What do you need help on? Cancel X

BOOKMARK
Jump to:
Would you recommend this Guide? Yes No Hide
Send Skip Hide

FAQ/Walkthrough by ProtoDude

Version: 1.2 | Updated: 08/19/02

             _____  _                              _ 
            |  ___|| |                            | |
            | |__  | |_   ___  _ __  _ __    __ _ | |
            |  __| | __| / _ \| '__|| '_ \  / _` || |
            | |___ | |_ |  __/| |   | | | || (_| || |
            \____/  \__| \___||_|   |_| |_| \__,_||_|

             _____               _
            |  _  \             | |                          
            | | | |  __ _  _ __ | | __ _ __    ___  ___  ___ 
            | | | | / _` || '__|| |/ /| '_ \  / _ \/ __|/ __|
            | |/ / | (_| || |   |   < | | | ||  __/\__ \\__ \
            |___/   \__,_||_|   |_|\_\|_| |_| \___||___/|___/
                                                 
                                                                        
Game: Eternal Darkness: Sanity's Requiem 
Platform: GameCube
FAQ/Walkthrough
Author: ProtoDude
Version 1.2: Updated 8/19/02
*Use Ctrl+f to search for specifics in this document*

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Table of Contents

   I.Introduction                               Complete
      1. My Introduction                        Complete
      2. Story                                  Complete
  II. Version History                           -
 III. Controls                                  Complete
  IV.Menu Screen                                Complete
      1. Main Menu                              Complete
      2. Inventory                              Complete
      3. Map                                    Complete
      4. Magick Menu                            Complete
      5. Journal                                Complete
      6. Options                                Complete
   V. Sanity                                    Complete
      1.Explanation                             Complete
      2.Sanity Effects                          Complete
  VI. Walkthrough                               Complete
      1.Prelude-Finale                          Complete
 VII. FAQ                                       -
VIII. Magick                                    Complete
      1.About Magick                            Complete
      2.Runes                                   Complete
      3.Spells                                  Complete
  IX. Character Profiles                        Complete
      1.Alex Roivas                             Complete
      2.Pious Augustus                          Complete
      3.Ellia                                   Complete
      4.Anthony                                 Complete
      5.Karim                                   Complete
      6.Dr. Maximillian Roivas                  Complete
      7.Dr. Edwin Lindsey                       Complete
      8.Paul Luther                             Complete
      9.Roberto Bianchi                         Complete
     10.Peter Jacob                             Complete
     11.Dr. Edward Roivas                       Complete
     12.Michael Edwards                         Complete
   X. Enemies                                   Complete
      1.Normal                                  Complete
      2.Bosses                                  Complete
  XI. Items and Weapons                         Complete
      1.Melee Weapons                           Complete
      2.Projectile Weapons                      Complete
      3.Other                                   Complete
 XII. Contact Information                       Complete
XIII. Legal Statement                           Complete
 XIV. Credits                                   -

//////////////////////////////////**\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
=======================================================================

                          I. Introduction

=======================================================================
\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\**///////////////////////////////////

-----------------------------------------------------------------------
                           My Introduction
-----------------------------------------------------------------------
   After 4 years in development and a major leap from N64 to Gamecube
   Eternal Darkness: Sanity's Requiem is finally here. The game is very
   deep and this will be my largest FAQ yet and my first full
   walkthrough. Let's get started!

-----------------------------------------------------------------------
                                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 continental plates, and for other inscrutable
reasons, these "Ancients" were driven deep into the recesses of out
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-ever 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.

(credit Eternal Darkness: Sanity's Requiem Instruction manual) 

//////////////////////////////////**\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
=======================================================================

                         II. Version History

=======================================================================
\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\**///////////////////////////////////

    Version 0.5: Written 6/26/02- Finished with four chapters of the
        walkthrough. Put in the controls and Magick sections. A lot
        more is coming but this much will get you a good ways into the
        game. 

    Version 0.55 Written 6/30/02- Very minor update. I just added in a
        character section(only the characters in the instruction
        manual) and a few insanity effects in the Sanity section.
        Expect the next major update to the walkthrough by Wednesday
        7/3/02, which will probably cover at least the next 3 chapters,
        if not 4. It's still far from finished with many more updates
        to come. Stay tuned.

    Version 0.6: Written 7/2/02- Another minor update. Added all the
        Runes and 6 spells in detail to the Magick section and cleaned
        up some smaller stuff. Tomorrow the walkthrough will continue
        up to at least how to find the Chapter Page to Chapter 9, and,
        if I have time, I'll start the Item/Weapon section. Bear with
        me now, remember it's my first walkthrough and I want it to be
        good.

    Version 0.7: Written 7/3/02- Finished the Walkthrough through
        Chapter 6. This is the first update for today. Another one is
        coming later.

    Version 0.8: Written 7/3/02- Second update today. Walkthrough
        complete through Chapter 8. Next major walkthrough update will
        come next Wednesday. The next minor update(s) will come
        sometime within the next week, but before Wednesday.

     Version 0.85: Written 7/4/02-Continued Magick section. All that
        remains there is in-game spell descriptions and Rune locations.
        Next updates will consist of an Enemy section and a Menu Screen
        section.   

     Version 0.9: Written 7/6/02-Started an Enemy section. All
        *normal* enemies are in it and completed. Let me know if I
        skipped one. Started a menu screen section. I also put in
        Complete/Incomplete next to all sections so readers know what's
        done and what's still to come. 

     Version 0.94: Written 7/10/02-Walkthrough finished through Chapter
        10. This is the first of 2 updates today. These last few
        chapters are taking longer to write a walkthrough for than I
        expected and I may not finish the walkthrough today, but I most
        likely will.

     Version 0.95: Written 7/10/02-The Walkthrough section is complete!
        My first completed walkthrough! Also completed the
        Introduction section.

     Version 0.99: Written 7/17/02- Slight reformat to make sections
        and subsections easier to distinguish. Finished up Character
        Profiles, Menu screen and Magick sections. Did a FAQ section
        and started the Weapons and Items section. Hopefully the next
        update will see all sections completed and be the first
        completed version, 1.0. 

     Version 1.0: Written 7/24/02- First completed version! All
        sections are pretty much complete. 

     Version 1.1: Written 8/3/02- Added a bunch more insanity effects
        and some FAQs. A few other minor additions.    

     Version 1.2: Written 8/19/02-Added some ASCII art at the top and
        some more insanity effects.


//////////////////////////////////**\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
=======================================================================

                            III. Controls

=======================================================================
\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\**///////////////////////////////////
     

     There is only one pre-set configurations of controls in Eternal
     Darkness and they cannot be customized.

     Control Stick-        Walk/Tiptoe
                           When locked with R: Left/Right=Arms
                                               Up=Head
                                               Down/Neutral=Torso
     C-Stick-              Rotate item in Check mode
     Control Pad-          Quick Spells #2, 3, 4, and 5
     A-                    Attack
     B-                    Context sensitive: Open
                           Door/Examine/Detail/Pick Up/etc.
     Y-                    Quick Spell #1
     X-                    Tiptoe(Sneak)
     Z-                    Reload, Hold to fully reload
     R-                    Lock onto enemy, Release slighty to lock
                           onto next enemy
     L-                    Hold to run
     Start/Pause-          Bring up menu screen

//////////////////////////////////**\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
=======================================================================

                           IV. Menu Screen

=======================================================================
\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\**///////////////////////////////////

=-=-=-=-=-
Main Menu |
=-=-=-=-=-

Start Game-
   This is where you start new games from the beginning. After
   completing the game once, choosing this will bring up a screen
   asking if you want to load your already completed game data.

Load Game-
   This is where you can load our data from a game that's already in
   progress.

Options-
   This is where you can set various options and settings for the game.
   More on this later.

Jump to Game-
   After Completing the game twice this option will appear on the main
   Menu. It allows you to jump to any chapter of the game and play
   through it.

Credits-
   After completing the game for the first time this option will appear
   on the main menu screen. Obviously, it allows you to view the game's
   credits.

-----------------------------------------------------------------------
                              In-game menus
-----------------------------------------------------------------------

=-=-=-=-=- 
Inventory |
=-=-=-=-=-
This displays three meters and your item inventory.

Health-
   The red meter is your health. It'll appear the first time you are
   damaged by an enemy. It can be depleted but enemy attacks, traps, or
   a severe loss of sanity. Use Recover aligned with Chattur'gha to
   replenish your health.

Sanity-
   The green meter is your sanity. The first time you encounter an
   enemy with Ellia, this meter will appear. Each time thereafter that
   you are spotted by an enemy, this meter will drop. When it does
   you'll begin to experience the game's "insanity effects" which will
   alter gameplay according to how low this meter is. More on Sanity
   later.

Magick-
   This meter displays your remaining Magick power. Each time you cast
   a Magick spell, this meter drops. Each individual spell will use a
   differing amount of Magick power. Also the higher he Circle of Power
   you use, the more Magick power will be drained. To replenish you
   Magick, simply move your character around.

Item Inventory-
   This area or the Inventory screen displays what items the current
   character is carryng. The amount of items you can carry at one time
   is unlimited. For each item in your inventory there are a few things
   you can do. Using an item in the correct location will open doors
   and things like that. Equiping an item will allow you to, most of
   the time, use it as a weapon. There are a few exceptions, like
   Michael Edward's Flashlight, that you can equip, but are not
   weapons. Checking an item allows you to view a description of the
   item and to rotate and view the item itself. Mix is the option that
   allows you to combine two items into one. Mode is only available
   later in the game and changes the firing mode on some firearms.

=-=-=-=
  Map  |
=-=-=-=

The map shows an outline of every area you've been to for your current
character. The yellow corners around an area indicate that that's where
your character currently is. With Roberto Bianchi in Chapter 8 the map
is complete as soon as you gain control of Roberto, so you don't have
to go to a certain room for it to appear on the map. Also as Roberto,
there are a number of black, blinking X's on your map. These indicate
that you need to go to that room and survey it.

Controls:

Control Stick:            Move map around quickly
Control Pad:              Move map around slowly
C-Stick:                  Zoom in/out
A Button:                 Center map(determined by each floor's preset
                          center)
Z Button:                 Center map on character's current location
Y Button:                 Move up on floor
X Button:                 Move down one floor

=-=-=-=
Magick |
=-=-=-=

This is where you do everything related to spells, whether it's casting
a known spell, or creating a new one.

Spell List: This is where you can view and cast all your known spells,
   or assign them to a quick spell button. Viewing a spell scroll here
   will give you a description, as well as the runes required to create
   it.

New Spell: This part of the Magick menu is used to create new spells.
   You first choose a Circle of Power to put runes on, then and
   alignment, then finally your target, effect, and possibly some power
   runes. More on creating spells in the Magick section.

Rune List: This is where you can view each and every rune you have
   uncovered. Sometimes, you may find a rune's Codex before you find
   the rune itself. I  this case, the Codex will be displayed here
   until that rune is found.

Quick Spell: In this menu you can review which spells you have assigned
   to each Quick Spell Button.

=-=-=-=- 
Journal |
=-=-=-=-

Cinema: In this part of the Journal menu, you can see each and every
   cut-scene in the game as many times as you want. After you have
   completed the game more than one time(choosing different artifacts
   with Pious), on certain cut-scenes you will see two(or three if
   you've completed the game with all three artifacts) rune symbols in
   the upper right corner. You can change these to reflect the cinema
   shown in each game.

Autopsy: Once you perform an autopsy on an enemy with Maximillian
   Roivas(Press B over their writhing body) you can view Max's
   observations from this menu. It usually tells a weak point of that
   particular enemy and some other things as well. When you are a
   character after Max's chapter and you view an autopsy, Maximillians
   voice will detail the enemy. He'll have gone insane already in his
   voiceovers for these autopsies so the monologue is rather humorous. 

-----------------------------------------------------------------------
                               Options
-----------------------------------------------------------------------

Save Settings:
   Choosing this will save your current options settings.

Subtitles: On/Off
   With this option on, subtitles at the bottom of the screen will
   accompany dialogue in the game.

Widescreen: Standard/16:9
   This option allows you to set the screen ratio for standard or
   widescreen TV sets.

Rumble Feature: On/Off
   This option allows you to toggle the controller's rumble feature on
   or off.

Volume Adjustment:
   This allows you to adjust the game's overall volume.

Brightness Adjustment:
   This allows you to adjust the brightness of your television screen.

Sound Mode: Mono/Stereo/Stereo Surround
   This allows you to change the sound mode. You'll enjoy the game more
   with stereo or stereo surround.



//////////////////////////////////**\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
=======================================================================

                              V. Sanity

=======================================================================
\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\**///////////////////////////////////
   
    One of the most unique aspects of Eternal Darkness is its sanity
meter. As a character encounters monsters their sanity level will drop.
As their sanity begins to fall characters will begin to hallucinate and
strange things will happen. Characters may begin to hear things, see,
things, and do things that aren't real. To regain lost sanity a player
must "finish off" and enemy when it's on the ground, or they can use a
magick spell. This really adds to the game since the player is always
questioning what is real and what's not. The lower your sanity, the
more crazy things start to get. Keep your sanity meter high and you'll
run into few things that aren't really happening. But if you let your
sanity drop you never know what might happen...or not happen.

Insanity effects I've experienced:
   
  1. Banging on doors
  
  2. Footsteps above you

  3. Phone ringing

  4. Torso being severed during a spell

  5. Room turned upside down

  6. All doors in a room lock

  7. After finishing a chapter the screen says "Eternal Darkness:
     Sanity's Redemption, Coming Soon..."

  8. Books fly from shelf to shelf

  9. Head, arms and torso fall off after entering a room

 10. "Volume" adjust meter comes on the screen and drops

 11. "Mute" comes on the screen and sound is lost

 12. People crying replaces the music

 13. Statue's head follows Alex's or Paul's(Credit Terminator71)
     movement

 14. Screen appears to shut off

 15. Screen tilts

 16. Screen shakes

 17. Blood drips down walls

 18. Your character talks to themselves

 19. As Max, when you enter a room, you'll find yourself locked in an
     asylum.

 20. You'll enter a room as a zombie and be able to walk around.

 21. Your character shrinks

 22. Alex will see her dead body in a bath of blood in the second floor
     bathroom.

 23. Character shoots a bullet through the screen and a bullet hole
     appears(Credit Roby2640)

 24. Your character grows in size(Credit GAMEMASTER223 and Dolfin8217)

 25. Flies crawl across the screen(Credit Luke(ToXin3000) and Conrad
     Cota(CCota))

 26. Your character sinks into the floor(Credit Luke(ToXin3000),
     Haggart McKnight, T o o L1501, and Dolfin8217)

 27. The screen will turn to the "Microsoft blue screen of
     death"(Credit Jander Sunstar(jander23) and VongKiller18)

 28. Using recover aligned to Chattur'gha will cause you to lose
     health(Credit BlueFighter975)

 29. Examining mirrors reveals a zombie(Credit BlueFighter975)

 30. Pictures start to move(Credit BlueFighter975)

 31. Cockroaches and spiders crawl across the screen(Credit BlueFighter
     @aol.com and David Hill(dahill2002@yahoo.com))

 32. Saving the game will actually make the game seem like it deleted
     the file instead(Credit Haggart McKnight)

 33. Loads of ammo for your guns line the floor(Credit GAMEMASTER223)

 34. Blood drips from the ceiling and splats on the floor(Credit
     Dolfin8217)

 35. When you enter a room full of monsters you'll get a message saying
     your controller isn't plugged in(Credit VongKiller18)

 36. Character kills themselves(Credit GAMEDUDE280)

 37. After going through a door you'll appear in the wrong room(Credit
     GAMEDUDE280 and terrinmasters)

 38. Your attacks won't connect(Credit GAMEDUDE280)

 39. See enemies that aren't really there(Credit GAMEDUDE280)

 40. Your characters shoot themselves when reloading a gun(Credit
     Sparkdawg, default_user01, zyano_starseeker, and dlev2005) 

 41. You are unable to defend yourself against monsters(Credit Gaw4786
     and Terminator71)

 42. Screen has a brownish color after entering a room(Credit Gaw4786)

 43. Fire poker is tending the fireplace without anyone touching
     it(Credit zyano_starseeker)

 44. Your head falls off and you can pick it up and put it back
     on(Credit OmegaBibby, pentaro, and WizKid007)

 45. The game seemingly resets and the Edgar Allen Poe poem
     appears(Credit OmegaBibby, FunyBunyRcc, and WizKid007)

 46. You inventory appears empty(Credit yourfaceisfallingoff and
     WizKid007)

 47. Pious Augustus'(demon form) appears as a picture when you don't
     move your character(Credit yourfaceisfallingoff)

 48. Controls are reversed(Credit XXXThe Big PoeXXX)

 49. Rooms become round cylinders(Credit WizKid007)

 50. Knives and pots float in the mansion's kitchen(Credit
     zyano_starseeker)

 51. Enemies shrink dramatically(Credit zyano_starseeker)

 52. The rats grow in size(Credit zyano_starseeker)

 53. Books in the library form a circle and spin like a carousel(Credit
     zyano_starseeker)

 54. There is a hung man in the piano room who opens his eyes and
     speaks when you talk to him(Credit zyano_starseeker, SerenaM81,
     and Christopher Van Ness)

 55. When you enter a room in locations where more than one chapter
     takes place, such as the cathedral, you will appear as another
     character. For example in chapter 9 with Peter, if you enter a
     room you may appear as either Anthony or Paul Luther(Credit
     ravenillunia666)

 56. When you enter a room you are attacked by Pious(Credit
     ravenillunia666)

 57. On the wall on the second floor opposite the double doors the
     picture of the mountain range will be a hellish landscape(Credit
     Captain Raptor and LostNeflite)

 58. In Paul's chapter, in the room where you find the Book of
     Reliquaries there is a picture of a man, woman, and child. It will
     change to a picture of demons(Credit Captain Raptor)

 59. There is a picture of a man in the room where Paul is locked up
     that will turn into a picture of a smiling corpse(Credit Captain
     Raptor) 

 60. In Peter's chapter, in the room where you pick up the revolver at
     the beginning, there are three French propaganda posters. The one
     on the right turns into a poster of a Mantorok zombie, with the
     words 'your fate', when you lose sanity(Credit Captain Raptor)

 61. Your character seemingly has something biting their leg and their
     leg starts bleeding(Credit GAMEMASTER223)

 62. After picking your head up when it falls off it will spin on the
     screen and quote Hamlet(Credit mad_meg)

 63. In Paul's chapter the cathedral will appear the way it does in
     Peter's(Credit SerenaM81)

 64. The screen will turn black and the word VIDEO will appear in the
     corner(Credit fat_Max_Pain)

*THAT'S IT. I'M NOT UPDATING THIS SECTION ANYMORE. IT'S FINISHED. ALL
 FUTURE E-MAILS REGARDING THIS SECTION WILL BE IGNORED*

//////////////////////////////////**\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
=======================================================================

                           VI. Walkthrough

=======================================================================
\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\**///////////////////////////////////

The opening sequence is narrated by Edward Roivas, the grandfather of
Alex Roivas. He tells of the return of an ancient civilization, known
as the Ancients. The Ancients are a civilization that lived long before
humaity, but seasons of ice forced them to withdraw and they have
hidden dormant in the earth since then. Edward Roivas speaks of
disturbing the Ancients and them not taking kindly to it. This is what
caused his death. Edward then speaks of his granddaughter, Alex, being
the only Roivas left. 

The first playable sequence begins with Alex Roivas, the main
character, in a room full of skeleton like zombies armed with a
shotgun. All you need to do is keep shooting the zombies since another
cinema is coming up. After being overwhelmed by zombies you'll see Alex
run for the door with the zombies behind her. As this goes on her
grandfather's ghost appears before her. A phone rings in the distance
and Alex wakes up. 

Notice the time, 3:33, as you'll need it later. Alex answers the phone.
She finds out that her grandfather has been killed and goes to the
Roivas Family Estate where he lived and she's asked to identify the
body. Two weeks later no more clues are found by authorities so Alex is
forced to investigate the accident on her own. This is where the real
game begins.

