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FAQ/Walkthrough by ADavis

Version: 1.2 | Updated: 07/03/02


Eternal Darkness: Sanity's Requiem FAQ
For the Nintendo Gamecube
Version 1.2 (Last Updated 7/1/02)
Written by Alex Davis (chiefwahoo3003@yahoo.com)

This file is Copyright (c)2002 Alex Davis. All rights reserved.


"Deep into that darkness peering, long I stood there wondering, fearing,
Doubting, dreaming dreams no mortal ever dared to dream to dream before
But the silence was unbroken, and the darkness gave no token..."

--Edgar Allen Poe, The Raven, 1845


Table of Contents

(To easily find sections, press CTRL + F and type in the number)

1. What's New
2. Introduction
3. Frequently Asked Questions (FAQ)
4. Overview
5. Storyline
6. Characters
7. Controls
8. Playing the Game
   8.1. Exploration
   8.2. Tome of Eternal Darkness
        8.2.1. Inventory
        8.2.2. Map
        8.2.3. Magick
        8.2.4. Journal/Autopsy
        8.2.5. Options
   8.3. Combat
   8.4. Weapons
        8.4.1. Character Weapons
        8.4.2. Weapon Descriptions
   8.5. Enemies
   8.6. Sanity
   8.7. Magick
        8.7.1. Circles of Power
        8.7.2. Runes
        8.7.3. Codices
        8.7.4. Spell Scrolls
        8.7.5. Spells*
        8.7.6. Spell Strategies*
9. Walkthrough*
   9.0. Introduction
        9.0.1. Prelude - A Death in the Family
        9.0.2. Chatper 1, Act 1 - The Chosen One
   9.1. Chattur'gha (Red) Path*
        9.1.1. Chapter 1, Act 2*
        9.1.2. Chapter 2*
        9.1.3. Chapter 3*
        9.1.4. Chapter 4*
        9.1.5. Chapter 5*
        9.1.6. Chapter 6*
        9.1.7. Chapter 7*
        9.1.8. Chapter 8*
        9.1.9. Chapter 9*
        9.1.10. Chapter 10*
        9.1.11. Chapter 11*
        9.1.12. Chapter 12*
        9.1.13. Chapter 13*
   9.2. Ulyaoth (Blue) Path*
        9.2.1. Chapter 1, Act 2
        9.2.2. Chapter 2
      Act 1 - The Binding of the Corpse God
      Act 2 - Chaos Entombed
      Act 3 - Death of a Dancing Girl
      Act 4 - The Absent Horror
        9.2.3. Chapter 3*
      Act 1 - Suspicions of Conspiracy*
      Act 2 - Conspiracy Revealed*
        9.2.4. Chapter 4*
      Act 1 - The Gift of Forever*
      Act 2 - The Shadow of Corruption*
      Act 3 - The Preparations Begin*
        9.2.5. Chapter 5*
      Act 1 - The Lurking Horror*
      Act 2 - Insanity Prevails*
        9.2.6. Chapter 6*
      Act 1 - Corrosion of the Dead God*
      Act 2 - A Journey into Darkness*
      Act 3 - In the Hands of Kali*
      Act 4 - Daughter of Light*
        9.2.7. Chapter 7*
      Act 1 - The Black Guardian*
      Act 2 - Heresy!*
      Act 3 - A murder*
      Act 4 - Light within the Darkness*
      Act 5 - Conversation in the Bell Tower*
      Act 6 - Suspicions Confirmed*
      Act 7 - Heresy Revealed*
      Act 8 - The Black Guardian's Lair*
        9.2.8. Chapter 8*
      Act 1 - Flesh for the Pillar*
      Act 2 - The Forbidden City*
      Act 3 - Guardian of the Temple*
      Act 4 - A Monument for All Time*
        9.2.9. Chapter 9*
      Act 1 - Binding the Black Guardian*
        9.2.10. Chapter 10*
        9.2.11. Chapter 11*
        9.2.12. Chapter 12*
        9.2.13. Chapter 13*
   9.3. Xel'lotath (Green) Path*
        9.3.1. Chapter 1, Act 2*
        9.3.2. Chapter 2*
        9.3.3. Chapter 3*
        9.3.4. Chapter 4*
        9.3.5. Chapter 5*
        9.3.6. Chapter 6*
        9.3.7. Chapter 7*
        9.3.8. Chapter 8*
        9.3.9. Chapter 9*
        9.3.10. Chapter 10*
        9.3.11. Chapter 11*
        9.3.12. Chapter 12*
        9.3.13. Chapter 13*
10. Secrets and Tips
11. Credits
12. Copyright Notice
13. Contact Information

