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Retro Game Walkthroughs For
"Eternal Darkness"
(Gamecube)

Retro Game Walkthroughs for Eternal Darkness (Gamecube)
Submitted By: Psyİho Wolvesbane
Act 2: The Darkness Comes
`````````````````````````
When Pious approaches you, hit him. The Ancient's essence will
reappear, so target that now. Every time you hit it, it will
disappear, and you'll be back to fighting Pious. When it
reappears, target the Ancient's essence again. Do this three
times, and you'll take control of Ellia.
Lead Ellia to the Tome of Eternal Darkness and take it. Hit the
Ancient 3 times as her, then Alex returns. Use Alex to hit both
Pious and the Ancient one time, and you will become Anthony.
Repeat the steps to turn into Karim, then Maximillian. After
Karim, one of Alex's Ancients will be shown. From there, we see
Paul, Roberto, and more Ancient battling. Incidentally, Alex can
probably fit in a 3 point Recover while Pious chants an attack.
It won't do much, but it does soften the blow a bit.
After Roberto, the Essence will die. Use Alex to whale on Pious
until he falls, then watch his brutal demise. Unfortunately, one
Ancient is as bad as any other to the fate of the world. You'll
have to do something about the one you just summoned. Edward to
the rescue! Have Edward select Bankorok to change Summon to
Bind. And so the game ends.

Congraluations, you have beaten the game! You have now unlocked
the Creditsoption and the ability to skip cutscenes you have
seen before. Start a new game and choose to carry over your
data; you'll be forced to select a new essence as Pious, thus
putting you on a different path. You can try to pick up some
things you missed before as well as unlocking new secrets as you
beat the game again.
The darkness comes...no more....

The Pheonix
===========
Submitted By: Psyİho Wolvesbane
Act 2: Insanity Prevails
`````````````````````````
Back on the right side of the entrance hall, use your new rune
as a Reveal
Invisible alignment to reveal a hidden door where the mysterious
rune thing on the wall was before. Use your basement key to
unlock the door and go in. At the bottom, defeat the two zombies
and autopsy one of them, then pick up the spell scroll at the
edge of the fountain and the nearby codex. There is some ammo in
the corner beside the stairs. When you have picked everything
up, use your pump handle on the pump beside the well to empty it
and go down the ladder.
The first time you go down you will get a nice sanity effect, so
try again, and you will encounter a transparent zombie carrying
a rune. You should now be able to construct the Damage Field
spell. Go down the stairs. If you look over the edge of the
balcony, you can see the city the third letter spoke of.
Continue down the stairs once the shieldhas been dispelled by
the rune you just picked up. At the bottom, a guardian will
appear. Follow and kill it. If you enchant your dual flintlocks
with the rune of his weakness, it will go faster.
Try to avoid the zombies he summons by running around them, and
put some distance between yourself and the minions after the
boss fires off an attack. This will give you time to reload, as
you won't be getting pummeled on all sides. After that, you see
Max's fate...