-----------------------------------------------------------------------
|                                                                     |
|                               Prelude                               |
|                                                                     |
-----------------------------------------------------------------------

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Prelude: A Death in the Family           |
Alex Roivas- Rhode Island, USA 2000 A.D. |
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

You begin in the main hall of your grandfather's mansion. Straight
behind you is a small clock. Again the time displayed is 3:33, this
will help later. Examine the clock in detail and you'll find a Dresser
Key. If you go up to the second floor of the main hall you find a
double door. If you check you inventory you'll find you were already in
possession of a 2nd Floor Key. Using the key will cause it to break in
the lock. Don't worry, you'll be able to fix it later. Go back down the
stairs and enter the room to your right(none of the other rooms are
important right now). This is the library. Ignore the door and head
through the library. You'll come to a small room with a fireplace, a
picture, a desk, and a grandfather clock. Examining the clock closely
allow you to turn the hands. If you remember the two other clocks from
earlier where the time said 3:33 this puzzle is simple; just turn the
hands to 3:33 and a bookcase will move and a passage will open. Go down
the secret passageway and through the door. You'll come into your
grandfather's secret study. On the far wall is a Gladius, your first
weapon. Take it down and head back to the desk. There is a large Tome
on the desk. Open it to continue the game as the Roman Centurion, Pious
Augustus.

-----------------------------------------------------------------------
|                                                                     |
|                             Chapter 1                               |
|                                                                     |
-----------------------------------------------------------------------

=-=-=-=-=-=-=-=-=-=-=-==-=-=-=-=-
Chapter 1, Act 1: The Chosen One |
Pious Augustus-Persia 26 B.C.    |
=-=-=-=-=-=-=-=-=-=-=-==-=-=-=-=-

When you open the Tome Alex will have a vision of a monster you'll
later know as Mantorok. She then begins to read and the story of Pious
unfolds. Pious is talking to his soldiers about a recent battle the
just fought. After the soldiers leave Pious hears an eerie voice
calling to him. He follow the voice to a ring of stones. Stepping in
their center the stones begin to glow and a ring of electricity is
formed. The electricity shoots into Pious and he disappears, only to
reappear moments later in an underground dungeon. 

When you gain control of Pious you start in a large square room with a
hole in the middle and a ladder leading down. Taking the ladder down
you'll find a hallway with a couple of the skeleton monsters, the ones
that Alex fought in her dream, laying on the ground. At the end of the
hallway Pious will spot a cube with a red rune symbol. Behind the cube
is a skeleton zombie that will get up when Pious sees the cube. Go
towards the zombie and you'll find two more zombies lurking in the
shadows. These monsters are easy to dispatch. Take their head off and
they'll stay facing in one direction, swinging aimlessly. Taking off
both arms kills them. You can also finish them off when they're on the
ground. This is not necessary now but will be when you start to use
your sanity meter. After destroying all three, take the cube and go
through the door.

In this room there are two more zombies that will attack. Kill both,
grab the Granite Block with the green rune symbol, and leave through
the door into the next room. There are five zombies in the next room
and it's a rather tight squeeze. Take all their heads off so they stop
moving, then proceed to disarm and kill them. Grab the blue Granite
Block and head down the ladder on the left side of the screen. Mist
covers the floor of this chamber. There is a zombie, one locked door,
and one open door. Kill the zombie and go through the open door. Down
the short hall you'll find a large, circular room. Kill the four
zombies and grab the purple Granite Block from the center of the room.
There are four cube-shaped holes in the wall, with a colored rune
symbol above each. Place the Granite Blocks in their corresponding
holes to open the locked door from the previous room. Head back that
way and through the newly opened door. You come to a room with a statue
of Pious in its center. Hack off the head, arms, and finally the torso
of the statue to open the door blocking your path and go down the
hallway. Kill the three zombies and push the button in the corner with
the light coming out of it. Three pillars at the room's center will
rise and a circle of light will appear. Step in the circle. You'll
reappear in a hall with 3 artifacts at the end. Depending on which you
choose, the game will vary. For now, this guide is based on choosing
the red artifact. Picking it up will end the act.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Chapter 1, Act 2: The Eternal Darkness    |
Alex Roivas- Rhode Island, USA 2000 A.D.  |
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

Pious will be filled with energy from the artifact and this turns him
into a demon. He is now much more powerful, as he explains at the end
of the act, but, unfortunately, as of now your time playing as him is
through. 

You'll get control of Alex once more. Near the door of the study is a
Chapter Page of the Tome of Eternal Darkness, which you received at the
beginning of this act. All you need to do is Use it from the item
screen.

-----------------------------------------------------------------------
|                                                                     |
|                             Chapter 2                               |
|                                                                     |
-----------------------------------------------------------------------

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Chapter 2, Act 1: The Binding of the Corpse God |
Ellia- Angkor Thom Region, Cambodia 1150 A.D.   |
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

Ellia is reading a story when the voice of the demon that was Pious
takes over. It is speaking to the gigantic monster known as Mantorok.
The demon casts a spell causing pillars with purple energy filling them
to crash down into the body of Mantorok. 

Ellia then speaks of a yearning for adventure. A door closes behind her
and you gain control. Straight ahead of Ellia is a statue of a goddess.
Around its neck is a Strange Necklace. Take it and a door will close.
The necklace can be used to heal some lost health up to 10 times. There
is still one open path from this main hall. Head down it and you'll
come to a room with skeleton zombies lining the floor. There is also a
design on the floor depicting a setting sun. Notice the candles and the
design behind them. The design shows a setting sun as well. The candles
represent 3 times of day. The lit one on the right hand side represents
the end of the day, or the sun setting, as do the designs on the wall
and floor. Remember this for future rooms. The next room is lined with
booby traps. Ellia will automatically step on a tile that causes blades
to fall from the wall. If you notice the lighter color of the tile she
steps on you can easily avoid setting off future traps. Move through
the blades and try to avoid the light tiles to avoid more blades. None
of the zombies come alive. In the next room a door will close behind
you and a monster will arise. You will then learn of your sanity meter.
Kill the monster and finish it off to regain your sanity. Now look at 
the designs on the floor and wall. They show a sun at midday.
Extinguish the candle on the right side so the candles represent midday
too. This will cause two doorways to partially open. Grab the Bronze
Necklace and head back to the main hall with the goddess statue. Along
the way some zombies will come alive. Finish them off to regain your
lost sanity. Back in the main hall place the Bronze Necklace on the
goddess statue and the doorway that closed earlier will re-open. In
that room the candles are already set to what they need to be. Continue
through the hallway and you'll come to some more booby traps. Carefully
make your way down the hall to another candle room. The door will shut
behind you and a monster will attack. Fight back and destroy it. The
wall and floor designs depict nighttime so extinguish the two lit
candles. This will open the door that closed when you entered the room
that the two partially opened doors. Move through the newly opened
door. Avoid the booby trap tiles and make your way to the center of the
hall. On the right is a zombie, on the left is a blowpipe on a
pedestal. Taking the blowpipe will cause a trap door under Ellia to
open. 

She'll fall down a chute and land in another hallway. Her short sword
shatters and she's left with only the blowpipe. To make matters worse a
man is being attacked by zombies. This is the toughest battle yet
because the blowpipe is so weak, but it's still rather easy. Just
protect the man and kill the zombies from a distance. Grab your broken
sword from the ground and have the guard repair it. If you accidentally
stepped on the trap tile while fighting the zombies there will be
blades swinging in the hallway. Avoid these and any more trap tiles
along the hall to the next room. You can't do anything in this large
room yet, so just dispatch the two zombies and go through the next
door. It's another trap-laden hallway so do your best to avoid getting
hurt. You'll come into another large room with 4 zombies. If you're
lucky they'll start fighting each other to the death. Finish off any
that you need to regain your sanity.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Chapter 2, Act 2:Chaos Entombed               |
Ellia- Angkor Thom Region, Cmabodia 1150 A.D. |
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

The next room is the room where Mantorok dwells. It'll eat two
guardsthen the Pious demon will enter and tell Ellia to leave. Ellia
will then be zapped unconscious. She'll awaken and a man will give her
one of Mantorok's hearts and tell her to guard it well. Take the Metal
Staff in the arms of the statue in from of Mantorok. Zombies will spot
you when you make your way back to the previous room so kill them to
regain your sanity. Go back through the trap room. In the large room
kill the zombies and use the Metal Staff as a lever to open the door
behind Mantorok. Go back through the trap room one last time. In the
room with Mantorok, go behind it and through the now open door. In the
next room the demon will enter and ask where the essence of Mantorok
is. Ellia will stay silent and the demon will cast her into oblivion.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Chapter 2, Act 3: Death of a Dancing Girl |
Alex Roivas- Rhode Island, USA 2000 A.D.  |
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

In the next room the demon will enter and ask where the essence of
Mantorok is. Ellia will stay silent and the demon will cast her into
oblivion.

When you're back as Alex, the candles in the study will light. On the
wall is a picture of the sun rising, much like the pictures in Ellia's
quest. Extinguish the second and third candles so only the one
representing the rising sun remains. The chest under the candles will
open and a Message Tube will be laying inside. Take it and open it in
the item menu to find the next Chapter Page.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Chapter 2, Act 4: The Absent Horror      |
Alex Roivas- Rhode Island, USA 2000 A.D. |
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

A cinema will begin and the demon will be talking with an Ancient. They
speak of Charlemagne the Frank and how his death has been intricately
planned and that nothing but a miracle could save him.

As Alex use the Chapter page in the item menu.

-----------------------------------------------------------------------
|                                                                     |
|                             Chapter 3                               |
|                                                                     |
-----------------------------------------------------------------------

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Chapter 3, Act 1: Suspicions of Conspiracy |
Anthony- Amiens, France 814 A.D.           |
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

Anthony is given a message by a man and told to deliver it to the
Emperor Charlemagne, and that it's for his eyes only. The curious
Anthony takes a peek at the scroll when no one's looking. A spell is
cast upon him and he moves to warn Charlemagne of the danger of this
scroll. 

You gain control of Anthony in a temple, where a funeral of sorts is
taking place for a dead monk. There is a door in the temple with voices
behind it. It's locked and you need the Bishop's key to open it. Go to
the front of the temple and you'll find a casket. Open it and all the
monks will flee in horror of the gory corpse. One monk, however, will
stay behind and give you a sword, a Scramasax. Make your way up the
stairs to the entrance door at the back of the temple. You'll be
transported to a walkway with screaming faces on it. At the end is a
giant hand containing the Tome of Eternal Darkness. Take it and you'll
be transported back to the stairs. Continue up the stairs to the second
floor. As you reach the top of the stairs, the spell from the
scrollwill begin to change Anthony. Grab the Blue Urn off the back
shelf.

On one of the podiums is your first Circle of Power. Take it, then go
into the item menu and use the Blue Urn. Anthony will drop it and
you'll find a Magickal Rune in the remains. Examine the middle
bookshelf behind the podiums. Pull the book out and the shelf with the
feather pens and ink will move away revealing a hidden passage. Go down
the ladder. 

At the bottom there are three zombies, and one contains a Magickal
Rune. Kill them all and from the one you'll get the Rune. In the next
room a monk is being attacked by zombies and lights one on fire. The
zombie rolls around and lights up a tapestry, which reveals a door.
Finish off the zombies and pick up the torch. Talk to the monk and
he'll tell you that the Bishop went crazy and dropped his sword and a
Green Urn when he went ahead. The monk will give you the Two-Edged
Sword. Equip the torch and move over near the door. There are 3 pieces
of the Green Urn on the floor. Pick them up and mix them in the item
menu. No you can go through the door. There is a zombie with a Magickal
Rune at the bottom of the stairs. Going down them you'll see a tablet
on the floor. Pick it up and you'll find that it's a Magickal Codex to
decipher Magickal Runes. Continue down and kill the zombie to get the
Rune. When you go through the door at the bottom the spell from the
scroll will do some more damage to Anthony. There are some more zombies
in this room so kill them all. Take the Codex off the pedestal and the
Filled Red Urn off the platform beside the fountain. To avoid
backtracking combine the three Runes you have right now on the Circle
of Power to form the Enchant Item spell. Use it on your Broken Blue and
Green Urns and fill them both with water from the fountain. Torch the
tapestry on the wall and go through the door behind it. There is a
single zombie in the next hall. Space is limited so you might want to
avoid using the Two-Edged Sword so you don't hit the wall so much.
Continuing through the next door you'll come into a chamber filled with
books. As you enter the Bishop will be limping through a secret door,
which closes securely behind him. On the table is a Spell Scroll. There
is also a Codex on the floor. For future reference the Codices allow
you to tell what a Rune is. Scrolls allow you to know exactly what
Runes are needed for the scroll. With both you can identify the Runes
needed to make a spell. Since you've already repaired and filled the
Urns, place them on the special tile near the door you entered through.
This will open the door that the Bishop went through. 

Through the secret passage, the next hall is empty so just go through
the door. The next room is where the Bishop is and he will attack. Keep
attacking his head and the battle should be short. There are two other
zombies in the room so dispatch them as well. On the Bishop's dead body
is the Bishop's Key, which you need to open the door in the temple. Go
to the previous room and Anthony will be damaged by the spell even
further. There are two zombies as well. There are more zombies in the
next room too. In the next hallway a Trapper lurks. Avoid it by
sneaking(hold X or gently tilt the Control Stick). There is another
Trapper in the next room too. If you get caught, just follow the
colored portals to the exit. In the next room, the stairway, there are
three zombies. Again, with the limited space, don't use the Two-Edged
Sword. Continuing back to the ladder leading to the temple Anthony will
be damaged by the spell even further.

Back in the Temple's second floor a large, three-headed monster is
waiting, and the stairway is blocked off. Slice off it's 3 heads with
the Two-Edged Sword to kill it and the stairs will open. Go down the
stairs, kill the zombies, and use the Bishop's Key on the door. 

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Chapter 3, Act 2: Conspiracy Revealed    |
Alex Roivas- Rhode Island, USA 2000 A.D. |
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

Anthony will find Charlemagne dead and the spell will almost completely
kill him. A demon will rip out of the monk and the chapter will end.

You'll be back in control of Alex now. Use the Enchant Item spell on
the Broken Second Floor Key to repair it. Now go out of the study, into
the library, and back into the main hall. Use the Second Floor Key on
the double door and open it. Go into the room at the end of the hall on
the right. There is some .38 Revolver Ammunition on the nighstand next
to the lamp. Go through the door in this room and into the bathroom.
Examine the bathtub and you'll find the shotgun.

Heh, just kidding. Were you scared? On top of the toilet is a page from
the journal of Maximillian Roivas. Take it and exit the bathroom and
the bedroom. From there go to the end of the hall and go through the
door on the right(it's the only door on that wall). Inside there is a
painting. A Chapter Page is sticking out. Take it and use it to begin
the next chapter.

-----------------------------------------------------------------------
|                                                                     |
|                             Chapter 4                               |
|                                                                     |
-----------------------------------------------------------------------

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Chapter 4, Act 1: The Gift of Forever |
Karim- Persia 565 A.D.                |
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

Karim will be walking through the desert. He will remember the
conversation he had with the lady of his desires, Chandra. Karim wants
to marry Chandra, but she wants him to do her a favor first: find an
ancient treasure which she seeks. He sets out to find it and encounters
the same circle of pillars and energy that Pious Augustus came upon so
many years before. He is transported to another underground dungeon.

As Karim, you're in a large, square room filled with zombies and a dead
man. There is also a hole with a ladder leading down. Try to go down it
and you'll be transported to the walkway with the screaming faces on
the floor. Take the Tome of Eternal Darkness to be returned to the
dungeon. The zombies will have come alive and you'll have to kill them.
After that's done go down the ladder. Moving through the tunnel will
cause three zombies to come to life. Take the Statuette from the
pedestal. Moving further down the tunnel will awaken another zombie
containing a Rune. Kill it to get the Rune and then go up the ladder to
the next area. Here, place the Statuette on one of the 3 circles on the
floor and move toward the barrier with the Rune symbol on it. With the
Rune in Karim's possession the barrier will fall and you can go down
the ladder. Down the ladder there is another tunnel with more zombies,
a Codex and another Statuette at the end. Kill the zombies and take
both the Statuette and the Codex. Move back through the tunnel and take
the torch on your way. Go up the ladder and in the large room place the
Statuette on another circle on the ground. Now two of three are covered
and Karim can step on the last on to raise the elevator in the center
of the room. Trappers come out so sneak to the elevator and take it
down. 

In the next hallway there are three dead bodies and one contains a
second Tulwar for Karim to wield. When you try to go through the door
the dead body that you took the Tulwar out of will attack. Avoid it and
move to the next room. If you fight it a demon will come out and take
away more sanity than you can recover by killing it. In the next room
there are two more zombies. Kill the one to the upper right on the
screen when you enter the room but don't kill the other one since a
demon hides in that one as well. Avoid the remaining zombie and take
the "Recover" Spell Scroll from the dead man's fingers. Now go to the
next room. Kill the three zombies in the next room. You can't get past
the Rune barrier until you get the Rune from the monster in the next
room so go through the other door. Aim for the monster's head to kill
it and get the Rune, and also pick up the Codex on the shelf. Exit the
room. Watch for the Trappers and go over to the Rune barrier, which
will lower itself. Go down the ladder. A sequence where Alex's
grandfather appears to her may begin here. He tells her that he'll
always be with her and that he'll keep the darkness away. Back as Karim
head down the ladder. In this hall there is another Codex. Once you
pick it up the Recover spell will automatically be formed. This allows
you to recover lost sanity. There is a pile of rubble in front of one
door so go through the other.

Here there is a Ram Dao broadsword in stone. Taking it will cause the
door to shut behind you and a group of enemies will come at you.
Killing each wave will cause another to come until a monster with a
Rune appears kill it and get the Rune to open the door back up. Now use
the Enchant Item spell with the red Rune alignment to enchant the Ram
Dao. Go back through the door and up the ladder. Move past the Trapper
carefully and back into the room with the zombie you left alive. You
can now kill it and the demon that pops out of it since you have the
recover spell(which can now be used to recover health as well as
sanity). Use the enchanted Ram Dao on the lock on the door to open it.
Kill the zombies in this new hallway. Move down the hallway and go up
the ladder. There are two Trappers in here so move slowly and
carefully. In the center of the room is the Ruby Effigy. Take it and go
down the ladder. Walk over to the pile of rubble and climb over it.
You'll hear a monster come. Aim for it's head with the Ram Dao and two
hits should kill it. Go down the ladder to a small room.

Place the Tome of Eternal Darkness in the bone hand in the sculpture in
the middle of the room and a doorway will open. Take your book back and
go through the opened passage. In this hall a red barrier will pop up
and wave after wave of enemies will attack. Use the enchanted Ram Dao
to kill them all. Move as far back as you can to avoid being crowded.
The last beast will be a big beast but one or two swings to the head
will drop him and the barrier will be gone. 

Past the barrier is the green artifact that was not chosen by Pious
years before.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Chapter 4, Act 2: The Shadow of Corruption |
Alex Roivas- Rhode Island, USA 2000 A.D.   |
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

When you examine it Chandra's spirit will visit you and tell Karim how
she was killed when she met with a man and his mistress had her killed.
She then says that the artifact is not for them and that they must
protect it and that Karim must make a sacrifice. She then kisses Karim
and he makes the sacrifice she spoke of.

Back in the mansion as Alex go out of the study and library and into
the main hall. Go over to the other side of the hall and enter one of
the two doors on the left wall. Inside there is a lock on a door where
you need to insert a sword. Enchant your Gladius with the red Rune
Enchant spell and use it on the lock to open it. When you open the door
a rat will scurry out. In the small supply closet there is a Spice Jar
with a Chapter page in it. Open the jar to get the page and use it to
start Chapter 5.

-----------------------------------------------------------------------
|                                                                     |
|                             Chapter 5                               |
|                                                                     |
-----------------------------------------------------------------------

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Chapter 5, Act 1: The Lurking Horror                                |
Maximillian Roivas- The Roivas Family Estate, Rhode Island 1760 A.D.|
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- 

The opening cut-scene tells the chilling story about Edward Roivas
finding the mention of one of his ancestors, Dr. Maximillian Roivas.
After the death of his wife and after his children went off on their
own to start their own adult lives, Max is left alone with the servants
in the Rovas Masion. We see Max writing a letter, seemingly into his
journal. He speaks of the recent death of his father and how he had
inherited the Roivas Family Estate. He knows there are many secrets to
the mansion, and he sets out to find them, and learn his family
history.

You begin as Max in the same room that contained the Chapter 4 page
behind the painting. On the desk Max was writing at s some Flintlock
Pistol Ammunition. In your inventory you will see that you already have
one Flintlock Pistol, as well as a medical journal which Max will use
later when he encounters some monsters. Some autopsy information about
these monsters is displayed in the same part of the pause screen as the
cinemas. The ammunition is the only item in the room so after picking
it up make you way into the hall. There is a door right next to the one
you just came out of. Enter it and you'll find some more Flinlock
Pistol Ammunition. There is also a servant with some "strange
qualities" that you might come across later, or if you attack him now.
Don't unless you want to battle a Bonethief. Move back out into the
hallway and continue straight down it to the other end. Along the way
there is a dresser with some Flintlock Pistol Ammunition. Enter the
door at the hall's end to a bedroom. Inside there is a letter from
Aaron Roivas, Max's dad, on the nightstand, Letter #1. The letter tells
you that the Tome of Eternal Darkness, shich Max is looking for, is in
the mansion, but most scholars are unable to understand it. Also on the
mantle above the fireplace is the Redgormor Magick Rune Codex. You can
also go into the bathroom from this bedroom and pick up another bag of
Flintlock Pistol Ammunition. Move back out into the hallway and go
through the double doors to the first floor. 

