GetDotted Domains

Retro Game Walkthroughs For
"Eternal Darkness"
(Gamecube)

Retro Game Walkthroughs for Eternal Darkness (Gamecube)
Submitted By: Psy©ho Wolvesbane
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Chapter 9: A War to End All Wars - Peter Jacobs
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Act 1: Binding the Black Guardian
`````````````````````````````````
Before Alex uses the page, you'll get a nice cutscene in which
one of the evil monks from Amiens is telling Pious that the
guardian wants flesh. I guess Paul just wasn't good enough for
him in his current state...

Act 2: A War to End All Wars
`````````````````````````````
As you gain control of Peter, you will see a brutally wounded
man being dragged in. Examine the table in front of you to get a
soldier's letter and read it. Run up to the altar where you
found the first page from Andrew's diary while controlling Paul.
You will find a sealed envelope there, so pick it up and open it
to receive some soldier's orders, which you can read. Leave the
chapel and go to the main hallway. Turn right and go up the
stairs there. Go through the door on beyond the stairs and the
one at the other end of the hall and examine the crate beside
the door to find the second soldier's letter. Read it.
Go back downstairs. Standing in front of the door to the room in
which Paul was imprisoned is a very bored looking guard. Give
him the orders, and he'll leave. Go into the room and take the
revolver from the bench, and the building will take a hit,
knocking out the power. Try to leave the room. You'll find
yourself in the hall of the Tomb of Eternal Darkness. Roberto's
statue has been added to the collection. Take the book, then
leave the room.
There are bonethieves all over the place, but you have hardly
any ammo, so try to avoid them and run through the chapel. The
guard in front of the basement stairs behind the altar is dead,
so go down and take a left. Go into the room on the right. There
is some rifle ammo on the shelf, so take that, then cross the
hallway to the other room. There is some Revolver ammunition on
the desk in here. Get that and leave.
Further down the hallway, you'll find the room with the organ
mechanism. There is rifle ammo on two of the crates here, so
take it and go into the wine cellar. There are two trappers in
here, so walk quietly and go to the room to the right of the
entrance. There is a generator here, but turning it on does
nothing. Go look for the fuse box on the far wall.
There appears to be a missing fuse. You don't have a fuse. You
just have a
penny. What possible use is there for a penny in this game,
anyway? You don't buy anything. Use your penny as a replacement
fuse, then flip the lever on the generator. Ah, power. Such a
sweet thing. Grab the rifle ammunition on the crate and leave
the room. Cross over into the boiler room through the door on
the opposite side of the wine cellar. Inside is a boiler (go
figure) and a hole that would admit something about the size of
a small dog. Turn the wheel on the boiler and Summon a Trapper.

Take your Trapper through the hole in the wall and focus on the
dead soldier leaning against the door by pressing R. Send him to
the Trapper Dimension using the A button, then return to Peter.
Now that there's no dead guy blocking the door, you can open it
and go in to get a 7 Point Circle of Power. Take this
opportunity to upgrade all your spells using the Pargon Rune,
then go back upstairs to the chapel. Go right through the door
on the side of the tabernacle. In the bishop's room, you can
pick up some ammunition and a torch. Go upstairs to find the
Two-Edged Sword, then return to the main chapel.
Check the altar for a rifle. We's agoin' bonethief huntin'. But
first, go check out the organ for some sheet music. Play it
while you're there. Hm... the music's a bit torn... It's missing
a note. Never fear, for I remembered what it was. A, B, Y, X,
B, Y, A. You can thank me later. Head over to the tabernacle and
take the Door Handle within, then go back to the other side of
the room and head for the wall that should have a door. The one
on the side with the organ. Reveal the invisible with a 7 point
spell of the opposite color of the wall's symbol and use the
door handle on the door to go in.
Take the ammunition from the various crates, then climb down the
ladder. Before you do so, explain this... The door is sealed
with magick. Magick requires the Tome of Eternal Darkness. The
Tome of Eternal Darkness was in the hall, waiting for you. How
the heck did all those medical supplies get in there? I doubt
the person who put them there was in possession of the Tome.