As Alex, leave the library and go upstairs. Enter the master
bedroom and walk over to the dresser. There is no keyhole, but
there is a triangle flanked by rune symbols. Cast the Reveal
Invisible spell with the counter-alignment of the rune displayed
(it's the same one you used to open the basement) and use your
dresser key in the keyhole that's revealed. Open the drawer to
find a Revolver and a new Chapter page, "A Journey into
Darkness".
--------------------------------------------------------------------------
Chapter 6: A Journey into Darkness - Edwin
Lindsey
--------------------------------------------------------------------------
Act 1: Corrosion of the Dead God
````````````````````````````````
You will see a short cutscene in which Pious and his god discuss
the Mantorok, that creepy red thing with lots of eyes from
Chapter 2. When it's all over, use the Chapter page to trigger
the next act.

Act 2: A Journey into Darkness
```````````````````````````````
At the beginning, you will see Lindsey and another man stepping
into the temple from Chapter 2. Enjoy the ensuing gunfight. I am
*definitely* catching strong Roger Rabbit vibes from Augustine.
Anyway, shoot the big evil-looking guardian. Occasionally, a
zombie will pop up. Just blow its head off. The shotgun is good
for this, being the traditional zombie-hunting weapon. Remember
to finish them off.
With all the enemies out of the way, examine the floor in the
center. It's
coated with dust, so use your brush to clear that out of the
way. Pick up thebracelet that was lying beneath the layer of
dust.
Go up to the statue that Ellia took the necklace from 833 years
ago. It is
missing its bracelet. You just happen to have one of those, so
use it to open a door. You will end up in the room with the
giant hand, so take the Tome of Eternal Darkness. Once you've
picked it up, try again to go into the door and you will be in
the sunset room. Kill the two zombies within, then go on to the
trapped hallway.
The traps are still active, but the lighting makes it a bit hard
to see the panels that trigger them. Not only that, there's a
trapper in here. You have to sneak around, avoiding the panels.
If you trigger a trap, you can't run. Life is tough like that.
Halfway along the hallway, a pedestal holds a Metal Bracelet.
Pick it up.
Near the end of the hallway you'll find a corner shrouded with
cobwebs. Use your brush to clear them away and you will find a
codex.
Go through the doorway to encounter a horror. He is surrounded
by a damage
field, so you won't be able to hit him. Instead, pick up the
Bronze Necklace from the stand. In addition to blocking access
to the beast, the field is also preventing you from reaching the
other necklace. Turn around and go back to the room with the
statue. Give her the necklace to open two more doors, then go
through the new door in the statue room to reach the sunrise
room. Inside, a silver bracelet sits on a pedestal, but you must
provide an offering, or the doors close. Take the Silver
Bracelet and replace it with the metal one you picked up
earlier.
Go through the door to the left of the statue and avoid the trap
panels. At the end of the hallway, another cobweb conceals
another codex, so brush it away and go through the doorway to
encounter some colored zombies and a transparent one. Kill them
off to get a new rune, then go through the doorway.
Avoid the traps, kill the zombie, and step into the alcove to
find a cobweb which hides the Dispel Magick Spell Scroll.
Continue down the hallway until you reach the room with the
horror trapped within the damage field. Dispel the field with
the rune's counter-color and shoot the beast in the head a few
times with your shotgun. When he falls, you're free to take the
Silver Necklace behind him.

Act 3: In the Hands of Kali
```````````````````````````
Turn around and go back through the hallway you came from.
Halfway along, a statue appears to be missing some silver
jewelry. Give it the necklace and bracelet, and a passageway
will open up across from it. Go through.
Kill the zombie directly inside the door and go down the stairs.
On the
landing, a transparent zombie has a rune for you to steal, so
beat him down and take it. A guardian is waiting further down
the stairs, so be careful. Wait for him to spread his wings,
then aim for the head. With him out of the way, keep going down.
At the bottom, a shield blocks further passage, but you have the
rune, so it's no real problem.
Go through the door. Take the passage to the left of the
entrance and you will encounter a statue of a guardian and a
statue. In the corner of the room, stand on the circular panel
to cause the guardian to turn around. The statue will lift its
arm. Run forward and grab the bracelet before the guardian can
turn around again. When you're done, go through the door behind
the guardian.
This hallway is full of poison traps. Run through as quickly as
possible to avoid losing too much health. At the other end, a
zombie awaits you, so pick him off, then dispel the danger field
with its counter-rune. Go through the doorway that you did not
come in through and run along the hallway. Avoid the crushing
block traps. Halfway along, you will encounter a statue, but you
do not have a necklace yet, so ignore it for now.
In the next room, kill the mummies and cast a red dispel. Cross
the hallway, reload your shotgun, and go in. A Horror awaits
you. Fill it with lead and cast a blue dispel. In the corner, a
cobweb hides a necklace. Take it and leave through the other
door and run to the end of the hallway. You should now be in the
guardian room. Take the next door to the poison trap hallway and
cross that. In the next room, there is a statue with a small
basin beneath it. Use your necklace in it and press the button.
The acid will clean off the necklace. Take the door to the
right.

Act 4: Daughter of Light
`````````````````````````
At the midpoint of the hallway, the statue is awaiting her
jewelry. Adorn the statue with your finds to open a passageway
across from her. Go through, run down the stairs and kill the
mummies and the beast, then continue on your way. Go through the
door at the bottom and turn right. Go through the door at the
end of the tunnel and you'll find a burning face. Kill off the
zombies and clean away the cobwebs to get another codex. Go
through the door to the right.
Traps galore and a red zombie at the end. Then a whole roomful
of red zombies through the doorway. Knock off their heads and
let them fight each other. When they're gone, take the right
doorway and go to the end of the hall. There are three mummies
for you in the next room, and one of them is transparent. Get
his rune and go through the shielded door. Take out the zombies
and pick up the "Summon Trapper" Spell Scroll from its perch on
the edge of the fire thing in the center of the room.
Head back through the door that you came in and go through the
hallway to the room at the other end. Keep backtracking.
Eventually, you will reach the stairs that took you down here.
Go up them. At the top, head south then west. You should be in
the hallway that had the purple shield until you destroyed the
three damage fields. Avoid the traps and make your way to the
center of the corridor. Use the Summon Trapper spell.
Take your trapper in through the hole in the and have it cross
the bridge. Step onto the panel to open a doorway, then press
start to return to controlling Lindsey. Pick up the rune and
defeat the Horror that bursts out of the wall, then go into the
room it came from to find the Mantorok Codex. Return to the room
in which the Summon Trapper Spell Scroll was found.
Go through the door to the right to find yourself in Mantorok's
room. Pious will stop to talk to you, but the statue in front of
Mantorok will protect you. Run behind the li'l bugger and into
the room to find Ellia. Lindsey will take the heart to Edward
Roivas.
The game will cut to Alex back in the study. Go out into the
library and look for the book behind which the heart was
hidden. It's on the second shelf from the door to the hall.
Examine it and look behind it to discover the Heart of Mantorok.