Going down the stairs you'll see a flashing item on the table in the
middle of the room on a table. It's Letter #2 from Aaron Roivas and it
tells that the Ancients have forsaken the house and that Max is advised
to leave and bring the Tome of Eternal Darkness with him, that it's a
very potent tool, and it could swing the battle against the Ancients in
their favor. In the room to your left(go through either door on the
west wall) you'll find the Ulyaoth Rune Codex. Over on a cabinet shelf
is some more Flintlock Pistol Ammunition. Over on the other side of the
room is the pantry where Alex found this Chapter Page. Inside it for
Max is a Pump Handle, which will come in handy later.

Now back out in the main hall enter the lone door on the north wall.
Inside is a servant and a simple puzzle by the fireplace. Examining it
will tell you that the path to truth will open when the wings of
darkness are spread before Chattur'gha's greatest foe. Since Ulyaoth is
Chattur'gha's greatest foe, move the bird statue in front of the blue
rune symbol. The flames of the fireplace will die and a passage behind
it will be open. Enter the secret passage to enter a small study.
Inside there are plenty of items, a Reveal Invisible sell scroll, a
sabre mounted on the wall, a second Flintlock Pistol mounted on the
wall, and the Tome of Eternal Darkness sitting on the desk. After
picking up the Tome, you'll see a scene of a Horror appearing in the
main hall. Back as Max, a letter will drop out of the Tome and Max will
catch it. It's Letter #3 from Aaron telling about the ancient city of
Ehn'gha beneath the mansion. It advises Max to gather men and seal the
entrance to it in the basement. It also tells Max where his next clue
is, near the light on the upper floor, which means the stained-glass
window. Go back into the main hall(a servant will attack you along the
way and a Bonethief will come out) and fire two shots from your Dual
Flintlocks then switch to the Sabre and finish off the Horror,
performing an autopsy if you wish to. You'll get the Redgormer Rune
after killing it and, if you've picked up everything so far, the Reveal
Invisible spell will be made automatically.

Go up the stairs, through the door and to the stained-glass window.
Behind the stand next to it you'll find a Sealed Envelope. After
picking it up a Bonethief will shatter the glass. Two quick strikes to
the head are enough to kill it. You can perform and autopsy here too,
if you haven't done one on a Bonethief yet. Check the sealed envelope,
and open it. Inside is Letter #4 and the Basement Key. The letter tells
of how the Ancients are getting closer and that they want the Tome for
themselves, and it explains the special seal further. Go back out into
the main hall and the screen will flash. The screen will also turn
black, and white, like Alex's dream at the beginning. Moving down the
stairs will show a Horror with a Rune in it. Again take two shots with
the Dual Flintlocks to wound it and finish it off with the Sabre. After
picking up the Rune the screen will flash again, like it was an
insanity effect, but you'll have the Ulyaoth Rune in your possession. 

Go down the stairs to where the Horror was in the hallucination and
you'll find a triangle/rune symbol and some more Flintlock Pistol
Ammunition. Us the Reveal Invisible spell aligned with Ulyaoth(blue) to
reveal an invisible door to the basement. Use the Basement Key and
enter the door. Down the stairs you'll find two zombies, and out of one
will pop a Bonethief. Over by the well in this room is the Bankorok
Magickal Codex. There is also one more bag of Flintlock Pistol
Ammunition in a corner, and the Damage Field spell scroll. Move over to
the well and use the Pump Handle that you picked up earlier to drain
the well. Move down the stairs and you'll encounter a single zombie
containing the Bankorok Rune. Kill it to get the rune and the Damage
Field spell will automatically be made. Move down the steps and you'll
get a view of the city Aaron was talking about, Ehn'gha. Just past this
is a barrier. With the Bankorok Rune in your possession it'll dissipate
and you can continue down the stairs.

At the bottom a small cut-scene will commence and you'll see a 7-point
barrier form behind you and the monster will teleport to the other end
of the room. The trick to this guy is to get to him and damage him
before it forms a Damage Field around itself. It also casts the same
spell that Horrors do that sends an energy bolt your way. These are
fairly simple to avoid. One last spell it casts is the Summon Zombie
spell, which, obviously, summons a zombie. The zombies are best to
leave alone and avoid. Keep attacking the big spider monster before it
has a chance to form a barrier and you'll kill it easily. 

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Chapter 5, Act 2: Humanity Prevails     |
Alex Roivas- Rhode Island, USA 2000 A.D.|
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
A cut-scene will start showing Max examining the creature. He says he
killed one of them, but could not fend off a whole city of them without
help. He knows there's a way to stop them but couldn't figure out how.
Max is now in an asylum and speaks how he tried to gather men to help
him but people thought he was crazy and placed him in the asylum. He
then starts to go crazy(say it don't spray it Max) and continues to
curse those that put him there, and blabbers on about the damnation of
the human race, that the Darkness is coming. 

Now your back as Alex without a single clue. But you do have a Dresser
Key that, until now, has remained unused. Go up to the second floor
bedroom where the door to the bathroom is and use the Reveal Invisible
spell aligned with Ulyaoth on the dresser in the corner to reveal a
keyhole. Use the Dresser Key to open the door. Inside is the Chapter
Page for chapter 6 and a Revolver. Take them and a cut-scene will
begin. 

-----------------------------------------------------------------------
|                                                                     |
|                             Chapter 6                               |
|                                                                     |
-----------------------------------------------------------------------

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Chapter 6, Act 1: Corrosion of the Dead God |
Alex Roivas- Rhode Island, USA 2000 A.D.    |
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

Pious speaks of locating the Essence of Mantorok and that it will be
theirs in a short time. Chattur'gha tells Pious to get the Essence from
the jungle as soon as possible.

Now as Alex, just use the Chapter Page to begin your quest as Dr. Edwin
Lindsey.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Chapter 6, Act 2: A Journey into Darkness                 |
Dr. Edwin Lindsey- Angkor Thom Region, Cambodia 1983 A.D. |
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

Edward speaks of the Ancients and their Guardians having great
influence on the world and that their influence has swept through all
parts of the world.

Edwin Lindsey is an archaeologist who is hired by Paul Augustine(name
sound familiar? Augustus anyone?) The scene starts with both men
walking into the temple that Ellia explored many years ago. Paul puts a
gun to Edwin's head, but Edwin knocks it away. A shootout ensues and
Paul eventually reveals his tru form, Pious Augustus. After some
shooting Pious summons some Guardians of Chattur'gha to deal with
Edwin. Here's where you come in.

Equip your Kukri short sword(this dudes got a lot of items, huh?). The
easiest way to defeat Guardians is to equip a melee weapon and move
around behind the Guardian and slash at it's head. Always make sure
you're moving behind it so it can't trap you, steal you energy, and use
that to summon a zombie. After about 5 slashes it'll drop dead and the
floor will clean up from blood colored to a more traditional color of
mist. 

All doors are shut for Edwin, but lucky for you, he's got 7 items in
his possession when you start. If you think back to Ellia, you'll
remember that a necklace was put on the goddess statue to open some
doors. Now where is that necklace? One item, your Archeaologist's
Brush, can give you the answer. At the room's center is a small area
covered with dust. Use the Brush to reveal not a nexklace, but a
bracelet instead, sitting on the all-too-familiar pattern of alignment
runes. Pick up the Bronze Bracelet and place it on the goddess' wrist.
Moving toward the newly opened passage will transport you to the
walkway to the Tome of Eternal Darkness. Grab it with Edwin and you'll
be taken back to the temple. Now go through the passage. You'll
encounter your first two zombies with Edwin in this room, but there's
nothing else of interest. Moving through the next doorway you'll come
to a trap-riddled hallway, the same one's Ellia came across. There is a
single Trapper in the room, so take out your Automatic Pistol and blast
it before it triggers any traps. When going down these halls it's a
good idea to carry your torch. This makes it much easier to see the
pressure sensitive trap tiles. Partway down this hall is a small alcove
which contains a Metal Bracelet resting on a pedestal. Take it(no trap
door this time) and go down near the end of the hall, where you'll see
some cobwebs. Use the Archeaologist's brush to reveal the Tier Magickal
Codex. Now go down the rest of the hall. In the next room is a Horror
protected by a Damage Field. You can't do anything to him now and it
won't hurt you. Grab the Bronze Necklace off the pedestal and run back
through the trap room and room that held the zombies to the main hall
with the goddess statue. Put the Bronze Necklace on its neck to open
the other door in this room, and the other door in the room with the
Horror. Go through the door to the next room. There is a simple puzzle
here. Take the Silver Bracelet off the stand in front of the serpent
statue. Immediately put the Metal Bracelet you picked up earlier on the
stand and the statue won't shoot darts at you and it'll re-open the
doors. Now continue through the other door in this room. 

Through this door is another trap hallway. Take out your torch to see
the tiles better. You can also just torch the zombies in this hall. At
the end is another cobweb so brush it off to find the Nethlek Rune
Codex. The next room contains four zombies and space is limited. Take
off some head and they'll fight one another. Kill any that remain and
one will release a rune, Nethlek. That's it for this room so move to
the next hallway. A zombie attacks so either cut it up with a trap or
kill it yourself. There's a cobweb with the Dispel Magick scroll
underneath in an alcove. The Dispel Magick spell will be mad now. In
the other alcove is a goddess statue. Drop the Silver Bracelet off now
and you can return later with the Silver Necklace. Go down the hall to
the next room, the one with the Horror. Use the Dispel Magick spell
aligned with Ulyaoth to break the barrier. Equip the shotgun and keep a
little distance from the Horror. 3 shots to the head will kill it. Take
the Silver Necklace from this room and move into the previous room
where you put the bracelet on the goddess. Now put the necklace on the
statue to open another passage. This passage is dark so equip the torch
unless you're fighting. There's a normal zombie, a zombie containing a
rune, and a guardian here. Kill them all and go down the stairs to the
next room, past the barrier that lifts when you've got the rune.

Look at your map and take the south path first. In the next room
there's a statue in the middle, a goddess statue, and a pressure
platform. Step on the platform and the guard statue will turn to you.
Quickly run over to the goddess and steal the Gold Bracelet. In the
next room you may step on a tile filling the hall with green gas so if
you do, make your way quickly through it. The next room contains a
magick field that needs to be brought down if you want the Mantorok
Rune. It's blue so align the spell with Xel'lotath. Down the next trap
hall is another goddess statue so drop off the Gold Bracelet. The next
room has a green barrier so use Dispel Magick aligned to Chattur'gha.
Continue on to the next trap hall. Just avoid the traps and move
through to the next room. Kill the Horror and Dispel the barrier to
fully bring down the purple barrier you saw earlier. Use the brush to
unveil a Necklace under the cobwebs. Continue to the next hallway(the
first one you entered on this floor) and continue down it past the room
with the statues and past the hall where the barrier was brought
down(note it's location for future reference) to the room with an
elephant head statue and an acid bath. Put the Necklace in the pool the
press the switch to clean the Necklace and turn it into the Gold
Necklace. Now move to the next hall where the goddess statue was and
place the necklace on it. 

The next room is a stairway with two zombies and a horror. Take out the
zombies with your Kukri and the Horror with the Shotgun. The next floor
is a one-way only path so move in the only direction you can, avoiding
some more traps(who put all these here. In the next room you'll get
your fill of zombies and there's also a cobweb on the burning face
statue. Brush it off to reveal the Aretak Codex. Continuing on is a
dark trap hallway so whip out that torch. The traps in this hall are
easy to avoid so make you way to the next room, killing the zombie at
the end of the hall. The next room contains more zombies so kill them
all and continue to the next hall. Avoid the traps and enter the next
room. There are some zombies and one has a rune. Kill them and pick up
the rune. The barrier will dissipate and you can go through. Another
hallway, more traps, you know the drill. Kill all these zombies and
take the Summon Trapper scroll, which will make the spell. Now if you
want you can go back to where the purple barrier was and get the
Mantorok Rune. So go back to where it was(I told you to remember) and
summon a Trapper. Go through the hole and across the bridge to a rune
platform. Step on it to open a hidden door and then gain control of
Edwin again. Grab the rune and a Horror will burst through the wall and
attack. Kill it with the Shotgun. Now go in the room whre you sne your
Trapper and sweep the cobwebs away to find the Mantorok Codex. Now go
all the way back to where you found the spell scroll. Yeah it's a long
way, but you had to get that rune didn't you? The next room is the one
that Manotrok is in. 

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Chapter 6, Act 3: In the Hands of Kali                   |
Dr. Edwin Lindsey- Angkor Thom Region, Cambodia 1983 A.D.|
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

A cut-scene will begin and Pious will tell Edwin that the Essence of
Mantorok is not easily controlled. He then sends more guardians to kill
Edwin, but the power of Mantorok stops them and then opens a door
behind Mantorok. Go through it to start another cutscene.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Chapter 6, Act 4: Daughter of Light      |
Alex Roivas- Rhode Island, USA 2000 A.D. |
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

Edwin will find the corpse of Ellia, hanging from a statue. She tells
you not to touch the Essence. She tells how she hid from the Darkness
all these years. She then gives up the Essence of Mantorok and Edwin
takes it.

We then see Edwin giving the Essence the Alex's grandfather, Edward
Roivas. He takes the Essence and hides it behind a book written by
Edwin Lindsey.

When you gain control of Alex search the area where Edward put the
Essence and you'll find it right where he left it. Now go upstairs to
the stained-glass window and the the Dispel Magick spell aligned with
Ulyaoth. The glass will dissapear and a Chapter Page will be floating
above you. Taking it will start a cut-scene.

-----------------------------------------------------------------------
|                                                                     |
|                             Chapter 7                               |
|                                                                     |
-----------------------------------------------------------------------

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Chapter 7, Act 1: The Black Guardian    |
Alex Roivas- Rhode Island, USA 2000 A.D.|
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

In the cut-scene we see Pious summon a great beast that is supposed to
protect the Essence of Ulyaoth. 

Back as Alex just use the Chapter Page to start the next Act.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Chapter 7, Act 2: Heresy!            |
Paul Luther- Amiens, France 1485 A.D |
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

Edward speaks of corruption is France. Devilry and heresy are running
rampant in Amiens France. Under Martial Law, Paul Luther cannot leave
the town.

A strange monk welcomes Paul and Paul requests lodging and a viewing of
the Hand of Jude. The monk tells Luther that he wants to purge the town
of deviancy and plays along like a true monk, speaking of his "truth"
and "faith". We'll see how faithful and truthful he is later.

As Paul, you start in vestibule of the same cathedral that Anthony
explored many years earlier. It's raining fairly heavily outside and
it's night. All you have in your inventory is a Meditation Rod, which
can restore some sanity. The door to Paul's right is locked and the
stairs to his left don't lead to much right now. So go through the
large double doors to enter the main hall of the cathedral. Stay out of
the middle of the aisle for now. I f you go up it a cut-scene will
start and you'll be captured. Instead stay to the side aisles so you
can gather some items before you get locked up. The room is shaped like
a T andon the left side of the hall you can grab a torch off the wall.
Through the door on the left is a small room containing a chest, a
closet of sorts, and some demonic pictures. Open the chest to get the
Crossbow. If you look at the rack of cloaks a small Podium Key will
drop out. Take it and leave the room. There is a podium to the right of
the main altar and you can use the Podium Key on it to open a drawer
containing  Diary Page 1 from the diary of the monk, Andrew. He tells
of his journey to Amiens to see the sacred relic, the Hand of Jude. He
also speaks of what a kind town Amiens is, filled with good people and
his doubt that it is a town of witchcraft. On the pew near the podium
are some Crossbow Bolts. If you go down the stairs behind the altar
you'll arrive in the basement of the cathedral. 

In the first room you see is the Book of Reliquaries, which tells that
certain relics, including the Hand of Jude, are false. There are also
some Crossbow Bolts in the room too. Go back out into the hall and move
to the next area, which contains the bellows for the organ upstairs.
Next to it is a Mace, which is a nice weapon to start with. There is
also another quiver of Crossbow Bolts on some boxes here too. There's a
monk that tells you you need to go back since you can't go into the
next room. This is as much as you can explore right now so go back
upstairs and walk down the middle aisle of the cathedral to start a
cutscene. 

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Chapter 7, Act 3: A Murder            |
Paul Luther- Amiens, France 1485 A.D. |
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Paul will call for the guards but instead the monk you met at the
beginning of the chapter will come instead with two other monks. They
make Paul the first suspect and Paul is then imprisoned after a small
lecture on why he shouldn't fear of being accused.

You're now locked in a room with nowhere to go. For some reason the
guards left you with all your weaponry. There are two pictures on the
wall and one contains an Emerald. When you lit the Emerald a cut0scene
will begin.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Chapter 7, Act 4: Light Within the Darkness |
Paul Luther- Amiens, France 1485 A.D.       |
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

A man will come in. It's the custodian. He's here to free you and tells
you that there are strange things going on in Amiens. He tells you that
the dead monk was Brother Andrew, the monk that wrote the Diary Page
you found earlier. He says you can find him in the bell tower later and
that he'll give you a key to the Old Tower then he'll make his exit.

Trying to exit the room will take you to the walkway of screaming
faces. Grab the Tome of Eternal Darkness to go back to the cathedral.
Exit your prison room and go across the vestibule to the set of stairs
and go up. The room is empty, save for a few candles, so continue to
the next room, the cathedral balcony. There's one zombie that will
awaken here so either torch him or use you Mace. Moving on you'll enter
the bell tower. Go up the set of stairs. At the top is a rope to ring
the bell. Ring it and the custodian will come. Talk to him and a cut
scene will begin.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Chapter 7, Act 5: Conversation in the Bell Tower |
Paul Luther- Amiens, France 1485 A.D.            |
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=


He tells of all the things that inhabit the cathedral and he'll ask for
proof of the heresy at work. He tells you to continue the task that
Brother Andrew started. He asks you to bring him proof of the person
who started all this and gives you the Old Tower Key. Go back through
the balcony and the empty room to the vestibule, and then through the
main doors of the cathedral. Go all the way to the altar and take the
right hall this time. Use the Old Tower Key and open the door to enter
the old tower.

You'll see a short cut-scene of a Bonethief burrowing inside a fellow
monk. The monk then proceeds to attack you. Attack it until the
Bonethief pops out and kill that. At the altar is the Shield spell
scroll and next to the altar is an empty casket, intended for Andrew
before he was even killed. Now go into the room that you use the
Bishop's Key on in Anthony's chapter and you encounter Anthony himself!
He's a little worse looking than the last time we saw him, as the spell
has taken it's toll on him thoroughly. Kill him(I know, it's sad). Just
stay behind him and he won't even be able to touch you. After his death
Paul will say a short prayer and then you'll receive the Ruby and Two
Edged Sword. Back out in the smaller cathedral make you way up the
stairs. There is a single Bonethief waiting to make you it's next
victim. Shoe it who the boss is and grab the Diary Page 2 from the
podium. It tells that the order will not allow Andrew to see the relic
and that he thinks it's strange that their preparations don't
incorporate the traditional acts of their faith. There is also a Sheet
of Music on the shelf in this room. Take it make your way to the main
cathedral hall where the organ is. Examine the organ and you can start
to play the organ. After playing the correct notes the cabinet on the
other side of the altar will open. Inside is the 5-point Circle of
Power. Now go back down the stairs behind the altar. The monk blocking
your path earlier near the bellows is no longer there so go through the
door.

There are two Trappers in the room so use the Crossbow to take them
out. The second wine cask on Paul's left hand side(your right) is
special. Turn the spigot to open a path at the end of the wine cellar.
Go through it to meet a lovely Horror. Use the Two-Edged Sword to keeps
at least some distance between you and the Horror. Paul doesn't have
much health so be careful here. The Horror contains a Sapphire gem to
go along with you Ruby, and Emerald. At the back of this room is a
plate that will hold the gems. Put them in to open a path on the floor.