Anyway, go down, go to the end of the hall, and open the door.
Looks like it'll be a tough fight. Kill everything inside and go
through the door on the opposite wall. Head downstairs and take
the door at the bottom to find a horror and some zombies, then
go through the door to the sacrificial chamber. Avoid the
trappers that are creeping about and go to the table to get a
Magickal Elixir.
Go back to the previous room and take the other door to go to
the Bishop's
study. On the stool, there is a letter for you to take and read,
'cause you're such a nosy guy. When you're done, examine the
bookshelf behind the desk and push it out of the way to reveal a
secret passage. Surprise, surprise. Go on in and watch out for
the trapper. At the end of the hallway is a door that leads to
the Binding Hall Key. Take it and go back to the hallway that
once held the coffin/statue thing of the custodian.
Use your new key on the door with the funny symbol to unlock it
and go in. Run past the zombies to the end of the hallway and
open the door. Down the stairs, you'll encounter a dead body.
Some rifle ammo is stuffed in the niche beside him. Grab that
and keep going. The "Magickal Attack" Spell Scroll is framed at
the bottom of the stairs, so take that. Magickal Attack is VERY
useful now, as you're probably running fairly low on ammo. Go
through the door and down the corridor, then open the funky
looking door there. You'll find yourself in everyone's favorite
room.

Act 3: Food for the Beast
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If you took the blue path, the guardian has this nasty habit of
hitting you with bolts of energy that take away some of your
magick energy in addition to your health, so put that elixir you
got earlier to use. Use it well. Not too well, though. You'll
need it to last you this entire fight. The red path will hit you
with red bolts that take away health. The balls are fairly easy
to avoid, so just run out of the way when they get fairly close
to you. The green path has green lightning that drains your
sanity. Move your control stick to get free from it. There are
also green columns that drain your health and magick.
When the guardian is charging his little bolts or lightning, run
up close to him and hit him with a 3 Point opposite rune
Magickal Attack. He'll take damage, but not too much. He'll keep
hitting you, so go back and zap him again when you get the
chance. Keep your health up at this point, because you can't
dodge the balls if you're dragging your feet.
After you've done this a few times, he'll move up the line
that's keeping you from escaping and start summoning zombies
instead. This is a bit more difficult to deal with. Make a
damage field as close as you dare to go to the guardian, and as
he summons the third zombie, run in there and start casting a 7
Point magickal attack of the opposite color. If timed right, it
should hit him while he's flashing, taking you up to phase 3.
The line has moved right up to the edge now, so it's all about
stomping. Just run back and forth in front of the boss and wait
for him to pause. As soon as he does, whip out your 5 Point
magickal attack on him. Do this twice and he's toast. Anyone
else think Paul had a better ending?

Act 4: Memories That Haunt
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69 years later, we see Peter still alive. Like Lindsey, he
managed to live
through his ordeals. Unlike Lindsey, we don't get to see where
his artifact goes when it's out of his care.
Take Alex out of the study and into the main part of the
library. Talk to the maid to receive the basement key, then go
out into the hall and unlock the door. It's in the same place as
it was in Chapter 5. Downstairs, there's a shotgun hanging from
the wall and some shells for it on the edge of the well and the
nearby shelf. There's some revolver ammo on a crate by the
stairs.
Examine the fuse box and use your lucky penny in it, then trip
the breaker. You'll get a shot of the bathroom upstairs, so
guess where we're going next? This being the bathroom at the
left end of the hall, as opposed to the one connected to the
master bedroom. Go in and check it out to find the second page
of Max's journal.
Look at the medicine cabinet hanging on the wall above the sink
and open it up to find your next Chapter page...

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Chapter 10: A Legacy of Darkness - Dr. Edward M.