* Indicates item coming soon...


1. What's New?

Version 1.2 (7/1/02):
Added questions to FAQ, walkthrough through chapter three and spells up to 
number eight. Other minor additions.

Version 1.1 (7/1/02):
Walkthrough up to chapter three. Rearranged walkthrough some, added two sites.

Version 1.0 (6/26/02):
The first version of the FAQ.


2. Introduction

A game originally slated for Nintendo 64 almost four years ago, Eternal 
Darkness: Sanity's Requiem is now on the Nintendo Gamecube.

Feel free to submit a better, original introduction than mine to 


3. Frequently Asked Questions (FAQ)

Q: What exactly is Eternal Darkness?

A: Eternal Darkness is a psychological thriller from Silicon Knights. It 
combines elements of adventure, action and RPG along with sanity effects to 
create a game and story that interwine very well.

Q: Why is Eternal Darkness rated M?

A: According to the ESRB (http://www.esrb.org), Eternal Darkness is rated M 
for violence, blood and gore. There is also an element of terror in the game.

Q: Where can I get Eternal Darkness?

A: Eternal Darkness should be available anywhere that video games are sold. 
However, some stores geared towards younger children such as Toys 'R Us may 
not carry Eternal Darkness.

Q: How can I navigate this FAQ easily?

A: If you want to find a section quickly, look up the number in the Table of 
Contents and search (CTRL + F) for the number. For lower extension number such 
as 7. or 9.2., try searching for the section title.

Q: How many blocks does Eternal Darkness take?

A: A game save file takes 1 file and 15 blocks and gives you six save slots. 
Options take 1 file and 1 block.

Q: Is Eternal Darkness just like Resident Evil?

A: No.

Q: Does it matter artifact should I choose at the end of chapter one?

A: Yes, as each artifact affects the enemies you encounter and the Runes you 

Q: This can't be happening...

A: One of Eternal Darkness' unique features is the sanity meter. As the meter 
depletes, strange things will happen. If the screen flashes white and your 
character says "This can't be happening...", then you have just experienced an 
insanity effect.

If you have a question that is not covered in this FAQ, just email me at 


4. Overview

Masterfully weaving a wealth of technical and artistic innovations, Eternal 
Darkness: Sanity's Requiem single-handedly launches a new genre of video 
games: the psychological thriller.

Twelve different characters from throughout history wage a lonely battle 
against the forces of darkness. The titanic struggle rages in a dazzling array 
of exotic environments around the world.

The secrets of magick described in the Tome of Eternal Darkness are vital for 
oppugning the forces of evil. Players can cast 120 different spells, endowing 
weapons with special powers, erecting barriers against unearthly beasts, even 
creating sentient avatars. Spells may be combined for maximum force.

Legions of infernal enemies beset the lone heroes and heroines of Eternal 
Darkness: Sanity's Requiem. Keep a wary eye on your Sanity Meter - if you 
don't destroy enemies quickly, you risk losing your mind. The descent into 
insanity begins slowly, with mild memory relapses and fleeting delusions, then 
plunges with horrific speed into manic hallucinations and death.

Eternal Darkness: Sanity's Requiem has a devious system for dismembering 
enemies with clinical efficiency. Players can methodically attack an enemy's 
body parts, including the head, arms and torso. Strike boldly - you may not 
get another chance.