Through the door beneath the room is a hall with 3 zombies. Continuing
through the door will bring you to a zombie infested room with the same
statue that's on the second floor of the Roivas mansion. One zombie
contains the Pargon rune. Go through the  next door to a stairway
leading down. Go down to find a single zombie and a door. The door
leads to a room with two horrors. Let them fight until only one is
left. It'll be wounded for an easy kill. You can even pick up the
Crossbow Bolts while they're fighting. In the corner is a statue that
looks like your friend, the custodian. There is only one open door in
this room besides the one you came through. Enter it to a corridor with
some zombies. Kill them and proceed to the next room. The next room is
the secret study with the secret door. There's some Crossbow Bolts here
before you push the door open. Grab them then push open the secret
passage. Kill the zombies and continue into the room where the Bishop
was in Anthony's chapter. Kill the lone zombie and grab both the Pargon
Codex and the Diary Page 3. This one tells of Andrew's knowledge that
the whole order of monks are heretics and that the relic they were
guarding was not the Hand of Jude, but rather the Essence of Ulyaoth.

Now that you have the proof the custodian required make your way back
through all the tunnels back to the wine cellar then back up to the
cathedral's main altar. Now go to the vestibule and up the stairs to
the empty room, across the balcony and finally up the stairs to the
bell tower and the waiting custodian.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Chapter 7, Act 6: Suspicions Confirmed |
Paul Luther- Amiens, France 1485 A.D.  |
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=


Paul will tell the custodian that he's found the truth that Andrew
wrote that Augustine is a heretic. The custodian shows Paul a dagger
that foreshadows that his days are numbered and that Augustine is
moving to silence him. He tells Paul to keep his faith. Right before
you gain control of Paul again, a small ball of light looms behind the
custodian.

Now make your way back through the main cathedral hall, down the
stairs, through the wine cellars and halls to the room with the statue
that looks like the custodian. There will be a few new zombies,
Bonethieves, and Trappers along the way so stay sharp. Use the
Sacrificial Dagger on the custodian effigy. You'll hear a bloodcurdling
scream issued by the custodian in another room nearby, confirming his
death. Nice, you just killed him. But hey, another passage opened so
that's okay. Go through the passage to a large room. There is a 5-point
Damage Field blocking your path so power up your Dispel Magick spell
with two Pargon runes and use it aligned with Ulyaoth. The field will
disappear so move past it to the sacrificial altar where the dead body
of the custodian is laid. A cut-scene then starts.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Chapter 7, Act 7: Heresy Revealed     |
Paul Luther- Amiens, France 1485 A.D. |
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

Augustine comes and tells him the truth. Augustine then leaves two
Bonethieves to kill Paul, but a tough guy like him can handle it,
right? After killing them go back around into the room with the
custodian effigy where you used the dagger. You'll se Augustine go
through a door with an emblem on it. Follow him through. You'll come to
a empty hallway. Moving on through the door you'll come to a stairway
leading down. Nothing here either, move through the door. Surprise, an
empty tunnel. Move to the decorated door and go through to start a cut
scene.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Chapter 7, Act 8: The Black Guardian's Lair |
Alex Roivas- Rhode Island, USA 2000 A.D.    |
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

Paul enters a big room and then the Guardian of the Ulyaoth Essence
pops out of the ground. Pious tells it that he'll take care of Paul
himself. The beast has others plans. It smashes Paul like a bug, ending
this poor monk's adventures.

When you're Alex again you'll find a Note From Edward in the Tome. You
next clue is in the letter. Apparently Alex must find 88 keys in order
to continue. Sound tough? Sure does. Is it? Nope. 88 keys are not what
you may think. How about piano keys? Okay, head top the room with the
piano in it and check it out. Play the notes and the piano will open
and you'll find the Chapter Page.

-----------------------------------------------------------------------
|                                                                     |
|                             Chapter 8                               |
|                                                                     |
-----------------------------------------------------------------------

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Chapter 8, Act 1: Flesh for the Pillar  |
Alex Roivas- Rhode Island, USA 2000 A.D.|
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

A cut-scene starts and we see 3 guards standing over a week man. The
man reveals one guard as Pious. Pious tells the man that he'll be given
a special place among the suffering.

All you need to do as Alex now is use the page.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Chapter 8, Act 2: The Forbidden City      |
Roberto Bianchi- The Middle East 1460 A.D |
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

Edward tells of a special monument to be built by a great warlord.
Roberto Bianchi is forced to survey the site for construction. Two
guards toss him into a hole and force him to finish his work before
they'll drag him out.

As Roberto, your only starting item is a torch. Time to find some
weapons. Move down the first passage and go down the ladder. You'll
enter a room that should look familiar from Karim's chapter. There's a
man in here but nothing else of interst. Go down the next ladder.
There's a zombie in this tunnel, but I'd advise you just move past him,
unless you like wasting time trying to kill him with your torch. Go up
the next ladder and you'll enter the first room you need to survey.
There are some Crossbow Bolts near the ladder so grab those. There's
also a very nice blade nearby as well, a Saif. Go to the middle of the
room and Examine to survey the room. That's all for this room so climb
down the next ladder. It's a cross-shaped room with bars blocking 3
rooms. Pull the lever in the room's center to open the first set of
bars. Set this zombie on fire then pull the next lever. You can't light
up these next guys so take out that beautiful blade you got and slice
'em up. Pull the next lever to open the last set of bars. Lay these
guys to waste and climb the ladder.

You'll find the crossbow and two men here. Grab the crossbow and check
your map to see where you need to survey this room. It's on the right
hand side where there is rubble falling. Now try to climb down the next
ladder. You'll be taken to the Walkway of Screaming Faces where the
Tome of Eternal Darkness reside. Pick it up to move back to reality and
climb down the ladder. A cowardly man is at the bottom, and a long,
curved tunnel is ahead of you. Move down the hall to a ladder, taking
out any and all Trappers you see with the Crossbow. At the top of the
ladder is the room where the Ruby Effigy was in Karim's chapter.
There's a Guardian of Chattur'gha and a zombie in here so kill them
both and take the Summon Zombie spell scroll at the room's center.

Go down the ladder at the room's opposite and and you'll be in an area
where two Horror's lurk. Let one kill the other and then kill the
second, weakened one. There are some Crossbow Bolts in front of the
ladder you just came down. Move around the tunnel to a door and go
through. Upon entering the next room you'll see a zombie walk under a
crusher and get squished. This causes bars to com crashing down,
blocking your way through to another ladder. Use the Summon Zombie
spell to create a zombie and walk it under the crusher. It'll get
crushed and the bars will lift, Move down the ladder and you'll come to
a hallway with a zombie and a Guardian of Xel'lotath. Kill both and
move down the hall.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Chapter 8, Act 3: Guardian of the Temple  |
Roberto Bianchi- The Middle East 1460 A.D.|
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

A cut-scene will begin and you'll see Karim. He'll attack you and you
won't get hurt. This shows Karim that you are the Chosen One and the
artifact he's been guarding is can be taken by Roberto. 

After the cut-scene pick up the artifact and you'll also receive the
Ruby Effigy if you got it with Karim. You also need to survey this
room, so go ahead and get it done. Now move back down the hall and up
the ladder to the crusher room. Now do through the other door, on the
left, and you'll enter a room with four zombies. Kill them all. There
are some Crossbow Bolts on a ledge in this room. Go through the single
\door in this room to enter a room that needs surveying. Survey the 
oom. When you do the 3 men will chase after you(their infested by
Bonethieves). Just avoid them and go into the last room. Now go down
the ladder in this room. There are two Trappers here so lay them out
with the Crossbow. One door is blocked so you've got no choice but to
enter the open one. There are a few monsters in here, including a
Horror, so let them fight it out before you join in on the fun. After
all the monsters are done, look to the center of the room. There's a
key, but no visible way to get to it. But there is an invisible way.
Cast a 5-point Reveal Invisible spell aligned with Ulyaoth to reveal an
invisible platform. Now you can get to the "Forgotten Corridor" Key.
Now go back to the room where the Trappers were and grab the Sapphire
Effigy. Now go back up the ladder. Use the "Forgotten Corridor" Key on
the double doors in this room. 

On the other side is a long hallway, with a yellow, damaging, energy on
the floor. Use a 5-point Shield spell and you'll be able to cross the
floor unharmed. Through the door on the other side you'll find a
circular chasm that you need to cross. Bars will slam down behind you,
and you'll need to pull a lever before it will open. There is a bridge
being held aloft by a rope above the chasm. Slice the rope and the
bridge will crash down, bridging the gap. Go towards the middle of the
bridge and two worm-like beasts will come up. One whack on the head
will drop each beast. Move to the bridge's center and survey the room.
That completes your survey so now you just need to get back to where
you started. On the other side of the bridge is a lever that will open
the door that shut behind you when you entered the room. Go back out
the room and use the Shield spell to get back across the floor.

Now move back through the double doors then past the door and ladder to
the crusher room. Go through the door on the right hand side. Continue
past all the filthy rats and dead bodies to the ladder. Next is the
room where the Ruby Effigy was so just move to the next ladder. Down
that is another long tunnel. Move down that to another ladder leading
up, by the cowardly man. Another room, another ladder. Down this one is
the cross-shaped one so move straight to another ladder. Move across
this one to...another ladder! Going down this one will bring you to a
zombie(hopefully you didn't kill it before). This is pretty exciting.
Another ladder. Go up it and a cut-scene will begin.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Chapter 8, Act 4: A Monument for All Time |
Alex Roivas- Rhode Island, USA 2000 A.D.  |
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

Roberto tells the guards that the foundations are infested with demons
and that many lives will be lost if it is built. The guards then tell
Roberto that the demons are the reason the monument it to be built. The
guards are then seen throwing bodies down the "living pillar" to serve
as the monuments foundation. Roberto is thrown down, then we see his
body in the pillar. 

As Alex you're once again left with no clues...except a crumbling
ceiling. Playing the role of Roberto Bianchi, survey the area as Alex,
near the picture in the study of the living pillar. You'll find a
Chapter Page and Alex will realize Roberto's spirit guided her to it.

-----------------------------------------------------------------------
|                                                                     |
|                             Chapter 9                               |
|                                                                     |
-----------------------------------------------------------------------

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Chapter 9, Act 1: Binding the Black Guardian |
Alex Roivas- Rhode Island, USA 2000 A.D.     |
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

A cut-scene ensues and we see Pious performing a human sacrifice, how
nice. A man tells Pious that the Black Guardian is growing restless and
the binding holding it is weakening. Pious tells him that it must be
kept in place, and that Chattur'gha does not like failure and that more
flesh and bones must be fed to the Black Guardian guarding the Ulyaoth
artifact below the Amiens cathedral.

As Alex, just use the Chapter page to begin your journey as Peter.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Chapter 9, Act 2: A War to End All Wars |
Peter Jacob- Amiens, France 1916 A.D.   |
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

We see Peter speaking of the countless horrors of war. As he continues
speaking about this and how this hospital is Oublie cathedral has more
patients than it can cope with, we see a dying soldier being dragged to
a bed by a nurse. 

As Peter you find yourself rocked every so often by nearby explosions.
There is Soldier's Letter #1 straight behind you on the table. Pick it
up and read it and you'll get your first letter from Private Reginald
Jackson. In this letter that he writes to his love, Margaret, about the
injury he has sustained to his legs. He also tells how he thinks the
cathedral is haunted and the disappearance of many a soldier each day.

Now go out of the main cathedral hall through the double doors to the
vestibule. There is a set of stairs to the screen's left, go up them.
You'll come into a room filled with medical supplies and a single
nurse(no, not that kind of single). Through the next door you'll come
to the cathedral balcony. There's more medical supplies here as well,
but not much else. Continue through the next door to the bell tower. On
a medical crate is Soldier's Letter #2. In this one Reggie tells of
ghostly voices belonging to no one echoing through the cathedral at
night. He also tells of the talk of other young soldiers and how they
too hear the voices. He also tells of cries of help in the night, cries
that are answered only with snarls of rage. And he lastly speaks of
Lance Corporal Haskill who has gone missing.

Make your way back to the main cathedral hall now. Go up near the altar
to the podium and take the Sealed Envelope off it. Open it to get the
Soldier's Orders. They are to a certain Private Thompson, telling him
to leave his post and rally in the streets surrounding Oublie
Cathedral. There's nowhere else to explore as of right now, soit's time
to find Private Thompson and get him out of your way. Go through the
hall's main double doors and back into the vestibule. There is only one
man there and guess who it is? Private Thompson! Give him his orders
and he'll move from in front of the door. Go inside and you'll find a
Revolver. Pick it up and there'll be an explosion that got too close to
the cathedral, and now the lights are out. Time to restore power to the
cathedral.

As you try to leave the room you'll be sent to the Path of the Chosen
Ones so go grab that Tome. Outside the door you'll see a single
Bonethief. With only a Revolver to defend yourself, simply ignore it
and go back into the main hall through the double doors. You'll
immediately see a  Bonethief digging itself into a nurse. If you're
quick you can shoot it and knock it off but it's worthless now. If the
Bonethief bores into here there will be two Bonethieves and two people
infested by Bonethieves in this room. Run past them all to the altar.
Grab the Rifle. Again, this is a very tough weapon to use against
Bonethieves. Instead of attacking anything yet. Go through the door on
the right side of the main hall to the Old Tower. There are a couple
zombies, a Bonethief, and a nurse. Ignore all and go up the stairs to a
familiar room. Hanging on the wall is a much needed melee weapon, the
Two-Edged Sword. There's also some 8mm Revolver Ammunition on a shelf.
Take it if you think you'll need it and go back down stairs.

Now you actually have a chance against these guys. Kill all the
monsters in this room, preferably the Bonethief first. In the door
where Anthony was in Paul's chapter you'll find a big load of zombies.
Kill all and take the two boxes of .303 Rifle Ammunition. Then take the
Torch off the wall. Now, we can really get to restoring that power.

Go back into the Old Tower hall and then back into the main hall. There
will be quite a group of enemies in there, four Bonthieves/People
possessed by Bonethieves in there so you've got you work cut out for
you. After killing them all go down the stairs behind the altar.
Turning left at the stair's bottom you'll see two doors. Take the one
on the right first. Equip your Torch if you can't see. Take the single
box of .303 Rifle Ammunition and leave the room. Now go in the other
door. Inside is a single box of 8mm Revolver Ammunition. Take it and
leave the room.

Now go through the corridor to the bellows of the church. On the crates
in this area are two boxes of .303 Rifle Ammunition. Take both then go
through the door nearby. There are three Trappers in here so use a
projectile weapon and kill all three. Now go in the left door(Peter's
right, assuming you haven't moved around yet). Examine the boiler and
turn the wheel on it. This transfers power to the generator in another
room, but there's one more thing to do here. Summon a Trapper and send
it through the small hole in this room. On the other side is the 7
point Circle of Power and a dead man leaning against the door. You
can't take the Circle of Power so target the dead man and send him to
the Trapper Dimension. Now go through the newly accessible door and
grab the 7-point Circle of Power with Peter. Now go back into the
boiler room then out the door and across the hall to the room where the
generator is. 

Grab the box of .303 Ammunition and go over the the fuse box on the
wall. There is a fuse missing. Get this. THERE IS NO ACTUAL FUSE IN THE
CATHEDRAL. So stop searching. Instead you'll have to improvise a bit.
Ever wonder about that Lucky Penny in Pete's inventory? Well here's
what it's for. Jam the Lucky Penny into the fuse box to complete the
circuit. Now power up the generator and the lights are back! Now make
your way back up stairs to the main cathedral hall. 

As you move away from the stairs leading down, an explosion will
shatter the stained glass. Go over to the organ and grab the Sheet of
Music. There may be a few bonethieves about so watch your back. Now
play the organ to open the familiar cabinet. In case you can't remember
and since the sheet doesn't show the whole tune the buttons at A, B, Y,
X, B, Y, A. Grab the Door Handle and then go to the branch of the main
hall opposite the door leading to the Old Tower. You'll see a 7-point
red Circle of Power type deal, indicating that the Reveal Invisible
spell is needed to proceed. First create it then align it with Ulyaoth
and cast it. A door will appear, but it's missing a handle. Hmm, what
to do now? Use the Door Handle to open it and go through.

In this room there's one box of .303 Rifle Ammunition and two boxes of
8mm Revolver Ammunition. Take them if you want and go down the ladder.
Go through the corridor at the bottom to an open room with four
zombies. Two have  Bonethieves inside so watch out. Kill them all and
proceed through the next door. Go down the stairs, through the door,
and into another open room. There's a Horror and two zombies in here so 
let them fight it out before you join in. Kill them then use your map
and go through the door on the west wall.

Shoot the Trappers and go through the next door. There's a Bonethief,
but it doesn't see you so you can get in a swing or two before it even
spots you. On the table is Soldier's Letter #3. This one talks about
mysterious shadows, more disappearances and all that. Now push the red
shelf inward to go to another corridor with a Trapper. Kill it and go
through the door. Have a gun equipped when you do and quickly shoot the
Trapper. Now take out your sword and kill the zombie. Grab the Binding
Hall Key off the podium then make you way back to the room where I told
you to go through the west door. Now go through the south door. This is
the chamber where the custodian was sacrificed in Paul's chapter. There
are quite a few Trappers in here so be wary and shoot them all with a
gun. At the sacrificial altar is the Magickal Elixir which will restore
all your Magick in an instant. This will come in very handy later on.
Now go back into the room you just came from, use the Binding Room Key,
and go through the last door, the one with the emblem on it.

Kill the three zombies and go through the door at the hall's end. Go
down the stairs and grab the box of .303 Rifle Ammunition along the
way. At the bottom of the stairs is a spell scroll. Take it and the
Magickal Attack spell will be made. Go through the door and you'll come
to a hallway with a door leading to a boss. Make sure to save your
game.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Chapter 9, Act 3: Food for the Beast |
Peter Jacob- Amiens, France 1916 A.D.|
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

BOSS: as you go through the door you'll come to the large hall
wherePaul met his death. Paul walks down it and finds himself looking
at the Essence of Ulyaoth. The Black Guardian of Chattur'gha comes out
of the ground and sets up a barrier around the hall, preventing Peter's
escape. The Black Guardian will begin by launching missile-like
projectiles at you. Simply run back and forth until he stops. When he
does he'll shoot his tongue out at you. Avoid it by running sideways.
As soon as it's tongue misses you begin a 7-point Magickal Attack
aligned to Ulyaoth. The barrier will get closer and he'll then summon
zombies.

Cast a Damage Field spell and the zombies will be no problem. As soon
as the zombies are summoned begin another 7-point Magickal Attack
spell. If your quick enough it'll get to him while he's flashing. If it
misses, kill the zombies and he'll summon more, and he'll start
flashing again. 

The barrier will the be moved closer and the Guardian will begin to
smash it's claws down at you. Avoid them until the guardian stops and
raises it's head up. It'll begin flashing. I'd advise using a 5-point
magickal attack in favor of a 7-point one since the time he's flashing
is rather short. Two hits from the 5-pointer are all it takes and the
battle is finished. Grab the artifact to start a cut-scene.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Chapter 9, Act 4: Memories that Haunt   |
Alex Roivas- Rhode Island, USA 2000 A.D.|
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

69 years later we see Peter as an old man talking to Edward Roivas and
giving him the artifact. They then drink to the artifact and the
chapter ends.

Alex will find a Lucky Penny on the back of the chapter page. Go out of
the study and back into the library. You'll se the ghost of a servant
appear saying "Help me!" Go over to her and talk to her. Here face is
rather torn up and she says "I can't get the blood out!". Hmm,
interesting, lady. Anyway, she'll drop the Basement Key. Go out of the
library to the main hall and go to the basement door and unlock it. Go
down the stairs and grab the Shotgun off the wall, as well as some
shells for it on the well. On the wall is a fuse box. Open it and "pull
a Peter" by using the Lucky Penny as a fuse and trip the breaker. The
circuit is complete for the dark room on the second floor. Make your
way upstairs and go through the door on the west wall. There is the
Journal of M.Roivas, p2 on the chest and a chapter page in the cabinet
above. A cut-scene begins.

-----------------------------------------------------------------------
|                                                                     |
|                             Chapter 10                              |
|                                                                     |
-----------------------------------------------------------------------

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Chapter 10, Act 1: Dark Servants        |
Alex Roivas- Rhode Islan, USA 2000 A.D. |
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

Pious is talking to a Guardian of Ehn'gha. He then is talking to
Chattur'gha about another Roivas and how horrible his death will be.
Nice to know, since Edward is next.

Use the Chapter Page.

Edward is talking about Freud, Jung and other such people and
psychiatry. He then begins his search of his family history. 

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Chapter 10, Act 2: A Legacy of Darkness      |
Edward Roivas- Roivas Family Estate 1952 A.D.|
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

Edward is talking about Freud, Jung and other such people and
psychiatry. He then begins his search of his family history. 

