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Retro Game Walkthroughs For
"Eternal Darkness"
(Gamecube)

Retro Game Walkthroughs for Eternal Darkness (Gamecube)
Submitted By: Kyz22
An Eternal Darkness guide I found particularly useful - Found on
Gamefaqs.com. Credit To Devin Morgan.
-=-=-=-=-=-=-=-=-=-=-=
-= Introduction -=
-=-=-=-=-=-=-=-=-=-=-=

Eternal Darkness is a survival horror-esque game for the
Gamecube. It was
originally meant for the Nintendo 64, but was upgraded and put
on the GCN
(you can tell by some of the graphics in this game). The game
focuses around
the mysterious Tome of Eternal Darkness, which consists of many
chapters
containing stories of people who were affected by the darkness
in one way or
another. Hence, you must play the roles of all those people to
stop the evil
darkness before it is too late. New to this game is the sanity
system, which
you will learn about later in this file. Anyway, if you are
looking for a
good game for Gamecube to hold you over for something better
like Mario
Sunshine, this is the one for you!

*****************************************************************************

-=-=-=-=-=-=-=-=
-= 3. Story -=
-=-=-=-=-=-=-=-=

"O, oblivious, naive humanity... How ignorant we truly are -
safe only in our
blind 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..."

An Ancient Evil

Long before humanity graced the universe, our planet belonged to
another
species - an ancient species bound by neither physics nor
nature, purpose nor
ethic. Through the passage of time, against the relentless
advance of ice and
the continental plates, and for other inscrutable reasons, these
"Ancients"
were driven deep into the recesses of our world. There, they lie
imprisoned
until the conditions are right for their return.

Humanity's Betrayers

Hungry for dominance and the favor of the Ancients, secret
organizations seek
to restore the Ancients to their former station. For eons they
have schemed
and plotted in the darkness, attempting to bring these evil
entities into our
world through arcane magicks - blood rituals, worship, and
sacrifice.

Of these sects, little is known: those who learn their secrets
perish swiftly
at their hands. Their scheming works to bring the Ancients'
return - and
humanity's extinction - even closer.

A Light in the Darkness

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 nonetheless. Even as their lives are
torn apart by
unseen evils, they must show courage in the face not only of the
enemy, but
also of their own fears. These poor souls 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.

*****************************************************************************

-=-=-=-=-=-=-=-=-=
-= 4. Controls -=
-=-=-=-=-=-=-=-=-=

Start: Pause game, bring up menu screens

Control Stick: Move character, choose target on the enemy to
attack

Control Pad: Use assigned quick spell, zoom in on item being
checked on menu
screen

C Stick: Rotate item being checked on menu screen

A: Attack, confirm selection on menu screens

B: Perform designated action onscreen

X: Sneak quietly, so enemies do not hear you

Y: Use assigned quick spell

Z: Reload weapon

L: Run

R: Target enemy, press to toggle between different targets

*****************************************************************************

-=-=-=-=-=-=-=-=-=
-= 5. Overview -=
-=-=-=-=-=-=-=-=-=

Attacking
---------

Obviously, there are plenty of creatures for you to take on as
you head
through this game. They can range from weak enemies such as
Zombies, to
tougher ones like Horrors and Guardians. Attack with the
currently equipped
weapon or item by pressing A. For a more efficient attack, hold
R to target
the specific enemy for an attack. While holding R, you can move
the Control
Stick to target the creature's head, arms, or keep it neutral to
attack the
chest. You can kill weaker enemies quickly by chopping off their
heads and
arms, but for others, body parts won't fall off, so you'll have
to attack the
head or body continuously to win. There are many enemies to
face, each
requiring you to fight in a certain way, so be prepared for
anything that
comes your way!


Sanity
------

A main facet of this game is the sanity (green) meter. Sanity is
lost each
time an enemy spots you with its glowing green eyes. As your
character's
sanity meter depletes, they may start to hallucinate and see
things that
really aren't there. If you lose all your sanity, you will start
to take
physical damage in its place, so be careful!

There are a few ways to recover sanity, however. One is to
finish off the
enemy when you kill it (stand over the enemy and press B to
deliver a
finishing blow). That will recover a small bit of sanity,
usually the same
amount that the enemy took from you in the first place. Second
is to use
Recover Magick. Simply align the spell components with the
Xel'lotath rune
for its green aspects. One more way is to get caught by a
Trapper and sent to
the Trapper Dimension. There, step on the portal when it's green
to reach the
appropriate platform. Then, stand on the green circle to recover
sanity.


Magick
------

Apart from your items and normal means of attacking, there is
Magick that you
can use. It is not available from the start, though; you must
find the
components of a spell in order to create it. You need a Circle
of Power (3,
5, or 7 points), an Alignment Rune, and however many Runes are
required to
make a specific spell. When you find a Rune, you will not know
its name. You
need to find a Magickal Codex, which interprets the Rune so you
can
understand its meaning. Circles of Power are used to plot out a
spell; the
more points on it, the stronger and more intense the spell
becomes. There are
also Spell Scrolls that you will find throughout your travels,
which explain
what a specific spell does, and what Runes you need to cast it.
There are 12
spells total which can be created, so skip down to the Magick
section to
learn about them more.


Mixing Items/Gun Modes
----------------------

As you progress through the game, you will come across several
items that can
be combined to form something better. When that is possible, the
Mix option
will show up when you select the item. Mix it with the correct
other item and
they will automatically be combined. This is an alternate method
to reloading
your currently equipped gun, too. Further along, there are a
couple guns
(namely the Elephant Gun and Double Shotgun) which have
different modes of
firing. You can change this mode to set the gun up, so it shoots
1 or 2
bullets per shot. This can be helpful when trying to finish off
enemies
quickly, but remember that you'll run out of bullets twice as
fast!

*****************************************************************************

-=-=-=-=-=-=-=-=-=-=-=
-= 6. Walkthrough -=
-=-=-=-=-=-=-=-=-=-=-=

============
Introduction
============

The game will open with scenes and narration by a man named Dr.
Edward
Roivas. He explains the story behind the Tome of Eternal
Darkness and the
Ancients being connected to it, and how the evil must be
stopped.


===============================
Prelude - A Death in the Family
===============================

After the introduction, the scene shifts to Alexandra Roivas in
what appears
to be her room. She has a shotgun, and Zombies are all around.
Kill them if
you like, and after a few moments, Alex will suddenly wake up
from that
nightmare. Her phone is ringing and it is 3:33 in the morning
(remember that
for later). She picks up; it is a detective who alerts her of an
accident at
the Roivas Mansion in Rhode Island. When she makes it there, the
detective
shows her the mauled body. There is no evidence explaining why
that happened,
so Alex vows to find the truth within the mansion herself.


==============
Roivas Mansion
==============

When you gain control of Alex for the first time, head straight
ahead and
check out the clock. Take the Dresser Key you find, and go into
the east door
to that room. Follow the path south and west around the corner,
then continue
to the end of the path. You will find a grandfather clock with
the arms
stopped on it. You will be given the option to readjust them as
you please.
This is where the 3:33 comes into play; set the time on this
clock to 3:33
and a hidden wall panel will open nearby. Go through that hall
and open the
door to enter a hidden study.

There, Alex will take a look around before you have control
again. When you
do, go across the room and take the Gladius sword off the wall.
Equip it if
you'd like. Then, go back to the desk and check out the large
book there.
That is the Tome of Eternal Darkness. Choose to read the book
and a cutscene
will ensue. Chapter 1 will also begin at this point, too.


==========================
Chapter 1 - The Chosen One
==========================

Character: Pious Augustus
Time Period: 26 B.C.

This first chapter will open with Pious Augustus talking with
some fellow
soldiers about finding the artifact. After they leave, Pious
will walk onward
and fall into a trap leading into the temple below. Inside,
climb down the
ladder straight ahead and enter the basement room. Go north and
Pious will
spot a block further ahead. Then, 3 Zombies will rise near the
block and come
towards you. Defeat them all and pick up the first Granite
Block, which is
red. Then, enter the next room.

In there, defeat 2 more Zombies and take the green Granite
Block. Go north
and enter the room through the door in the corner. There, defeat
4 more
Zombies and grab the blue Granite Block up ahead. Then, climb
down the ladder
and go downstairs. Defeat a single Zombie and continue to a path
split. Since
the door to the west is locked for now, go east and into that
room. Go
straight ahead into the large room, where the camera will point
at the
colored walls. Kill the Zombies in here, then take the purple
Granite Block
in the middle of the room.

Now that you have all the Granite Blocks, go to each colored
wall and place
the approriate block into each space. After you do that, the
locked door in
the previous room will now open. Go back into that room, and
head straight
into the now open room. In there, head to the middle of the
room, where
instructions will appear telling how to target an object to
attack its head,
arms, and body. You must destroy the statue here, so attack its
head, both
arms, then the chest to clear it. Doing so will open the door
across the
room. Enter that room.

In this room, defeat the Zombies and push the button in the
corner of the
room (the button is surrounded by a glowing yellow circle).
Doing that will
make a warp appear in the middle of the room. Step into it to
reach another
area. In there, go ahead to find 3 Artifacts, each with a
different color:
red, blue, and green. You can only pick one, and the one you
pick will
determine the path you will take throughout the game. If you
choose to take
the red one, enemies will be tougher and will be able to
regenerate parts. If
you take blue, you will rely more on your Magick to get you by.
If you pick
the green artifact, enemies will be easier to defeat, but your
sanity will be
drained much quicker. Pick whatever one you choose; I would
recommend the
Green Artifact if this is your first time playing through the
game.

After claiming one of the artifacts, the power of the artifact
will engulf
Pious. After it stops, he will be transformed into a skeleton,
filled with
the power of Eternal Darkness. The chapter then ends.


==============
Roivas Mansion
==============

Back with Alex, she will take the Tome of Eternal Darkness. Turn
around and
check out the page on the wall; it happens to be a Chapter Page
from the
Tome. Take the page, then save your game before selecting it
from your
inventory. When you use the Chapter Page, a new chapter of the
game will
begin, so remember that from here on out.


=========================================
Chapter 2 - The Binding of the Corpse God
=========================================

Character: Ellia
Time Period: 1150 A.D.

Here, you will meet with a girl named Ellia, who is reading a
scroll inside
of a temple. The scene will then show Pious within the temple,
claiming the
powers of darkness as his own. After that, you will see Ellia
again. She is
inside of the temple, wondering what there is to do inside. The
entrance/exit
door closes behind her, and you have control.

To start off, head all the way to the back wall of the room
where you will
find a statue wearing a necklace. Take the Strange Necklace from
it, and the
door leading to the east room will close. Not a problem; instead
go into the
west room. There, Ellia will notice several Zombies lying
motionless on the
floor. Check out the candles, then continue to the next room. In
there, Ellia
will step onto a floor tile which activates the traps up ahead.
Run past the
blades when it's clear, while avoiding stepping on the floor
tiles that stand
out, to prevent more traps from opening up. Continue to the
following room.

As soon as you enter this next room, the door will close behind
you and a
Zombie will rise. An explanation of the Sanity Meter and its
depletion when
enemies spot you will appear. Defeat the Zombie, then finish it
off like
instructed to regain sanity. This is how you do it for the rest
of the game,
so get used to it! Take the Bronze Necklace nearby, and check
out the candles
with the picture behind it. Since the sun is in the middle,
extinguish the
right candle (press X) and the other door will partially open.
Now, backtrack
a few rooms back to the starting room with the statue. In the
room with the
dead Zombies from before, they will rise up and you'll have to
fight, so be
ready for that.

Back in the starting room, place the Bronze Necklace on the
statue to open
the east door again. Enter the east room. There, check out the
candles in the
corner if you like, then continue to the following chamber. Make
your way
down the trapped corridor, walking around the floor tiles to
avoid triggering
the traps. In the next room, fight the Zombie that is of the
strong color
according to the artifact you picked with Pious (if you pick
green, Zombie
will be red; if blue, then green; if red, then blue). After you
beat it,
check out the candles for another puzzle. Extinguish them all
since the
portrait in the back is empty, and the doors will open. Head
into the room
that is now totally open.

In here, go around the trap tiles until you reach the middle of
the room.
Look to the west and take the Blowgun sitting there. Doing so
triggers a trap
door underneath you which drops you into the basement level. The
Short Sword
will break upon impact, forcing you to use the Blowgun as your
weapon.
Anyway, there are 2 Zombies of your color to fight. There is
also a fellow
guard in here, which one of the Zombies tries to kill. Quickly
kill the
Zombies, and talk to the Guard. He will repair your Broken Short
Sword at no
charge here!

Re-equip the Short Sword and head through the trapped hallway
into the next
room. There, the camera will point to the center structure, then
2 Zombies
will come to life and attack. Defeat them, then go through the
east door to
another room. Make your way all the way through this hazardous
hall of traps,
then continue into the room at the end. There, kill off the
Zombies,
including the one that is of the stronger color. Finish them off
and head
through the other door to the north room. Go down the hall and
enter the last
nightmarish room.

In here, a cutscene will take place with Pious confronting
Ellia, with Pious
killing the guards of the temple nearby. After the talk, the
statue in the
center of the room will zap Ellia, knocking her out. When she
awakens, an odd
person shows up and puts the Mantorok Essence inside of Ellia to
force her
into the eternal darkness. After he leaves, you'll have control
again.
Approach the statue and take the Metal Staff it holds. Now,
backtrack through
a few rooms until you reach the room with the center structure
with a slot in
it.

There, defeat the newly arrived Zombies, then use the Metal
Staff in the
slot. It will act as a lever, opening the room in the back of
the Mantorok
room. Head back to that final room, and go around the path and
into the final
room of the chapter.

In this final room, Pious will confront Ellia once again. He
will ask her
where the essence of Mantorok went, and Ellia does not answer.
As a result,
Pious will end up finishing her off, and then the chapter ends.


==============
Roivas Mansion
==============

With Alex again, there is more to do inside the hidden study. Go
around the
desk and you'll spot a table with candles lit atop it. All of
them are lit,
and there is a picture of a sunrise behind it. Extinguish the
middle and
right candles, and a hidden compartment will open below. Check
it to find a
Message Tube. Check out the Message Tube on the menu screen to
uncover the
Chapter Page inside. The scene will cut off, leading into a
cutscene with
Pious. He speaks with his master about Mantorok's essence, as
well as the
fate of the ruler Charlemagne.

When the scene comes back to Alex in the mansion, use the
Chapter Page to
enter Chapter 3.


====================================
Chapter 3 - Suspicions of Conspiracy
====================================

Character: Anthony
Time Period: 814 A.D.

This chapter starts with Anthony talking to a hooded man about
the bishop's
plan to overthrow the emperor inside the cathedral. After the
man leaves,
Anthony will be outside, and he will realize that he must warn
Charlemagne of
the plot before it's too late.

With control of Anthony, head down the aisle to the other end of
the room.
Open the closed casket you find to see a rather disturbing
sight. Anthony
will talk to a nearby monk, who will give him a Scramasax sword
for
protection, and to go warn the bishop of this discovery. Equip
the sword,
then go back to the other end of the room, and head up the
stairs. Anthony
will be warped to another area. Follow the path to the end, and
take the Tome
of Eternal Darkness. From here on out, Anthony will slowly
transform from
being human into being a zombie (you'll witness those changes
when he glows
yellow upon entering some rooms). Anyway, when you rearrive at
the top of the
stairs, go up to the next room.

Here, check the bookshelf to find the Blue Urn. At the other end
of the room,
take the Circle of Power (3 point) sitting there. Behind there,
you will find
3 bookshelves in the wall. Check out the middle one and pull the
book to open
a hidden doorway behind the left shelf. Climb down to the room
below. There,
go through the door into the following room. You will find a
Zombie with a
Rune inside of it. Defeat it and finish it off to claim the
Antorbok Rune.
Continue down the hall and kill 2 more Zombies, then head into
the next room.