Courtesy of eternaldarkness.com.


5. Storyline

Long before humanity graced the Universe with its puerile ideas, the Earth 
belonged to another species. An ancient species bound by neither physics nor 
nature; purpose nor ethic. Through the passage of time, the relentless advance 
of ice and continental plate and other less fathomable reasons, these 
"Ancients" were driven into the recesses of our world. There they lie 
imprisoned until such time as the conditions are right for their return.

"Oh oblivious, naive Humanity... How ignorant we really are - safe only in our 
blind "superior" view of the world. We are merely caretakers, for when the 
Ancients return we shall be swept aside like driftwood on the tide of 

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

Of these sects, little is known; those who learn their secrets tend to perish 
swiftly at their hands. Their scheming works to bring the return of the 
Ancients, and the extinction of humanity, ever closer.

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, nevertheless. Even as their lives are torn apart by 
unseen evils, they must show courage not only in the face of the enemy, but 
also their own fears. These poor souls will 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. Now, the centuries-long game of the 
Ancients is reaching its final stages.

The Darkness comes...

Courtesy of eternaldarkness.com.


6. Characters

Alexandra Roivas
A.D. 2000 - Rhode Island, USA
Weapons - Shotgun, Gladius

Pious Augustus
26 B.C. - Persia
Weapon - Gladius

A.D. 1150 - Angkor Thom Region, Cambodia
Weapons - Short Sword, Blowgun

Weapon - Scramasax, Two-Edged Sword

A.D. 565 - Persia
Weapons - Tulwar, Double Tulwars, Ram Dao Blade

Dr. Maximillian Roivas
A.D. 1760 - Rhode Island, USA
Weapons - Flintlock Pistol, Double Flintlock Pistols, Sabre

Dr. Edwin Lindsey
A.D. 1983 - Angkor Thom Region, Cambodia
Weapons - Kukiri

Paul Luther
A.D. 1485 - Amiens, France
Weapons - Crossbow, Mace

Roberto Bianchi
A.D. 1460 - The Middle East
Weapons - Saif, Crossbow

Rest of characters will be listed soon...


7. Controls

Start - Open/Close the menu screens (pauses game)

Control Stick - Move character, Control direction of attack when locked onto 
an enemy

Control Pad (D-Pad) - Quick Spells #2-#5, Zoom in on item in inventory

C-Stick - Rotate item in inventory

A Button - Attack, Select

B Button - Context sensitive (icon will appear on screen whenever you can 
perform an action), Go back in menus

X Button - Sneak

Y Button - Quick Spell #1

Z Button - Hold to reload projectile weapons

L Button - Run

R Button - Hold to lock onto an enemy, Release slightly and click the button 
again to lock onto the next closest enemy


8. Playing the Game

This section contains information on all aspects of the game including combat, 
sanity and magick.

8.1. Exploration

Exploring is a vital part of Eternal Darkness. Many items you find hold 
significant information, while others merely show the amount of work that was 
put into this game.

To move around, simply use the control stick. An image of the B-button along 
with an action (such as examine, detail, pick up, etc.) in the upper-right 
hand corner when your character is near certain items. Simply press the B-
button to perform that action.

8.2. Tome of Eternal Darkness

The Tome of Eternal Darkness is accessed by pressing Start during gameplay.

8.2.1. Inventory

The inventory menu allows you to see what items you are currently carrying. 
There are four functions that you may use in the inventory menu:

Use: Select Use to use items in conjunction with your surroundings. Some items 
may need to be used on objects that do not provide an action function.

Equip: Select Equip to arm your character with the selected weapon.

Check: Select Check to examine an item and read a description. Use the Control 
Stick to rotate the item and the C-Stick to zoom in and out.

Mix: Select Mix to combine two objects, such as putting ammo into a gun.