Grab the Historical Journal off the fireplace. Check it to find the
Minute Hand. Now go out of the library and across the hall to the
kitchen. You'll find a single box of .38 Revolver Ammunition. Go out of
this room and to through the double doors to the room with the grand
piano. Inside you'll find the Sabre mounted on a display. Take it and
leave the room. Back in the main hall, go upstairs to the second floor
and through the door. Turn right to go to the bedroom. Inside is a box
of Shotgun Shells. There's nothing in the bathroom so leave this room
and go all the way down the hall and through the door on the north
wall. Take the Shotgun Shells and Elephant Gun Ammunition off the desk.
Opposite the desk is another Historical Journal. Examine it to get the
Hour Hand. Now go back downstairs to the library. Go to the area of the
library with the clock and a cut-scene will commence.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Chapter 10, Act 3: Echoes of the Past        |
Edward Roivas- Roivas Family Estate 1952 A.D.|
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

We see the ghost of Maximillian Roivas. He speaks to Edward about dying
in an asylum because of trying to warn the world about the Ancients. He
then tells Edward to set the clock to 3:33. Grab the spell scroll off
the chair before doing anything, then put the hands back on the clock
and do as Max says, setting it to 3:33. The passage to the secret study
will open and Edward will walk down it to the study.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Chapter 10, Act 4: The Legacy Unveiled   |
Edward Roivas- Roivas Family Estate 1952 |
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

 Max is there and tells Edward to use the items in the room to avenge
his wasted death. 

Rambo must have been here because there's plenty of ammunition and a
Revolver. Take them all, as well as the Tome of Eternal Darkness. The
Magick Pool spell will be made automatically. Go back out into the main
part of the library and you'll see a vampire-like creature sucking
blood through the air from a poor, helpless maid. After getting its
fill the monster will disappear and run, knocking over a vase on the
way. The waman will be alive and well, but feeling an urge to attack
you. Kill her and grab the Bottom Half of the Basement Key that was in
the vase. Exit the library and you'll be able to hear the monster going
up the stairs. Go up them youself. To be able to see the monster you
can use a Reveal Invisible spell aligned against its color, in this
case use Ulyaoth. You'll see a scene of the monster in the bedroom. Go
there and attack it until it leaves.

You'll then se it in the basement, apparently regaining energy from a
pillar. Talk to the servant you just saved to get the Gun Cabinet Key.
Now go to the room with the gun cabinet in it(the north door on the
second floor) and use the key to get the Elephant Gun. Leave the room
and go back out into the main hall. You'll see the vampire monster
going up the stairs. He now goes into the room you were just in with
the gun cabinet. Go in there and save the man. The vampire will leave,
knocking over a chair. It then recharges itself in the basement again.
It's next victim is in the main hall. Go there and you'll see it come
from the basement.

Take it out another time and it'll drop the Top Half of the Basement
Key and go recharge itself. It'll now be waiting in the basement for
you. Put the key back together and enchant it to repair it, then open
the basement door.

Make sure you've got the Reveal invisible spell running so you can see
this guy. First take out his pillar so he can't recharge. Now keep
running behind it and slashing its head to destroy it. Grab the Summon
Horror spell scroll of the shelf, as well as all the ammo lying around.
You'll also find the Double Shotgun displayed on the wall so take that
too.

Go down the ladder in the well and you come to a familiar locale. Go
down the stairs and you'll come to the large room where you fought a
Guardian of Ehn'gha with Max. This time, however, there are two
horrors. I'd advise using the Double Shotgun to kill them.

Go through the open gate and you'll come to another large hallway with
a Guardian of Ehn'gha and a Horror, and a barrier will form behind
you. Concentrate on the Guardian since sometimes the Guardian will
accidently hit it instead of you with it's attacks. Now go through the
door at the end of the hall. Inside examine the left most stone and
press it. Go through the portal.

At the top of the tower put the Pargon rune in place and go through
the portal. You'll come into a large room with two Horrors. Ignore them
and go straight up the stairs, then down the other side to a lever.
Pull the lever and a barrier will be brought down. Go through the
doorway where the barrier was and back out into the main hall. Go back
into the room where you pushed the stone and push the second one from
the left(I'll be moving left to right throughout this thing). 

Inscribe the Redgormor Rune at the top of the tower and go through the
portal. There's a Horror and some Trappers in this room. Ignore them
all and go across the bridge and pull the lever. A barrier will
dissipate. Go through the open passage to the room you were in last
time with the 2 Horrors. Ignore them again and make your way to the
main hall, then to the stone room. Press the next one and go through
the portal.  

Inscribe the Pargon Rune and go through the portal. Flip the lever up
the stairs to the right of Edward when he comes out of the portal.
Another barrier will lift, but monsters will break out of their cases
on the wall. Ignore them and go through the passage to the main hall.
Back in the stone room, activate the fourth one, go through the portal.

Inscribe the Pargon rune, go through the portal. In this room there's a
lever near the open pit in the middle of the room. Flip it and Edward
will hallucinate and see a worm-like monster attack him. Bottoms up on
the old Liquid Courage will have Edward back to his senses. Now go back
to the main hall and to the stone room. Activate the fifth stone and go
through the portal.

Shoot the Trapper, inscribe the Ulyaoth rune and leave. Ignore the
Guardian, make your way up the two flights of stairs and flip the lever
at the top. Go through the open passage to the main hall, back to the
stone room, activate the sixth stone and go through the portal.

Inscribe the Pargon rune, leave through the portal. Go straight for the
lever. Shoot the Trappers if you want, or just ignore them and leave
through the now open doorway. Ignore the monster(s) in this room and
it's back to the main hall, then the stone room to activate the next
stone and go through the portal.

Inscribe Pargon, leave through portal. This is a very mundane task,
wouldn't you agree? Ignore all the monsters and flip the lever. There's
a Guardian blocking a doorway so if he's got a damage field up dispel
it and shoot him once to get him out of your way and then go through
the doorway. Ignore the monsters leave the room, back to the main hall,
then the stone room to activate the next portal and continue.

At the tower's top kill the Trapper and activate the Nethlek rune.
Leave through the portal. Go either way around the large block in the
middle and avoid the Trappers. Dispel the damage field around the
Guardian and shoot it to get access to the lever. Flip it and leave the
room to the mains hall. Go to the stone room and activate the last
stone.

Inscribe the last Pargon rune to complete the 9-point Dispel Magick
spell and the path back to the mansion will open. Edward also caused
energy inside the city to build up and now he's got to make his escape.
Go through the portal. Kill the Horror and make your way around the
area to where the Guardian is. Go around it and flip the lever. Go
through the open passage to the room with the large block in the
middle. Avoid any and all monsters and make you way back to the main
hall. Four Guardians of Ehn'gha will come, but they're flying around in
their glowing ball form so just run for the exit. Go back up the stairs
leading back to the mansion and a cut-scene will begin. 

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Chapter 10, Act 5: Death Comes to Us All |
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

The city of Ehn'gha and it's inhabitants will be blasted by a shockwave
from the spell Edward made in the towers.

We then see a red glowing ball of a Guardian of Ehn'gha floating behind
Edward, who is reading in a chair many years later. This is Edwards
death.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Chapter 10, Act 6: A Vision of Victory  |
Alex Roivas- Rhode Island, USA 2000 A.D.|
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

Pious is then speaking to Chattur'gha and Chattur'gha tells him of a
vision he had of his dominance.

As Alex you'll get a note from Edward telling you that you can have
some of the tipple in the barrels in the basement. Another clue. 

Go down to the basement and look at some of the barrels. You'll find
the Pickax. Go up to the second floor and near where the stained glass
was you'll find something unusual about the wallpaper. Use the Pickax
to unveil the servants quarters from Max's times. 

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Chapter 10, Act 7: Maximillian's Dark Duty |
Alex Roivas- Rhode Island, USA 2000 A.D.   |
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

You'll see a cut-scene of Max killing his servants, who he thought were
possessed by demons.

Dispel the Magick  in the room and grab the Stethoscope and the Journal
of M. Roivas, Closing Notes telling of his plan to murder his servants.

Go back to the basement(there are some enemies along the way) and
examine the large safe. With the stethoscope you can open it. Read the
on-screen instructions. Once it's open you can collect the Essence of
Ulyaoth, a Crankshaft, a Letter From Edward, and the next Chapter Page.

-----------------------------------------------------------------------
|                                                                     |
|                             Chapter 11                              |
|                                                                     |
-----------------------------------------------------------------------

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Chapter 11, Act 1: A Storm Rises         |
Alex Roivas- Rhode Island, USA 2000 A.D. |
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

A cut-scene showing Pious and a servant begins. The servant speaks of a
storm of young blood, which Pious says he will sacrifice for
Chattur'gha.

Use the Chapter Page to begin Chapter 11.


The cutscene begins with Edward talking about the Ancients and how
involved they are in everything. We see Michael Edwards and his
firefighting team trying to put out a ferocious blaze in the Middle
East. He sys it's the worst fire he's ever seen and that everything
used to put out fires is in place. We hear a growl and electricity from
an unknown source triggers and exlosion from the equipment. Michael
then wakes up underground and finds his comrades dead. He then eyes
the"living pillar" and Roberto Bianchi's spirit comes out. He gives
Michael the Essence of Xel'lotath as well as the Ruby and Sapphire
Effigies. 

Take out your Fire Ax and hack away at the zombies that attack you.
Over on the right hand side is a fallen soldier. I seems Rambo is
following you through your journeys, as he's left you plenty of
weaponry and ammo. It includes and Assault Rifle, 5.56 Rifle
Ammunition, a Pistol, 9mm Pistol Ammunition, and OICW Grenades for use
with the Assualt Rifle.

In the next room take out the Guardian of Chattur'gha and Mantorok
zombie, then move on to the next room, down the ladder. There's a few
zombies and Trappers so keep your guard up. Go up the first ladder you
see. At the top is a dangerous room, occupied by two Guardians of
Chattur'gha. Avoid them since it's pointless to kill them or go further
down this path. Take the Gold Amulet off the pedestal. Now go back down
the ladder you came from.

Continue down the corridor to the next ladder leading up. Go up and
kill the zombies in the room. Take the Staff off pedestal in the room's
center. Combine it with the Gold Amulet to make the Staff with Amulet.
Now go back down the ladder you came up on. 

Continue down the corridor to the final ladder. At the top is a scale
replica of a city. There is a shaft of light oppsite the ladder you
came up. Put the Staff with Amulet in the hole under the light to star
a puzzle. Shine it on both golden domes on the city to open up two
hidden mirrors. Lastly shine the light on the obelisk in the middle.
This causes light to be reflected from the obelisk to one mirror then
the other, then finally a building in the middle. This sequence opens a
hidden panel on the floor. Try to go down the ladder to be transported
to the Walkway of Chosen Ones. Grab the Tome of Eternal Darkness to be
transported back. Now go down the ladder.

This room is Trapper filled so kill all of them with the Pistol and
continue up the next ladder. There's two Horrors here, but with an
Assault Rifle, who cares? Lay them out and go down the next ladder.

Make your way around the tunnel and past the ladder. You'll see a hole
in the ground and some worms will pop out. One whack on the head to
each will put them down. Dispel the damage field around the Emerald
Effigy and take it. Now go back to the ladder you just passed and go up
it. At the top are 2 zombies and a Horror. Let them fight as much as
they want then take out what's left. Go down the ladder at the room's
center to another long hallway. There are a few zombies and a Guardian.
Take them out or avoid them, whatever fits your style. Now go through
the door at the end.

Quickly take out your Pistol and shoot all four Trappers in this room
in quick succession before they ban begin anything. Now go through the
door to Michael's left when he first entered the room. There's quite a
battle for Mike here. Wreak some havoc on the 5 zombies in this room.
Now go through the only door(right now) in the room. Inside are 3
zombies so waste them. If you collected all 3 effigies here's where you
use them. Place the Emerald Effigy in front of the red warrior, the
Sapphire in front of the green scholar, and the Ruby in front of the
blue sorcerer. Two rooms back some panels will shift and a stairway
will open. Go back to that room and down those stairs.

At the bottom is a display holding up the permanently Enchanted
Gladius! Too bad good ol' Mike can't use it. Apparently, he's not the
Guardian of Light. Wonder who that is, huh? Now go back up the stairs
and through the door you just came through. You were just here, I know,
but there's more to do. See that obelisk? Summon and Trapper, target
it, and send it to the Trapper Dimension.

Now with Mike go down that ladder. There's two Trappers at the bottom
so shoot them with the pistol. There's a single ladder leading down. Go
down it. You'll see a glowing object in the small shrine. It's a spell
scroll for Bind, which will automatically be made. Now go through the
doorway opposite the shrine.

There are two Horrors creating a seemingly impassible barrier. Use a 7
point version of the Bind spell you just learnes on one of the
creatures. Kill the remaining Horror after the battle and take the
Plastic Explosives on the floor. Now go back to the shrine room and up
the ladder. Go down the hall and up the next ladder. In this room
you'll notice that one wall looks strangely like a door should be
there. Use Reveal Invisible aligned with Ulyaoth to reveal it. Open it
and go through.

On the other side you'll find a fallen soldier with the Detonator Caps.
Take them, then cast a shield spell(5-point should be enough) and go
across the floor to the next room. Go onto the bridge that you need to
destroy and some worms will come up. Kill them. Combine the Detonator
Caps with the Plastic Explosives to form the C4 Bomb. Enchant it with a
7-point spell to power it up. Then place it on the bridge.

UH OH! 3 minutes?! That's it?! 

Believe me, it's plenty of time. Shield yourself and cross the yellow
floor. You might want to use the Flashlight, as things have gotten much
darker. Avoid the Horror and go through the door. Avoid the zombies and
go through the door opposite the one you just came through. Now go
through the one next to that one. Move down the long corridor and go up
the ladder. Move across the room to the other side and another ladder.
Go down it to another corridor, inhabited by two Horrors. Avoid both
and move along it to the last ladder. The way you cam in has been
blocked off by rubble, but all the shaking has revealed another door
behind the rubble that was there when you first came through here. Go
through the double doors and up the ladder in the next room. A cut
scene will show the place exploding.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Chapter 11, Act 3: Back to Civilization  |
Alex Roivas- Rhode Island, USA 2000 A.D. |
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

We then see Mike walking up to an elderly Edward. He gives him a
mysterious package. Mike will not tell Edward what is in the package,
leaving its contents a mystery unsolved. He then tells Edward that he
has one last task to do before the Ancients find him. He then leaves,
bidding Edward good luck.

The observatory is now lit, so after a few things you can head there.
Leave the study as Alex and you'll find a few zombies outside your
door. There's more zombies in the other area of the library so kill
them too. Go out to the main hall and you will hear the doorbell ring,
the door close, and footsteps running away in a hurry. Who was it?
Anyway, grab the package, the Brown Paper Parcel, and open it to view
its contents. Inside is the Essence of Xel'lotath and the Enchanted
Gladius, if you got it. Remember, only the Guardian of Light can wield
the blade. Try to equip it. What?! We now know Alex as the Guardian of
Light.

Now go to the observatory and now that you have the Crankshaft you can
move the mirrors around. Maneuver the mirrors to each other, and
ultimately, make the light shine on the spot on the globe. Light will
shine through and open a passage in the basement. Go down to the
basement and through the door, which leads to the hole you just opened.
Go down the ladder to the stairway leading to Ehn'gha. Go all the way
down the stairs and across the walkway leading through a set of bars.

You're now back in the "main hall" that we saw in Edward's chapter,
only now, the floor is covered by magickal yellow energy. Cast a 7
point shield on yourself(you'll be doing this a lot) and go to the end
of the main hall to the door. You'll need to stop on one of the sets of
stairs to your right on the way to cast another shield. Do so then go
to the door. There's a damage field in front so dispel it and finally
go through the door. In the stone room(I'll now call it the Giant
Circle of Power, since that's what it is) there are two pieces of a
pedestal. Grab both off the floor then put them back together and
repair it with an enchant spell. Now place it on the empty stand near
the other two pedestals. Place an Essence of a god on each pedestal.
This will power up the Circle of Power. Activate the first stone to go
to the first tower through the portal.

On the tower there are 3 Trappers so shoot each with the Revolver then
inscribe the Pargon rune. Go out the portal to the same room Edward
encountered after activating that first rune. Blocking your path back
to the main hall is a pit. Use a Reveal Invisible spell to reveal a
floor over the pit so you can go through the doorway. Cast another
shield spell and make you way from the main hallway to the ginant
Circle of Power. Engage the second array and go through the portal. 

On the tower inscribe the Aretak rune, then go through the portal.
Shoot any an all Trappers that get in your path to the doorway on your
right. Go through it to the room where the pit was and go across to the
main hall. Cast another shield, go the the CoP(Circle of Power) room
and activate the third stone.

Inscribe another Pargon rune and leave the tower through the portal.
You'll now see some tiles with pictures and colors of creatures. What
you need to do is put the creature of those colors on each tile. Summon
a blue Trapper, a Red Zombie and a Green Horror to complete the puzzle
and fill the display on the wall. This will bring down the barrier and
now you can go through the doorway to the main hall. Shields up, go to
the CoP room and activate another stone.

Shoot the Trapper and inscribe the next Pargon rune. Go to the portal.
You'll appear in a room with a glowing purple floor. If you just try to
run across the floor you'll go insane and when you recover you sanity,
reappear at the start of this room. The trick is to sneak across the
floor, going very slowly. Then you can go out to the main hall. Get a
shield, go to the CoP, power up a stone, go through the portal.

At the tower inscribe the Ulyaoth rune and leave through the portal.
There are a few Trappers in this room so either avoid them or shoot
them. You've got plenty of ammo so just waste them. Then got out the
doorway to the main hall and back to the CoP to activate the next stone
and go to the next tower.

Shoot the Trapper at the top and inscribe the Pargon rune. Through the
portal is a room where the Trappers disappear. Cast a Reveal Invisible
spell aligned with Ulyaoth to see the Trappers. Continue to the next
room, which lead to the main hall. Then go back once again to the CoP
room. Activate the seventh stone and go through the portal.

Inscribe the Pargon rune, leave through the portal. There are 3
obelisks in this room that need to be hit with a Magickal Attack. Any
color will do. Go through doorway the barrier was blocking and through
the next room back to the main hall, then to the  CoP room. Engage the
eighth array and go through the portal.

Inscribe the Tier rune and leave the tower through the portal. Go to
Alex's left around the big block and you'll see a damage field. Get a
shield up and dispel it from the stairs, then go down the stairs and
out of the room. Now go through to the main hall and into the CoP room
and activate the last stone.

Inscribe the last Pargon rune to complete a 9-point Summon Creature
spell, which will summon an Ancient god, Ulyaoth, to battle against
Pious god of choice, Chattur'gha. There are three Horrors creating a
barrier. Use bind on one, then after it dies, another until only one
remains. It'll be pretty weak for an easy kill. Now finally go out  of
the room. You'll be in the room with the yellow floor so get a shield
and walk across to the main hall. Go the the CoP room for the last time
and into the portal at its center. You'll be asked if you want to save.
Do so if you want, then step into the portal to take on the final boss,
Pious.

Alex will see Pious telling of the completion of his summoning spell.
Alex will then come back telling of her seizure of three of the
Ancients' Essences. Pious then summons Chattur'gha. After Chattur'gha
is summoned the towers will begin there summon and Ulyaoth will rise in
the heavens.

BOSS: The Essence of Chattur'gha will appear and will cast a shield
around Pious. First hit Pious once. This battle is much easier with the
Enchanted Gladius. If you have it, throw it at him to get the first
hit. This will cause the Essence to reappear. Now target the Essence
and hit it with the Gladius.

What was that? Hit Pious again to make the Essence reappear again and
hit it again. I'm sure you know what that place is now, but what does
it have to do with this final battle? You'll find out soon enough. 

Hit Pious once again and then the Essence. You'll then be transported
to that place and gain control of Ellia's spirit. Go grab that Tome of
Eternal Darkness for old times' sake and then you'll be in control of
Ellia fighting Pious! Hit the Essence with Ellia to be back as Alex.
Hit Pious again with Alex and you'll then gain control of Anthony's
spirit! Hit the Essence. Repeat this process for Karim and you'll be
treated to a scene of Ulyaoth kicking Chattur'gha's butt. Continue the
process with Maximillian Roivas, Paul Luther and Roberto Bianchi which
will completely destroy the Essence. You'll then see Ulyaoth take of a
claw of Chattur'gha.

Continue throwing the enchanted Gladius with Alex and avoiding Pious'
attacks. After a good number of hits he'll finally go down for good and
you'll then see Ulyaoth finish off Chattur'gha. 

Alex then decides to finish off Pious by jamming his own staff into his
stomach. Alex then realizes that allowing Ulyaoth into the universe was
just as bad as having Chattur'gha. 

You'll then assume control of Grandpa Roivas to bind the creature.
Choose the Bankorok rune to bind the creature. "Ahh, that's the
ticket!" 