Upon entering this room, you'll find a monk being attacked by
some Zombies.
He knocks one away with his torch, which bursts into flames and
burns down a
decoration covering a door on the wall. Enter the room and
defeat the
Zombies, then take the Torch and talk to the monk. He gives you
the Two-Edged
Sword as thanks, and mentions a broken urn in the room. Equip
the Torch to
see the dark parts of the room, and pick up the 3 pieces of the
Green Urn.
Now, go through the door into a new area. Go down the first set
of steps and
you will notice a stone slab on the ground. That is a Magickal
Codex, which
allows you to learn what a specific Rune is called. Pick up this
one, then
continue stairs and swipe the torch at the rune-holding Zombie
to kill it in
one shot. Claim the Magormor Rune it has, then go to the next
room.

In this room, defeat some more Zombies by using the Torch. Take
the Ulyaoth
codex on the ledge, then take the Filled Red Urn on the other
ledge. Go by
the fountain and use the Blue Urn, but it will accidentally
drop, shattering.
You will find the Ulyaoth Alignment Rune by doing so, allowing
you to form
your first Magick Spell! Use the components you've collected
thus far to form
Spell 1 (Enchant Item). Use the Torch and swing it at the
decorative covering
on the opposite wall to uncover a door. Go through it into
another room. Go
around the bend and kill the Zombie, then continue to the
following room. You
will see a monk running off into another room, which closes
behind him. There
is a floor panel which opens the door, but you need something to
weigh it
down. Take the Antorbok codex in the corner, and the Enchant
Item Spell
Scroll on the table. Assign that spell to a button, as it
instructs you to.

Now, go back a couple rooms to the room with the fountain. Use
the Enchant
Item spell on the Broken Blue and Green Urns to fix them again.
Use both urns
in the fountain to fill them with water. After that, head back
to the room
with the floor switch, and place all 3 filled urns on there to
open the door.
Go through it into the next room. Go all the way down the hall
to the end,
and into the following room, where you will confront the monk
from before. He
will come to attack, so defeat him quickly, along with the
Zombies that rise
around you. Take the Bishop's Key after the fight. Now it's time
to really
backtrack a bit, all the way to the first room of the chapter.

Along the way, you will encounter plenty of Zombies, as well as
the first
Trapper enemy (small scorpion creature which sends you to the
Trapper
Dimension if you aren't quiet). Sneak around it to avoid being
sent there.
When you're in the upstairs library room again, you will be
confronted by a
Horror, which is a tough 3-headed enemy. Target its heads from
behind,
avoiding its attacks, to defeat it. Finish it off to regain
sanity, then go
downstairs to the first room again.

There, go down to the locked door and unlock the room with the
Bishop's Key.
A cutscene will show that Charlemagne is already dead, and
Anthony collapses
again in his near-zombified state. The monk will speak, and a
Bonethief will
explode out of the monk who was talking, and the chapter ends.


==============
Roivas Mansion
==============

Back in the mansion with Alex, exit the hidden study. Make your
way back to
the main room of the mansion where the stairs are. Go upstairs
and try to use
the Second Floor Key on the locked door. The key will break, so
use the
Enchant Item spell on it to repair it, then unlock the door and
enter that
hall. Go straight to the wall, then go right and enter that
room. There, take
some .38 Revolver Ammunition on the nightstand by the bed. Enter
the
connected bathroom via the door in the corner, and take the page
from the
Journal of Maximillian Roivas on the toilet. Also, check out the
bathtub for
a fright if you're up for it.

Go back into the bedroom and check out the dresser; it has an
odd symbol in
front of it. Remember this for later, since we'll be returning
here soon.
Exit the bedroom, then go all the way down the hallway to the
corner. Enter
the room in the corner. Take some more .38 Revolver ammo on a
table, and
check out the painting above the fireplace to find a Chapter
Page. Save, then
read the page to start Chapter 4.


===============================
Chapter 4 - The Gift of Forever
===============================

Character: Karim
Time Period: 565 A.D.

The opening cutscene shows Karim walking through a hot desert.
The next scene
shows him with what appears to be his girlfriend talking. She
wants some
treasure, and for Karim to get it for her. Karim then continues
through the
desert to a stone formation similar to when you were with Pious
earlier.
Karim is warped down into a temple, and the level begins.

Start off by going straight to a ladder leading downward. Try to
climb down
and you'll be warped to the room where the Tome is found. Go
forward and take
the Tome of Eternal Darkness, and you will be back in the first
room of the
temple. Defeat the newly awakened Zombies, then climb down to
the room below.
Follow the path to the corner, and defeat a couple Zombies
there. Take the
white Statuette, and continue along the path. Kill 2 more
Zombies and take
the Santak Rune that one was holding by finishing it off. Then,
climb up the
nearby ladder to reach the next room. In here, approach the
glowing wall with
the insignia of the Rune you just collected on it. It'll
disappear, so climb
down into that room.

There, grab the Torch on the wall and continue to the end of the
corridor.
Kill the 3 Zombies, then take the Magickal Codex for the
Xel'lotath Alignment
Rune. Also, take the black Statuette here. Head back to the room
above, and
you'll see 3 circle-shaped switches on the floor. Place the
Statuettes on the
2 smaller ones, then stand on the large one to uncover an
elevator in the
middle of the room. Some Trappers come up with it, so sneak
around then and
go down the elevator to the next area.

Head down this hall, around the dead bodies lying around. At the
last one,
you'll notice a Tulwar sticking out of it. Take it, and the dead
guy will
come up and fight. Kill it, and a Bonethief will explode out of
it. Kill it,
then progress into the following room. Defeat the Zombies in
here, as well as
the Bonethief that pops out of one of them. Take the Recover
Spell Scroll
that the dead man holds in his hands. Then, go through the left
door in the
back corner into that room. There, kill 3 Zombies and advance
through the
room. Pass the glowing wall with the Rune insignia on it for
now, and
continue into the next room at the far end.

In that room, defeat the Horror with the Narokath Rune inside of
it. Take the
Rune, then grab the Magickal Codex for the Santak Rune on the
ledge. Go back
to the previous room, and clear the glowing wall since you have
the required
Rune now. Climb down that ladder, and the scene there will
revert to Alex in
the study, with a ghost of her grandfather appearing to speak
with her. After
that ends, climb down into that new room.

Go straight ahead and claim the Magickal Codex sitting there.
You will then
automatically discover the Recover spell! Now, follow the path
east into the
next room. Go down the hall into the large room, where you will
find a large
sword sticking out of a stone ledge. Pull out the Ram Dao sword,
and the door
will close. Several waves of Zombies will appear, so defeat them
all. For the
final wave, there will be a Zombie with the Xel'lotath Alignment
Rune inside.
Kill that final group to claim the rune, then the door will
open. Now,
backtrack through a few rooms until you come to the room with
the green
insignia on the door. Use the Enchant Item spell aligned with
Xel'lotath on
the Ram Dao, then use the sword to fill the slot and open the
door. Enter
that room.

Defeat the 3 Zombies here, then follow the path until you reach
a ladder.
Climb up into that room. You will find several Trappers in here,
so sneak
past them and claim the Ruby Effigy in the center of the room.
Climb back
down to the room below, and continue along the path to a pile of
rubble.
Choose to climb over it, then keep going on the darkened path.
You'll find a
Horror that is of the color you're strong against. Defeat it,
then climb down
into another room. There will be a skeletal hand on the table;
place the Tome
of Eternal Darkness on it to open the nearby gate. Take the Tome
again, then
go into that room.

There, you will be ambushed by LOTS of Zombies and Bonethieves!
You cannot
pass them since a green wall will stop you. Just kill the
Zombies as they
come to your side of the wall, retreating to the back area to
recover with
the Talisman when needed. Defeat the Horror that appears at the
end, then
finish it off to clear the barrier. After you're done, claim the
blue
Artifact and the ghost of the woman Karim was talking to earlier
appears.
After a conversation where Karim is forced to guard the
Artifact, the girl
will possess Karim and the chapter will end.


==============
Roivas Mansion
==============

Once again with Alex, leave the hidden study. Head through the
next couple of
rooms to the main room of the mansion. Enter the room on the
opposite side of
the mansion; that is the kitchen. As soon as you enter the
kitchen, you'll
notice a green emblem on the closet door. Use the Enchant Item
spell aligned
with Xel'lotath on the Gladius, then use the Gladius on the
door. It will fit
into the slot and open the door. In the closet, take the Spice
Jar on the
shelf. Check it out to find the Chapter Page inside.

A cutscene will then take place with Pious speaking with the
master in its
lair. After it ends, use the Chapter Page to start the fifth
chapter.


============================
Chapter 5 - A Lurking Horror
============================

Character: Dr. Maximillian Roivas
Time Period: 1750 A.D.

This chapter will begin with Dr. Roivas at his desk, writing in
a journal.
When he is done, you will have control. Check the desk to find
some Flintlock
Pistol ammunition. Then, head through the door out of the room.
Enter the
room right next to the one you just came out of, and find more
ammo there.
Leave the room, then go east and down the other hall. At the
split, continue
going straight. Take more Flintlock Pistol ammunition on the
table, and head
into the room at the end. Take the Letter #1 on the table by the
bed, as well
as the Magickal Codex above the fireplace. Check out the
bathroom and you'll
find yet another pack of ammo.

Now, leave the bathroom and the master bedroom altogether. Go
down the hall,
and turn at the first chance you get. Go through the door to the
next room.
Go downstairs and take Letter #2 on the middle table. Then,
enter the kitchen
on the west side of the main room. Grab the Magickal Codex on
the shelf, then
enter the closet and take the Pump Handle there. Check a shelf
at the
opposite end of the room to find more Flintlock Pistol
ammunition. Exit the
kitchen and go into the room to the north, which is the dining
room. Check
the fireplace and read the hint that is given. You'll then be
able to move
the bird statue in front of one of the 4 colored blocks. If the
color in the
hint is green, move the statue to the red block; if blue, move
to green; if
red, move to blue. If done correctly, a hidden passage will open
in the
fireplace. Enter that room.

In there, take the Reveal Invisible Spell Scroll in the corner,
as well as a
Sabre on one wall, and a second Flintlock Pistol on the other.
Take the Tome
of Eternal Darkness at the desk, and a Horror will appear in the
main chamber
of the mansion. Letter #3 will drop out of the book, and Max
will grab it.
Now, leave this hidden room, and the dining room as well. Go
down the hall
and equip the Sabre, and fight the Horror. Be careful, as a
servant will
become possessed and try attacking you as well. After you kill
the Horror and
the Bonethief that comes out of the servant, you will get the
Redgormor Rune
that the Horror held, and you will automatically learn the
Reveal Invisible
spell. Have Max do an autopsy (press B) on both creatures, then
finish them
off and head upstairs to the second floor hallway again.

There, head left and follow the path all the way to the end. You
will find a
stained glass window, and a small shelf to the sides. Check out
the left
shelf to find a Sealed Envelope behind it. Take it, and defeat
the Bonethief
that bursts out of the window. After that, open the Sealed
Envelope and you
will get the Basement Key that was inside, as well as Letter #4.
Now, head
back through the door leading downstairs. You will enter what
appears to be a
sanity effect, since the room is in monochrome colors, and a
Horror is in the
right corner downstairs. Go down and lure it out into the open
area, then
kill the Horror and take the Chattur'gha Alignment Rune it held.
The room
will revert to normal again. Go through the door and head
downstairs, then
into the right side of the room.

Take some ammo on the table to the side, and approach the green
emblem on the
wall. Use the Reveal Invisible spell aligned with Chattur'gha to
reveal a
hidden room. Unlock it with the Basement Key, then enter. Go
down the steps
and defeat the 2 Zombies, and the Bonethief that comes out of
one of them.
After that, take the Damage Field Spell Scroll by the edge of
the well, as
well as some ammo in the back of the room, and a Magickal Codex
for the
Bankorok Rune on a shelf. Go by the pump next to the well and
use the Pump
Handle to pump out the water. Then, climb down into that room.
Another sanity
effect will be experienced, so try to open the nearby door to
snap out of it.
Climb down and enter the real next room.

Here, defeat the Rune-holding Zombie in front of you to get the
Bankorok
Rune. You will automatically discover the Damage Field spell as
well! Then,
head downstairs to a glowing wall. Since you have the Bankorok
Rune, it will
allow you to pass. Save your game here, then continue downstairs
to the room
at the bottom. In here, you will meet the Guardian creature,
which will be of
the same color as yours. Defeat it by equipping and enchanting
the Flintlock
Pistols you have aligned with Chattur'gha. Cast the Damage Field
aligned with
Chattur'gha as well to protect yourself, then shoot at the
Guardian and any
Zombies that come near. Reload within the barrier formed by the
Damage Field,
and attack the Guardian a few times to win.

There will be one more cutscene with Max leaving the basement
lair. Then it
will show Max later on in an asylum because of his discovery of
the hidden
city below the mansion. The chapter then ends here.


==============
Roivas Mansion
==============

Back in the mansion, head out of the study and continue to the
main room of
the first floor. From there, head upstairs to the second floor
hallway. At
the split, go right and enter the master bedroom. There, go to
the dresser
with the green emblem on it, and use the Reveal Invisible spell
aligned with
Chattur'gha to reveal a keyhole. Use the Dresser Key to open it,
then take
the Revolver and another Chapter Page. A cutscene will then
ensue with Pious
and the master once again. When that's done, save the game with
Alex, then
use the page to enter Chapter 6.


===================================
Chapter 6 - A Journey Into Darkness
===================================

Character: Edwin Lindsey
Time Period: 1983 A.D.

The chapter opens with a cutscene showing the explorer Lindsey
and his
partner, Augustine, exploring a hidden temple. This is the same
temple that
you went through with Ellia early on in the game. Augustine
tries to kill
Lindsey, so he fights back. Eventually, his partner is revealed
as Pious, and
a winged creature which I will call a Gatekeeper is brought in
to attack.
Kill it by shooting its body when it opens its wings, or run
behind it and
attack if you don't want to wait. After it's over, finish it off
and the
green sanity-draining floor will recede. Now, check out the
middle of the
room and the controller will rumble. Use your Archaeologist's
Brush to dust
off the tile on the floor, revealing a formation and a Bronze
Bracelet. Pick
up the bracelet, then place it on the statue at the back of the
room. Doing
so will open the left door. Enter that room.

In this place, take the Tome of Eternal Darkness. When you get
back to the
temple, go into the next room. There, defeat the Zombies and
continue to the
following room. Avoid the traps by watching where you step.
Halfway through
the room, go into an alcove to the right and take the Metal
Bracelet you
find. Continue onward and when you come to some cobwebs in the
corner, use
the Archaeologist's Brush to dust it away, then take the
Magickal Codex you
find for the Tier Rune. Continue to the next room. Here you will
find a
Horror protected by a Damage Field, which you cannot penetrate
just yet. Take
the Bronze Necklace next to it, and head back to the first room
of the
temple. Place the necklace on the statue and open the other
door. Enter that
other room.

There, approach the Naga statue, and take the Silver Bracelet on
the ledge in
front of it. The doors will then close and the Naga will shoot
at you if you
do not replace the bracelet. Put the Metal Bracelet there (it
won't know the
difference), and continue into the next room. Avoid the traps
while defeating
the Zombies you encounter. When you come to more cobwebs, brush
them away and
take the Magickal Codex for the Nethlek Rune. Continue to the
next room,
where you will be ambushed by 4 Zombies. Kill them all and take
the Nethlek
Rune that one drops. Go on into the next trapped hallway. Make
your way
through until you reach a cobweb; brush it off and take the
Dispel Magick
Spell Scroll, and you will automatically discover that spell!