Roivas
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Act 1: Dark Servants
````````````````````
As ever, the first cinema in the chapter features Pious. He is
speaking with a guardian, ordering it to kill the Roivas. He
then speaks with his Ancient. In a few more years, the planets
will be aligned properly, so you don't have much time left.

Act 2: A Legacy of Darkness
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Instead of the usual chapter page voiceover, the chapter starts
with Edward talking about his family tree and its many
interesting people, including a man who has been committed. That
would be Maximillian, of course.

Act 3: Echo of the Past
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Once you have control, examine the mantel and pick up the book.
Check it in the inventory to find the minute hand of a clock
tucked between the pages. Go to the back of the library to
trigger an event with your favorite ancestor, who will tell you
to set the clock to 3:33. He will then disappear, leaving you
alone. Pick up the "Magick Pool" Spell Scroll from the chair,
then have a look at that there clock.
The clock is missing its hands. You have one of them, but you're
still missing the hour hand. Leave the room and go into the
kitchen to find some .38 Revolver Ammo on a shelf near the
pantry, then leave the room and go into the room with the piano.
There is a Sabre mounted on the wall, so take that. When you're
done here, go upstairs. In the master bedroom, you can pick up
some .38 revolver ammo on the mantel and some shotgun shells on
the dresser. Do so, then head into the bathroom. Examine the
bathtub.
Were you expecting something different? Leave the master bedroom
and go down the hall to the smaller bedroom. There are some
shotgun and elephant gun shells on the desk, and another family
history journal to take lying nearby. Look between the pages
again to find the Hour Hand. The gun cabinet is locked, and you
have no key, so head back to the library for now.
Use both of your clock hands on the grandfather clock, then
adjust the time to be 3:33. When you get into the room, pick up
the Revolver from the frame by the door and the various types of
ammunition in the corners. When you've gathered it all, pick up
the Tome of Eternal Darkness.

Act 4: The Legacy Unveiled
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Step out of the room and prepare to do battle with the hired
help. When you've taken care of the maid, examine the broken
vase to find the bottom half of the basement key. As you step
out into the hallway, you will see another servant being
assaulted somewhere in the house. If you don't, wander around
until you do.
Run to the master bedroom and pound on the beast. Don't hit the
servant! Well, I guess it's hard to miss him. Just don't kill
him. When it's all over, he's the one who's giving you the key
to the family gun cabinet. Hurry up and run back to the smaller
bedroom and get the elephant gun out of the cabinet, then hang
around in the general area until the monster shows up.
Naturally, he'll appear right in front of the cabinet.
The rest of the servants don't give you anything especially
exciting, so it's OK if you kill them. If you decide to let them
live, the second one will give you some elephant gun ammo. The
third time the monster shows up (in the foyer), the servant will
give you some shotgun shells and the monster will drop the top
half of the basement key. Take it and mix it with the bottom
half in your inventory, then enchant it to fix it. You can use
your weakest enchant item for this. No need to waste any more
magickal energy than you have to.
When you've done this, unlock the basement door and go
downstairs. You should probably put up a shield first. Avoid the
monster for now and go straight for the thing on the well that's
been recharging him each time he goes down. Attack it until it
breaks, then go after the monster. When he's done, pick up the
ammo lying all over the place and snag the double shotgun from
its mounting place on the wall.
Climb down the ladder in the well and run down the stairs. At
the bottom, two Horrors are guarding a gate. They might be a
little tough to handle alone, so you might want to use a spell
to take care of them. When you're done here, summon a horror and
send it through the gate. Have it fight the horror inside so you
don't have to. If you want, you can have it try to go after the
guardian, but it will fall fairly quickly. Given that your
summoned creatures turn against you when you release them, this
is actually a good thing. Go in to face the Guardian.
Wait for him to fire off a blast, then get close enough to
dispel his 5 point damage shield with a 5 point dispel of the
opposite color. Do it before he has a chance to charge his next
attack, then shoot him with your strongest gun in double fire
mode. Don't worry about the recoil on the elephant gun; you'll
have plenty of time to stand up and reload while he's floating
around. Shoot him a few more times and he'll fall, so finish him
off and go into the room he was guarding.