Sit back and watch the ending. 

Thanks for reading and using my walkthrough!

/////////////////////////////////**\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
=======================================================================

                              VII. FAQ

=======================================================================
\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\**///////////////////////////////////

Q: What kind of game is Eternal Darkness?
A: Eternal Darkness is classified as an action/psychological thriller.
   IT'S NOT A SURVIVAL HORROR GAME, NOR IS IT RELATED TO RESIDENT EVIL
   IN ANY WAY! It also has some minor RPG elements like spell creation
   and, of course, playing the role of characters.

Q: What is it rated by the ESRB? Why?
A: Eternal Darkness received an "M"(17+) for Mature rating from the
   ESRB. Descriptors are "Blood and Gore" and "Violence". A few
   elements may also frighten young children or more impressionable
   gamers.

Q: How many blocks does it use on the memory card? How many save slots
   are there? 
A: It takes up 15 blocks on the memory card and that gives you six save
   slots.

Q: Where can I find Eternal Darkness?
A: Anywhere Nintendo Gamecube games are found.

Q: How much does it cost?
A: As with most new GC games, Eternal Darkness will cost $49.99(US) at
   most retailers. If you really search you could probably find
   somewhere that sells it as low as $39.99(US).

Q: How many characters are there?
A: There are twelve playable characters in the game.

Q: If I liked Resident Evil, does that mean I'll like Eternal Darkness?
A: Tough call. Despite what some people may tell you, Eternal Darkness
   and Resident Evil are two completely different types of games. I
   think you'll like Eternal Darkness regardless of your thoughts on
   Resident Evil.

Q: Where do I find _________?
A: Check the Walkthrough section.

Q: How do I beat __________? 
A: Again, check the Walkthrough section.

Q: How long will it take me to beat the game?
A: My first time through it took me around 14 hours. Although some say
   they beat it in less than 7 hours their first time through. It all
   depends on your skill as a player, and wheter or not you used a
   strategy guide or FAQ.

Q: Is this game very difficult?
A: I don't think it's very difficult. The combat system is very good so
   if you know what you're doing the enemies aren't too tough. The
   puzzles are along the same lines as, God forbid I say this, Resident
   Evil. There are a few stumpers in there though, but that's what this
   guide is here for.

Q: How do I make a 5-point spell? A 7-point spell?
A: Refer to the Magick section of this FAQ.

Q: I'm on chapter 11 and Roberto only game me the Ruby Effigy! In this
   FAQ you said he'd give me the Sapphire Effigy too! Why didn't he?
A: Because you didn't get the Sapphire Effigy with Roberto in Chapter
   8. Refer to the walkthrough section for chapter 8 to find out where
   it is.

Q: I didn't get the Ruby/Sapphire Effigy and now I'm on chapter 11 and
   can't open the door. Do I need to start over?
A: No. The Ruby, Sapphire, and Emerald Effigies are only necessary if
   you want to obtain the immensely powerful Enchanted Gladius to use
   on the final boss with Alex. There is no door you need to open with
   the effigies in order to complete the game.
 
//////////////////////////////////**\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
=======================================================================

                            VIII. Magick

=======================================================================
\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\**///////////////////////////////////

-----------------------------------------------------------------------
                           About Magick
-----------------------------------------------------------------------

       In ED you'll need at least 4 components to create a magick
       spell:
       
       Circle of Power
       Magick Runes(at least 3)
       Magick Codices(at least 3)
       Magick Spell Scroll

       The Circle of Power is what you put Runes in. It is the base of
       power for spells.

       The Magick Runes are what determine the alignments, target, and
       effect of all magick spells.

       Magick Codices are what you use to decipher Runes. You can't
       tell what effect, alignment, or target Rune that is.

       Spell Scrolls are the "recipes" that tell exactly what Runes are
       needed to create a specific spell.

      *ATTENTION*
       I thought this was common sense but after repeated e-mails I
       guess not. To make a 5-point spell use the exact same 3 runes
       you'd use for a 3-point spell and add 2 Pargon runes. To make a
       7-point spell use the exact same runes I've listed for a 3-point
       spell and add 4 Pargon runes.

-----------------------------------------------------------------------    
                               Runes
----------------------------------------------------------------------- 

       There are 4 types of Runes in Etenral Darkness; Alignment
       Runes, Target Runes, Effect Runes, and a Power Rune.

      1. Alignment Runes
         These Runes align each spell to an ancient. Each alignment has
         a strength and a weakness, except Mantorok, which is strong
         against all, and weak against none.
         
          a. Chattur'gha(Red)
             -Strong against: Xel'lotath(Green)
             -Weak Against: Ulyaoth(Blue)
          
          b. Ulyaoth(Blue)
             -Strong Against: Chattur'gha(Red)
             -Weak Against: Xel'lotath(Green)

          c. Xel'lotath(Green)
             -Strong Against: Ulyaoth(Blue)
             -Weak Against: Chattur'gha(Green)

          d. Mantorok(Purple

      2. Effect Runes
         These Runes determine what effect your spells will have on
         their target. There are five.

          a. Antorbok       Project
          b. Bangkorok      Protect
          c. Narokoth       Absorb
          d. Nethlek        Dispel
          e. Tier           Summon

      3. Target Runes
         These Runes determine what target your spells will effect.
         There are 4.

          a. Aretak         Creature
          b. Magormor       Item
          c. Redgormor      Area
          d. Santak         Self

      4. Power Rune
         This Rune(there's only one) is used to power up each spell. If
         you already know a 3-point spell, just add two Power Runes to
         make it a 5-point spell, or 4 Power Runes to make it a 7-point
         spell.

          a. Pargon         Power

-----------------------------------------------------------------------   
                                Spells
-----------------------------------------------------------------------

       This subsection will detail the effect of each spell, how each
       is made, and a description for each.

      1. Enchant Item

          a. Combine any alignment Rune with the Magormor and
             Antorbok Runes
          b. This spell can be used on a 3-,5-, or 7-point Circle of
             Power and used with any alignment.
          c. This spell will power up the enchanted item. Use it on
             your weapons to make them more powerful. Also it can be
             used to repair a broken item.

      2. Recover

          a. Combine any alignment Rune with the Santak and Narokoth
             Runes.
          b. This spell can be used on a 3-, 5-, or 7-point Circle of
             Power and used with any alingment.
          c. This spell will recover some health when aligned with
             Chattur'gha, some sanity when aligned with Xel'lotath, and
             both sanity and health when aligned with Mantorok. You can
             align it with Ulyaoth but it's pointless to since you'll
             use magic to cast the spell then recover that same amount
             so you end up with just as much, no more, no less, magick
             power as before you cast the spell.

      3. Reveal Invisible

          a. Combine any alignment Rune with the Redgormor and Narokoth
             Rune.
          b. This spell can be used on a 3-, 5-, or 7-point Circle of
             Power and used with any alignment.
          c. This spell will reveal invisible doors, locks, etc. To
             successfully use it, you must match the spells alignment
             and power with the clue's(there is usually a rather
             obvious clue for when to use this spell. By matching
             alignment I mean using the one that's most effective
             against another alignment. This means if the clue's
             alignment is Xel-lotath(green) use Chattur'gha(red), if
             it's Chattur'gha, use Ulyaoth(blue).To match the power, if
             you see a 3-point triangle in the clue, use a 3-point
             spell, if you see a 5-point pentagon in the clue, use a 5-
             point Circle of Power to cast the spell. Aligning this
             spell with Mantorok(purple) will turn your character
             transparent and they will be invisible to enemies.

      4. Damage Field

          a. Combine any alignment Rune with the Redgormor and Bankorok
             Runes.
          b. This spell can be used on a 3-, 5-, or 7-point Circle of
             power and used with any alignment.
          c. This spell creates an impermeable barrier around the
             character. It will either form a triangle(3-point),
             pentagon(5-point), or heptagon(7-point) field. The barrier
             is impossible to pass through by enemies. If an enemy
             touches the barrier they will be damaged. Each Damage
             Field spell will cause more damage to certain enemies
             depending on which Rune it's aligned with.

      5. Dispel Magick

          a. Combine any alignment Rune with the Redgormor and Nethlek
             Runes.
          b. This spell can be used on a 3-, 5-, or 7-point Circle of
             Power and used with any alignment
          c. This spell will bring down an enemy's Damage Field spell
             or will bring down any magickal barrier. For it to work
             you need to align the spell using the alignment that's
             strongest against the barrier you're trying to bring down
             and match the power with the number of Rune symbols you
             see on the ground, which form the barrier boundaries. For
             example use a 5-point, Xel'lotath Dispel Magick spell
             against a 5-point, Ulyaoth barrier.

      6. Summon Trapper

         a. Combine a Chattur'gha, Xel'lotath, or Ulyaoth Rune with
            the Aretak and Tier Runes on a 3-point Circle of Power.
         b. This spell can only be cast using a 3-point Circle of Power
            with a Chattur'gha, Xel'lotath, or Ulyaoth Rune.
         c. This spell will summon a Trapper that you can control. You
            move around the same, using L to move quicker. R is still
            target and A will send out the familiar Trapper "shockwaves
            to send enemies or objects to the Trapper Dimension. If you
            come to an area that can only be traversed by a "small
            dog", that's your cue to summon a Trapper.

      7. Shield
       
         a. Combine any alignment rune with the Bankorok and Santak
            Runes.
         b. This spell can be cast using a 3-, 5-, or 7-, point Circle
            of Power and used with any alignment.
         c. Casting this spell will summon 3, 5, or 7 tiny balls of
            energy that will swirl and circle around your character.
            You'll be impervious to any type of damage as long as at
            least one orb is circling you. This spell is like an
            upgraded Damage Field spell that allows you to move around
            and still be impervious to enemy attacks.
      
      8. Summon Zombie

          a. Combine a Chattur'gha, Xel'lotath, or Ulyaoth alignment
             rune with the Aretak and Tier runes on a 5-point Circle of
             Power.
          b. This spell can only be cast using a 5-point Circle of
             Power with a Chattur'gha, Xel'lotath, or Ulyaoth rune.
          c. This spell summons a zombie that you can control. Controls
             are the same as the Trapper(and for the most part, the
             characters too) with L being to move faster, R will target
             and enemy, and A is used to attack. I only found this
             spell useful in one specific case, the one where it's
             required with Roberto Bianchi.


      9. Magickal Attack

          a. Combine any alignment rune with the Redgormor and Antorbok
             Runes.
          b. This spell can be cast using a 3-, 5-, or 7-point Circle
             of Power and used with any alignment.
          c. This spell will send out a shockwave of energy each times
             it's cast, damaging any enemy unlucky enough to be in its
             blast radius. If used on a 7-point Circle of Power it
             makes for a very powerful attack. This is an absolute
             necessity if you hope to beat the Guardian at the end of
             Chapter 9 with Peter.

      10. Summon Horror

           a. Combine a Chattur'gha, Xel'lotath, or Ulyaoth rune with
              the Aretak and Tier runes on a 7-point Circle of Power.
           b. This spell can only be cast on a 7-point Circle of Power
              with a Chattur'gha, Xel'lotath, or Ulyaoth rune.
           c. This spell will summon a Horror. The controls are the
              same as they are for the zombie. The one difference is
              that if you're far away from a targeted enemy you'll
              shoot out and energy bolt aimed at the enemy instead of
              the usual swing of the arm from the Horror. This is a
              great spell to use and send the Horror into a room full
              of enemies.

      11. Magick Pool

           a. Combine any alignment rune with the Redgormor and Tier
              Runes.
           b. This spell can be cast on a 3-, 5-, or 7-point Circle of
              Power and used with any alignment.
           c. This spell will place a spinning rune symbol above the
              character's head. As long as the symbol stays there the
              character will continually sap energy from the
              environment and replenish either their health, magick, or
              sanity. The higher the Circle of Power used the longer
              the spell lasts. Aligning with Chattur'gha will replenish
              health, aligning with Xel'lotath will replenish sanity,
              aligning with Ulyaoth will replenish magick, and aligning
              with Mantorok will replenish both sanity and health.

      12. Bind

           a. Combine any alignment rune with the Aretak and Bankorok
              Runes
           b. This spell can be cast on a 3-, 5-, or 7-point Circle of
              Power and used with any alignment.
           c. This spell will make any creature it's cast on to fight
              for you. Really, it's that simple. It's required in areas
              where Horrors are creating impenetrable barriers. Casting
              it one one will cause it to fight another, they'll forget
              about the barrier, and then the barrier will dissipate.


//////////////////////////////////**\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
=======================================================================

                       IX. Character Profiles

=======================================================================
\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\**///////////////////////////////////

 This section lists the names of characters, their time period, and the
 size of their health, magick and sanity meters.

   Alexandra Roivas
    Rhode Island, USA 2000 A.D.
     Alexandra, a student at Washington University, is a headstrong and
     independent woman. Imaginative and quite intelligent, Alexandra is
     completing her graduate degree in abstract mathematics and number
     theory. She is stubborn and her obstinate attitude often gets her
     in trouble. She has returned to Rhode Island to tend to her
     deceased grandfather's estate and to find some answers about his
     gruesome death.
    

   Pious Augustus
    Persia 26 B.C.
     Born into a family of wealthy patricians, Pious Augustus joined
     the army of the Roman Empire at an early age. Poius was a
     centurion and commander during the empire's campaigns in Persia.
     He is now in his late twenties-many of his peers have retired to
     lives in Roman politics, but he remains a loyal soldier of the
     empire. Although Pious has grown weary of constant fighting, he
     continues, driven by the belief that life has a greater purpose in
     store for him.


   Ellia
    Angkor Thom Region, Cambodia 1150 A.D.
     Ellia was born into servitude and raised as a dancer in the court
     of Suryavarman II, the king who reunited the Khmer empire after
     years of unrest. After finding and reading a strange book, she
     yearns for adventure. Her curiosity leads her into a temple, where
     she uncovers secrets she was never meant to find.


   Anthony
    Amiens, France 814 A.D.
     A young man living in France, Anthony is a loyal servant to his
     king, the Emperor Charlemagne. After receiveing a magick scroll
     with deadly effects, Anthony is cursed. He then starts his journey
     to warn his Emperor of the scroll's effects. Over time Anthony
     discovers that the scroll's spell is taking its toll on his own
     body.


   Karim
    Persia 565 A.D.
     Karim is a brash young man of noble heritage trained in the arts
     of the sword. He spends his time seeking adventure and the hand of
     many a lady. His heart has been won by a mysterious woman named
     Chandra and his life is thrust into a new perspective. He wishes
     to marry her, but Chandra has other ideas. She wants to make use
     of Karim's skill at swordcraft and adventure, and in return for
     her love, she asks him to locate a lost relic.


   Dr. Maximillian Roivas
    Rhode Island, USA 1760 A.D.
     Maximillian, a learned medical doctor, lectures at many
     universities within the United States. Although not a famous
     scholar, he is certainly respected by both his students and peers.
     Maximillian is a somewhat portly man in his mid-fifties. His wife
     passed on years ago, after fighting consumption for many years.
     His three children, themselves now adults, visit him from time to
     time. More often than not, though, he remains alone in the family
     estate, left alone to his own devices. His children fear for his
     sanity-they believe it is unhealthy for an old man to be left
     alone in such a large house. They may be right...


   Dr. Edwin Lindsey
    Angkor Thom Region, Cambodia 1983 A.D.
     Dr. Edwin Lindsey is an archaeologist who is hired by the
     mysterious Paul Augustine to scope out an ancient temple in the
     jungles of Cambodia. Lindsey may finds out who this Paul Augustine
     really is as they enter the temple and is left on his own to
     investigate the temple and get out alive.


   Brother Paul Luther
    Amiens, France 1485 A.D.
     Paul is a Franciscan monk whose journeys have taken him to Oublie
     Cathedral in Amiens, France during the time of the Inquisition. He
     has journeyed there to see the sacred relic, the Hand of Jude.
     After an unexplained murder in the cathedral Paul is left to
     investigate the strange happenings himself and he finds out that
     the cathedral and its order of monks are not what they seem...

  
   Roberto Bianchi
    The Middle East 1460 A.D.
     A Venetian artist and architect, Roberto finds himself caught in
     the evil schemes of Pious. Captured by Pious he is forced into the
     crumbling ruins of a site that is to be made a monument, Roberto
     must survey the area and report his findings. 

   Peter Jacob
    Amiens, France 1916 A.D.
     During World War I a young soldier named Peter Jacob finds himself
     in Amiens, France, inside what was once Oublie Cathedral. It's now
     been transformed into a field hospital for the victims of war.
     Peter immediately finds a strange note and decides to seek answers
     to all his questions. He finds that war is not the only thing he
     should be afraid of in this cathedral...


   Dr. Edward Roivas
    Rhode Island, USA 1952 A.D.
     Edward is in his early thirties, and has always prided himself on
     his rational attitude. Continuing a long family tradition of
     scholarly pursuits, Edward Roivas is a practicing psychiatrist
     living in his family's ancestral home in Rhode Island. He has
     spent much time studying the works of Freud and Jung. Now,
     confronted by an irrational world, he find himself privy to dark
     secrets his reasoning can barely comprehend.
     

   Michael Edwards
    The Middle East 1991 A.D.
     Michael is a Canadian firefighter who is in the Middle East, hired
     to put an end to blazes formed on oil fields in the Middle East.
     After a deadly, premature explosion on one of the fires, Michael
     is the only survivor. He finds himself in the ruins of the
     monument that Roberto surveyed the site for and he must destroy
     the area...and escape.

(Credit Eternal Darkness: Sanity's Requiem Instruction Manual)

//////////////////////////////////**\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
=======================================================================

                              X. Enemies

=======================================================================
\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\**///////////////////////////////////

-----------------------------------------------------------------------
                           Normal enemies
-----------------------------------------------------------------------

Mantorok Zombie: 
  
  Probably the most common enemy in the game. It's
  characterized by it's extremely thin body structure and dark color.
  The first thing you should always do is slice their head off. After
  doing so they'll always bring their arms above their torso and search
  for their missing head. This gives you plenty of time to either take
  one shot at their torso with any weapon that is pretty powerful, such
  as Karim's Ram Dao or Michael Edward's Fire Axe. If your melee weapon
  isn't quite that powerful, such as Edwin Lindsey's Kukri, one swipe
  to each arm will drop the zombie and you can finish it off.

Chattur'gha Zombie: 

  Another common site, especially if you pick the
  Chattur'gha artifact with Pious. They are characterized by their red
  color and humanoid body structure. Out of the 4 types of zombies
  these are the toughest, as they can take quite a beating before lying
  down if your melee weapon isn't too powerful. With Karim's Ram Dao,
  one hit to the head will cleave their torsos clean off, and with Mike
  Edward's Fire Axe two overhead chops(one taking off the head) will
  take off the torso. But with mostly any other melee weapon the best
  strategy is to first take off the heads of all the Chattur'gha
  zombies in a room. If you're lucky they'll start battling each other
  and a few will be kill. If they're just swinging at thin air, wait
  until they take a swing, then move in and chop off one arm, then the
  other. Most of the time they still won't be dead so take a few more
  hacks at the torso to ground them. 
  ***Be warned that Chattur'gha zombies will re-grow appendages after a
   certain amount of time if they aren't killed.***

Xel'lotath Zombies: 

  As with all zombies, the Xel'lotath Zombie is a common site. Their
  appearance is similar to the classic mummy look, as they are wrapped
  in what appears to be cloth. They are much easier to kill than
  Chattur'gha Zombies. If you have a Torch in your inventory, all it
  takes is one swipe to light these guys up. Of all the zombies they
  are possibly the easiest to kill. The other method to kill them is
  just an easy decapitation from any melee weapon, which will 9-times
  out-of-10 be an instant kill. They do have the ability to take away
  more sanity than the other zombies though. 

Ulyaoth Zombies:

  You guessed it, another common site. These guys look like their
  counterparts, Chattur'gha and Xel'lotath Zombies, except they're
  blue. Unlike Xel'lotath and Mantorok Zombies Ulyaoth Zombies cannot
  be lit on fire. Their most destructive attack is a self-destruct
  explosion. If you damage them enough without decapitating them,
  they'll rear back and start shaking. After a short period of time,
  they'll explode. The only way to avoid this is to take off their
  head. They're not nearly as strong as Chattur'gha Zombies, and after
  the initial attack that takes of their head, usually one or two more
  hits to the torso will be enough to lay these guys out for a
  finisher.  