Leave the library and go upstairs. Turn left at the end of the
hallway, and you will see the ghost of Maximillian go through
the wall. Go up to the stained glass window and dispel the
damage field. Go through and pick up the Chapter page.

--------------------------------------------------------------------------
Chapter 7: Heresy! - Paul Luther
--------------------------------------------------------------------------
Act 1: The Black Guardian
`````````````````````````
Pious will be seen summoning a large creature to guard the
artifact room. When he's gone and done that, the game returns to
Alex. Use the Chapter page.

Act 2: Heresy!
```````````````
When the game begins, Paul will be speaking to a creepy looking
monk. This is actually the bishop. He'll tell you a little bit
about the inquisition, then you're on your own.

Act 3: A murder
```````````````
After the bishop finishes talking to you, go straight and open
the double
doors. Run down the aisle and you will discover a dead monk.
Looks like you're stuck here, at least for the time being.

Act 4: Light within the Darkness
`````````````````````````````````
In the room, examine the painting and take the emerald. Watch
the scene, then leave through room through the door. Into the
room of the funky hand with you. Grab the Tome and leave. Go
through the double doors into the chapel and run to the front.
There are some crossbow bolts sitting to the right of the altar,
so pick those up, then go through the door on the side of the
piano. On your way, pick up the torch in front of the window.
In this next room, open the chest to get a Crossbow. Examine the
robes hanging in the alcove to find the Podium key, then return
to the previous room. Go up to the podium and use your key to
open the drawer and find a diary page. Read it, then leave the
chapel and go upstairs via the doorway across from the room in
which you were locked earlier. Go through the door and you will
encounter your first zombie. Kill him and cross the room to the
next door. Climb up the stairs and ring the bell to bring about
the coming of the custodian.