Inside, you will find three pedestals just like the ones that
Pious found with the artifacts. Walk past them and stand in the
center of that ring-like structure. Examine it. Hm... Remove the
magick? Sounds like Dispel to me. Step out of this colossal
Circle of Power and head to the first of the stones surrounding
it. By first I mean the one directly to the left of the plinths.

Touch the field and step into the teleportation ring things.
Step up to the spire ahead of you and inscribe the Pargon rune.
Run back to the teleportation thing and you'll be greeted by two
Horrors. If you're feeling beefy, you can kill them. If not,
just run past them to the stairs beyond. Pull the lever on the
other side and escape through the open doorway.
Moving clockwise, touch the next stone. This time, inscribe
Redgormor. Watch out for the Horror and Trappers in the next
room and make good your escape. The lever is straight ahead.
You'll have to pass through the room from the previous stone,
too.
Keep touching stones. The next one is a Pargon. The monsters
here don't appear until you've flipped the lever, but they're
there. Watch out. There's another Pargon on the next one, and
you get to choose the alignment after that. As with all things,
go with the one opposing Pious' choice. This one is guarded by a
Trapper, and the lever room has a Guardian. Just a friendly
warning.
The next two runes are Pargons, then a Nethlek, then another
Pargon. Inscribe them all, fight your way through to the levers
and the exits. As you inscribe the final rune...

Act 5: Death Comes To Us All
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OK, let's get out of here. Get the heck out of here and return
to the staircase that got you down to the city. Climb the stairs
until you reach the balcony, then watch the cutscene. Ah,
wonderful life. And we get to see how Edward died, too. That's
very reassuring.

Act 6: A Vision of Victory
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Pious and his chosen Ancient discuss the balance of power and
other such things dealing with the whole plot and stuff. This
story and more at 11. As the scene returns to Alex, you'll find
a hidden note from Edward. Read it.
Seems like we should be checking out the basement. Go on down
and check the stack to the left of the stairs to find a Pickax.
Always useful. Especially since it knocks down walls. I can
think of a good wall to knock down, too. Go to the second floor
of the mansion.

Act 7: Maximillian's Dark Duty
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Remember the little scene were Max walked through the wall? The
wallpaper is a bit marred there, so go to that point and use
your Pickax to break your way through. As you can see, Max had
some problems. Use a 7 point Dispel to get rid of the Damage
Field and go in to find a Stethoscope and a journal entry.
Return to the basement. Oh, and for the record, the mansion has
monsters now.
Examine the safe. Now that you've got the stethoscope, you can
use it to unlock it. The combination is something like
R59-L81-R47. Listen for the clicks and stop right away, then
open up. If you overshoot a number, you'll have to start over.
Employ your D-Pad for maximum precision. Take the items to add
the Essence of [insert Ancient that counters the one Pious chose
here], a Crankshaft, another letter, and the next Chapter page.

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Chapter 11: Ashes to Ashes - Michael Edwards
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Act 1: A Storm Rises
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Requisite Pious/Guardian thing. Nothing to see here. Move along,
folks. Oh, alright. You can watch. But only for a minute. We've
got a world to save, after all.

Act 2: Ashes to Ashes
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Michael is introduced to us as he fights fires at the end of the
Gulf War. After the explosion, he finds himself in an
underground maze. Right in front of him is the Corpse Pillar.
Doesn't he seem a little less than shocked to see Roberto there?
Hm...
Anyway, you'll get whichever Essence Roberto took and any
effigies you might have gotten along the way, then you're free
to go. Equip your Fire Ax and get moving. There are a few
zombies waiting at the bottom of the stairs behind you, so kill
them, then swing over to the right of the pillar and check out
the dead guy there to get an Assault Rifle, some 5.56 Rifle
Ammunition, a Pistol, some 9mm Pistol Ammunition, and some
Grenades.