Chattur'gha, Xel'lotath, and Ulyaoth Trappers:

  All three versions of Trapper are nearly identical, save for their
  coloring. Trappers are the smallest enemies in the game and resemble
  3-legged scorpions. While they can't damage you directly, their only
  attack sends out a shock wave that sends you to a realm known as the
  Trapper Dimension. In the Trapper Dimension are a series of portals
  leading to an exit portal. There are 4 colors of portals in the
  Trapper Dimension: Red, blue, green, and purple. The red, blue, and
  green portals lead to platforms where you can recover your health,
  magick, and sanity, respectively. The purple portal leads to the
  platform with the exit portal. Trappers cannot see you but their
  sense of hearing is very good. If they hear you run or walk by them,
  they'll send out their shockwave attack, sending you to the Trapper
  Dimension. There are two ways to deal with Trappers. One, you can
  sneak by them very quietly, but if you touch them, it will cause them
  to "Trap" you just as easily as if they heard you go by. The other
  way, which I recommend, is to shoot them with a projectile weapon.
  One hit to these little guys is all it takes. 

Chattur'gha, Xel'lotath, and Ulyaoth Horrors:

  These are some big dudes. You'll know them when you see them by their
  large size and three heads. They're rather sluggish when it comes to
  moving around. They've got two main attacks. One is use a big swipe
  at your character with their arm. To avoid this one just don't get
  too close to them. The other is an energy bolt that they shoot out at
  your character. This is used when you're farther away. Also, if you
  get too close to them and touch them, you'll get a jolt of energy
  from them. The energy bolts differ in the type of damage they do
  depending on the Horror. Chattur'gha Horrors take away only health,
  but the amount they take away is significantly more than the other
  two Horrors. Xel'lotath Horrors take away a little health as well as
  some sanity with their energy bolt, while Ulyaoth Horrors take away a
  little health and magick. The definite weapon of choice on Horrors is
  a shotgun. One blast to each of the 3 heads is all it takes. Any
  other projectile weapon works somewhat well too, and enchanting them
  is an even better idea. If you don't have a projectile weapon,
  enchant a melee weapon and try to stay behind the Horror so it can't
  take any swipes at you.
*E-MAIL FROM GrimmMrGrimm*
  There is an easy way to find out when a Horror is about to release
  it's bolt of energy from afar. When they stop then take a huge step
  with one of their legs, MOVE. THe bolt will come at you.

Guardians of Chattur'gha, Ulyaoth, and Xel'lotath:   

  They are characterized by their large pair of wings, wicked stinging
  tail, and skull head. They can take a lot of beating and are hard to
  get a hit on, unless you know what you're doing. All you need to do
  is run behind them, aim at their head and get one or two slashes in
  and repeat 1 or two more times. If they open their wings and trap
  you, they drain your health and use it to summon a zombie. It can get
  somewhat annoying when there are two of these guys in one room(very
  annoying in fact). Your best bet is to try to get behind one, and
  away from the other. This is easier said than done since they'll both
  be going after you, and you only. Get one to open it's wings, then
  move behind the other. Repeat until one remains, then it's blue skies
  from there.

Bonthieves:

   These skinny little monsters can be quite a nuisance when theres
   more than one. They have the ability to burrow themselves into a
   host being and use that being to attack you. If a human comes at you
   and attack you, chances are, there's a Bonethief inside. Killing the
   human will cause the Bonethief to be released and then the Bonethief
   itself will start to attack you relentlessly until it's killed. The
   period of time between each of a Bonethief's attack is very short so
   you've got to be quick in dealing with them. Their main attacks are
   an upward slash with the wicked blade-like part of their arm and an
   attack where they jump onto your character and begin burrowing
   inside of you. If they do jump on you just move the control stick in
   a circular motion and you'll suffer almost no damage at all. Dealing
   with one is a piece of cake; just take two slashes at their head
   with most melee weapons will lay them out. More than one can be
   tricky however. If one jumps on you its very dangerous since by the
   time you shake it off the other one will almost immediately be in
   the air and aiming for you. If there's more than one just keep
   moving and you should be all right. When space is limited make sure
   you've got a full health meter before dealing with a group. 

-----------------------------------------------------------------------
                                Bosses
-----------------------------------------------------------------------

Vampire Monster:

   You only see this as Edward. It can recharge itself as long as the
   pillar in the basement of the mansion is standing. You need to
   attack it enough so that it flees from you three times. It's rather
   clumsy and its attacks are slow so just run behind it and slash its
   head. Also when its absorbing from another person get a shot with
   the Elephant gun in to shorten the fight and use the Saber for the
   rest. After the third time you send it packing head down to the
   basement and attack the pillar until its destroyed. Now use the
   tactics above to kill it for good.

Black Guardian of Chattur'gha, Ulyaoth, and Xel'lotath:

   You meet this monster at the end of Peter's and Paul's
   Chapters(where's Mary?). Paul is flat out killed by it and doesn't
   get a chance to fight it. Peter does however. Consult the
   walkthrough section for strategies to beat it. The same strategy
   works for all three.

Pious Augustus:
   
   The big, bad final boss of Eternal Darkness. See the walkthrough
   section for tips on defeating him.

//////////////////////////////////**\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
=======================================================================

                        XI. Items and Weapons

=======================================================================
\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\**///////////////////////////////////

-----------------------------------------------------------------------
                            Melee Weapons
-----------------------------------------------------------------------

Broken Short Sword:
   "A Short Sword with its blade shattered into many pieces. It is
    completely useless."(Ellia)

Dual Tulwar:
   "The Tulwar is a curved blade with a heavy chopping edge. Most
    Tulwars had a circular hilt and pommel, making them easy to
    recognize. Karim can now fight 'Florentine' with a Tulwar in each
    hand!"(Karim)

Fire Ax:
   "A multipurpose Fire Ax made from molybdenum alloy for extra
    strength and heat resistance."(Michael Edwards)

Enchanted Gladius:
   "This Gladius carries a powerful enchantment. This unique weapon can
    only be wielded by its destined owner-the Guardian of
    Light"(Michael Edwards, Alex *only usable with Alex)

Gladius:
   "This is a Gladius, the standard weapon of the Roman army. A short,
    double-edged sword with a sharp, triangular point, the Gladius was
    designed primarily for hacking and chopping at the enemy, but could
    be used to pierce armor as well."(Alex, Pious)

Kukri:
   "The unusual 'L' shape of the Kukri gives the weapon a significant
    advantage in close quarters. The combination of a cutting edge on
    the inside curve of the blade and heavy weight of the blade tip
    gives the Kukri immense stopping power."(Edwin Lindsey)

Mace:
   "A weapon covered with spikes and flanges that focus force upon
    striking. The Mace was effective against an enemy wearing chain
    mail. Although usually directed against the head, a Mace blow to a
    limb could break bones even if the armor was not pierced."(Paul
    Luther)

Ram Dao:
   "This is the Ram Dao broadsword, typified by its long, broad blade
    and heavy cutting edge. A formidable weapon, it enables its user to
    strike at many enemies at once and still keep distance. With a
    sweep Karim can knock down enemies, and can cause extremem damage
    with an overhead attack."(Karim)

Sabre:
   "Cavalry swords like the Sabre, were used chiefly as an item of
    ceremonial dress for officers. The brass knuckle guard was a style
    popular with both American and English cavalry officers in the
    second half of the Eighteenth Century."(Maximillian Roivas, Edward
    Roivas)

Saif:
   "This is a Saif-a curved Arabic sword with a distinctive pommel. The
    Saif is the standard weapon of most Middle Eastern armies."(Roberto
    Bianchi)
    
Short Sword:
   "A Short Sword with a wooden grip-light and durable. A small curve
    running from the handle makes it better for hacking rather than
    stabbing."(Ellia)

Scramasax:
   "This Frank and Saxon weapon relies on a hefty blade to deliver
    deadly cutting and slashing attacks. It does not have a hand guard,
    as it was designed for offensive, rather than defensive,
    fighting."(Anthony) 

Tulwar:
   "The Tulwar is a curved blade with a heavy chopping edge. Most
    Tulwars had a circular hilt and pommel, making them easy to
    recognize."(Karim)

Two-Edged Sword:
   "A heavy single-handed sword with two cutting edges, it is commonly
    known as the Bastard Sword, or 'Hand and a Half' Sword for the
    length of the hilt, which can fit in on hand, with the other for
    support."(Anthony, Paul Luther, Peter Jacob)


-----------------------------------------------------------------------
                          Projectile Weapons
-----------------------------------------------------------------------

Assault Rifle:
   "The Objective Individual Combat Weapon(OICW) is a Heckler and Koch
    G-36 rifle mounted under a 20mm grenade cannon. It is commonly
    assigned to Special Forces units. The rifle uses a 30-round clip
    and is chambered for 5.56mm NATO ammunition."(Michael Edwards)

Automatic Pistol:
   "Since 1907 this weapon has been a trusted sidearm to U.S. armed
    forces. Through two World Wars, Korea, and Vietnam, the Colt M1911
    Automatic Pistol has proven itself to be a reliable firearm with
    good stopping power."(Edwin Lindsey)

Blowgun:
   "An ancient weapon, the Blowgun propels a poison dart at an enemy,
    causing death within several seconds."(Ellia)

Chakrams:
   "The Chakram was a favored throwing weapon through Central Asia in
    medieval times. A balanced ring of metal, sometimes beautifully
    decorated, it would be hurled at an attacker. Heavy Chakrams could
    sever limbs or heads. However, they were not designed to return to
    the thrower."(Karim)

Crossbow:
   "The Crossbow is a powerful and accurate weapon that shoots a wooden
    bolt."(Paul Luther, Roberto Bianchi)

Double Shotgun:
   "The Ithaca Model 'A' Shotgun was also known as the Auto or Home
    Burglar Gun. A double-barreled, breech-loaded shotgun, it is
    capable of firing one or both barrels simultaneously."(Edward
    Roivas)

Dual Flintlocks:
   "Dual Flintlocks pistols for those who wish to fight 'akimbo' style.
    The French Flintlock Holster pistol was in use from the 1680's. As
    a muzzle-loaded pistol, its rate of fire is rather low, but it
    packs a powerful punch."(Maximillian Roivas)

Elephant Gun:
   "The Holland and Holland Double Rifle fires and enormous .50 by 3"
    nitro slug, quite capable of stopping rhino or elephants dead in
    their tracks. Only a crazy man would feel comfortable facing a
    'Holland and Holland'."(Edward Roivas)

Flintlock Pistol:
   "The French Flintlock Holster pistol was in use from the 119602. As
    a muzzle-loaded pistol, its rate of fire is rather low, but it
    packs a powerful punch."(Maximillian Roivas)

Pistol:
   "The Glock 17 is a semi-automatic pistol, renowned for its
    resilience under harsh firing conditions-the Glock can even fire
    underwater! The Glock fires 9mm pistol ammunition."(Michael
    Edwards)

Revolver(Alex):
   "This is a Smith and Wesson Model 37, one of the smaller revolvers
    in the Smith and Wesson family. This double action revolver is
    capable of firing .38 Special ammunition, which allows for extra
    stopping power."(Alex)

Revolver(Edward Roivas):
   "This is an Enfield MkI Star Revolver, introduced prior to World War
    One. It is a double action pistol with a six-shot top-break
    cylinder. The Enfield is chambered for .380 revolver
    ammunition."(Edward Roivas)

Revolver(Peter Jacob):
   "This Lebel Modele 1892 Revolver was introduced prior to World War
    One. A double-action pistol with a six-shot swing-out cylinder
    chambered for 8mm French Service ammunition."(Peter Jacob)

Rifle:
   "The Lee-Enfield Mk III bolt-action rifles are legends in their own
    time. Completely reliable even under adverse conditions over three
    million were produced in Britain, India and Australia."(Peter
    Jacob)

Shotgun(Lindsey):
   "A Remington M-870 Shotgun, slightly modified with an extended tube
    magazine, choke barrel, rifle sights, and a bayonet lug. This is
    the same shotgun used by the U.S. Marine Corps since 1970."(Edwin
    Lindsey)

Shotgun(Alex):
   "The Winchester Model 1300 Defender is quite possibly on of the
    finest pump-action shotguns avalaible. The unique slide action
    operates a rotating bolt, and unlocking is recoil-assited, making
    it very fast and smooth to cycle."(Alex)


-----------------------------------------------------------------------
                             Other Items
-----------------------------------------------------------------------

.303 Rifle Ammo:
   "A box of .303 Rifle Ammunition."(Peter Jacob)

.38 Revolver Ammo:
   "A box of .38 Caliber Revolver Ammunition."(Alex, Edward Roivas)

.45 Pistol Ammo:
   "A clip of .45 Pistol Ammunition."(Edwin Lindsey)

5.56mm Rifle Ammo:
   "A magazine of NATO 5.56mm Ammunition."(Michael Edwards)

8mm Revolver Ammo:
   "A box of 8mm Revolver Shells."(Peter Jacob)

9mm Pistol Ammo:
   "A magazine of 9mm Pistol Ammunition."(Michael Edwards)

A Lucky Penny:
   "An old coin, marked in a peculiar manner. It has held sentimental
    value for someone. Whoever holds the penny will undoubtedly receive
    good fortune!"(Peter Jacob, Alex)

Archaeologist's Brush:
   "A large, soft-bristled brush designed for clearing dirt and dust
    from surfaces without damaging them."(Edwin Lindsey)

Basement Key:
   "A small, antiquated key, somewhat rusted by the ravages of time.
    This is the key to the basement of the Roivas Masion."(Maximillian
    Roivas, Alex, Edward Roivas)

Binding Hall Key:
   "An oddly shaped key, carved from what appears to be a large bone.
    Smaller bones and fragments of other organic matter form the teeth
    and handle of the key."(Peter Jacob)

Bishop's Key:
   "This is a gold, gem encrusted Bishop's Key. Its form echoes the
    likeness of a bishop's sceptre. This is the key to the Bishop's
    Room."(Anthony)

Blue Urn:
   "This Urn has been glazed with a rich cobalt blue shellac,
    instilling it with an otherworldly character. It has a strange
    sigil on its side."(Anthony)

Book of Reliquaries:
   "This is the 'Forgeries of the Reliquaries', dating back to the late
    thirteenth century, exquisitely illuminated and bound with hard
    leather, it reads:
      'Doubtless many obscure orders requiring more income than can be
       garnered from the tithe, resorted to forging ancient relics to
       bring people from outside their region to their diocese, and
       thus becoming more lucrative.
      'While it could be said that a false hope is still hope, relics
       such as Cuthbert's Jawbone, the Hand of Jude, and the infamous
       Thighbone Flute of Connaught, while being forgeries, deceive the
       righteous unjustly. Their existence as 'true' relics is the
       utmost heresy.'"(Paul Luther) 

Bottom Half of Basement Key:
   "This is the Bottom Half of the key to the mansion's basement. The
    top bit is apparently missing."(Edward Roivas)

Broken Basement Key:
   "This is the key to the basement of the Roivas mansion. It appears
    to be broken."(Edward Roivas)

Broken Blue Urn:
   "The Urn is broken into many fragments. Perhaps it can be
    repaired?"(Anthony)

Broken Green Urn:
   "Fragments of a broken Urn pieced together to form a crude whole.
    Deep cracks mar its structure and, while almost complete, it is far
    from watertight. Perhaps it can be repaired somehow."(Anthony)

Broken Second Floor Key:
   "This is the key to the Second Floor of the Roivas Mansion. It
    appears to be broken."(Alex)

Bronze Bracelet:
   "An exquisite bronze bracelet, designed to be worn around the wrist
    or ankle. It is embellished with inset gems and engravings."(Edwin
    Lindsey)

Brown Paper Parcel:
   "A parcel, wrapped in plain brown paper. It is not addressed to
    anyone and appears to be have been wrapped in a hurry. There might
    be something inside."(Alex)

Bronze Necklace:
   "A well-crafted Bronze Necklace, resplendent with glowing
    gems."(Ellia, Edwin Lindsey)

C4 Bomb:
   "The C4 Satchel and the Detonator Caps have been combined into a
    single unit-it is now a primed bomb. When the bomb is used Mike
    will have 3 minutes to get to safety."(Michael Edwards)

Chapter Page-"A Journey into Darkness":
   "This appears to be a page from the Tome of Eternal Darkness. It is
    entitled 'A Journey into Darkness'. USE this item to read the
    Chapter."(Alex)

Chapter Page-"A Legacy of Darkness":
   "This appears to be a page from the Tome of Eternal Darkness. It is
    entitled 'A Legacy of Darkness'. USE this item to read the
    Chapter."(Alex)

Chapter Page-"Ashes to Ashes":
   "This appears to be a page from the Tome of Eternal Darkness. It is
    entitled 'Ashes to Ashes'. USE this item to read the
    Chapter."(Alex)

Chapter Page-"A War to End All Wars":
   "This appears to be a page from the Tome of Eternal Darkness. It is
    entitled 'A War to End All Wars'. USE this item to read the
    Chapter."(Alex)

Chapter Page-"Heresy":
   "This appears to be a page from the Tome of Eternal Darkness. It is
    entitled 'Heresy'. USE this item to read the Chapter."(Alex)

Chapter Page-"Suspicions of Conspiracy":
   "This appears to be a page from the Tome of Eternal Darkness. Is is
    entitled 'Suspicions of Conspiracy'. USE this item to read the
    Chapter."(Alex)

Chapter Page-"The Binding of the Corpse God":
   "This appears to be a page from the Tome of Eternal Darkness. It is
    entitled 'The Binding of the Corpse God'. USE this item to read the
    Chapter."(Alex)

Chapter Page-"The Forbidden City":
   "This appears to be a page from the Tome of Eternal Darkness. It is
    entitled 'The Forbidden City'. USE this item to read the
    Chapter."(Alex)

Chapter Page-"The Gift of Forever":
   "This appears to be a page from the Tome of Eternal Darkness. It is
    entitled 'The Gift of Forever'. USE this item to read the
    Chapter."(Alex)

Chapter Page-"The Lurking Horror":
   "This appears to be a page from the Tome of Eternal Darkness. It is
    entitled 'The Lurking Horror'. USE this item to read the
    Chapter."(Alex)

Crankshaft:
   "A large brass crankshaft-seemingly part of an antique."(Alex)

Crossbow Bolts:
   "A quiver of Crossbow Bolts."(Paul Luther, Roberto Bianchi)

Detonator Caps:
   "These electric detonator caps will transform a package of otherwise
    safe C4 plastic explosives into a primed bomb. They have a built in
    timer, set for a maximum time of 3 minutes."(Michael Edwards)

Diary Page 1:
   "The Diary of Brother Andrew, Page 1.

      'I have finally arrived at Amiens, and my pilgrimage to see the
       Hand of Jude draws to a close.
      'I cannot wait to lay eyes upon the sacred relic. My journey here
       has been arduous and it shall be good to relax for a while in
       this peaceful village.
      'Amiens is full of good people, strong in their faith and their
       role in our world. If the blight of witchcraft is present in
       this world, then I doubt it is in Amiens.'"(Paul Luther)

Diary Page 2:
   "The Diary of Brother Andrew, Page 2.

      '...I suppose it is understandable that they will not show me the
       Hand of Jude on such little notice, but I must confess that the
       preparations they make are most unusual.
      'No acts of consecration, no daily prayer or worship are
       demonstrated by this strange order. One wonders if they are holy
       at all, let alon being under the auspices of the Grand
       Inquisition.
      'Perhaps it is my naivete of our faith. There are many practices
       associated with it, and they differ greatly from region to
       region. Perhaps Amiens is merely more eccentric than the
       others.'"(Paul Luther)

Diary Page 3:
   "The Diary of Brother Andrew, Page 3.