Act 5: Conversation in the Bell Tower
`````````````````````````````````````
He will tell you a bit about what's going on, and hand you the
Old Tower Key. Go back downstairs and into the chapel. Turn
right at the altar to get to the door to the Old Tower and use
your key to unlock it. Go in, and you will see a bonethief in
the process of acquiring its host. Shoot it and run out of the
room to reload.
Back as Paul, kill off the bonethief and run forward. Pick up
the "Shield" Spell Scroll on the altar. Anthony is running
around in the Bishop's reception room, but he's a bit hard to
deal with at the moment, so cast shield and go upstairs instead.
The little evil guy will be deflected by your shield, leaving
you free to grab the sheet music from the bookshelf and the
second diary page from the desk.
Go back to the chapel and play the organ. Press the buttons from
the sheet
music, and the tabernacle will open. Go over to it and take the
Circle of Power from within, then go down the stairs behind the
altar. Take the first left and go into the room, then examine
the desk to get the Book of Reliquaries. There are some crossbow
bolts on the shelf. Once you have those, leave the room.
Continue down the hallway and pick up the mace beside the
organ's mechanism.
The mace is faster than the crossbow, but don't equip it just
yet. Grab the bolts at the other end of the room and go into the
door beside them. There is a Trapper here, so be sure to sneak
to avoid a trip to its dimension. Tap on each of the barrels
until you find the empty one, then turn its spigot to reveal a
secret passageway. Inside, you will find a transparent horror.
Shoot it, run out, reload, run back in. When he falls, you'll
get a Sapphire.
Now that you have the mace, you should be able to deal with
Anthony. Go to
the Bishop's room in the old tower and cast shield. Equip your
mace and go in. When he falls, you get the Ruby and the
Two-Edged Sword. You should now have all of the gemstones, so go
downstairs and into the basement (the stairs are behind the
altar) and return to the secret room beyond the wine cellar.
At the end of the room, there is a podium. The horror was
standing in front of it when you walked in. Use your gemstones
on it. Holy secret passageways, Batman! Go down the stairs and
kill the zombies, then open the door at the end of the hall.
When you've defeated the transparent zombie within, you can get
a rune. Go through the door in the northern section of the room,
then head down the stairs.
Go into the next room and you will see two horrors fighting. One
will kill the other, leaving you to deal with the victor. If you
don't have shield cast already, run out of the room and do that.
Load your crossbow while you're at it. It never hurts to start a
fight with a projectile. Since it's easy, do the
run-out-reload-run-in-shoot thing. When the fight is over, grab
the crossbow bolts and examine that thing in the corner. Then
open the door nearby and go in. At the end of the hallway, you
should be in the bishop's study.
Kill off the mummies and take the crossbow bolts from the
bookshelf, then
examine the secret door behind the desk. Have Paul push it to
open it. Kill off the zombies that lurk within and go to the
secret room at the end of the hallway. Inside, there is a zombie
and diary page #3. Read it, then check the niche in the wall to
find the codex. You can now power up your spells, which you
should do now.

Act 6: Suspicions Confirmed
```````````````````````````
Return to the bell tower. You now have sufficient evidence for
the custodian. Talk to him, and he'll give you a sacrificial
knife. Remember that thing in the basement that looked like the
custodian? Go pay it a visit. At this point, monsters are
everywhere and there are trappers in the secret room beyond the
wine cellar, so tread carefully.

Act 7: Heresy Revealed
```````````````````````
Once you reach the custodian statue thing, use your sacrificial
knife on it to reveal a hidden door, then go in. Dispel the
damage field using a 5 point counter-rune spell. When you get to
the end...

Act 8: The Black Guardian's Lair
`````````````````````````````````
Kill the bonethieves and leave the area. As you step out of the
room, you will see the bishop going into the room that was
previously locked. Follow him in. Go down all the stairs and
hallways until you reach the final door. Remember that cutscene
at the beginning of the chapter? This room looks kinda familiar,
don't you think? As does the bishop, suddenly... So ends the
chapter.

When you return to Alex, you will find a note from Edward. Read
it. 88 keys, eh? What do we know that has 88 keys? Musicians?
Why, a piano, of course! Go to the double doors at the end of
the left side of the hallway. There's a piano in there, so go
play it. You've still got Paul's sheet music, so use that. Doing
so will net you the Chapter page entitled "The Forbidden City".