Open the door beyond the corpse to find yourself face-to-face
with a Reaper.
Lacking a Tome of Eternal Darkness, you might just want to run
past and save your health. You can still kill it if you want to,
though. Climb down the ladder at the end of the hallway.
Watch out for the zombies and Trappers at the bottom and head
for the first ladder. At the top, two more Reapers lurk. Beyond
the ladder is a plinth with a Gold Amulet on it. Take said
Amulet and go back down the ladder you came from.
Keep going along the hallway until you reach another ladder,
then climb up and kill the zombies at the top. There is a Staff
sitting on a dais in the center of the room, so add it to your
growing collection of stuff, then mix it with the Gold Amulet in
your inventory to form a Staff with Amulet. What a creative
name!
Climb back down the ladder and keep going until you reach the
end of the
hallway. One more ladder awaits you here, so climb up. Nice clay
model thing going on there. Anyway, walk past to where the light
is shining upon the dais and jam that there Staff with Amulet
into the hole.
Aim the staff at the leftmost reflective building to open up a
panel. Do the same with the one on the right, then aim for the
center to open up a panel in the floor. Try to climb down the
ladder and you'll find yourself in the Hall of Darkness. It's
about time, eh? I could be Canadian, too!
Grab the Tome and you'll end up back in the room with the staff.
Climb down the ladder in front of you. Either sneak past or
shoot the Trappers, then climb the ladder at the other end of
the room. This room holds two Horrors, but your Assault Rifle
set to automatic mode will make quick work of them. Climb down
the ladder at the other end of the room when you're done.
Go down the hall and turn left. At the end of this passage is a
pit. Worms like the ones Roberto had to deal with will spring
out of the pit if you go near it.
It's all good, though. Everyone loves to kill things around
here. With them out of the way, cast a 5 point Dispel if you
want the Green Effigy beside them. If not, go up the ladder you
passed going down the second part of the tunnel.
A Horror and a Zombie guard this next room, but again, the
Assault Rifle will make short work of both of them. When you're
done, go down the ladder in the center of the room. More
monsters await you here, but nothing you can't handle.
Go through the door at the end of the hallway, use your pistol
to take care of the Trappers, and go through the door in the
upper-left corner.
My, what a lot of zombies! When they're gone, head for the door
beyond that funny looking obelisk. This is the part where those
Effigies you may or may not have been collecting come into play.
The obvious answer would be to do some color matching, right?
WRONG! Put 'em in the wrong order, and you'll have to deal with
a Horror. Well, take a look at those Effigies. Emerald's being
attacked. Sapphire's being driven mad. Ruby's just kneeling in
respect. Put the Emerald (Green) in front of the Red Warrior,
Sapphire (Blue) in front of the Green Scholar,
and Ruby (Red) in front of the Blue Sorcerer.
Upon doing so, you'll see a sliding panel open to reveal a
hidden staircase. Go back a few rooms and take the stairs to
find an Enchanted Gladius. Nice, eh?
Now, let's head back to that obelisk and look at it. There's a 3
point Circle of Power, and above that, an Aretak rune. 3 points
and creatures make for a Summon Trapper, so summon one and send
that obelisk to the Trapper Dimension.
With that out of the way, take Mike down the ladder and straight
along the
hallway (watch out for the trappers), then go down the ladder.
At the bottom, you'll find a shrine holding the "Bind" Spell
Scroll. It's the last one. Don't you feel are warm and fuzzy and
complete now? Turn around and walk past the ladder.
As you leave the room, you'll see two Horrors and a shield
appear. The Horrors are making the shield, so you'll have to do
something about them.
Unfortunately, that barrier blocks Magickal attack, so we'll
have to use other methods. How 'bout trying out that new spell?