Now, go on into the next room with the protected Horror. Use the
Dispel
Magick spell aligned with Chattur'gha to dispel its barrier,
then kill it.
Take the Silver Necklace that it was guarding, then head back to
the room you
just came from. Continue until you come to a statue against the
left wall.
Place the Silver Bracelet and Necklace on it, and the adjacent
door will open
up. Go into that room. Equip the Torch and defeat the Zombie
here, then go
down a set of steps and kill another one. Take the Aretak Rune
that is left
behind, and continue downstairs to find the Gatekeeper again.
Kill it and any
summoned Zombies, then keep going to the bottom and clear the
glowing wall
since you have the required Rune. Then, go into that room.

Here in this trap room, head south and avoid the tiles that
activate the
traps. Kill a couple Zombies along the way, then enter the next
room. Here, a
statue guards the necklace sitting in front of it. Stand on the
circular
floor switch to turn the guard around, then take the Gold
Necklace and head
back to the previous room. Go all the way north and enter the
northwest room
this time. Here, you will find a Horror that is of the color
weaker than your
own. Kill it, then use the Dispel Magick spell aligned with
Ulyaoth to break
the barrier around the rune in the room. It will vanish,
weakening the spell
blocking a door further along. Brush off the cobwebs you find to
get the
Necklace. Then, continue to the next room. There, head all the
way down the
trapped hallway as quickly as you can while avoiding everything.
At the other
end, enter that room.

There, defeat the 2 Zombies that are of the color stronger
versus your own.
After that, use the Dispel Magick aligned with Chattur'gha to
break the
shield and further weaken the barrier on the door. Continue into
the next
room. In that room, go through this trapped hall as well. Take
note of the
statue on the right side as you progress. At the end, enter
another room.
Defeat the weaker-colored Zombies here and use a Xel'lotath
aligned Dispel
Magick to destroy the final barrier. Since you cannot fit
through the wall
you just unblocked, you will have to come back in a little bit.
You'll notice
a statue holding what appears to be a sink to the side. Place
the Necklace in
it, then press the switch, filling the bowl with acid. When it
recedes, pick
up the Gold Necklace. Now, go back to the previous room. Place
the Gold
Necklace and Bracelet on the statue to open a doorway leading
downstairs
again. Go through the door into that room.

A cutscene will take place between Alex Roivas and the ghost of
her
grandfather again. After it ends, you'll control Lindsey again.
Enter the
next room and go downstairs. Kill the strong Zombies and Horror,
then
continue down and into the following room. There, go up the hall
while
avoiding the traps and the tiles that trigger them. In the room
after this,
kill all the Zombies, then brush off the cobwebs and take the
Magickal Codex
for the Aretak Rune. Then, go to the next room. Equip the Torch
here and
avoid some more traps/floor tiles. In the following room, fight
the Zombies
that are of the color stronger than your own. After that, go
through the
other door to the next room.

Get through this next trap-ridden corridor, then head into the
room after it.
In there, defeat some Zombies and grab the Tier Rune that one of
them drops.
Now that you have the required Runes, use the New Spell function
to create
Spell 6 (Summon Trapper), using the Aretak and Tier Runes. Now
it's time to
backtrack like I said earlier in this stage. Make your way back
upstairs to
the previous floor. Once there, get to the south corridor by the
wall with
the hole just "small enough for a dog" to get through. Use the
Summon Trapper
spell and direct the Trapper into that room. Go across the
bridge and step on
the floor switch, which opens a room outside with the rune in
it. Cancel out
the Trapper by pressing A, then with Lindsey, take the Mantorok
Rune. A
Horror bursts from the other wall, so kill it, then go into that
room. Cross
the bridge and brush the cobweb to get the Magickal Codex for
the Mantorok
Rune.

Now, make your way all the way back downstairs to where you
found the Tier
Rune. Lower the glowing wall since you have that rune, then
enter the next
room. Go down the hall while avoiding yet another batch of
traps, and go into
the following room. There, kill a bunch of Zombies and take the
Summon
Trapper Spell Scroll sitting on the ledge. Then, go into the
next room.
Follow the corridor into the room where Mantorok is found. A
cutscene will
take place with Pious confronting Lindsey. Pious will send 2
Gatekeepers to
attack, which will be taken care of by the power of Mantorok.
After Pious
leaves, the statue will open the door in the back of the room.

Go around the path and enter the room in the back. There,
another cutscene
will ensue where Lindsey finds the possessed corpse of Ellia
sitting on the
statue. It'll talk to him, then pull out the essence, which is
jarred and
taken away to the Roivas Mansion by Lindsey. A man hides it
behind a comic
book that you will see, then the chapter ends.


==============
Roivas Mansion
==============

Once again with Alex, leave the study. Continue down the path
and around into
the main library room. Here, look among the shelves for the
aforementioned
comic book. Check it out and open the hidden shelf behind it.
Take the Heart
of Mantorok, then continue into the main chamber of the mansion.
Go upstairs
to the second floor and enter that hallway. Follow the hall to
the left and
around the corner to spot Alex's grandfather's ghost walking
through the
wall. Continue onward to the stained glass window. The window is
protected by
magic when you approach, so you'll have to remove that. Use the
Dispel Magick
spell, aligned with Chattur'gha, to remove it. After you do so,
grab the
Chapter Page floating in midair.

Another cutscene will take place, showing Pious in a large room,
summoning a
giant creature. It is directed to guard the artifact in the
room. When the
scene ends and you're back with Alex, read the page and enter
Chapter 7.


===================
Chapter 7 - Heresy!
===================

Character: Paul Luther
Time Period: 1485 A.D.

The chapter will open with a cutscene showing a conversation
between Paul
Luther and a rather evil looking monk within a cathedral during
the
Inquisition. After the scene, you have control of Paul, so head
straight to
the double doors, and go through them. Continue north towards
the altar and
you will spot a dead body laying on one of the pews. The monk
from before
will enter and take Paul away, putting him into a locked room.
There, check
out the painting on the wall and take the Emerald hanging on it.
Another
cutscene will begin, where a man will come and free Paul. After
the
conversation is over, exit this room. You will be warped to the
room where
the Tome is. Go ahead and take the Tome, then when you're back
in the other
room, exit through the door.

Now, go up the stairs across the room. Make your way through the
next few
rooms up to the bell tower. Ring the bell and the man who freed
you will
enter. Talk to him and he will give you the Old Tower Key. Go
back downstairs
to the first room of the cathedral, then go through the double
doors to the
north into the next room. There, make your way to the end by the
altar, then
head west. Take a Torch off the left wall as you go through a
side corridor,
then enter that room. Here, open the chest to get a Crossbow,
then check the
closet where the robes are hanging to get a Podium Key. Exit
this room, and
go directly across to the right side of the room. Unlock the
door with the
Old Tower Key, and enter the room. There, a monk will be
possessed by a
Bonethief. Kill the monk, then the Bonethief that pops out. Grab
the Shield
Spell Scroll at the back of the room, then enter the room to the
left.

There, you will encounter the remains of Anthony from the
earlier chapter.
Defeat him and you will get the Ruby and the Two-Edged Sword
Anthony had.
Leave this room, then go up the stairs nearby to the next floor.
There,
defeat the Bonethief and take the Sheet of Music on the shelf.
Also, take
Diary Page 2 on the table. Go back downstairs, then through the
first door to
exit this room. Get to the center of the room by the altar.
Then, step onto
the podium to the side of that, and use the key to unlock the
drawer. Take
Diary Page 1 from here, then step off the podium. Head to the
organ on the
left side of the room. Play it (A, B, Y, X, B, Y, A) and the
cabinet across
the room will open. Go there and take the 5-point Circle of
Power you find.
Now, go down the stairs behind the altar into the basement.

In this next room, go down and right along the path. Go left and
into a side
room. There, take the Crossbow Bolts and the Book of Reliquaries
you find,
then exit the room. Continue through this basement area to the
next large
room. Grab the Crossbow Bolts and the Mace on the wall in there,
then go
through the door into the next room. Here, you will find several
wine casks
which are filled with aging wine. One of them is hollow; find
and turn the
handle on it to open a hidden room at the back wall. Avoid the
Trappers and
head into that room. Defeat the Horror and take the Sapphire it
drops. Place
the 3 jewels you have (Emerald, Ruby, Sapphire) on the special
panel to open
a path leading downstairs. Go down and enter the next room.

There, defeat some Zombies, then continue down the corridor into
the
following room. Kill some more Zombies and claim the Pargon Rune
that one of
them carries. Now is a good time to strengthen your spells by
using the new
Circle of Power and the Pargon Rune. Recover your sanity and
health if
needed, then enter the next room. Watch the red Horror kill the
green one,
then run in and kill the red one yourself. Take the Crossbow
Bolts on the
ledge and head into the following room. Go down and around the
hall, kill 2
Zombies, and go into the room at the other end. Defeat the 2
Zombies here,
then take the Crossbow Bolts on the left bookcase. Check out the
shelf
against the back wall; choose to push it back and a new passage
will open.
Enter there. Go through the next 2 rooms, killing the Zombies
you come
across. In the last room, take the Magickal Codex for the Pargon
Rune, as
well as Diary Page 3.

Now, exit this room and get ready to backtrack quite a bit. Make
your way all
the way back through the basements, until you get back into the
first floor
of the cathedral again (where the pews are). Once there, head
through the
middle of the room and through the double doors into the
following room. Go
up the stairs and continue until you reach the bell tower. Talk
to the man
there about the heresy going around in the cathedral. After the
cutscene is
over, you will receive the Sacrificial Knife. Head downstairs
and make your
way into the basement behind the altar again. Continue through
the rooms
until you reach the one with an effigy in the corner with a slot
in the
middle. Use the knife on it and a nearby wall will open up,
revealing a
hidden doorway. Enter that room.

In this area, go straight ahead to find a 5-point Damage Field
of your color
blocking the way. Use a 5-point Dispel Magick spell aligned with
the color
stronger than your own to destroy it. Then, continue onward to
the very end.
Check out the man mauled on the table, and a cutscene will
ensue. The evil
looking monk from earlier will enter and speak at length. After
he leaves, 2
Bonethieves will be left behind. Kill them, then head back out
of this room.
You'll see the monk enter a previously looked room, so follow
him into there.
Go through the next few corridors, then at the end of the last
one, enter the
room and stop the heresy. A cutscene will take place with Pious
and the
guardian creature he summoned, and Paul will be killed. The
chapter ends at
this point.


==============
Roivas Mansion
==============

As soon as you return to the mansion with Alex, you will receive
a Note from
Edward. Read its hint about the 88 keys (piano) and leave the
study. Make
your way to the center room of the mansion, then go west and
north into the
dining room. Check out the hanging man, then go by the piano and
choose to
play it (A, B, Y, X, B, Y, A). Doing so will open the piano;
take the Chapter
Page you find, and a cutscene will take place. A captured
soldier will be in
the desert, and Pious will be there as well. After some dialogue
there, save
the game with Alex, then read the Chapter Page.


==============================
Chapter 8 - The Forbidden City
==============================

Character: Roberto Bianchi
Time Period: 1460 A.D.

This chapter starts with Roberto being held captive by Pious's
soldiers. They
order him to survey a site underground as his punishment. When
you gain
control, if you check the map, the rooms marked with an "X" are
the ones you
must survey. Anyway, head through the corridor and up the ladder
to the first
room. Go across the room and down the other ladder to the
following area.
Equip the Torch and follow the path to the other end, defeating
a Zombie
along the way. At the end, climb into the next room. In here, go
by a nearby
pillar and press B; choose to survey the area and your job will
be done, in
this room at least.

Now, grab some Crossbow Bolts to the left of the ladder you just
came up. Go
across the room and take the Saif sword on the ledge, then climb
down into
the next room. Here, go ahead until you reach a barred-in area
with a lever.
Pull the lever and open one of the cells of Zombies. Kill them
and pull the
next lever to open the next cell. Kill the next set of Zombies
and pull that
last lever, opening the last gate. Next, go up the remaining
path and defeat
the Zombies that rise along the way. Then, climb up to the room
above. Survey
this room, take the Crossbow on the ledge, and try climbing down
the other
ladder. Take the Tome in this special room as usual, then when
you rearrive
in the room you were in, climb down the ladder.

In here, get through this room by sneaking past 3 Trappers. At
the end, climb
into the next room. When you enter this room, you will find the
floor is
green, which means it will gradually drain your health. There is
a Gatekeeper
enemy in here as well; kill it and the green floor will
disappear. Kill the
Zombie you find, too. Take the Summon Zombie Spell Scroll in the
middle of
the room and you will automatically discover that spell! Now,
head into the
next room. Grab the Crossbow Bolts on the floor in front of you,
then go
south and defeat the Horrors you find. After that, go through
the door at the
end to reach the next room.

Here, you will witness a demonstration of the trap in this room.
Use the
Summon Zombie magick, then move the Zombie to where the crusher
trap is
(between the doors). Doing so will open a gate barring access to
a ladder.
Now that it's open, climb down into the room below. There, avoid
the Trapper
and defeat the Gatekeeper and Zombie you find. Then, continue
down the path
into the last room. Here, you will encounter the ghost of Karim
from earlier
in the game. He defends the artifact in the room, and after he
realizes you
are the "chosen one", he disappears. Take the Essence, as well
as the Ruby
Effigy in here. Before you leave here, survey the room. Now,
backtrack to the
room with the crushing trap. This time, enter the door to the
left of it.

In this room, defeat the several Zombies you find. Then, go down
the ladder
to the floor below. There, use a 5-point Reveal Invisible spell
aligned with
the color stronger than your own. Take the Sapphire Effigy that
it reveals,
then head into the next room while avoiding the Trappers as best
as you can.
In this next room, a small platform above the lava will be
revealed for you
to walk over, provided the Reveal Invisible hasn't worn off yet.
Go across
and grab the Forbidden Corridor Key there. Kill the Horror and
the Zombies,
then leave this room. A scene with Alex and the ghost of her
grandfather will
take place. After the scene goes back to Roberto, go into the
next room. Go
back up the ladder into the room above. This time, enter the
door on the
right side of the room.

In this room, survey it and avoid the 3 people in here as they
will attack
you. Run out of this room as quickly as you can to avoid a tough
battle.
Unlock the double doors with the Forbidden Corridor Key, then
enter that
room. There, follow the path to the intersection, where you will
find the
next corridor to be electrically charged. Use a 5-point Shield
magick of the
color stronger than your own, then run through that corridor. At
the end, go
through the door into another room. Here, go forward to the
middle area, then
target the rope and cut it off, lowering a bridge. Go across,
killing the 2
Worms that pop out of the pit. At the other side, pull the lever
to open the
gate out of this room. On the bridge, survey the room, and your
job will be
done.

Now, use the map to backtrack all the way to the surface again.
Once there,
Pious will ask for an assessment of the rooms surveyed. Pious
will then
decide to add Roberto to the sacrifice, and the next scene will
show them
atop a tower with a pit in the middle. People will be thrown in,
as will
Roberto, all as sacrifices. Then, the chapter is over.


==============
Roivas Mansion
==============

From here, go around the desk and check the corner. Choose to
survey the room
and Alex will find a Chapter Page. A cutscene will take place
showing Pious
in the cathedral basement chopping apart a body. A monk will
speak to him,
then the scene will end. With Alex again, save, then read the
page to reach
the next chapter.


=================================
Chapter 9 - A War to End All Wars
=================================

Character: Peter Jacob
Time Period: 1916 A.D.