8.2.2. Map

The map allows you to closely examine a blueprint of the areas that you have 
explored. The controls for the map are:

X Button - View next lower level (if applicable)

Y Button - View next higher level (if applicable)

Z Button - Center map on characters current possition

A Button - Center map in window

Control Stick - Move map quickly

Control Pad (D-Pad) - Move map slowly

C-Stick - Zoom in and out

8.2.3. Magick

The Magick screen is only available after finding the Tome of Eternal Darkness 
in each characters level.

The first screen displays which Circles of Power, Alignments and Runes have 
been collected throughout the game. The other available functions include:

Spell List - Lists all Spell Scrolls that have been found and allows you to:
 Cast - Use spell (must select item afterwards, if applicable)
 Assign - Assign spell to one of five quick spell buttons
 Check - Learn about the spell

New Spell - Create your own spell

Runes - View all collected runes

Quick Spell - View and/or use a quick spell

8.2.4. Journal/Autopsy

The Journal allows you to view any cinematic sequence that you have already 
seen in the game.

The Autopsy notes from Maximillian Roivas can be read here.

8.2.5. Options

The Options menu is divided into four menus:

Controller - View the controller layout and turn rumble feature on or off

Audio - Select Mono/Stereo/Stereo Surround, Set volume levels

Display - Adjust brightness, Turn subtitles on or off, Select 16:9 or Standard 
aspect ratio

Load/Save - Load game from memory card, Save game to memory card

*** Note: You cannot save the game if there are any enemies in the room. ***

8.3. Combat

There are two basic types of ways to battle the many enemies you will 

Pressing the A button alone will attack enemies. Melee weapons (such as 
swords) will attack multiple enemies, but at a lower power. Firearms will 
damage anything that is in the bullets path.

You can lock onto an enemy with the R button. Once you are locked on to an 
enemy, move the control stick to aim your attack. The area on the enemy 
highlighted in white will be where your attack will land. To target the next 
closest enemy, simply release the R button slightly and press it again.

To reload your gun when completely out of ammo, press the B button. To reload 
your gun at any time, press and hold the Z button. If you move or are attacked 
while reloading, it will fail.

8.4. Weapons

Each weapon has been created with historical accuracy and is wielded by its 
respective character.

8.4.1. Character Weapons

Each character is outfitted with their own historic weaponry.

Alex Roivas -
Shotgun, Gladius

Pious Augustus -

Ellia -
Short Sword, Blowgun

Anthony -
Scramasax, Two-Edged Sword

Karim -
Tulwar, Double Tulwars (Florentine style), Ram Dao Blade

Dr. Maximillian Roivas -
Flintlock Pistol, Double Flintlock Pistols, Sabre

Dr. Edwin Lindsey -

Paul Luther -
Crossbow, Mace

Roberto Bianchi -
Saif, Crossbow

8.4.2. Weapon Descriptions

Shotgun - Used by Alex Roivas.

Gladius - Used by Pious Augustus and Alex Roivas. Standard issue among Roman 
centurions and legionaries, this sword has a short, broad, double-edged blade 
best suited for hacking and chopping at the enemy.

Short Sword - Used by Ellia. A short sword with a wooden grip - light and 

Blowgun - Used by Ellia.

Scramasax - Used by Anthony. 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.

Two-Edged Sword - Used by Anthony. A heavy single-handed sword with two 
cutting edges, it is commonly known as a Bastard Sword, or "Hand and a Half" 
sword for the length of the hilt, which can fit one hand, with the other for 

Tulwar - Used by Karim.

Double Tulwars - Used by Karim.

Ram Dao Blade - Used by Karim

Flintlock Pistol - Used by Maximillian Roivas.

Double Flintlock Pistols - Used by Maximillian Roivas.

Sabre - Used by Maximillian Roivas.

Kukiri - Used by Edwin Lindsey.

Crossbow - Used by Paul Luther and Roberto Bianchi.

Mace - Used by Paul Luther. This mace features flanges along the head and a 
spike at the tip designed to focus force and power upon striking.

Saif - Used by Roberto Bianchi.

Some descriptions courtesy of Eternal Darkness instruction booklet.