A 7 point opposite alignment ought to do it. The Horrors will
fight. Once one is dead, and the shield will be destroyed. As
one Horror is still standing, be sure to kill it. When you're
done, grab the Plastic Explosives. That rooms look rather
familiar...
Climb back up the ladder behind you. Now, if you remember
correctly, there was a large door at the end of this hallway
when you played as Roberto. So where is it now? Use a 7 Point
Reveal Invisible of the opposing color to see it, then go in.
There's a dead body lying on the floor, and right beside him are
some Detonator Caps. Pick them up (more Worm room vibes), then
cast Shield and tackle the yellow floor. You'll end up in the
room with the worms, as expected. Now, run onto the bridge (gun
down the worms if they're bothering you). Mix your Plastic
Explosives with the Detonator Caps to form a C4 Bomb.
A bomb in itself is relatively weak, so use a 7 point Enchant
Item spell to beef it up. This would be a good time to save.
When you're ready, place the bomb on the bridge and hightail it
out of there. It's pretty dark now, and there are new enemies.
However, with a 3 minute timer, there's really no time to fight.
Put the Flashlight to good use.
Run down the hall with the yellow floor and go through the large
doors through which you came. Head for the door at the other end
of the hallway. The first door you came through is now blocked
by rubble, but a door in the upper right corner is now clear, so
run through. Run down the hallway until you reach a ladder. Go
down the ladder at the other end of this room, and you'll see a
cutscene. Climb down. Run down this hallway and past the Horrors
(or kill them if you really want to) and go up the ladder at the
end. Go through the double doors at the end and climb up the
ladder you'll find within to escape.

Act 3: Back to Civilization
```````````````````````````
As you can see, Michael has survived so far. He'll shunt off the
Essence to Edward, ending the chapter. You'll see a cutscene
involving the planets, then it's back to Alex.

--------------------------------------------------------------------------
Finale: Gateway to Destiny - Alexandra Roivas
--------------------------------------------------------------------------
Act 1: Gateway to Destiny
`````````````````````````
Let's go do something about that telescope. Go through the
library and into the door near the fireplace. The telescope is
now emitting a thin beam of light, just like Michael's staff
puzzle.
Adjust the first mirror so that the beam is focused on the one
on the wall
beside the door. From there, use that one to focus on the mirror
on the wall in front of you. This final one should be focused on
the globe. Underneath, you will see a cover slide away,
revealing a hole in the ground.
Leave the library. As you do so, the doorbell will ring. A
package will be left on the ground in front of the front door.
Go pick it up and open it to find the final Essence, and if you
got it as Michael, the Enchanted Gladius.
Head down to the basement and go through the door beside the
well. Now that you've moved the lid, go down the ladder. Run
down the stairs and go into En'gha. More of this yellow floor
nonsense, and a Damage Field at the end of it to cap it all off.
Use a 7 point Dispel to get rid of it and go in.
Two of the plinths are still intact, but the final one is
broken. On either side of the Circle of Power is a Pedestal
Fragment, so pick them up, mix them in your inventory, and
Enchant them to fix the top. When that's done, put it onto the
broken plinth to fix it.
Put all of your Essences onto the pedestals. When you do so, the
giant Circle of Power will light up like a Christmas tree. Now
Alex gets to repeat Edward's actions from all those years ago,
except she's summoning Ancients. Yes, yes. I feel your pain.
Watch out for Trappers.
The first rune is a Pargon, but in order to escape, you'll have
to cross a pit of lava. A Reveal Invisible will show a slab
covering it, so you're good to go. Since we're summoning, the
second rune is Aretak. After this is a Pargon. The room
following the Pargon holds another puzzle, this time involving
beasties. You have to summon one of each creature in the color
that matches the monolith depicting it and have it stand on the
platform in front of the monolith. When all are in place, you
can leave.
The next rune is also a Pargon, and the room following it is a
bit tricky. If you step onto the floor, a worm will pop up,
scaring the bejeezus outta poor Alex. You'll have to sneak to
the exit (it's at the bottom of your screen) to maintain your
sanity.