The chapter starts with a scene showing the cathedral, which was
transformed
into a military hospital. Bombs burst outside, and you, as Peter
Jacob, are
inside to write about it. When you have control, check the table
in front of
you to get Soldier's Letter #1. Go forward to the altar, then
check on the
podium to find a Sealed Envelope. Open it to get the Soldier's
Orders. Now,
go through the double doors at the other end of the room. Go by
the guard
standing in front of a nearby door, and give him the Soldier's
Orders. He
will leave, so enter the room. Take the Revolver; a bomb will
then hit
outside and the cathedral will lose power. So, leave this room
to reach the
room where the Tome is. Get it, then when you return to the dark
room, exit
it.

From here, go across the room and head up the stairs into the
room above.
Avoid the possessed woman here and go through the door into the
following
room. Continue straight across the balcony to another room. In
there, take
the Soldier's Letter #2. Now, head back downstairs to the room
there. Go
through the double doors into the main cathedral room. Head
straight through
the middle aisle, avoiding the Bonethieves and possessed people
here. If you
need to, use the Flash Pan to stop them all momentarily. At the
altar, take
the Rifle, then head east and into that side room. Use the Flash
Pan on the
person and Bonethief, then enter the room to the left. Grab the
Torch on the
back wall, and use it to kill off the Zombies quickly. Recover
your sanity
with some magick, then collect the ammo laying around, and leave
the room. Go
up the stairs nearby and into that room as well. Take some
Revolver ammo on
the shelf, and the Two-Edged Sword. Equip that, and go
downstairs.

Here, kill the Bonethief and the possessed human if you want,
then leave this
room. Back in the main hall, kill the enemies that are around,
then go down
the stairs behind the altar. When you get down there, go left
and you'll find
2 doors. Enter both rooms and collect some ammo, then continue
onward through
the basement. Collect 2 more bits of ammo and go into the room
to the left.
In here, enter the door to the left first. Equip the torch so
you can see the
generator; turn the wheel of it. Leave this room, then enter the
one across
from you. Collect the Rifle ammo, and head to the fusebox
against the back
wall. Use the Lucky Penny and it will act as the missing fuse.
Now, pull the
lever by the generator in here and that will turn on the
electricity in the
building again!

Leave this room and enter the left room again. Use the Summon
Trapper magick,
then send the Trapper through the hole in the wall. In this
room, target the
dead man lying there (press/hold R), then press A to warp it
away. When you
have control again, open the door to the left of the wall. In
that room, take
the 7-point Circle of Power you find. Leave this room, and the
other one as
well. Now, head back upstairs to the area behind the altar
again. When you
get up there, the stained glass windows will be blown out by
another bomb
outside. Anyway, go west to the organ. Take the Sheet of Music
and play the
organ to open a cabinet across the room. Go there and take the
Door Handle
you find. Now, go back to the middle area and head down the
couple steps, and
continue west into a side corridor. When you come to the wall,
use a 7-point
Reveal Invisible spell aligned with the color stronger than that
of the
design on the wall. Doing so will reveal a door; use the Door
Handle and
enter that room.

In this room, collect several bits of ammo, then climb down the
ladder into
the room below. Follow the short corridor here into yet another
chamber. Kill
the Zombies and Bonethieves here, then head to the next room. Go
down the
spiraled stairs into the room at the bottom. There, defeat the
Horror and 2
Zombies in here, then head into the south room (check the map so
you go into
the right one). Here, follow the path all the way to the end,
while trying
your best to avoid being trapped by the Trappers. At the end of
the path,
pick up the bottle of Magickal Elixir. After that, go back to
the previous
room. This time, enter the room to the west. Avoid the Trappers
and continue
through the hallway into the next room. Kill the Bonethief
there, and take
Soldier's Letter #3.

Next, check the back shelf and push it inward, revealing a new
path. Enter
that room. Follow the hall around, avoiding the Trapper, and
head into the
room at the end. Kill the Zombie and avoid the Trapper, and take
the Binding
Hall Key. Now, head back a few rooms to the room with 4 doors
(where you
fought the Horror earlier). Unlock that door and enter the new
room. Kill 3
Zombies in this darkened hall, and enter the following room. Go
downstairs to
the bottom level. There, take the Magickal Attack Spell Scroll
from the wall
to learn the spell on the spot. Then, enter the next room. Go
around the hall
and reach the last doorway before the boss. Assign a 3 or
5-point Magickal
Attack spell to one of the specified buttons. Save your game and
fully
recover your sanity/health/magick, then enter the next room.

In here, you will witness a cutscene showing the Black Guardian
boss appear.
You will have to fight this thing, so read the Bosses section
for help
defeating it. After the fight, you will have control one last
time. Walk
around to the back end of the room and claim the final artifact.
Another
scene will take place, showing Peter Jacob 69 years later giving
the artifact
to Edward Roivas. After that, the chapter ends.


==============
Roivas Mansion
==============

When you're back with Alex, you will find a Lucky Penny behind
the just-used
Chapter Page. Take it and leave the study, and head into the
library. You
will see the ghost of a servant up ahead. Talk to her and she
will disappear,
leaving the Basement Key behind. Take it and head to the main
area of the
mansion, then north to the locked door. Open it with the key and
head into
the basement. There, grab the Shotgun off the wall, and collect
ammo around
the room. Open the fuse box on the wall and use the Lucky Penny
in place of
the missing fuse. Then, turn on the lights to an upstairs
bathroom. Head back
upstairs, then up to the second floor hallway. Go straight, then
directly
west into the rooms straight ahead (between the 2 tables). Check
atop the
chest to find another page from the Journal of M. Roivas. After
that, open
the medicine cabinet and take the Chapter Page inside. A quick
cutscene with
Pious and a Guardian in the basement will ensue. Then, it will
show Pious
talking to his master again. After you get control again, read
the page and
start Chapter 10.


=================================
Chapter 10 - A Legacy of Darkness
=================================

Character: Edward Roivas
Time Period: 1952 A.D.

This chapter begins with Edward talking about his family tree
and wanting to
learn more about it. When you gain control of him, pick up the
first
Historical Journal atop the fireplace. Then, go south into the
next room. You
will see the same ghost that Alex has been dealing with at this
time. He'll
mention setting the clock to 3:33, then he'll disappear.
However, there are
no hands on the clock, so you must find them first. Take the
Magick Pool
spell scroll, and go back out of here, and continue to the main
room of the
mansion. Go across the room and enter the kitchen. There, take
the Sabre off
the wall, then leave the room again. Go upstairs and through the
door to the
second floor hall. Go right and into the master bedroom, and
take the ammo
you find around. Leave here, then go down the hall to the
corner. Enter the
door to the right, which is Edward's room. Take more ammo,
noting the locked
gun cabinet, then take the second Historical Journal on the
table.

Now, go back downstairs and into the library room with the
clock. Check out
both Historical Journals to find the Minute and Hour Hands of
the clock.
Place them on and set the time to 3:33, then a cutscene will
show the ghost
entering the study. You will automatically follow it in, where
it will show
you the Tome on the table. Take all the ammo and a Revolver on
the wall, then
take the Tome of Eternal Darkness. After that, leave the study
and continue
to the following room. You will witness a Vampire appear and
suck blood out
of a lady servant, then run away, knocking down a vase on the
way out. The
servant will become possessed and attack, so aim for the head
and attack with
the Sabre a few times to kill her. Check out the broken vase and
you will
find the Bottom Half of the Basement Key. Then, continue out to
the main
room.

Head upstairs here and through the doors to the second floor
hallway. Go
right and you will see a scene with the Vampire attacking
another servant.
Enchant your Sabre with the alignment stronger than your own,
and enter the
room. Attack the Vampire and avoid its attacks until it runs
away to recharge
in the basement. Talk to the servant and he will give up the Gun
Cabinet Key.
Leave the room and go down the hall into the second bedroom.
Unlock and open
the gun cabinet, and take the Elephant Gun. Now, stay in this
room and the
Vampire will return shortly to attack. Attack it until it runs
off, then talk
to the servant to get some ammo. Go back downstairs and wait
again, then the
Vampire will reappear. This time it'll attack in this main room,
so fight it
while avoiding its swiping attacks to make it retreat. It'll
leave the Top
Half of the Basement Key behind. Mix the two parts of the key,
then enchant
the broken key to get a full Basement Key. Go to the right side
of the room
and head north to the basement door. Unlock it, recover your
health and re-
enchant the Sabre, and cast a Shield spell on yourself, then go
into the
basement.

Here, go downstairs and the Vampire will run around trying to
attack you. If
you stand still it'll come by you to attack, so draw it away
from the giant
energy statue in the well, and attack the statue by targeting
it. Hit it once
or twice, then run across the room so the Vampire goes there,
then repeat.
After the statue is destroyed, fight/kill the Vampire. After
that, go around
and collect the loads of ammo scattered throughout the room, as
well as a
Double Shotgun and the Summon Horror spell scroll. Recover and
cast another
5-point Shield spell, then climb down the ladder into the room
below. Go all
the way down the stairs here, making sure to be in full health
and a good
Shield protecting you. Enchant the Elephant Gun and the Double
Shotgun, save
your game, then go downstairs into the next room.

In this room, go forward and you will be faced by 2 Horrors. Aim
for their
heads with the Elephant Gun, then the Double Shotgun when you
used both
bullets. Get far away and reload while avoiding their attacks,
then return
and hit them again with more shots until they're both down. Use
the Sabre to
finish them off. Recover any sanity/health you're still missing,
reload both
guns and re-enchant them, recharge the Shield, then save your
game. Head
onward and down the steps into the next area.

Here, there will be a Horror and a Guardian to take on. First,
kill the
Horror with a couple shots from the enchanted Elephant Gun.
Then, set up a 3-
point Damage Field around yourself, and then cast a 5-point
Dispel Magick in
the color stronger than your own. Doing so will destroy the
barrier
protecting the Guardian. Target it and shoot it with an
enchanted Elephant
Gun or Double Shotgun to cause damage. It'll then disappear and
reappear
elsewhere in the room, so wait until it reappears and attack
again. Repeat
this all until you kill it, then finish it off to regain massive
sanity.
Save, then go through the door at the far end of the room.

In this room, you will find what appears to be a massive Circle
of Power,
which must be activated. If you go around the perimeter of the
room, there
are 9 fields of energy you can open up, all of which open a warp
field in the
middle of the room. Step into the warp and activate the
appropriate Rune in
that room, then go through the warp and make your way through
the room you
end up in, and repeat. Start with the first one on the left.
Activate the
Pargon Rune and go into the next room. Kill the 2 Horrors here,
then go
forward and pull the lever in the back of the room. Go back up
and head left
out of this room. Back in the main hall, go into the room with
the Circle of
Power. Activate the second warp and step into it.

Here, activate the Redgormor Rune, then enchant your weapons and
enter the
next room. Shoot down the Horror in front of you, and watch out
for the
Trappers around. Go to the back of the room and pull the lever,
then run to
the right side of the room. Go through the doorway, then
continue across the
room to reach the main hall. Enter the middle chamber, and
activate/enter the
third warp. Activate the Pargon Rune and enter the next room.
Get to the
middle of this large room and go to the back area, and pull the
lever. Doing
so will open the path out of here, but releases a Horror,
Zombie, and Trapper
into the room. Run right across the room and exit, then enter
the round room
again.

Activate and enter the fourth warp, then in that room, activate
the Pargon
Rune here. Step into the warp to reach the fourth room. Head to
the middle of
the room and pull the lever. A cutscene will take place showing
a giant worm
coming out of the middle pool, and Edward drinking some Liquid
Courage to
snap out of this scene. When you have control, go south out of
here to the
main hall. Enter the round room and activate the middle warp,
and enter it.
Here, sneak around the Trapper and you'll have a choice of what
alignment
rune to activate. Pick the one that's stronger than your own,
then go through
the warp to the next room. Fight and kill the Guardian here,
then go up the
stairs and pull the lever. Go to the south end of the room and
exit, then
head to the round room once more. Activate the sixth warp and
enter that
room.

Activate another Pargon Rune here, then step into the warp to
reach a new
room. There, go up the steps and pull the lever to remove the
barrier
blocking the room exit. Sneak around the Trappers and leave this
room. In the
next one, go south and out of this one as well. Go north and
enter the round
room, and activate the next warp. Step into it and activate a
Pargon Rune. Go
into the next room via the warp. Go down the steps and head to
the right,
avoiding or killing the Zombies you see. Go up the next set of
steps and pull
the lever at the top. Go down and continue to the right. Kill
the Guardian in
the way and exit the room. Go south and out of the following
room, then head
to the round room yet again.

Activate the second to last warp and enter it. There, sneak
around the
Trapper and activate the Nethlek Rune, then go through the warp
to another
room. Go south and down the steps to the lower area, while
avoiding the
Trappers. Enchant your Elephant Gun and fight the Guardian. Kill
it, then go
up the steps and pull the lever. Go back down and head through
the doorway
out of here. In the main hall, go all the way north into the
round room.
Activate the final energy field and enter the room. Activate the
last Pargon
Rune, and a cutscene will take place showing the giant Circle of
Power
activating. When the scene returns to you, step into the warp to
reach the
next room. Here, go around and defeat the Horror in the middle
area. Go
around to the other side and defeat the Guardian there. Pull the
lever, then
get out of this room. Go across the next room to reach the main
hall.

From here, go up the steps and out of this room. Continue across
this next
room and start going up the spiral steps. Halfway up, Edward
will stop to
watch the city explode from a vantage point high above. After
that, another
scene will take place 48 years later with Edward in the mansion.
A Guardian
appears in the mansion, and then the chapter ends just as it
goes down to
attack. The chapter is now over.


==============
Roivas Mansion
==============

Before you get control, you will watch a scene between Pious and
the master
again, with news about the city being destroyed. After the scene
ends, you
are back with Alex in the hidden study. You will receive a
Hidden Note from
Edward. Read it to learn about a secret stash in the basement
for you to
have. So, leave the study and head down to the basement. As soon
as you go
down the stairs, go left and check out the barrels. You will
find something
stashed between them; pull it out to get a Pickax. Go back
upstairs with it,
and continue up to the second floor. In that hall, go left all
the way to the
corner. Continue to the left and you will find an odd area of
the wall. Use
the Pickax there and a cutscene will take place.

Alex will break down the wall and the scene will again change
back to
Maximillian's era. You will see him kill off his servants in
this room. When
you get control back in the present with Alex, you will see a
damage field in
the middle of the room. Use a 5-point Dispel Magick spell in the
color
stronger than that of the field to clear it. Check out the pile
in the middle
to find a Stethoscope and another page of the Journal of M.
Roivas.

Leave this room and you will finally encounter enemies in the
hallway. Defeat
the Bonethieves and avoid the Trapper, and go through the door
leading to the
main room of the mansion. Go down the stairs and avoid or kill
the Zombies,
then go to the basement. Check out the back of the room for a
safe that you
couldn't open before. Use the Stethoscope to check it out, then
choose to
open the safe. Turn the knob to the right until you hear the
first click
(59), then turn it to the left (81). Turn it to the right once
more (46) and
open it. Take the Essence, the Crankshaft, a Letter from Edward,
and another
Chapter Page. View the scene with Pious and a hooded man, then
you'll have
control again. Save your game, then read the Chapter Page to
start Chapter
11.


===========================
Chapter 11 - Ashes to Ashes
===========================

Character: Michael Edwards
Time Period: 1991 A.D.

Starting off here, you witness a fire taking place in the Middle
East. You
are a firefighter there trying to fight the blaze, but an
explosion knocks
you and your crew into the tower from earlier in the game with
Roberto. You
are the only survivor of this incident. Roberto will appear to
Michael and
give him one of the Essences, and information about the Roivas
Mansion. You
will also receive the Ruby Effigy and Sapphire Effigy, provided
you've been
collecting them as I directed in those past levels.