      '...with a shudder my heart turned to ice. I came to the brutal
       realization that the entire order were heretics and that I was
       in incredible jeopardy!
      'Who knows how long they had kept their dark secret-masquerading
       as custodians of the Hand of Jude, when in fact, they guarded a
       damnable relic-the Essence of the unholy (god's name that's
       strongest against Pious')?
      'And used IT to lure potential victims to their hideous
       sacrifice! I felt sick, and despite my faith, I felt intense
       fear and hopelessness. I know that I must escape this place
       before they suspect my knowledge.
      'I must warn the world and notify the real Inquisition of their
       presence. Knowing death is just around the corner and fearing
       every moment, I commit these words to paper. Augustine will find
       this book.
      'I will remove certain pages and hide them, so that all who may
       follow might discover the truth before it's too late.'"(Paul
       Luther)

Door Handle:
   "A door handle for and obscure door. It doesn't appear to belong to
    any particular door in sight."(Peter Jacob)

Dresser Key:
   "This appears to be a key to a chest of drawers or a Dresser."(Alex)

Elephant Gun Shells:
   "A box of .50 x 3" Nitro cartridges. These shells are for the
    Elephant Gun."(Edward Roivas)

Emerald:
   "The Emerald's deep green surface reflects the light inside it
    perfectly. Its cut is the work of a master craftsman."(Paul Luther)

Emerald Effigy:
   "A small statue of a scholar ravaged by an unseen foe. It is made
    from a clear Emerald."(Michael Edwards)

Essence of Mantorok:
   "Mantorok's heart pulses with unholy life. Although the Corpse God
    itself festers elsewhere, its power resides within this
    artifact."(Alex)

Essence of Ulyaoth:
   "The Essence of Ulyaoth-its veil-shifts from plane to planem reality
    to reality, never really existing but never really not."(Alex,
    Roberto Bianchi, Michael Edwards)

Essence of Xel'lotath:
   "The Sigil of Xel'lotath gives off an eerie green light, as if the
    air around it is spun into the madness itself."(Roberto Bianchi,
    Alex, Michael Edwards)

Filled Blue Urn:
   "This Urn has been glazed with a rich cobalt blue shellac,
    instilling it with an otherworldly spectral character. It has a
    strange sigil on its side. It is filled with a foul-smelling
    fluid."(Anthony)

Filled Green Urn:
   "This Urn has been glazed with an iridescent green shellac, making
    it shine with a disturbingly alien light. It has a strange sigil on
    its side. It is filled with a foul-smelling fluid."(Anthony)

Filled Red Urn:
   "This Urn has been glazed with a deep red shellac, giving it the
    sheen of a bloody heart recently torn from its host body. It has a
    strange sigil on its side. It is filled with a foul-smelling
    fluid."(Anthony)

Flashlight:
   "A durable emergency flashlight equipped with a long-endurance
    battery."(Michael Edwards)

Flash Pan:
   "This is a photographer's Flash Pan, used to hold combustible
    powders that when ignited create a large white flash. This can be
    used to stun some enemies."(Peter Jacob)

Flash Powder:
   "A pouch of Flash Powder for use with a photographic Flash
    Pan."(Peter Jacob)

Flintlock Pistol Ammo:
   "A bag of Flintlock Pistol Balls."(Maximillian Roivas)

"Forgotten Corridor Key":
   "The key to the 'Forgotten Corridor'."(Roberto Bianchi)

Gold Amulet:
   "Circular in shape, with a series of jewels clustered around what
    appears to be a glass lens. It has a fitting on one side, as though
    it was once attached to something."(Michael Edwards)

Gold Bracelet:
   "An exquisite bracelet made of gold, designed to be worn around the
    wrist or ankle. It is embellished with inset gems and
    engravings."(Edwin Lindsey)

Gold Necklace:
   "A well-crafted Gold Necklace, resplendent with glowing gems."(Edwin
    Lindsey)

Granite Block(Blue):
   "This is a sharp-edged block of granite, etched on one side with a
    curious lined design, colored blood red."(Pious)

Granite Block(Green):
   "This is a sharp-edged block of granite, etched on one side with a
    curious lined design, colored an insipid green."(Pious)

Granite Block(Purple):
   "This is a sharp-edged block of granite, etched on one side with a
    curious lined design, colored a ghostly blue."(Pious)

Granite Block(Red):
   "This is a sharp-edged block of granite, etched on one side with a
    curious lined design, filled with purple and filled with black
    shadow."(Pious)

Green Urn:
   "This Urn has been glazed with an iridescent green shellac, making
    it shine with a disturbingly alien light. It has a strange sigil on
    its side."(Anthony) 

Gun Cabinet Key:
   "A small key to unlock the bindings on the gun cabinet."(Edward
    Roivas)

Hidden Note From Edward:
   "A small note, written on a page from the Tome of Eternal Darkness.
   
      'Dear Alex,
           I have left you a small surprise to keep you going when
        everything seems to go awry. It was my favorite tipple, and
        there are several barrels of it in the basement. 
           Please help yourself to what you can find. My guess is that
        I won't be needing it.
        
        Your loving Grandfather,
             Edward.'"(Alex)

Historical Journal(red):
   "An old musty book, bound in dry dusty leather. This book covers the
    early history of the Roivas family, dating back before the settlers
    of this land. There appears to be something pressed between the
    pages!"(Edward Roivas)

Historical Journal(brown):
   "An old musty book, bound in dry dusty leather. This book covers the
    'recent' history of the Roivas family, going back perhaps a hundred
    and fifty years. There appears to be something pressed between the
    pages!"(Edward Roivas)

Hour Hand:
   "This appears to be the hour hand of a large clock, made from
    stamped brass."(Edward Roivas)

Journal of M. Roivas, closing notes:
   "This is a page from Maximillian Roivas' Journal. It reads:

        'As I contemplated these ideas, my suspicions of my servants
         grew and I became increasingly fearful of them. I began to
         watch them carefully...
        'Days ago I watched one of them stretch his neck. I could have
         sworn I saw it twist in a most peculiar direction, and a bulge
         of muscle tissue collect and grow in the most incorrect of
         manners, as if a bone was being displaced from its proper
         location and something else moving in its place. I stumbled
         away knowing that I was surrounded by unholy creatures that
         wore the skins of mortal men and women!
        'I had to take action! Dear God, let my hand be swift and
         merciful, lest the world see more of these diabolic
         creatures!'"(Alex)

Journal of M. Roivas, p1:
   "This is a page from Maximillian Roivas' Journal. It reads:

        'Everything that brightened my life now engulfed me in
         darkness. I fed on the light of truth yet starved on the
         shadows of lies. I have learned through my lifetime but know
         less than a newborn baby.'"(Alex)

Journal of M. Roivas, p2:
   "This is a page from Maximillian Roivas' Journal. It reads:

        'I sought to love all yet now love causes me pain and
         suffering. I have learned to fear nothing although it is
         nothing that I most fear. All that were loyal to me now number
         among my worst enemies.'"(Alex)

Letter #1:
   "A letter, written with some precision, in longhand:

    'Dear Friend,
         'The antiquity of which you ask is indeed the Tome of Eternal
          Darkness, or a copy of it, at least. Its secrets are still
          hidden from me, for I have been unable to read it, as have
          most scholars who have tried.
         'It will remain within the sanctity of the mansion, for in the
          wrong hands it would be a powerful weapon.
         'Peruse it if you will, but beware its magick...It is a harsh
          mistress.
          
          Aaron Roivas.'"(Maximillian Roivas)

Letter #2:
   "A letter, scrawled by a panicked hand, with clotted ink:
    
    'Dear Friend,
         'The house has been forsaken by the Ancients-I dare not enter
          it for fear of my mortal soul. I would suggest that you leave
          also. Bring the book. It is a far more potent tool than you
          have learned, and it may well swing the balance in our favor.

          A.Roivas'"(Maximillian Roivas)

Letter #3:
   "A letter, scrawled almost indecipherably by a wavering hand:
    
    'Dear Friend,
         'As I suspected, the Ruins of Ehn'gha-that blasted necropolis
          lie deep under the site of the mansion! The accursed servants
          of (Pious' god's name here) are so close I can almost hear
          their chittering!!
         'There is a secret opening in the basement, and from there we
          can gain access... I urge you to gather some men and seal it,
          or better still destroy that damned place!! I have stowed
          something that you will find useful on the upper level. Look
          to the light, and you will find it. I wish that I could be at
          your side, but my ailment worsens daily and I know that my
          time is short...

          A.R.'"(Maximillian Roivas)

Letter #4:
   "The letter, written in a scrawling hand, reads:
    
    'Dear Friend,
         'As I expected, the beasts are drawing closer to our
          discovery. They want the book for themselves it seems, and do
          not want us to have it in our possession. I have taken steps
          to ensure that their ilk will not touch the key in this
          envelope, should you fall prey to their claws.
         'The envelope containing the basement key has been sealed with
          a corrosive magick-if one not aligned to us tries to handle
          it, it will be released inflictin pain, suffering and a
          grievous blow to their sanity, should they have any left!
         'Be swift with your task!

           A.R.'"(Maximillian Roivas)

Letter From Edward:
   "Dear Alexandra,
      
       If you are reading this Alex, then I am surely dead. Knowing
    that the police will contact my only living relative, I made sure
    to leave this message for you.
       As I write this letter, Pious Augustus is waiting for his chance
    to strike me down for what I have done to the Guardian City. I
    believe I have slowed Augustus' plans, but not stopped them
    completely. He will still try to bring his Ancient into this world.
       You must continue what our ancestor Max has started. You must
    gather the artifacts and call forth an Ancient to combat what
    Augustus brings into this world.
       
       Of the artifacts there are four, but one of these is in the
    clutches of Pious himself. They are:
      
          The Black Heart of Mantorok
          The Claw of Chattur'gha
          The Sigil of Xel'lotath
          The Veil of Ulyaoth

       Your skill in the arcane science will not be as strong as
    Pious', who has had two millennia to prepare his gate. You will
    need all the remaining artifacts to match his power.

       It all rests with you my dear. I wish you well in this desperate
    act. I wish I had more guidance for you but I am at my wit's end
    and I feel I am running out of time.
    
       Your Loving Grandfather,
           Edward"(Alex)

Liquid Courage:
   "A small flask of the old sauce, Liquid Courage! A magickal elixir
    to power one's spirit in the face of adversity.

                      'Bottoms up!'
    
    Using this will regain sanity."(Edward Roivas)

Magickal Elixir:
   "A small milky blue bottle, stoppered with a chipped cork. This
    Magickal Elixir will restore all of Peter's magickal energy."(Peter
    Jacob) 

Medical Journal:
   "Maximillian's medical journal. Used to take notes on medical and
    pathological analyses."(Maximillian Roivas)

Meditation Rod:
   "The priest's Meditation Rod is a small staff used as a focus for
    meditative prayer. Using it will allow Paul to meditate and regain
    some lost sanity."(Paul Luther)

Message Scroll:
   "Message Scrolls like this were often used to transfer messages
    securely. This one has a strange diagram on it consisting of a
    pentagonal shape with strange letters at each corner. When Anthony
    had opened the scroll, something strange happened. That 'something'
    had been intended for the Emperor Charlemagne. Suspecting a plot
    against the Emperor, Anthony pledged that he would warn Charlemagne
    at all costs!"(Anthony)

Message Tube:
   "An antique leather-bound message tube - the kind used to transport
    sealed message scrolls. It appears to be unopened. There might be
    something inside."(Alex)

Metal Bracelet:
   "A seemingly worthless bracelet, made from cheap, flawed metal. The
    workmanship is rather crude. It is probably junk."(Edwin Lindsey)

Metal Staff:
   "This large piece of metal looks to be a lever of some kind."(Ellia)

Minute Hand:
   "This appears to be the minute hand of a large clock, made from
    stamped brass."(Edward Roivas)

Necklace:
   "This necklace is encrusted with cysts of corroded metal upon its
    surface. It's difficult to tell what it looks like. Perhaps it can
    be cleaned somehow?"(Edwin Lindsey)

Note From Edward:
   "The note reads:
    
      'My Dearest Alex,
          'I am glad you have followed my paper trail thus far. I knew
           I could depend on you.
          'This will be the hardest part of your journey. Look for the
           88 keys to continue your journey into the past.

          You loving Grandfather,
                 Edward.'"(Alex)

OICW Grenades:
   "These are 20mm air-fused Grenade Shells for use with the OICW
    Rifle."(Michael Edwards)

Old Tower Key:
   "A large, rusted iron key. Used for access to the Old Tower."(Paul
    Luther)

Pedestal Fragment(piece):
   "A piece of broken masonry. It appears to be part of the top of a
    display pedestal."(Alex)

Pedestal Fragment(whole):
   "The top of a display pedestal. Other than it not being attached to
    the rest of the pedestal, it is in excellent condition."(Alex)

Pickax:
   "A hefty Pickax, for demolishing walls. Too cumbersome to be used as
    a weapon, it might some in handy somewhere else."(Alex)

Piece of Green Urn:
   "This appears to be One-Third of a Broken Urn."(Anthony)

Plastic Explosives:
   "A formed lump of C4 Plastic Explosives. The detonator simply needs
    to be added and the charge will explode at a preset time of 3
    minutes."(Michael Edwards)

Podium Key:
   "A tiny brass key, for the podium in the Cathedral Apse."(Paul
    Luther)

Pump Handle:
   "This appears to be the handle of a manually driven
    pump."(Maximillian Roivas)

Ruby:
   "A deep crimson Ruby cut with intimate care and workmanship. Light
    is trapped within its recursive facets, making it appear to glow
    from within."(Paul Luther)

Ruby Effigy:
   "A small statuette of a defeated Warrior, kneeling in respect to and
    unseen victor. It is made from a deep red Ruby."(Karim, Roberto
    Bianchi, Michael Edwards)

Sacrificial Knife:
   "An ornate, long-bladed knife, used to sacrifice humans. For Paul to
    even pick it up is repulsive, for the sense of evil it emits is
    intense and unnerving. The souls this blade has taken live on
    within its metal."(Paul Luther) 

Sapphire:
   "The Sapphire glows with a bright luminance resulting from its
    stunning cut. Light is kept within its surfaces givin it an almost
    ethereal hue."(Paul Luther)

Sapphire Effigy:
   "A small statuette of a Sorceror, driven mad by an unseen force. It
    is made from a lustrous Sapphire."(Roberto Bianchi, Michael
    Edwards)

Sealed Envelope(Max):
   "A paper envelope, sealed with a glob of melted wax. And odd Rune is
    pressed into the wax. There appears to be something heavy
    inside."(Maximillian Roivas)

Sealed Envelope(Peter):
   "A Sealed Envelope. It looks rather official."(Peter Jacob)

Second Floor Key:
   "This is the key to the Second Floor of the Roivas Mansion. It looks
    very old and worn."(Alex)

Silver Bracelet:
   "An exquisite bracelet made from silver, designed to be worn around
    the wrist or ankle. It is embellished with inset gems and
    engravings."(Edwin Lindsey)

Silver Necklace:
   "A well-crafted Silver Necklace, resplendent with glowing
    gems."(Edwin Lindsey)

Sheet of Music:
   "A piece of parchment with some musical notations written on it. It
    is somewhat tattered, probably through years of use."(Paul Luther,
    Peter Jacob)

Shotgun Shells:
   "A box of 12-guage Shotgun Shells. These will fit any cartridge
    firing shotgun."(Edwin Lindsey, Alex, Edward Roivas)

Soldier's Letter #1:
   "First letter from Pvt. Reginald Jackson to his love Margaret:

       'I was admitted to this hospital on Tuesday. The damage cuased
        to my legs was slight, but there is no way I could ever walk
        normally again. I hate this place-every day I and reminded that
        I will never be able to do the things I love.
       'The hospital is a very strange place. Converted from an old
        cathedral, there is an odd atmosphere around it. Silent but for
        the words of the wounded, calling out in the night. There is no
        doubt it is haunted.
       'What I find most odd in this place is that you never see anyone
        leave during the day. It's not right-no good-byes or farewells.
        Just an empty bed when you wake.'"(Peter Jacob) 

Soldier's Letter #2:
   "Second Letter From Pvt. Reginald Jackson to his love Margaret:

       'I've been here for over a week now, and there is no word when I
        will be allowed to leave.
       'Strange things have happened. At night the sounds of the
        hospital change-echoes of voices that don't belong to anyone
        haunt the walls and corridors.
       'The restless ghosts perhaps, or sounds of movement, or
        whispers. I have seen war firsthand and the sounds at night in
        this hospital scare me more than I ever thought possible. What
        is going on here at night? Why do I feel so threatened?
       'My fears are worsened by the talk of the other young
        soldiers...One said he had heard cries for help in the middle
        of the night-cries that were only answered by snarls of rage,
        and not compassion. Another said Lance Corporal Haskill had not
        been discharged, but had gone missing.
       'I stare at his empty bed, with a sense of unholy dread, gnawing
        at my heart.'"

Soldier's Letter #3:
   "Third letter from Pvt. Reginald Jackson to his love Margaret:

       'It's been two weeks since Haskill went missing and I'm afraid
        to go to sleep.
       'More than once I saw shadows of people moving past my bed,
        peeking through the blinds to see a wounded soldier being taken
        from his bed, drugged and delirious in the dead of the night,
        never to be seen again...as Haskill was, perhaps as I will
        be...
       'What happened to them, I don't know...I am afraid to ask what
        happened, for I know that I would surely be the next one to be
        taken into the darkness.'"(Peter Jacob)

Soldier's Orders:
   "An official note, on Army regulation stationary. The note reads:

       'Pvt. Thompson,
          By order of Lt. Hargraves, on behalf of H.R.H George V, you
          are to leave your post of duty, and rally in the street
          outside Oublie Cathedral.
          Further orders will be presented at the rallying point.
          
          God save the king.'"(Peter Jacob)

Spice Jar:
   "A firmly sealed glass spice jar. The faint aroma of Arabian spices
    is tantalizingly emanating from it. There is a piece of paper
    inside."(Alex)

Staff:
   "A long staff made from hardwood. Its finish, once clean and
    resplendent, is now dented and cracked. One end of the staff is
    merely bare wood, indicating that something was once attached to
    the end."(Michael Edwards)

Staff With Amulet:
   "A long staff made from hardwood. Its finish, once clean and
    resplendent, is now dented and cracked. It is topped with a gold
    amulet, inset with a lens."(Michael Edwards)

Statuette(light and dark):
   "A crudely sculpted statuette of a man. It seems particularly heavy
    for its size."(Karim)

Stethoscope:
   "An antique stethoscope made of brass. Used for amplifying the sound
    of a beating heart. This one is probably two hundred years
    old."(Alex)

Strange Necklace:
   "A Strange Necklace, fashioned from a dark ancient stone and
    engraved with weird designs. It can be used to cast a healing spell
    when Ellia is standing still."(Ellia)

Tome of Eternal Darkness:
   "This is the Tome of Eternal Darkness, where experience, spells, and
    enchanted items can be stored for future use. It has been made from
    fragments of human skin and bone, and endowed with magickal
    powers."(Alex, Ellia, Anthony, Karim, Maximillian Roivas, Edwin
             Lindsey, Paul Luther, Roberto Bianchi, Peter Jacob, Edward
             Roivas, Michal Edwards) 

Talisman:
   "An ancient Talisman that has been in Karim's family for many
    generations. It is said to bestow long life on those that have kept
    it. This item can be used to restore health."(Karim)

Top Half of Basement Key:
   "This is the Top Half of the key to the mansion's basement. The
    bottom half is apparently missing."(Edward Roivas)

Top of a Broken Pedestal:
   "A loosely assembled top of a display pedestal. In its current state
    it will not stay together."(Alex)

Torch: 
   "The Torch, or brand, is a common source of illumination from
    ancient times. The Torch can be used to light (Character's name)'s
    way or to set fire to enemies."(Anthony, Karim, Edwin Lindsey, Paul
    Luther, Roberto Bianchi, Peter Jacob)

Two-Thirds of a Broken Green Urn:
   "This looks like Two-Thirds of a Broken Green Urn put
    together."(Anthony)


//////////////////////////////////**\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
=======================================================================

                     XII. Contact Information

=======================================================================
\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\**///////////////////////////////////

    You can contact me, ProtoDude, via e-mail at Bubbeast115@aol.com.
    Please feel free to e-mail me and comments, questions, or
    suggestions regarding this FAQ or Eternal Darkness in general, as
    long as you MAKE SURE IT'S NOT ALREADY IN THIS FAQ. If you find a
    mistake, let me know. Also if you find another site other than
    those listed below in the Legal Statement, please let me know
    immediately. Also, include the game's title in your e-mail
    somewhere so I know what you're talking about.

//////////////////////////////////**\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
=======================================================================

                        XIII. Legal Statement 

=======================================================================
\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\**///////////////////////////////////
     
     This document is Copyright (c)2002 ProtoDude. This document and
     all it's parts were written exclusively for use and viewing on the
     following site(s):
    
     www.gamefaqs.com
     www.neoseeker.com
     www.cheatcc.com
    
     Any and all other websites, publications, or individuals are
     prohibited to publish, reproduce, or sell this FAQ in any way,
     shape, or form. If you find this FAQ or any part of it on any
     other site or in any other publication than the ones listed above,
     please let me know immediately.

//////////////////////////////////**\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
=======================================================================

                            XIV. Credits

=======================================================================
\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\**///////////////////////////////////
    
   -CJayC for hosting this FAQ on his website, www.gamefaqs.com
   -Me, for writing this
   -You, for reading this
   -Nintendo and Silicon Knights for making Eternal Darkness
   -Eternal Darkness Instruction manual for characters and story
   -Anyone and everyone that contributed to this FAQ. Your name is
    displayed next to your contribution.
   -The ASCII art generator at:
    http://rigaut.home.cern.ch/rigaut/FigletJava.html
    Which I used for the title at the top.

View in: