color and shoot the beast in the head a few times with your shotgun. When he falls, you're free to take the Silver Necklace behind him. Act 3: In the Hands of Kali ``````````````````````````` Turn around and go back through the hallway you came from. Halfway along, a statue appears to be missing some silver jewelry. Give it the necklace and bracelet, and a passageway will open up across from it. Go through. Kill the zombie directly inside the door and go down the stairs. On the landing, a transparent zombie has a rune for you to steal, so beat him down and take it. A guardian is waiting further down the stairs, so be careful. Wait for him to spread his wings, then aim for the head. With him out of the way, keep going down. At the bottom, a shield blocks further passage, but you have the rune, so it's no real problem. Go through the door. Take the passage to the left of the entrance and you will encounter a statue of a guardian and a statue. In the corner of the room, stand on the circular panel to cause the guardian to turn around. The statue will lift its arm. Run forward and grab the bracelet before the guardian can turn around again. When you're done, go through the door behind the guardian. This hallway is full of poison traps. Run through as quickly as possible to avoid losing too much health. At the other end, a zombie awaits you, so pick him off, then dispel the danger field with its counter-rune. Go through the doorway that you did not come in through and run along the hallway. Avoid the crushing block traps. Halfway along, you will encounter a statue, but you do not have a necklace yet, so ignore it for now. In the next room, kill the mummies and cast a red dispel. Cross the hallway, reload your shotgun, and go in. A Horror awaits you. Fill it with lead and cast a blue dispel. In the corner, a cobweb hides a necklace. Take it and leave through the other door and run to the end of the hallway. You should now be in the guardian room. Take the next door to the poison trap hallway and cross that. In the next room, there is a statue with a small basin beneath it. Use your necklace in it and press the button. The acid will clean off the necklace. Take the door to the right. Act 4: Daughter of Light ````````````````````````` At the midpoint of the hallway, the statue is awaiting her jewelry. Adorn the statue with your finds to open a passageway across from her. Go through, run down the stairs and kill the mummies and the beast, then continue on your way. Go through the door at the bottom and turn right. Go through the door at the end of the tunnel and you'll find a burning face. Kill off the zombies and clean away the cobwebs to get another codex. Go through the door to the right. Traps galore and a red zombie at the end. Then a whole roomful of red zombies through the doorway. Knock off their heads and let them fight each other. When they're gone, take the right doorway and go to the end of the hall. There are three mummies for you in the next room, and one of them is transparent. Get his rune and go through the shielded door. Take out the zombies and pick up the "Summon Trapper" Spell Scroll from its perch on the edge of the fire thing in the center of the room. Head back through the door that you came in and go through the hallway to the room at the other end. Keep backtracking. Eventually, you will reach the stairs that took you down here. Go up them. At the top, head south then west. You should be in the hallway that had the purple shield until you destroyed the three damage fields. Avoid the traps and make your way to the center of the corridor. Use the Summon Trapper spell. Take your trapper in through the hole in the and have it cross the bridge. Step onto the panel to open a doorway, then press start to return to controlling Lindsey. Pick up the rune and defeat the Horror that bursts out of the wall, then go into the room it came from to find the Mantorok Codex. Return to the room in which the Summon Trapper Spell Scroll was found. Go through the door to the right to find yourself in Mantorok's room. Pious will stop to talk to you, but the statue in front of Mantorok will protect you. Run behind the li'l bugger and into the room to find Ellia. Lindsey will take the heart to Edward Roivas. The game will cut to Alex back in the study. Go out into the library and look for the book behind which the heart was hidden. It's on the second shelf from the door to the hall. Examine it and look behind it to discover the Heart of Mantorok. Leave the library and go upstairs. Turn left at the end of the hallway, and you will see the ghost of Maximillian go through the wall. Go up to the stained glass window and dispel the damage field. Go through and pick up the Chapter page. ----------------------------------------------------------------- --------- Chapter 7: Heresy! - Paul Luther ----------------------------------------------------------------- --------- Act 1: The Black Guardian ````````````````````````` Pious will be seen summoning a large creature to guard the artifact room. When he's gone and done that, the game returns to Alex. Use the Chapter page. Act 2: Heresy! ``````````````` When the game begins, Paul will be speaking to a creepy looking monk. This is actually the bishop. He'll tell you a little bit about the inquisition, then you're on your own. Act 3: A murder ``````````````` After the bishop finishes talking to you, go straight and open the double doors. Run down the aisle and you will discover a dead monk. Looks like you're stuck here, at least for the time being. Act 4: Light within the Darkness ````````````````````````````````` In the room, examine the painting and take the emerald. Watch the scene, then leave through room