When you gain control, equip the Flashlight and the Fire Ax, and
defeat any
nearby Zombies. Check out a corpse in a dark corner, and take
its weapons,
including an Assault Rifle, Pistol, and Grenades. Equip the
Assault Rifle and
go through the door into the next room. Kill the Gatekeeper and
any Zombies
it summons. Finish them off and go down the ladder to the area
below. There,
go down the path and shoot down the Zombie in your path. Climb
up the first
ladder to the left. In that room, grab the Gold Amulet on the
ledge across
from you, then go back down to the previous room, avoiding the 2
Gatekeepers.
Continue onward and kill 2 Zombies and a Trapper, then go up the
ladder on
the right side. There, defeat 4 Zombies and take the Staff in
the middle of
the room. Mix it with the Gold Amulet to put them together, then
go back down
out of here.

From here, continue to the end of the hall. Climb up that ladder
into the
next room. Go across to the beam of light and place the Staff
mixed with the
Gold Amulet in the hole. You will then be able to direct the
beam of light at
the model of the city in the middle of the room. Burn up the 2
domes on the
sides, then point the light at the tall middle one. That will
cause the
reflection to bounce around the mirrors you opened up, revealing
a hidden
ladder by where you placed the Staff. Go down that ladder into
the next room.
Here, take the Tome of Eternal Darkness, then go down the ladder
again into
the next area.

In this room, head down the hall and target/kill the Trappers
you encounter.
Go up the ladder at the other end to reach the following room.
In there, kill
the 2 Horrors and go down the other ladder to the next room.
Head down the
darkened path to the corner, then continue on the path. Go
straight to the
end and you will see 3 Worms come out of a hole in the floor.
Shoot them all,
then use a 5-point Dispel Magick in the color stronger than that
of the
barrier to clear it. Take the Emerald Effigy and go back to the
ladder on the
left side you passed, and climb into that room.

Here, kill the Horror and Zombies, then climb down the ladder in
the middle
of the room to reach the next one. Head down the hall and kill
off yet some
more Zombies and a Gatekeeper. At the end, go through the door
into the next
room. There, kill the 4 Trappers and enter the only door you
can. Kill the
Zombies and pass the obelisk on the right side, then go through
the door at
the end. Kill the Zombies in here and you will notice 3 wall
panels, each of
a different color. Place each of the Effigies you should have,
provided
you've been collecting them as I have in the walkthrough, on the
ledges of
the colors stronger than them (Emerald on red; Ruby on blue;
Sapphire on
green). Doing so will cause a stairway to appear in a previous
room.

So, leave this room and the one after that. Go down the stairs
in this next
room and take the Enchanted Gladius on the ledge there. This is
a great
weapon, which will really come in handy against the final boss,
so it's good
that you have it! Go back upstairs and into the following room.
Here, check
out the obelisk once again. Use a Summon Trapper spell of the
color stronger
than your own. With the Trapper, target the obelisk and press A
to warp it
away. With control of Michael, climb down into the
now-accessible room. Shoot
the Trappers here, then go down the next ladder into another
room. There,
grab the Bind spell scroll on the table. Go back out of here,
but instead of
climbing back up the ladder, go through an unseen doorway into
the next area.

There, you will see 2 Horrors behind a barrier, unable to attack
you. Use a
7-point Bind spell of the color stronger than your own, and a
Horror will
fight the other one. After one dies and the barrier is
dispelled, kill the
remaining Horror. Take the Plastic Explosives on the floor in
the back, then
you'll see a quick cutscene showing a room you should get to
now. Anyhow, go
back to the previous room and up the ladder. Follow the path and
go up the
next ladder to the room where the obelisk was. Go to the
suspicious looking
back wall and use a 7-point Reveal Invisible spell of the strong
alignment.
It'll reveal a door, so head into that new room. Go ahead to the
corner and
pick up some Detonator Caps. You'll then see another quick
cutscene of that
room with the bridge.

Before you continue, mix the Detonator Caps with the Plastic
Explosives to
form the C4 Bomb. Now, use a 5 or 7-point Shield spell to
protect yourself,
then run across the yellow floor. At the end of the hall, you'll
enter the
next room. There, go north and walk onto the bridge. 3 Worms
will come out of
the pit below; shoot them all down with single shots to remove
them quickly.
At the middle of the bridge, use a 7-point Enchant Item spell on
the C4 bomb,
then place it there. The 3:00 timer will begin, so run out of
this room.

Use another 5-point Shield spell and go across the yellow floor.
Ignore the
Horror at the other end and continue to the next room. Run
across the
following room, avoiding the Zombies there. Here, you will see
the door to
the right is now accessible, so go through into that room. Run
all the way
down the path, avoiding all the Zombies. Climb the ladder at the
end into
another room. Run across this next room and go down the other
ladder. You'll
then view a cutscene with Alex and the ghost of her grandfather.
When you
have control again, go down that ladder again. Run all the way
down this next
hall, avoiding the 2 Horrors in the way. Go up the ladder at the
end. In this
large round room, go north and through the door out of here. Go
up the ladder
and you will witness the caverns below exploding due to the C4
Bomb.

Another cutscene will take place a few years later with Michael
talking to
Edward Roivas. Michael gives him a box containing the Essence
found in
Chapter 11. Michael leaves, then the chapter ends.


==============
Roivas Mansion
==============

Back again with Alex, you will view a quick scene showing a beam
of light
appearing in the room with the telescope. When you get control,
leave the
hidden study. Kill the Zombies and head into the library. Kill 2
more Zombies
and head all the way to the end. Enter the room straight ahead
rather than to
the right; this is the room with the telescope. Check out the
crank below the
telescope and adjust the light so it points at the first mirror
on the
opposite wall. Go to that mirror and reflect its light onto the
next mirror.
Go to the second mirror, and reflect that light onto the mirror
panel on the
globe in the floor. That will activate something in the
basement.

Leave the telescope room and head into the main chamber of the
mansion. Kill
the Zombies and head towards the door leading to the basement.
The doorbell
will ring and a package will be dropped in. Go and retrieve the
Brown Paper
Parcel. Open it to get the final Essence, as well as the
Enchanted Gladius if
you got it in the previous chapter. Then, head down to the
basement. Go
through the door down there and into the following room. Go down
the ladder
you uncovered and go into the room below. Go around the path and
head all the
way down the spiral steps to the very bottom. In the next room,
run across
and go down into the room at the other end.

There, you will see the entire floor is yellow, and there is a
barrier at the
other end of the room. You are blocked from exiting, so you must
continue
from here. Start by using a 7-point Dispel Magick spell aligned
with the
color stronger than your own to clear the barrier at the other
end of the
room. Then, use a 7-point Shield spell on yourself and run
across. Go through
that door at the end to reach the next room. Here, you will
notice that this
is where the giant Circle of Power was in Chapter 10 with
Edward. One of the
pedestals is broken, so go around the room and pick up the 2
Pedestal
Fragments. Mix and enchant them to form the Top of the Pedestal.
Place it on
the broken pedestal and it'll be fixed.

Now, place an Essence on each of the pedestals to power up the
room. Now you
have to activate each panel with the appropriate Runes, just
like you did in
Edward's chapter. Activate the first one on the left and enter
the warp in
the middle of the room. Sneak around the Trappers and activate
the Pargon
Rune at the end. Go back and step into the warp to reach the
next area.
There, go forward to a lava pit; use a 7-point Reveal Invisible
spell aligned
with the stronger color to make a floor appear and cover the
pit. Go left to
the main hallway. Use the Shield spell to get over the yellow
floor, then
enter the middle chamber. Activate/enter the second warp. There,
activate the
Aretak Rune and step back into the warp. In this next room,
avoid the
Trappers and head to the right. Go through the door to the next
room. Go
across it and enter the room with the yellow floor. Get into the
middle room
with the giant Circle of Power again.

Next, activate the third panel and enter its warp. Activate the
Pargon Rune
and enter the following room. There, you will notice 3 panels,
each with a
picture of a Trapper, Zombie, and Horror by it. You must summon
each of those
creatures aligned with the appropriate colors while standing in
front of the
appropriate monoliths, and direct the creatures into the circle
you stand in.
Once you do this for all of the creatures, the barrier will be
removed and
you can continue out of this room. Go back to the room with the
Circle of
Power.

Activate the fourth panel and step into the warp. There,
activate the Pargon
Rune and avoid the Trapper. Go into the warp and enter the next
room. Here,
you will notice the purple floor; when you step onto it, you'll
witness a
sanity effect with the giant Worm coming out of the middle area.
If that
happens, recover all your sanity and you'll return to normal.
Then, sneak
across that floor and go south out of here. Go north and into
the middle room
again. Activate the next warp in the series and enter that area.
Activate the
alignment Rune that is the color stronger than your own, then
step back into
the warp to reach another room. There, go up the stairs and head
south while
avoiding the Trappers, and enter the main hall again. Use the
Shield if
necessary and get into the middle room at the end.

Back here, activate the sixth warp and enter that room. Go up
and sneak
around the Trapper, then activate the Pargon Rune and leave
here. In the next
room, you will notice that all the Trappers wandering here have
mysteriously
vanished. Use a 7-point Reveal Invisible spell to reveal them
all, then sneak
around and go south out of this room. In the following room, go
up the steps
to the south and continue to the main hall. Get to the middle
room once
again. Activate and enter the seventh warp, and activate yet
another Pargon
Rune. Go back to the warp and enter the next area. There you
will see 3
statues; one for each alignment Rune, but you cannot reach them.
Use a 7-
point Magickal Attack spell in the color stronger than yours to
destroy them
all. Go through the door out of this room. In the next room, go
south and
exit there. In the main hall, use the Shield to get to the
Circle of Power
room once more.

This time, activate the eighth panel and enter its warp. Select
the Tier Rune
from the selection atop the steps, then go back into the warp.
In the room
you end up in, start by using a 7-point Dispel Magick spell in
the stronger
color to dispel a barrier in the room. After that's done, go
south and follow
the path all the way around. Go down the steps and use the
Shield before
stepping on the yellow floor. Head north and through the doorway
out of here.
Go north with the Shield spell and enter the middle room once
more. Activate
the final panel and enter the room the warp leads to. There, go
up and
activate the Pargon Rune. The giant Circle of Power will then
activate and
one more warp will appear. Go through the warp in the current
room and enter
the next area.

Here, you will see 3 Horrors surrounded by a barrier. Use a
7-point Bind
spell of the stronger color to take control of one. After one is
killed,
repeat it until there is one left. The barrier will then go
down; kill the
last one and go around, and through the doorway at the end. In
this next
room, put up a Shield spell and run straight across to the
following room. In
the main hall, go north to the middle room with the Circle of
Power once
more. As you approach the warp, it'll prompt you to save your
game. Do so,
and recover your health/sanity. When you're ready, step into the
warp and
head to the next area.

Upon entering this area, you will confront Pious for the last
time. After
some taunting, a cutscene will show the Ancients appearing above
to fight in
the air. The final battle will then begin, so read the Bosses
section. After
you win, congratulations; you have completed Eternal Darkness!

*****************************************************************************

-=-=-=-=-=-=-=-=-=
-= 9. Enemies -=
-=-=-=-=-=-=-=-=-=

Bonethief: A small creature which jumps out of possessed humans
after you
decapitate them. It makes an odd echoing noise and
can jump onto
you, draining your energy. Push it off and target to
attack; a few
good blows will put an end to it.

Gatekeeper: This tall, winged creature is one of the few that
summons Zombies
to attack you. If you come close, it'll open its
wings and try to
whack you with its tail. That is when it is
vulnerable from the
front. To kill it quickly, get behind it and attack
it like that
for a quick victory.

Horror: This giant 3-headed creature is what I consider a level
up from
Zombies, and can be quite annoying. If you come close,
it'll try to
swipe at you with its giant claws. If you're far away,
it'll attempt
to zap you with its electrical attack. A good method of
attacking is
to get close enough, then when it swipes at you, run
behind it and
target its head, then attack. When it turns around to
swipe again,
run around again and repeat until it's dead.

Trapper: This small scorpion-like creature is blind, and
therefore relies on
its hearing to sense your presence. If you run past and
it hears
you, it will attempt to send you into the Trapper
Dimension. To
avoid that, sneak around these creatures (hold X while
moving).

Vampire: This creeper, found in Chapter 9, is a bloodsucking
annoyance. It
gets its power from a statue in the basement, then goes
about the
mansion trying to suck the life out of the servants. If
you injure
it when it's out and about, it'll simply recharge and
return. If you
attack it, it'll disappear and swipe at you, so be
cautious when
fighting at close range with this creature. Your best
bet is to take
out the statue in the basement, then kill the Vampire
for good.

Worm: This giant creature comes out of the abyss and simply
sucks away your
sanity. It does not attack, but its effects on your sanity
can be
annoying, so kill it quickly when spotted.

Zombie: The basic creatures of the game. They shuffle about
slowly and attack
when you are near. Target its head and arms to quickly
dispose of it.

*****************************************************************************

-=-=-=-=-=-=-=-=
-= 8. Bosses -=
-=-=-=-=-=-=-=-=

Guardian
Found: Chapter 5
Strategy: This is the first of just a few bosses in the
game, and this
one is pretty simple, too. Start by casting a
Damage Field
around yourself of the color stronger than you,
then stay
within that barrier. Use the Enchant Item spell on
your gun or
whatever weapon you're using; make sure the
alignment is with
the color stronger than that of the enemy. This
creature will
also use a Damage Field to prevent regular attacks
from getting
in, and will even summon Zombies to attack. When
it uses its
bolt attack, stay protected within your
forcefield. Attack it
with your enchanted weapon to cause damage; a few
hits will
most likely kill.

Black Guardian
Found: Chapter 9
Strategy: I would have to say this boss is more annoying
than difficult
to defeat. There are 3 different parts of the
battle, too, so
be ready for a long romp here. For the first part,
run behind
where you start so you get distance between
yourself and the
boss. When it prepares a beam to shoot at you to
grab you, move
across the corridor to avoid it. Use a 3 or
5-point Magickal
Attack spell to hurt the boss at this point.
Repeat this 2-3
more times, then a cutscene will take place. The
barrier behind
you will move up, so you won't have as much room
back there to
run. The boss now starts to summon 3 Zombies in a
single wave
to come after you. When they come close, kill
them, then be
ready to run around to avoid the several beam
attacks targeted
at where you stand. When that wave stops, quickly
do a 3-point
Magickal Attack to cause damage. Do that again
when possible a
couple more times, and then the final part of the
battle will
start. This time, you have nowhere to run except
around the
circular room. Avoid the boss's attacks and launch
your
Magickal Attack spells when you can. 3 more hits
from a 3-point
spell will do it for this fight. Remember, if you
are low on
magick at any point, use the Magickal Elixir and
keep on going!

Pious Augustus
Found: Final Battle
Strategy: This is the last battle of the game against Pious
in the
forbidden city. This battle isn't really so hard,
though; you
just have to be able to endure the attacks and
recover whenever
you get far enough away from Pious. Anyway, have
the Enchanted
Gladius equipped (if you have it; otherwise the
regular Gladius
will do), and target/attack Pious. That will draw
out his
Essence. Go and attack the Essence and it'll
disappear. Pious
uses 3-point (and later on, 5-point) Magickal
Attack spells on
you, or he'll swipe at you with his staff when you
come in
close. The best time to recover is when you get
Pious to get to
one end of the room and start a Magickal Attack
spell. That is
when you should run to the other end, avoid the
spell, then
whip up a quick 5-point Recover spell. Repeat that
tactic a few
times and the ghost of Ellia will reawaken in the
room where
you found the Tome of Eternal Darkness all those
times. Go and
take the book, then the battle will continue.
Continue the
strategy, but this time after you hit the Essence,
you will
become a ghost of one of the dead characters from
earlier in
the game. Continue the same battle plan until you
have gone
through every dead character (Roberto is the last
one). The
Essence will shatter and you will see a cutscene
with the
Ancients. After that, the battle commences. Now
that the
Essence is gone, Pious will use 7-point Shield
spells to
protect himself. Shoot at him from afar with
whatever gun you
want to deplete his shield. This is a great time
to get far
away and fully recover if needed. When his shield
is gone, hit
him with the Enchanted Gladius to cause damage.
Repeat that a
few more times until he is defeated, then watch
the ending for
the game is over.

*****************************************************************************

-=-=-=-=-=-=-=-=-=-=-=-=
-= 9. Weapons/Items -=
-=-=-=-=-=-=-=-=-=-=-=-=

============================
Alexandra Roivas - 2000 A.D.
============================

Basement Key
Found: Get from ghost servant in library after Chapter 9
Information: Use to open the door to the basement.

Brown Paper Parcel
Found: Get by the front door after Chapter 11
Information: Open to get the final Essence and the Enchanted
Gladius (if
you got it in Chapter 11)

Crankshaft
Found: Safe in the basement
Information: Used to adjust the mirrors in the telescope
room.

Dresser Key
Found: Main Hall (check the clock in the middle of the
room)
Information: Use to open dresser in Master Bedroom.

Enchanted Gladius
Found: In the Brown Paper Parcel, provided you retrieved it
in Chapter 11
Information: An enchanted Gladius good for the final battle
of the game.

Essence of Ulyaoth/Chattur'gha/Xel'lotath
Found: Safe in the basement
Information: This is another of the artifacts to be found in
the game.

Essence of Ulyaoth/Chattur'gha/Xel'lotath
Found: Open the Brown Paper Parcel after Chapter 11
Information: This is another of the artifacts to be found in
the game.

Gladius
Found: Hidden Study (on the back wall)
Information: Sword which can be equipped to attack enemies.

Heart of Mantorok
Found: Library (after Chapter 6; check for the comic book on
the shelf)
Information: The essence of Mantorok, obviously.

Hidden Note from Edward
Found: Hidden study (after Chapter 10)
Information: Gives a hint about a secret in the basement.

Journal of M. Roivas, closing notes
Found: Servants' room (in the pile surrounded by the
barrier)
Information: A page from Maximillian Roivas' journal.

Journal of M. Roivas, p1
Found: Bathroom attached to the master bedroom
Information: A page from Maximillian Roivas' journal.

Journal of M. Roivas, p2
Found: Main bathroom which you turn the lights on in via the
fusebox
Information: A page from Maximillian Roivas' journal.

Letter from Edward
Found: Hidden study (after Chapter 7)
Information: Gives a hint as to where to go after Chapter
7.

Lucky Penny
Found: Hidden study (after Chapter 9)
Information: A lucky penny which can be used as a makeshift
fuse.

Pedestal Fragment
Found: Room with the giant Circle of Power
Information: Combine both fragments and enchant them to
repair it.

Revolver
Found: Upstairs dresser (after it is unlocked)
Information: Handgun which can be equipped to shoot at
enemies.

Second Floor Key
Found: N/A (initially in the inventory)
Information: Unlocks the door to the second floor hallway
(breaks when
used the first time; use the Enchant Item
magick to fix).

Shotgun
Found: On the wall in the basement
Information: Powerful gun which can be equipped to shoot at
enemies.

Stethoscope
Found: Servants' room (in the pile surrounded by the
barrier)
Information: Use to open the

Tome of Eternal Darkness
Found: Hidden Study (on the desk)
Information: The book of evil, basically.

Top of the Pedestal
Found: Mix and enchant the Pedestal Fragments
Information: Place on the broken pedestal.


========================
Pious Augustus - 26 B.C.
========================

Gladius
Found: N/A (initially equipped with this)
Information: Sword which can be equipped to attack enemies.

Granite Block
Found: Random areas of temple
Information: Use to open locked door in outside hall (place
in the right
slots in the large room with the colorful
walls).


=================
Ellia - 1150 A.D.
=================

Blowgun
Found: On a ledge in the middle of the last trapped hallway
on the first
floor (triggers a trap door)
Information: A primitive shooter which can be equipped to
attack enemies.

Bronze Necklace
Found: Room on west side with candle puzzle
Information: Place on statue in the main room to open the
east door
(after removing the Strange Necklace).

Metal Staff
Found: Room with first Pious confrontation (get from
statue)
Information: Stick this in the slot in an earlier room to
act as a lever,
opening the final room of the temple.

Short Sword
Found: N/A (initially equipped with this)
Information: Sword which can be equipped to attack enemies.

Strange Necklace
Found: Starting room (take from statue at the back wall)
Information: Partially recovers your health.

Tome of Eternal Darkness
Found: N/A (initially in the inventory)
Information: The book of evil, basically.


==================
Anthony - 814 A.D.
==================

Bishop's Key
Found: After defeating monk in basement
Information: Unlocks the locked room in the first room of
the stage.

Blue Urn
Found: Bookshelf in upstairs room
Information: Fill with water to weigh down switch further in
the stage.

Green Urn
Found: Room where monk is being attacked (pick up the pieces
here, and
fix it afterward)
Information: Fill with water to weigh down switch further in
the stage.

Message Scroll
Found: N/A (initially in the inventory)
Information: Note warning Emperor Charlemagne of the plot
against him.

Red Urn
Found: Room where monk is being attacked (it is on the ledge
by the
fountain, already filled)
Information: Fill with water to weigh down switch further in
the stage.

Scramasax
Found: Monk (check out casket in first room and it will be
given to you)
Information: Sword which can be equipped to attack enemies.

Tome of Eternal Darkness
Found: N/A (in other world after walking up first set of
stairs once)
Information: The book of evil, basically.

Torch
Found: Room where monk is being attacked (the monk drops
this)
Information: Use this to light dark passages, burn enemies,
etc.

Two-Edged Sword
Found: Monk who is attacked (given to you as thanks for
saving him)
Information: Large sword which can be equipped to attack
enemies.


================
Karim - 565 A.D.
================

Chakrams
Found: N/A (initially in the inventory)
Information: Metal rings which can be equipped to throw at
enemies to
attack.

Ram Dao
Found: Room with the waves of Zombies (pull from the stone
ledge)
Information: Large sword which can be equipped to attack
enemies. Also
used to open a special door when enchanted.

Ruby Effigy
Found: Room with the Trappers
Information: A ruby effigy which serves a great purpose late
in the game.

Talisman
Found: N/A (initially in the inventory)
Information: Partially recovers your health.

Tome of Eternal Darkness
Found: N/A (in other world after climbing down the first
ladder)
Information: The book of evil, basically.

Torch
Found: Room with black Statuette
Information: Use this to light dark passages, burn enemies,
etc.

Tulwar
Found: N/A (initially equipped with this)
Information: Sword which can be equipped to attack enemies.


=================================
Dr. Maximillan Roivas - 1750 A.D.
=================================

Flintlock Pistol
Found: N/A (initially in the inventory)
Information: Gun which can be equipped to shoot at enemies.

Letter #1
Found: Upstairs bedroom
Information: A letter from an old relative, Aaron Roivas,
regarding the
curse within the mansion.

Letter #2
Found: Middle table in main room
Information: A letter from an old relative, Aaron Roivas,
regarding the
curse within the mansion.

Letter #3
Found: Secret room (drops out of the Tome of Eternal
Darkness)
Information: A letter from an old relative, Aaron Roivas,
regarding the
curse within the mansion.

Letter #4
Found: Sealed Envelope (when opened)
Information: A letter from an old relative, Aaron Roivas,
regarding the
curse within the mansion.

Medical Journal
Found: N/A (initially in the inventory)
Information: This is the book where Max stores information
on enemies
autopsied in the mansion.

Pump Handle
Found: Closet in the kitchen
Information: Use to pump water in the basement.

Sabre
Found: Secret room (on the wall)
Information: Sword which can be equipped to attack enemies.

Sealed Envelope
Found: Behind shelf by stained glass window (after Horror
fight)
Information: Open to find the Basement Key.

Tome of Eternal Darkness
Found: Secret room
Information: The book of evil, basically.


=========================
Edwin Lindsey - 1983 A.D.
=========================

Archaeologist's Brush
Found: N/A (initially in the inventory)
Information: Use to dust off dirty tiles or corners to find
hidden items
and such.

Automatic Pistol
Found: N/A (initially equipped with this)
Information: Gun which can be equipped to shoot at enemies.

Bronze Bracelet
Found: First room (brush off the tile in the middle of the
room)
Information: Place on the statue in the same room to open
the left door.

Bronze Necklace
Found: Room with the protected Horror (on the ledge next to
it)
Information: Place on the statue in the first room to open
the right
door.

Gold Bracelet
Found: Southwest room (step on switch to rotate guard, then
take the
bracelet)
Information: Place on statue in east trapped room, along
with the
necklace, to open the adjacent door.

Gold Necklace
Found: Northeast room (place Necklace in bowl and press
switch)
Information: Place on statue in east trapped room, along
with the
bracelet, to open the adjacent door.

Kukri
Found: N/A (initially in the inventory)
Information: Short knife which can be equipped to attack
enemies at close
range.

Metal Bracelet
Found: East trapped hallway (on a ledge in the right alcove
halfway
through the room)
Information: Use to get through the room with the Naga
statue by taking
the Silver Bracelet, and replacing it with
this.

Necklace
Found: Northwest room (brush off cobwebs to find)
Information: Place in bowl in the northeast room, and hit
the switch to
turn it into the Gold Necklace.

Shotgun
Found: N/A (initially in the inventory)
Information: Powerful gun which can be equipped to shoot at
enemies.

Silver Bracelet
Found: Room with Naga statue
Information: Place on the statue in the west trapped hall,
along with the
necklace, to open the adjacent door.

Silver Necklace
Found: Room with protected Horror (after you dispel the
shield and kill
it, check the ledge behind it)
Information: Place on the statue in the west trapped hall,
along with the
necklace, to open the adjacent door.

Tome of Eternal Darkness
Found: N/A (in other world after entering the left room for
the first
time)
Information: The book of evil, basically.

Torch
Found: N/A (initially in the inventory)
Information: Use this to light dark passages, burn enemies,
etc.


=======================
Paul Luther - 1485 A.D.
=======================

Book of Reliquaries
Found: Room to the left after first entering the basement
Information: Book which explains the heresy taking place.

Crossbow
Found: In a chest in the left side room from the church main
hall
Information: Weapon which can be equipped to shoot arrows at
enemies.

Diary Page 1
Found: In the podium drawer (after it is unlocked)
Information: Use along with the other pages as evidence of
the heresy.

Diary Page 2
Found: On the table on the second floor of the Old Tower
Information: Use along with the other pages as evidence of
the heresy.

Diary Page 3
Found: In last room of the basement
Information: Use along with the other pages as evidence of
the heresy.

Emerald
Found: In the room you are locked in
Information: Use along with the other 2 jewels to open a
hidden room in
the basement.

Mace
Found: First basement room
Information: Staff with a spiked end which can be used to
attack enemies.

Meditation Rod
Found: N/A (initially in the inventory)
Information: Use to partially recover your sanity.

Old Tower Key
Found: From the man at the bell tower after you are freed
(ring the bell
to get the man to come up, then talk to him)
Information: Use to unlock the door leading into the Old
Tower.

Podium Key
Found: In left side room from the main church hall
Information: Use to unlock the podium drawer.

Ruby
Found: After defeating Anthony in the Old Tower
Information: Use along with the other 2 jewels to open a
hidden room in
the basement.

Sacrificial Knife
Found: Get from the man in the bell tower after collecting
the 3 Diary
Pages.
Information: Use on the effigy in the basement to open a
hidden room.

Sapphire
Found: After defeating the Horror in the basement
Information: Use along with the other 2 jewels to open a
hidden room in
the basement.

Sheet of Music
Found: On shelf on the second floor of the Old Tower
Information: Use to play the organ, which opens the cabinet
across the
room.

Tome of Eternal Darkness
Found: N/A (in other world after leaving the locked room)
Information: The book of evil, basically.

Torch
Found: Main church hall (check the wall along the left
corridor leading
to the side room)
Information: Use this to light dark passages, burn enemies,
etc.

Two-Edged Sword
Found: After defeating Anthony in the Old Tower
Information: Large sword which can be equipped to attack
enemies.


===========================
Roberto Bianchi - 1460 A.D.
===========================

Crossbow
Found: In the second room to be surveyed
Information: Weapon which can be equipped to shoot arrows at
enemies.

Essence of Ulyaoth/Chattur'gha/Xel'lotath
Found: Room that Karim guards
Information: This is another of the artifacts to be found in
the game.

Forbidden Corridor Key
Found: Room with the lava surrounding the middle area of the
room
Information: Unlock the locked double doors on the first
floor.

Ruby Effigy
Found: Room that Karim guards
Information: A ruby effigy which serves a great purpose late
in the game.

Saif
Found: In the first room to be surveyed
Information: Sword which can be equipped to attack enemies.

Sapphire Effigy
Found: Room with the lava surrounding the middle area of the
room
Information: A sapphire effigy which serves a great purpose
late in the
game.

Tome of Eternal Darkness
Found: N/A (in other world after climbing down the ladder in
the second
surveyed room)
Information: The book of evil, basically.

Torch
Found: N/A (initially in the inventory)
Information: Use this to light dark passages, burn enemies,
etc.


=======================
Peter Jacob - 1916 A.D.
=======================

Binding Hall Key
Found: In the room following the one with the movable shelf
Information: Use to unlock the locked door in the room with
the Horror.

Door Handle
Found: In the cabinet on the right side of the main
cathedral room (play
the organ to open)
Information: Use to open the invisible door at the west side
of the room.

Flash Pan
Found: N/A (initially in the inventory)
Information: Use to flash at enemies, temporarily stunning
them (needs
Flash Powder).

Lucky Penny
Found: N/A (initially in the inventory)
Information: A lucky penny which can be used as a makeshift
fuse.

Magickal Elixir
Found: Basement room with the Trappers (at the end of the
path)
Information: Allows you to completely refill your Magick
meter 5 times.

Revolver
Found: Room that the soldier was guarding
Information: Handgun which can be equipped to shoot at
enemies.

Rifle
Found: On the altar in the main cathedral
Information: Gun which can be equipped to shoot at enemies.

Sealed Envelope
Found: On the podium
Information: Open to find the Soldier's Orders.

Sheet of Music
Found: Next to the organ
Information: Use to play the organ, which opens the cabinet
across the
room.

Soldier's Letter #1
Found: On table next to the starting point
Information: A letter from a soldier telling of the events
in the war.

Soldier's Letter #2
Found: Bell tower room (at the bottom of the stairs)
Information: A letter from a soldier telling of the events
in the war.

Soldier's Letter #3
Found: Basement room with a single Bonethief
Information: A letter from a soldier telling of the events
in the war.

Soldier's Orders
Found: Inside the Sealed Envelope
Information: Give to the soldier in the room outside the
double doors and
he will leave his post.

Tome of Eternal Darkness
Found: N/A (in other world after trying to exit the dark
room after the
power goes out)
Information: The book of evil, basically.

Torch
Found: Room with the Zombies and ammo supply
Information: Use this to light dark passages, kill enemies,
etc.

Two-Edged Sword
Found: Upstairs from the room with the 2 Bonethives (side
room to the
east of the main church hall)
Information: Large sword which can be equipped to attack
enemies.


=========================
Edward Roivas - 1952 A.D.
=========================

Bottom Half of the Basement Key
Found: From the broken vase in the library (after getting
the Tome)
Information: Combine with the other half to gain a broken
Basement Key.

Gun Cabinet Key
Found: From the servant in the master bedroom (after saving
him from the
Vampire attack)
Information: Use to open the gun cabinet in the regular
bedroom.

Historical Journal
Found: Atop the fireplace in the library, on the table in an
upstairs
bedroom
Information: Journal with Roivas family history written
inside.

Hour Hand
Found: Inside a Historical Journal
Information: Place on the clock in the library.

Liquid Courage
Found: N/A (initially in the inventory)
Information: Recovers a small amount of sanity (can be used
7 times).

Minute Hand
Found: Inside a Historical Journal
Information: Place on the clock in the library.

Revolver
Found: Hidden Study (on the wall by the door)
Information: Handgun which can be equipped to shoot at
enemies.

Tome of Eternal Darkness
Found: Hidden Study (on the desk)
Information: The book of evil, basically.


===========================
Michael Edwards - 1991 A.D.
===========================

Assault Rifle
Found: Take off a corpse in the first room
Information: Powerful gun which can be equipped to attack
enemies.

C4 Bomb
Found: Get by combining the Detonator Caps and Plastic
Explosives
Information: Enchant and place on the bridge in the last
room, then
escape before they explode.

Detonator Caps
Found: In the room you reveal by using a 7-point Reveal
Invisible spell
Information: Combine with the Plastic Explosives to create a
timebomb.

Emerald Effigy
Found: Inside a 5-point barrier next to the pit of Worms
Information: An emerald effigy which serves a great purpose
late in the
game.

Enchanted Gladius
Found: Hidden room unlocked by placing the 3 Effigies on the
ledges in
the room with the colored walls
Information: An enchanted Gladius good for the final battle
of the game.

Essence of Ulyaoth/Chattur'gha/Xel'lotath
Found: Given to you by Roberto in the starting area
Information: This is another of the artifacts to be found in
the game.

Fire Ax
Found: N/A (initially in the inventory)
Information: Ax which can be equipped to attack enemies.

Flashlight
Found: N/A (initially in the inventory)
Information: Use this to light dark passages.

Gold Amulet
Found: In the first room with 2 Gatekeepers
Information: Mix with the Staff, then place in the slot in
the room with
the light.

Grenade
Found: Take off a corpse in the first room
Information: Throw it and it'll explode, killing any enemies
it hits.

Pistol
Found: Take off a corpse in the first room
Information: Gun which can be equipped to attack enemies.

Plastic Explosives
Found: Room with the 2 Horrors (where you have to use the
Bind spell)
Information: Combine with the Detonator Caps to create a
timebomb.

Ruby Effigy
Found: Given to you by Roberto in the starting area
Information: A ruby effigy which serves a great purpose late
in the game.

Sapphire Effigy
Found: Given to you by Roberto in the starting area
Information: A sapphire effigy which serves a great purpose
late in the
game.

Staff
Found: In the room with the 4 Zombies
Information: Mix with the Gold Amulet, then place in the
slot in the room
with the light.

Tome of Eternal Darkness
Found: N/A (in other world after going down the new ladder
in the room
with the light reflections)
Information: The book of evil, basically.

*****************************************************************************

-=-=-=-=-=-=-=-=-=
-= 10. Magick -=
-=-=-=-=-=-=-=-=-=

================
Circles of Power
================

3-point Circle of Power
Found: Chapter 3

5-point Circle of Power
Found: Chapter 7

7-point Circle of Power
Found: Chapter 9


===============
Alignment Runes
===============

Chattur'gha
Found: Chapter 5
Description: Aligns spells with the red element.

Mantorok
Found: Chapter 6
Description: Aligns spells with the purple element.

Ulyaoth
Found: Chapter 3
Description: Aligns spells with the blue element.

Xel'lotath
Found: Chapter 4
Description: Aligns spells with the green element.


=====
Runes
=====

Antorbok (Project)
Found: Chapter 3

Aretak (Creature)
Found: Chapter 6

Bankorok (Protect)
Found: Chapter 5

Magormor (Item)
Found: Chapter 3

Narokath (Absorb)
Found: Chapter 4

Nethlek (Dispel)
Found: Chapter 6

Pargon (Power)
Found: Chapter 7

Redgormor (Area)
Found: Chapter 5

Santak (Self)
Found: Chapter 4

Tier (Summon)
Found: Chapter 6


=============
Magick Spells
=============

Enchant Item
Runes: Antorbok, Magormor, alignment rune
Description: Enchants an item with the color of the
alignment rune used.
It can be also used to repair broken items.

Recover
Runes: Santak, Narokath, alignment rune
Description: Partially recover one of your meters, depending
on the
Alignment Rune used (Ulyaoth for magick,
Xel'lotath for
sanity, Chattur'gha for health).

Reveal Invisible
Runes: Narokath, Redgormor, alignment rune
Description: Reveals an otherwise invisible aspect of a room
when used in
the right area.

Damage Field
Runes: Bankorok, Redgormor, alignment rune
Description: A protective field is placed around you,
preventing enemies
and their attacks from getting in.

Dispel Magick
Runes: Nethlek, Redgormor, alignment rune
Description: Dispels an enemy's protective forcefield, or
walls blocking
your path, depending on the Alignment Rune used
(Ulyaoth for
dispelling red forcefields; Xel'lotath for
blue; Chattur'gha
for green).

Summon Trapper
Runes: Aretak, Tier, alignment rune, 3-point Circle of
Power
Description: Summons a Trapper enemy for you to control.
With it, you can
access otherwise inaccessible passages or even
clear a group
of enemies ahead. Press A to use the Trapper's
ability to
send others to the Trapper Dimension. After you
use that
move, the Trapper cancels itself out.

Shield
Runes: Bankorok, Santak, alignment rune
Description: A shield will protect you from all damage. The
strength and
longevity of the protection is dependent on how
many points
the Circle of Power you use has.

Summon Zombie
Runes: Aretak, Tier, alignment rune, 5-point Circle of
Power
Description: Summons a Zombie enemy for you to control. With
it, you can
solve a puzzle in Chapter 8, as well as later
in the game.
Press Start to cancel out the Zombie and regain
control.

Magickal Attack
Runes: Antorbok, Redgormor, alignment rune
Description: Use a magick-based attack on all enemies in the
area. The
intensity of the attack is dependent on how
many points the
Circle of Power you use has.

Summon Horror
Runes: Aretak, Tier, alignment rune, 7-point Circle of
Power
Description: Summons a Horror enemy for you to control. With
it, you can
send a Horror into battle against other
enemies. Press Start
to cancel it out and regain control.

Magickal Pool
Runes: Tier, Redgormor, alignment rune
Description: When used, this gives you unlimited power in
the color of
the alignment rune. When it runs out, you will
have no
magick left in the meter, obviously.

Bind
Runes: Bankorok, Aretak, alignment rune
Information: Gain control of an enemy, and it'll attack the
other
enemies. The stronger the enemy, the more
points you'll need
on the Circle of Power to take control of it.

*****************************************************************************

-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
-= 11. Secrets/Tips and Tricks -=
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

Unlock Credits Option
---------------------

To unlock the option that allows you to view the Credits and
skip cutscenes
in the game, you must complete the game once.


Unlock Eternal Mode
-------------------

To unlock Eternal Mode, which gives you the invincibility
option, you must
complete the game 3 times on the same save file (each time pick
a different
artifact). This mode can only be used with the Jump to Game one,
though.


Unlock Jump to Game Option
--------------------------

To unlock the Jump to Game option, which serves as a level
select, you must
complete the game twice on the same save file (pick 2 different
artifacts in
the games).
Submitted By: Psyİho Wolvesbane
The Precession of Flesh and Bone & Introduction
--------------------------------------------------------------------------
The very first scenario in the game displays a few shots from
various time
periods and other fun things like that. You should probably
watch it. The
graphics are pretty, and you can pick up a general idea of the
game's theme from it.
When that's over, the introduction plays. It's really just a
bunch of close-ups of the Tome of Eternal Darkness with a
voice-over by Dr. Edward Roivas. Listen to it if you want;
otherwise, ignore it and just wait for it to be over. Afterthat,
the game actually begins.

--------------------------------------------------------------------------
Prelude: A Death in the Family - Alexandra Roivas
--------------------------------------------------------------------------
You find yourself in a room full of zombies. You are armed with
a shotgun, so use that to blow as many heads off as you can
before you run out of ammo. Then you're screwed.
Or not. It was only a dream, and Alexandra will wake up to a
ringing phone. On the other end is the Rhode Island police
telling her that her grandfather is dead, so Alex will fly out
to identify the body. Note her clock, which says 3:33. Let's
step out and look at this logically for a second... It's 3am in
Seattle, so it's 6 in Rhode Island. She gets on the next flight
out, so she'd probably get there about mid-day. WHY IS IT DARK
OUTSIDE? Anyway, your grandfather is dead. His head's gone.
There isn't any evidence, so the police can't do anything. It's
up to you to solve the mystery.
When you regain control of Alex, examine the clock directly
behind her. Have her look at the key, and you'll receive the
Dresser Key. Note that the clock is frozen at 3:33. When Alex
was woken up by the telephone call, it was also 3:33. I see a
pattern.
Go to the right side of the room and go through the first door.
Walk all the way to the back of the library and you should come
across a small study of sorts. There's a clock here, but this
one doesn't say 3:33. We'll have to fix that. Oh, and assuming
that clock is right... why is there still daylight at midnight?
Anyway, turn the hands to the time is 3:33 and a passage will
spring open behind you. Go down the hallway and into the *real*
study, and read the book on the desk.

--------------------------------------------------------------------------
Chapter 1: The Chosen One - Pious Augustus
--------------------------------------------------------------------------
Act 1: The Chosen One
`````````````````````
The chapter opens on three Roman soldiers, talking about a
battle and an
artifact the emperor wants. Two of the soldiers walk away, and
Pious begins to hear voices, which he follows across the desert.
There's a short scene involving sand and 3000 volts or so of
electricity through the chest with no long-term ill effects, and
then you'll find yourself in a labyrinth sort of thing. Step off
the dais and examine the ladder to go down.
At the bottom, examine the corpse and walk forward. You'll see
the first of many zombies that you will encounter in this game
stand up, so go knock his head off. If you get hit, the game
will stop to tell you about life energy. Pay attention, f00.
When that zombie is disposed of, move forward again, and you'll
run into two more. They'll attack from either side, so jump out
of the way before you get sandwiched and lob off their heads.
When all zombies have been eliminated, move forward one more
time and pick up the granite block lying on the floor, then open
the door and go in.
This room has two more zombies to deal with, but again with the
decapitation trick. It works wonders on these guys. When you've
finished them both, take the granite block on the pedestal and
go out through the door in the corner.
Five more zombies waiting in here... As soon as you walk in,
three of them will try to corner you, so it's a test of speed to
see if you can get off at least 2 heads before you're
surrounded. Otherwise, you'll be hit on more than one side, and
that just isn't my idea of fun. Grab a third granite block from
the floor before you go down the ladder.
There's a zombie lurking just around the corner, so be ready
when he lunges for your brain. The door to the left is blocked.
You'll have to go right when you've finished him.
Upon entering the room, you'll be treated to a nice quick look
at all the wall panels, and then you'll be mobbed by your new
fan club, which consists of four zombies with apparently no
morals. Take the last cube from the dais. It's impressive how
this guy, who has no pockets, can carry four blocks of granite
without showing any visible signs of strain, even when he runs.
Anyway, go around the room and plug your granite blocks into
their respectively colored holes with the Use command in your
inventory. Make sure you match them correctly. If you make a
mistake, you'll have to fight another zombie.

Act 2: The Eternal Darkness
```````````````````````````
When all four blocks are in place, you'll see the grating that
was previously blocking the other door in the last hallway
disappear, so go that way. The next room has a statue of a
centurion that you must destroy in order to continue. Take out
his arms and head first, then the torso to gain passage to the
next room. Slaughter the welcoming committee of three zombies,
then examine the glowing thing in the corner. Have Pious push
the button and step into the center of the room.
You'll be transported to a hallway with three artifacts. Pick
one. The game will be altered by your choice. With red, the
enemies will be harder, and they'll be able to regenerate lost
parts. Blue is magick, and the enemies will explode with a big
blue bang. Green is sanity, and your character will lose it
faster. When you've made your choice, Pious will take another
bolt of energy, but he won't deal with this one quite as well as
the last one.
When you regain control of Alex, turn around and pick up the
page in the frame behind you, then use it to begin Chapter 2.

--------------------------------------------------------------------------
Chapter 2: The Binding of the Corpse God -
Ellia
--------------------------------------------------------------------------
Act 1: The Binding of the Corpse God
`````````````````````````````````````
The reading girl you see here is quickly replaced by Pious, and
when that
little scene is over, Ellia will pine for adventure.
Immediately, the door is sealed, and she's shut into some temple
labyrinth thing. Lucky her.
Go across the room and examine the statue on the wall. It's
wearing a necklace, which you should take. Doing so will seal
another door, but it's not the one you need to go through, so
it's all good. There is a door to the left of the statue, across
from the one that just closed. Go through that one and you will
find yourself in a room with a diagram of sunset on the floor
and three candles representing that time of day in front of a
design on the wall depicting the same thing.
Go through the doorway you see here, and you'll find yourself in
a hallway full of traps. Stepping on the lighter spots on the
floor trigger these, and Ellia will automatically step on one
when she enters. To avoid the falling blades, wait for one to
pass then run across while the other one is dropping. The next
section's trap trigger can be avoided, so do so and go through
the doorway at the end of the hallway. The door will spring shut
behind you, and the game will tell you a little bit about Sanity
as it shows you a zombie thing. As with everything else you've
killed so far, his head is his weak point, so chop it off.
With him out of the way, you are free to look around. The floor
and wall
diagram seem to represent mid-day, but the candles don't. Pick
up the bronze necklace, then examine the candles and snuff out
the one on the right with your X button. A door will open
slightly, but not enough for you to go through. Go back through
the trapped hallway.
In the sunset room, you will be attacked by three more zombies,
which shouldn't be a huge problem for you. Just remember to
finish them all off to keep your sanity intact. When you're
done, go to the room with the statue. Remember, taking the
necklace closed the door. So maybe if you give it one... Use the
Bronze Necklace on the statue to open the door, then go through.

This room features sunrise, but all is well on the candle front,
so continue on into the next room. This hallway is also full of
traps, so avoid the lighter spots on the floor. If you do hit
them, run. These traps shoot spikes out of the wall, and those
can be painful. When you reach the end of the hallway, go
through the doorway (again, the door will close behind you) and
you'll be attacked by a mummy. You can probably guess what to do
here. Off with his head!
The room you are currently standing in has a night theme, so the
candles should all be extinguished. The one in the middle
already is, so blow out the others. The half-opened door will
come fully open, giving you access to yet another rigged
hallway. The other end of the hallway leads to the mid-day room,
but there's nothing else to do there. Halfway along the hallway
is an alcove, though. Peek in, and you should see a Blowgun.
Pick it up.

Act 2: Chaos Entombed
`````````````````````
I wouldn't want to be falling with a sword right above me, but
all is well
until you hit the ground and your weapon breaks. Fortunately,
you've now got a Blowgun, so go after the zombies that are
cornering the guard. Make sure you don't hit the guard! When the
immediate threat is gone, pick up the Broken Short Sword, then
talk to the guard, who will repair your Short Sword for you.
Since your Blowgun ammo is limited, you may want to switch back
to your sword, but whether you do or not is your choice. When
you've gotten it repaired, turn around. More traps here, and
this time the falling blades are big enough to do some serious
damage. Again, avoid the trap triggers on the floor. Halfway
down the hallway is one that spans the whole way across, and you
won't be able to avoid it. Right in front of you, two huge
blocks will slam together, which can be pretty painful if you're
between them. Wait for them to go, then run through as they're
opening.
At the end of the hallway, you'll find yourself in a room with a
column in the middle. There is a slot at the base of the column,
but you have nothing to go in there just yet, so just kill the
two zombies and finish them off, then go out through the side
door. Yet ANOTHER trap-filled hallway. There's another
unavoidable light spot, here, too. It sets off spikes that shoot
out of the walls. And once you get past that, there's a doorway
with one in the middle that will start falling blades and
pounding stones. Not cool. Just avoid them when you can.
Remember that you have a magic healing necklace when Ellia
starts limping.
The next room has a fire in the center as well as a mummy and 3
zombies.
They'll fight each other if their paths cross, so you might as
well let them do the hard part. Make sure you finish them off
for the sanity factor, though. There's a mural here, but it
doesn't really teach you anything, so just leave through the
doorway to the right.