8.5. Enemies

In order to stop the Eternal Darkness, you must slay many different enemies.

Trapper - A small scorpion-like creature that cannot see. Use X to sneak by 
them or they will explode, sending you to the Trappers World where you can 
replenish sanity, magick and health or meet more enemies.

More enemies soon...

8.6. Sanity

Your characters sanity is measured by the green Sanity meter that appears on 
the upper-left corner of the screen. When you encounter an enemy, your 
character will flash green and the meter will drop. As your sanity drops, 
strange things will begin to occur. The lower the level of the meter, the 
stranger the events will be.

To restore part of your sanity, you can deliver a Finishing Blow to a fallen 
enemy by pressing the B-button while next to the enemy.

8.7. Magick

Magick is measured by the blue Magick meter that appears in the middle of the 
left side of the screen. In order to use magick, each character must find the 
Tome of Eternal Darkness. Each spell is composed of four components: a Circle 
of Power, three Runes, three Codices and a Spell Scroll.

8.7.1. Circles of Power

Circles of Power form the foundation upon which magick is built. Each Circle 
of Power has a certain number of points onto which you can place Runes. The 
more points in the circle, the greater the power of the spell you are 

3-Point - Spell is composed of 3 Runes

5-Point - Spell is composed of 5 Runes

7-Point - Spell is composed of 7 Runes

The more points a spell has, the more powerful it is and the longer it takes 
to cast.

8.7.2. Runes

Runes are the building blocks of magick. They describe the effect, target and 
alignment of each spell.

Chattur'gha - Red alignment Rune

Ulyaoth - Blue alignment Rune

Xel'lotath - Green alignment Rune

Mantorok - Purple alignment Rune

Bankorok - Protect

Tier - Summon

Narokath - Absorb

Nethlek - Dispel

Antorbok - Project

Magormor - Item

Redgormor - Area

Aretak - Creature

Santak - Self

Pargon - Power

8.7.3. Codices

When you first find a Rune, it is indecipherable. While you can still use that 
Rune to create a spell, you won't know what effect that Rune will have until 
you find a Codex to decipher the Rune's effect. Once you've found a Codex, 
though, that Rune (and its description) is permanently inscribed into your 
Runes list. Finding a Codex automatically deciphers the meaning of a Rune in 
your Runes list.

8.7.4. Spell Scrolls

Spell Scrolls describe a magickal effect and the names of Runes necessary to 
create that effect. The Spell Scroll is added immediately to the Spell List in 
your Tome.

8.7.5. Spells

Spell #1 - Enchant Item

Description - "That which is broken, shall be fixed. That which is dull, will 
be sharp. Thus is the nature of the Enchant Item magick."

Requires - Antorbok and Magormor

Chapter - Anthony (3)

Spell #2 - Recover

Description - "This spell enables the transfer of magickal power from the 
environment to the self. Restoration of the body, spoirit and mind is this 
spell's purpose."

Requires - Narokath and Santak

Chapter - Karim (4)

Spell #3 - Reveal Invisible

Description - "With this enchantment the invisible is rendered visible. Use it 
wisely, for some things are invisible for a reason, and mortalkind not meant 
to see them."

Requires - Narokath and Redgormor

Spell #4 - Damage Field

Description - "This incantation exerts a force of mystical power within the 
confines of its runes. Nothing may enter till it is dispelled."

Requires - Bankorok and Redgormor

Spell #5 - Dispel Magick

Description - "For every magick there is a counter. That which is protected, 
is protected no more. That which is bound, is unbound. Be warned that a more 
powerful magick than this will endure its ravages."

Requires - Nethlek and Redgormor

Spell #6 - Summon Trapper

Description - "Evoking this magick brings into existence a creature known as 
the 'Trapper'. Trappers possess the unique ability to transcend space and 
time, and to relocate objects and creatures to their own plane."