--------------------------------------------------------------------------
Chapter 8: The Forbidden City - Roberto Bianchi
--------------------------------------------------------------------------
Act 1: Flesh for the Pillar
```````````````````````````
If you looked at all the paintings in the secret study as Alex,
you would've seen one that depicted a pillar of corpses. This
cutscene seems to be talking about the beginning of that
particular picture's focus. When it's all over, have Alex use
the Chapter Page.

Act 2: The Forbidden City
`````````````````````````
As a surveyor, your job is to look into all the rooms that are
marked on the map with an X. Which pretty much means you've
gotta run around exploring the place. From the first room, there
is a tunnel leading out. Go through it and climb up the ladder
at the end. There's a worker running around up here, but he has
nothing interesting to say, so just climb down the ladder at the
other end.
You only have a torch right now, so run around the zombie at the
bottom and climb up the ladder at the end of the tunnel. Up
there is your first surveyable room, so have a look around.
After you've assessed the structure, pick up the Saif lying on a
ledge and equip it. There are also some crossbow bolts lying
around the area.
You can climb back down and regain some sanity from the zombie,
then go across the room to the ladder on the opposite end. In
one of the corners of the cell, there is a lever that operates
the gates. Pull it and defeat the red zombie that comes out,
then pull the lever within his cell. This will release two
mummies, which should be no problem for you. Their lever will
open the other two gates, so go up the ladder to the south
(check your map for directions) and pick up the crossbow bolts
in front of you and the crossbow on the ledge halfway across the
room, then survey the room.
Go down the ladder beyond the crossbow to reach the chamber of
the Tome of
Eternal Darkness. Take it and go down the ladder again. At the
bottom, a worker cowers. Talk to him, and he'll tell you that he
heard the screams of his fellow workers from down the hall.
Sounds like trouble. Walk down the hall, of course. Sneak,
rather. There are trappers about. Climb up the ladder at the end
and take the "Summon Zombie" Spell Scroll from the center of the
room. Watch out for the enemies creeping around.
Cast a shield spell and climb down the ladder. You'll come face
to face with a beast. Kill him, then look around. There are a
few dead workers lying on the floor, and some bolts in front of
the ladder. Walk in the direction of where the beast was and
open the door. As you step into the room, you will see an
interesting zombie death. Kill off the zombies, then go down the
ladder. There are trappers here, so tiptoe. One direction is
blocked, so the correct door to go through should be obvious.
When you walk in, you'll see a key sitting on a podium on the
other side of a pit of lava. Since there's no obvious way around
it, check out the color on the podium and cast a 5 point Reveal
Invisible spell of the opposite color. Makes a nice bridge, eh?
Stroll across and get your key, then leave the room. Walk back
to the ladder, but be sure to pick up the Sapphire Effigy from
the niche in the wall on your way past.
There are some crossbow bolts sitting on a ledge, so pick them
up and go into the next room. Survey it, and the workers will
mob you. Beat them down, but beware of the bonethieves that will
pop out. Just chop off everyone's head and you'll be fine. When
you're done, leave the room and go through the double doors at
the end of the hallway. You'll have to use your key to unlock
them.
Go through and heal yourself and use a 5-point shield spell on
yourself, then run across the floor. Enter the room on the other
side. Inside, a slave will tell you that worms ate his fellow
workers. Go over to the rope that is holding the bridge aloft
and hit it with your sword to lower it,
then cross. When the worms pop up, hit them to make them leave.
Survey the room and pull the lever on the other side of the
room, then to back the way you came until you reach the screen
where the zombie was splattered in the trap.

Act 3: Guardian of the Temple
`````````````````````````````
Slamming the trap once closed the gate, so wouldn't doing it
again open it? We don't want Roberto so suffer the same fate as
Paul, so someone else will have to trigger it. Now would be a
good time to use your Summon Zombie spell, eh? Have your zombie
step onto the trap, and Roberto is free to go down the ladder.
Oh, and you might want to shield and heal before doing so. Run
past the enemies here, as they're a bit too hard to fight to
make it worth it. When you reach the end of the tunnel...
You'll end up with the Ruby Effigy and [Whatever Artifact Karim
took in Chapter 4]. Survey the room, and you should get a
message that says you have surveyed all the rooms. If not, look
at your map and go to whatever rooms still have an X. Once you
are done, head back to the room from the very beginning of the
chapter. As always, watch out for trappers.

Act 4: A Monument for All Time
```````````````````````````````
When you reach the room, you will see a short conversation with
Roberto's
captors in which he tries to warn them of the bonethieves
beneath the city. Then you will see a line of the sort that is
normally only present in Disney World, and right at the front of
it is that guy from the beginning cinema. Roberto's task is
complete.
Have Alex go survey the area in front of the painting of the
Corpse Pillar to find the next Chapter page, then use it to
begin the next chapter.





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