Act 3: Death of a Dancing Girl
```````````````````````````````
Follow the twisted hallway, and you'll end up meeting Pious and
Mantorok. Some guy will show up and hand you a glowing heart,
which looks a bit painful going in. When that's all over, run up
to the statue in front of the beast and examine it to get a
metal staff. With that in hand, head back to the first large
room on this floor. The one that you got to after helping the
guard. The traps are still in place, and all the enemies are
back, so be careful. If you're lucky, the zombies in the trap
hallway will wander between the pounding blocks.
When you get back to the room with the slot, insert your metal
staff to open a door behind Mantorok, then go back there again.
Run around behind it and go through the doorway to trigger a
nice event with Pious.

Act 4: The Absent Horror
`````````````````````````
As Alex, you'll get a quick shot of the candles, then you're in
control. Go examine the candles. The wall seems to show sunrise,
so extinguish the center and right candles to open a hidden
panel and take the Message Tube within. Open it to find another
Chapter page, and you will see another cutscene with Augustus.
Looks like they're gonna kill Charlemagne...
Back in the present time, Alex will discard the Message Tube.
Use the page to begin the next chapter.

--------------------------------------------------------------------------
Chapter 3: Suspicions of Conspiracy - Anthony
--------------------------------------------------------------------------
Act 1: Suspicions of Conspiracy
```````````````````````````````
You will be given a scroll to deliver to Emperor Charlemagne,
but instead of delivering it, your naughty little character will
read it. Since something bad happened to him, he has now vowed
to warn Charlemagne of the treachery. When you have control of
your character, talk to the monks. One will tell you that they
are mourning the death of another monk, but never believe
anything you're told about cause of death. There's probably
something about this that isn't an accident. Open the coffin.
The monks will hightail it out of there at, this point, but one
will give you a Scaramasax before he goes, which you should
equip. The monk will tell you to find the bishop.
Go upstairs after you've talked to the monks. At the top, there
are two
statues, one of which says Pious Augustus, the other Ellia. Walk
to the end of the little catwalk thing and you'll end up
standing on a carpet of screaming faces. Take the Tome of
Eternal Darkness from the hand.
Go upstairs again. This time, you'll enter a relatively normal
looking room. Anthony's looking far from relatively normal at
this point. Oh well. Go over to the shelf beside the staircase
to pick up a blue urn. Use it, and Anthony will break it.
Smooth. Now you've got a broken blue urn and your first Rune,
which is dependent on the artifact Pious chose. The red artifact
nets you Xel'lotath, the green artifact Ulyaoth, and the blue
artifact Chattur'gha. You'll get a little explanation from the
game about spells. After that, examine the center desk to get a
Circle of Power. More game explanations, then back to
controlling Anthony. Examine the bookshelf directly behind the
desk and move the odd looking book. With the shelf out of the
way, climb down the ladder. Go around the corner, and you'll
encounter a transparent zombie. Chop off his head, beat him
down, and all that other fun stuff. You'll get your second
Magickal Rune, Antborok. There are two more zombies lurking in
this hallway as well, but they should be no problem.
Open the door at the end of the hallway, and you'll see a monk
fighting a
zombie. Two more are approaching as you enter the room. Kill
them both, but be careful not to hit the monk. When you're done,
talk to him, and he'll tell you what happened. He'll also give
you the Bishop's sword. Pick up the torch that the monk dropped,
then check the corner near the door to find three pieces of the
green urn. When you've collected all of them, use the Mix
function to combine them, then go into the next room.
Walk down the stairs, and you'll be able to pick up a Magick
Codex for
Magormor. More game explanations. Run down the stairs and you'll
find a
transparent zombie, complete with the Magormor Rune. Take care
of him, then open the door at the end of the hallway.
Anthony's definitely starting to look like a clothed zombie.
When you walk in, fight the zombies, then pick up the Codex
beside the stairs. This is the codex of the Rune you got from
the Blue Urn earlier. Examine the fountain and grab the red urn
beside it. Go examine the tapestry on the right side of the room
and attack with your torch to set fire to it, revealing a door.
Go in.
Run down the hallway, killing (and finishing) the zombie on your
way, and go through the door at the other end. You can see a
limping figure go through a secret passage. This is the bishop
the monk spoke of earlier. Pick up the Antborok Codex leaning
against the bookshelf, then examine the desk to find the
"Enchant Item" Spell Scroll. It will combine with your Runes and
Circle of Power to form the Enchant Item Spell. Use this on your
broken urns to repair them, then run back to the room with the
grotesque fountain and fill the Blue and Green Urns.
Return to the room where you saw the bishop. There is a
rectangle on the floor in front of the desk. If you stand on it,
the secret door opens up. The weight of the three filled urns
combined should open it, so put them down on the pressure plates
and go through the passage. Go to the end of the hall. Before
you open the door, enchant your sword and make sure it's
equipped. When you're ready, open the door. You will be forced
to fight the bishop. Sometimes when Anthony fights, his health
is really low and he falls. But just when he should be dead, his
meter will refill completely and he'll stand up again. What's up
with that? I dunno. This might happen elsewhere in the chapter,
too. I'll have to look into it. Just hack at the Bishop's torso
to take care of him, and when it's all over, you'll get the
Bishop's Key. Go back to the church.

Act 2: Chaos Entombed
`````````````````````
Your health will probably be fairly low at this point, so be
careful. In the hallway, two zombies are waiting to maul you.
There's another pair in the next room, and a Trapper lurks in
the hallway beyond. If it hits you, you'll be transported to the
Trapper Dimension. If your health is low, this might be a good
thing. Otherwise, sneak past it. There's another one in the next
room, and three zombies in the room after that. In the next
room, Anthony is starting to look like the bishop. Climb up the
ladder, and you will encounter a Horror.
Avoid his bolts by running behind him and attack him as he
charges. Four or five hits should knock him down, so finish him
off, go downstairs, and take care of the two zombies there. When
that's done, go open the door behind the staircase using the
Bishop's Key. Unfortunately, you're a little bit late...
After the cut scen has ended you will oce again return to Alex,
leave the library. Go upstairs and try to open the door there
with the second floor key. It will break. Fortunately, you have
a spell for this, so use Enchant Item on the key to repair it,
then unlock the door and go in.
Turn right and go through the door at the end of the hallway.
Inside, examine the night table for some .38 Revolver Ammo, then
go through the door beside the fireplace. There is a piece of
paper on the toilet. Pick it up and read it. Then examine the
bathtub... Have you seen Thirteen Ghosts or What Lies Beneath?
They have bathtubs, too.
Leave the bathroom and master bedroom and run down the hallway.
Open the first door on the right and you'll end up in another
bedroom. There is another box of ammo on the dresser. Examine
the painting above the desk, and you'll find the Chapter page
entitled "The Gift of Forever".

--------------------------------------------------------------------------
Chapter 4: The Gift of Forever - Karim
--------------------------------------------------------------------------
Act 1: The Gift of Forever
```````````````````````````
As the chapter opens, you'll see Karim crossing the desert, then
a flashback to a conversation with the girl he's been lusting
after. Then back to the desert. Eventually, you'll find yourself
in a temple of sorts. Seem familiar? Check out the dead guy on
the floor if you want to, then go down the ladder. You'll find
yourself in the same hallway Anthony ended up in the first time
he tried to go upstairs. Note that his statue has now been added
to the collection. Grab the Tome of Eternal Darkness, and you'll
end up back in the first room. Kill the zombies, then climb down
the ladder again. Run to the end of the hallway and kill the
zombies. There is a statuette in the middle of the room. Examine
it, then pick it up. Go down the hallway to the left and kill
the transparent zombie to get a rune, then kill his minion and
climb the ladder.
Cross the room and step up to the yellow shield. Because you
have the rune from the zombie, it will disintegrate, and you can
pass through. Climb down the ladder and pick up the torch on the
wall. Go down the twisted passageway and kill the zombies in the
next room. Pick up the Codex (Red path, Chattur'gha;
Green path, Ulyaoth; Blue path, Xel'lotath) and the Statuette.
Go back down the hallway and climb back up the ladder. When you
get to the top, try standing on one of the circular rugs on the
floor. It will make a grinding noise. Put one statuette on each
rug and stand on the final one. The altar will rise, releasing
four red trappers. Sneak past them and walk over to the altar.
Examine it and ride down.
The next hallway has three bodies in it. The last one has a
Tulwar in its back, which you can take. Karim can now wield two
Tulwars simultaneously. The man you pulled it from will stand
up. Act quickly to defeat him, and a bonethief will leap out.
Kill this as well, then move on to the next room.
Kill the two zombies and the bonethief that leaps out of one of
them, then
examine the dead man to gain the "Recover" scroll. Leave through
the door in the corner. In the next room, you will be attacked
by three blue zombies, so cut off their heads and finish them to
regain some sanity. At the end of the hallway is another door.
Go through it, and you will encounter a transparent horror. Run
behind it and hack away, and you'll get a ruin. Pick up the
codex where the beast was standing and go back up the ladder.
There is a Trapper lurking here, so sneak past and go to the
shield at the
other end of the room. The rune from the horror will allow you
to pass through. You can go down the ladder. There is a niche in
the wall with a codex. You should now have all of the components
of the Recover spell.
There is no way to reach the door on the left, so go right
instead. Remember this room from when you were controlling
Pious? Pull the Ram Dao out of the stone, and you will be
surrounded by zombies. Equip the Ram Dao and enchant it, and
they should go down with only a few hits. After you defeat all
of the zombies, there will be another onslaught. Repeat the
process until a transparent zombie appears. Once you've defeated
him and received the rune, the door will spring open.
Go back through the door and up the ladder. Return to the room
in which you found the Recover Spell Scroll. Using the Rune that
matches the color of the rune on the door for alignment, cast
the Enchant Item spell on your Ram Dao. Stand in front of the
door with the strange insignia and use your enchanted broadsword
to open it.
There are three more zombies in the next room. Once they are
gone, move down the hallway and climb the ladder. There are
trappers crawling around here, so move slowly into the center of
the room and pick up the Ruby Effigy. Once you have it, return
to the ladder and climb down.
Further down the same passageway is a pile of rubble. Examine it
to climb over, but you will be in pitch darkness. You should
hear a monster further down the hallway, and sure enough,
there's a horror just ahead. Aim for his heads, and he'll fall.
Finish him off, then climb down the ladder.

Act 2: The Shadow of Corruption
```````````````````````````````
Examine the hand-like structure in the center, then use the Tome
of Eternal Darkness on it to open the grating. Pick up the Tome,
then walk out of the room and into a hallway. As you try to walk
down, a barrier will spring up and you'll be assaulted by a few
waves of zombies. Destroy them all, and you'll be attacked by a
horror. Hit him in the heads a few times, and he's history.
At the end of the hallway is a circular room. Upon the death of
the beast, an artifact will appear. If Pious took the blue one,
this one is red. If Pious took red, it's green. If green, it's
blue. Take the artifact, and you'll get a nice cutscene...
Welcome back to the Roivas mansion. Pick up the Gladius from its
frame above the fireplace and leave the library. Go through the
door beside the table with the telephone. Inside, there is a
door with a wooden plaque. Enchant your Gladius with the spell
of the corresponding rune and open the door. Inside, pick up the
spice jar and open it to find the Chapter page entitled "The
Lurking Horror".

Act 3: The Preparations Begin
``````````````````````````````
After you open the jar, there will be another cutscene featuring
our favorite former Roman soldier. As it stands, the planets
will soon be aligned and Pious is about to say the final
incantations. You'll have to hurry if you want to finish the
game before he does. As such, use the Chapter page you just
picked up.

--------------------------------------------------------------------------
Chapter 5: The Lurking Horror - Dr. Maximillian
Roivas
--------------------------------------------------------------------------
Act 1: The Lurking Horror
`````````````````````````
As the chapter opens, there is a voice-over of Maximillian as he
writes. When he finishes speaking, he stands up. On the desk is
some Flintlock Pistol Ammunition, which you should pick up. That
in hand, open the door and step out into the hallway. Go through
the door beside the room you just came out of, and you'll find
yourself in a bathroom. There is a bag of ammo here, but aside
from that, only the servant. Leave the room.
Run down towards the master bedroom. There is another bag of
pistol ammo on the table that holds the creepy bust that follows
you around in Alex's time. Go into the bedroom and examine the
bedside table to get a letter, then read it in your inventory.
There is a codex on the mantelpiece to take, and a servant
scrubbing the floor. The servant won't talk, so just ignore him
for now and open the bathroom door. There is more ammo beside
the bathtub, so pick that up, then return to the hallway.
Open the second floor door and go downstairs. On the table that
the carriage clock will sit on 140 years later, pick up letter
#2. Read it, then go to the right side of the staircase. That
symbol on the wall is a bit suspect... As is the painting beside
it of the foyer, since it shows a door there. Pick up the ammo
that lurks by the wall, then go into the dining room. Inside,
pick up the codex and go into the pantry, where you can will
find a pump handle. Take it and leave the room.
Go to the end of the hallway and through the double doors. Over
the fireplace, examine the picture that has four colored
circles. An inscription beneath will ask for the greatest enemy
of a certain rune. Looking at the color of the rune in question,
you will see an arrow pointing in a clockwise direction. Move
the statue to the color that falls right before the one it asks
about to open a secret passage. Go in.
To the right of the fireplace is the "Reveal Invisible" Spell
scroll, but you don't have the Tome of Eternal Darkness just
yet. Beside the scroll is a weapon stand with a Sabre. Take and
equip it. On the other side of the room, a pistol is hanging on
the wall. Pick it up. Finally, turn to the desk, and you will
find the Tome of Eternal Darkness. Take it. A transparent horror
will appear in the foyer, and a letter will slip out from
between the pages of the book.
Go back downstairs via the secret passage, and you will be
attacked by a
servant. Decapitate him and a bonethief will spring out. Defeat
that and perform an autopsy using B. You will then get a
tutorial on such things from the game. After you finish off the
bonethief, step out of the room to begin the battle with the
transparent horror. As ever, attack the heads. You will get the
final rune of the Reveal Invisible Spell.
Go upstairs again and walk towards the stained glass window.
Behind the podium to the left, you should see something white.
Search and you will find a sealed envelope. As soon as you take
it, kill the bonethief, then examine the envelope. Open it to
get letter #4 and the basement key. Read the letter, then go
downstairs. The game will focus on a transparent horror on the
right side of the foyer. Cross over to him and chop off his
heads to receive another rune.


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