through the door. Into the room of the funky hand with you. Grab the Tome and leave. Go through the double doors into the chapel and run to the front. There are some crossbow bolts sitting to the right of the altar, so pick those up, then go through the door on the side of the piano. On your way, pick up the torch in front of the window. In this next room, open the chest to get a Crossbow. Examine the robes hanging in the alcove to find the Podium key, then return to the previous room. Go up to the podium and use your key to open the drawer and find a diary page. Read it, then leave the chapel and go upstairs via the doorway across from the room in which you were locked earlier. Go through the door and you will encounter your first zombie. Kill him and cross the room to the next door. Climb up the stairs and ring the bell to bring about the coming of the custodian. Act 5: Conversation in the Bell Tower ````````````````````````````````````` He will tell you a bit about what's going on, and hand you the Old Tower Key. Go back downstairs and into the chapel. Turn right at the altar to get to the door to the Old Tower and use your key to unlock it. Go in, and you will see a bonethief in the process of acquiring its host. Shoot it and run out of the room to reload. Back as Paul, kill off the bonethief and run forward. Pick up the "Shield" Spell Scroll on the altar. Anthony is running around in the Bishop's reception room, but he's a bit hard to deal with at the moment, so cast shield and go upstairs instead. The little evil guy will be deflected by your shield, leaving you free to grab the sheet music from the bookshelf and the second diary page from the desk. Go back to the chapel and play the organ. Press the buttons from the sheet music, and the tabernacle will open. Go over to it and take the Circle of Power from within, then go down the stairs behind the altar. Take the first left and go into the room, then examine the desk to get the Book of Reliquaries. There are some crossbow bolts on the shelf. Once you have those, leave the room. Continue down the hallway and pick up the mace beside the organ's mechanism. The mace is faster than the crossbow, but don't equip it just yet. Grab the bolts at the other end of the room and go into the door beside them. There is a Trapper here, so be sure to sneak to avoid a trip to its dimension. Tap on each of the barrels until you find the empty one, then turn its spigot to reveal a secret passageway. Inside, you will find a transparent horror. Shoot it, run out, reload, run back in. When he falls, you'll get a Sapphire. Now that you have the mace, you should be able to deal with Anthony. Go to the Bishop's room in the old tower and cast shield. Equip your mace and go in. When he falls, you get the Ruby and the Two-Edged Sword. You should now have all of the gemstones, so go downstairs and into the basement (the stairs are behind the altar) and return to the secret room beyond the wine cellar. At the end of the room, there is a podium. The horror was standing in front of it when you walked in. Use your gemstones on it. Holy secret passageways, Batman! Go down the stairs and kill the zombies, then open the door at the end of the hall. When you've defeated the transparent zombie within, you can get a rune. Go through the door in the northern section of the room, then head down the stairs. Go into the next room and you will see two horrors fighting. One will kill the other, leaving you to deal with the victor. If you don't have shield cast already, run out of the room and do that. Load your crossbow while you're at it. It never hurts to start a fight with a projectile. Since it's easy, do the run-out-reload-run-in-shoot thing. When the fight is over, grab the crossbow bolts and examine that thing in the corner. Then open the door nearby and go in. At the end of the hallway, you should be in the bishop's study. Kill off the mummies and take the crossbow bolts from the bookshelf, then examine the secret door behind the desk. Have Paul push it to open it. Kill off the zombies that lurk within and go to the secret room at the end of the hallway. Inside, there is a zombie and diary page #3. Read it, then check the niche in the wall to find the codex. You can now power up your spells, which you should do now. Act 6: Suspicions Confirmed ``````````````````````````` Return to the bell tower. You now have sufficient evidence for the custodian. Talk to him, and he'll give you a sacrificial knife. Remember that thing in the basement that looked like the custodian? Go pay it a visit. At this point, monsters are everywhere and there are trappers in the secret room beyond the wine cellar, so tread carefully. Act 7: Heresy Revealed ``````````````````````` Once you reach the custodian statue thing, use your sacrificial knife on it to reveal a hidden door, then go in. Dispel the damage field using a 5 point counter-rune spell. When you get to the end... Act 8: The Black Guardian's Lair ````````````````````````````````` Kill the bonethieves and leave the area. As you step out of the room, you will see the bishop going into the room that was previously locked. Follow him in. Go down all the stairs and hallways until you reach the final door. Remember that cutscene at the beginning of the chapter? This room looks kinda familiar, don't you think? As does the bishop, suddenly... So ends the chapter. When you return to Alex, you will find a note from Edward. Read it. 88 keys, eh? What do we know that has 88 keys? Musicians? Why, a piano, of course! Go to the double doors at the end of the left side of the hallway. There's a piano in there, so go play it. You've still got Paul's sheet music, so use that. Doing so will net you the