Inscribe the alignment that counters the Ancient Pious chose as
your next rune, and watch out for the Trappers in the following
room. After you inscribe another Pargon, you'll find yourself in
a room full of invisible Trappers. Reveal them, then shoot them
and make your escape. The next room is also a Pargon.
The room following this second Pargon holds three monoliths much
like the one the Vampire drew its power from. This time, you'll
need to use a Magickal Attack to destroy them. Attacking them
directly will just cause a Horror to pop out. Once they're gone,
feel free to go.
The next rune to inscribe is a Tier. The room following has a
yellow floor, and the exit is blocked by a damage field. Dispel
this and leave. The final tower holds a Pargon, and the room
following it holds three Horrors with a shield.
Just make like Mike did and Bind two of them. The exit is on the
opposite end of the room, but the path is broken, so you'll have
to cross through the area barricaded by their shield before you
can go. Make your way back to the Circle of Power and step
towards the center.
Saving your game would be a good idea now, so do so when it asks
if you want to. Step into the circle of light, and you'll find
yourself face to face with Pious... That's some pretty snazzy
animation work there...


Submitted By: Smashamof
ETERNAL DARKNESS

Sanity Effects!

As your character’s sanity drops, they begin to hallucinate impossible things. Here is a list of all the sanity effects in Eternal Darkness. NOTE: Almost none of these are harmful to your character and provides something fun to try.

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Character Effects
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These sanity effects cause characters to appear to do something that they shouldn’t or couldn’t actually do.

AMMO A-PLENTY:
Your character enters a new room and sees dozens of boxes of ammunition lining the floor. But… they’re all illusions and picking them up won’t actually add to your ammo total. The screen will then go white and you find yourself in the room you were trying to leave when the sanity effect occurred.

DANCING ON THE CEILING:
Your character enters a new room, but it’s not quite what you expected! After walking around for a bit you will realise that you’re in the right room, just on the ceiling! The screen will then go white and you find yourself in the room you were trying to leave when the sanity effect occurred.

FALLING APART:
Your character enters a new room, and his / her head falls off, followed by each arm and finally the torso! The screen will then go white and you find yourself in the room you were trying to leave when the sanity effect occurred.

HELPLESS:
Your character enters a new room with zombies in it, but no matter how hard you try, you cannot hit them! You may find yourself targeting mice instead of monsters, and every swing or shot you attempt will miss completely. The screen will then go white and you find yourself in the room you were trying to leave when the sanity effect occurred.

LOCKED IN:
Your character tries to leave a room, but the door is locked. It wasn’t locked when you entered, but can’t open it now and there isn’t anywhere to use a key. The screen will then go white and you find yourself in the same room but the doors are now unlocked.

MAGICKAL BACKLASH:
Your character casts a spell, but instead of getting the desired effect, the spell backfires and causes your character’s torso to explode! The screen will then go white and you find yourself in the same position you were in before the spell was cast.

OVERWHELMED:
Your character enters a new room and it is filled with zombies. Fortunately, most or all of them are hallucinations that evaporate after a single hit. This is one of the few potentially dangerous sanity effects because you may not realise that some of the enemies are actually real.


SIZE MATTERS:
Your character enters a new room and gets larger or smaller with every step. Another version of this effect has you entering a room filled with tiny enemies that you can destroy by stepping on. After several seconds, the screen will go white and you find yourself in the room you were trying to leave when the sanity effect occurred.

STRANGE NOISES:
Not only does the soundtrack change with the sanity metre, but you also hear all sorts of weird noises, like a stomping, knocking on doors when no one is on the other side, whispers, footsteps, screams and your characters own muttering. Alex has her own unique audio effect: When you hear the phone ringing in the Main Foyer of Roivas Mansion, pick it up to hear Edward’s voice on the other end!