Chapter page entitled "The Forbidden City". ----------------------------------------------------------------- --------- Chapter 8: The Forbidden City - Roberto Bianchi ----------------------------------------------------------------- --------- Act 1: Flesh for the Pillar ``````````````````````````` If you looked at all the paintings in the secret study as Alex, you would've seen one that depicted a pillar of corpses. This cutscene seems to be talking about the beginning of that particular picture's focus. When it's all over, have Alex use the Chapter Page. Act 2: The Forbidden City ````````````````````````` As a surveyor, your job is to look into all the rooms that are marked on the map with an X. Which pretty much means you've gotta run around exploring the place. From the first room, there is a tunnel leading out. Go through it and climb up the ladder at the end. There's a worker running around up here, but he has nothing interesting to say, so just climb down the ladder at the other end. You only have a torch right now, so run around the zombie at the bottom and climb up the ladder at the end of the tunnel. Up there is your first surveyable room, so have a look around. After you've assessed the structure, pick up the Saif lying on a ledge and equip it. There are also some crossbow bolts lying around the area. You can climb back down and regain some sanity from the zombie, then go across the room to the ladder on the opposite end. In one of the corners of the cell, there is a lever that operates the gates. Pull it and defeat the red zombie that comes out, then pull the lever within his cell. This will release two mummies, which should be no problem for you. Their lever will open the other two gates, so go up the ladder to the south (check your map for directions) and pick up the crossbow bolts in front of you and the crossbow on the ledge halfway across the room, then survey the room. Go down the ladder beyond the crossbow to reach the chamber of the Tome of Eternal Darkness. Take it and go down the ladder again. At the bottom, a worker cowers. Talk to him, and he'll tell you that he heard the screams of his fellow workers from down the hall. Sounds like trouble. Walk down the hall, of course. Sneak, rather. There are trappers about. Climb up the ladder at the end and take the "Summon Zombie" Spell Scroll from the center of the room. Watch out for the enemies creeping around. Cast a shield spell and climb down the ladder. You'll come face to face with a beast. Kill him, then look around. There are a few dead workers lying on the floor, and some bolts in front of the ladder. Walk in the direction of where the beast was and open the door. As you step into the room, you will see an interesting zombie death. Kill off the zombies, then go down the ladder. There are trappers here, so tiptoe. One direction is blocked, so the correct door to go through should be obvious. When you walk in, you'll see a key sitting on a podium on the other side of a pit of lava. Since there's no obvious way around it, check out the color on the podium and cast a 5 point Reveal Invisible spell of the opposite color. Makes a nice bridge, eh? Stroll across and get your key, then leave the room. Walk back to the ladder, but be sure to pick up the Sapphire Effigy from the niche in the wall on your way past. There are some crossbow bolts sitting on a ledge, so pick them up and go into the next room. Survey it, and the workers will mob you. Beat them down, but beware of the bonethieves that will pop out. Just chop off everyone's head and you'll be fine. When you're done, leave the room and go through the double doors at the end of the hallway. You'll have to use your key to unlock them. Go through and heal yourself and use a 5-point shield spell on yourself, then run across the floor. Enter the room on the other side. Inside, a slave will tell you that worms ate his fellow workers. Go over to the rope that is holding the bridge aloft and hit it with your sword to lower it, then cross. When the worms pop up, hit them to make them leave. Survey the room and pull the lever on the other side of the room, then to back the way you came until you reach the screen where the zombie was splattered in the trap. Act 3: Guardian of the Temple ````````````````````````````` Slamming the trap once closed the gate, so wouldn't doing it again open it? We don't want Roberto so suffer the same fate as Paul, so someone else will have to trigger it. Now would be a good time to use your Summon Zombie spell, eh? Have your zombie step onto the trap, and Roberto is free to go down the ladder. Oh, and you might want to shield and heal before doing so. Run past the enemies here, as they're a bit too hard to fight to make it worth it. When you reach the end of the tunnel... You'll end up with the Ruby Effigy and [Whatever Artifact Karim took in Chapter 4]. Survey the room, and you should get a message that says you have surveyed all the rooms. If not, look at your map and go to whatever rooms still have an X. Once you are done, head back to the room from the very beginning of the chapter. As always, watch out for trappers. Act 4: A Monument for All Time ``````````````````````````````` When you reach the room, you will see a short conversation with Roberto's captors in which he tries to warn them of the bonethieves beneath the city. Then you will see a line of the sort that is normally only present in Disney World, and right at the front of it is that guy from the beginning cinema. Roberto's task is complete. Have Alex go survey the area in front of the painting of the Corpse Pillar to find the next Chapter page, then use it to begin the next chapter.
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