THAT SINKING FEELING:
Your character enters a new room and begins sinking through the floor with each step. Once the character’s head has almost submerged in the floor, the screen will go white and you find yourself in the room you were trying to leave when the sanity effect occurred.

ZOMBIFIED:
Your character enters a new room and is immediately transforms into a zombie. After you shuffle about a bit, the screen will go white and you find yourself in the room you were trying to leave when the sanity effect occurred.

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Environmental Effects
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Sometimes the sanity effects merge themselves into the surrounding environment. If you see something odd, make sure it’s not just a trick of low sanity.

BUST A-MOVING:
The greenish bust in the eastern end of the Second Floor Hall follows Alex when her sanity is low (or at least she imagines).

OH GOD, THE BLOOD:
When your character’s sanity is low, you may see blood dripping from portraits or from walls. Sometimes there is a variation, in which there are great big red drops of blood plunging from the ceiling and pool on the floor. Remember, it’s all in your head!

PORTRAIT SWITCH:
Examining portraits while under sanity effects can be fun because they are often much different than they appear at a high level of sanity. It is harmless but worth checking out!

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“Fourth Wall” Effects
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In theatre, “breaking the fourth wall” means acknowledging the audience during a performance, rather than pretending the world begins and ends on the stage. In Eternal Darkness, some of the sanity effects do this, making it seem that there is something wrong with your ‘Cube, television or your game disc. DO NOT WORRY these are NOT glitches.

BLUE SCREEN OF DEATH:
Your game is going fine, when suddenly your see the dreaded blue screen, similar to that error screen you get on a PC if it crashed. TRUST NINTENDO and wait it out! The screen will then go white and the game continues as normal.

BUGS:
You’re walking through a hallway, and all of a sudden you see something moving in the corner of the TV screen. It’s not in the game-it’s a big old roach crawling around on the inside of your screen! After a few seconds, dozens of the little buggers appear and remain crawling around on screen for a while. Game play remains normal while this effect is playing out. This effect is harmless – Unless you’re squeamish!

DISCONNECTED CONTROLLER:
This one will have you lunging towards the ‘Cube every time. Your character enters a room full of zombies, then a message appears across the screen stating that your controller has disconnected. So while your trying to fix the problem, your character is being devoured by zombies! The screen will go white and you find yourself in the room you were trying to leave when the sanity effect occurred, with no harm done.

NO VOLUME:
Everything seems to be fine, when a volume bar appears and the audio level drops as if you had accidentally sat on the remote! Alternately, a sudden muting occurs, with a “MUTE” indicator at the top of the screen. The screen will then go white and the game continues at normal volume.

REBOOT:
Your character enters a new room, and suddenly the screen goes blank. This is followed by what seems to have been a reboot sequence, (The Edgar Allen Poe quote) as if you pressed the button on the console or had briefly disconnected the console! Don’t panic you haven’t lost everything! The screen will go white and you find yourself in the room you were trying to leave when the sanity effect occurred.

TO BE CONTINUED:
After playing through a chapter, you may get a screen afterwards that you have completed the game, and advertises Eternal Darkness: Sanity’s Redemption a fictitious sequel. The screen will then go white and the game returns to Alex in the Secret Study just as it always does when you complete a character’s chapter.

VIDEO INPUT:
This is similar to the No Volume effect. This one blackens the screen and suddenly displays a “VIDEO 1” indicator at the top of the screen as if you had accidentally switched the video input. Another effect is that the screen goes completely black, as if you had turned off your television completely. The screen will then go white and the game continues as normal.

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Menu Effects
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When your character has low sanity, don’t expect your menus to behave as normal. The inventory might look completely empty. Items that you know should be enchanted suddenly aren’t. Your health, sanity and magick bar might be completely incorrect. It may look as if your game is erasing itself. DON’T WORRY; these are all sanity effects and while they are frustrating, they don’t have any detrimental effect on your game!

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I wrote this to warn you that if any of the above happens, they should not be taken seriously, and are NOT glitches in the game!

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