Requires - Tier and Aretak

Chapter - Dr. Edwin Lindsey (6)

Spell #7 - Shield

Description - "From all manner of magick will you be protected when encased in 
this geas. The alignments can help but never hinder, for within well-conjured 
magick comes greater protection."

Requires - Bankorok and Santak

Chapter - Paul Luther (7)

Spell #8 - Summon Zombie

Description - Coming soon...

Requires - 5-Point Circle of Power, Tier and Aretak

8.7.6. Spell Strategies

Coming soon...

Submit your spell strategies to chiefwahoo3003@yahoo.com.

Magick components courtesy of Eternal Darkness instruction booklet.


9. Walkthrough

9.0. Introduction by Edward Roivas

"Flesh. Bone. Bound together with the oddest magickal incantation. This 
wretched book is where it all began so long ago. Before time, before humanity. 
I am Doctor Edward Roivas. I am a clinical psychologist. I am also dead. This 
is not my story, not even the story of the Roivas family. It is the story of 
humanity. Like it or not, believe it or not as you will. your perceptions will 
not change reality, but simply color it. Humanity has been on the edge of 
extinction for two millennia. Ignorant of so much, and dependent on so few. 
The Guardians grow restless. Their time once again near. Whether by fate or 
misfortune, my family has crossed their path, and they didn't take kindly to 
it. Their attention turns to my granddaughter, for she is the last of my line, 
and the last hope for humanity."

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

You will take control of Alex Roivas is a room filled with zombies. Continue 
to shoot at the zombies until you run out of ammunition. After a short period 
of time, Alex will run to the door and hear:

"May the rats eat your eyes! The Darkness comes."

A blue spirit of Edward will appear in the room and speak to Alex briefly. A 
phone begins to ring and the scene switches to Alex sleeping in her bed with 
the phone ringing. A green alarm clock shows the time (3:33), it will be 
useful later on. Alex will wake up to the ringing phone and have a 
conversation with Inspector Legrasse and he tells her that there has been an 
accident with her grandfather.

The next scene begins at the Roivas Family Estate in Rhode Island. Alex meets 
the detective inside the mansion and he goes on to show Alex her grandfather's 
mutilated body. She identifies the body by the presence of the family ring. 
Alex is upset at the sight and the detective seems puzzled by the murder. Alex 
vows to stay in Rhode Island until she finds out what happened.

Two week later, you take control of Alex on the first floor of the mansion. 
Examine the clock between the staircases to find the Dresser Key. You will not 
need this right now.

Go to the right and through the first door to enter the Roivas family library. 
Go down and follow the main path until you reach a room containing a fireplace 
and a softly ticking grandfather clock.

Remember the time when Alex woke up from her nightmare? Examine the clock and 
adjust the clock hands by pressing right until the time reads 3:33. When it is 
properly set, a chime will sound and a secret passage will open on the wal to 
Alex's left.

Follow the passage and go through the door. Alex will gasp at having found the 
secret chamber laden with the many artifacts. Go past the desk and examine the 
Gladius hanging on the wall. After taking the Gladius, examine and read the 
book on the desk.

As Alex begins reading the book, she will be struck with images of various 
monsters and locations. She will then begin reading again:

"I had no knowledge of what was to come, nor did I care. How the knowledge 
changed me, it will also change you. As you read this, you will come to learn 
fear as I have. You, too, will come to understand or you will perish."

9.0.2. Chapter 1, Act 1 - The Chosen One
Pious Augustus - 26 B.C. - Persia

"To think that once I could not see beyond the veil of our reality, to see 
those who dwell behind. My life now has purpose, for I have learned the 
frailty of flesh and bone. I was once a fool..."

Pious is seen having a conversation with his guards in a foreign language. 
Their conversation seamlessly passes into English and the guard is 
congratulating Pious on their victory. When the first guard leaves, the second 
guard begins discussing the existence of the artifact. Pious says he does not 
doubt his emperor's beliefs or his orders.

The second guard then leaves and Pious hears ghostly voices calling his name. 
Pious follows the voices and discovers an arrangement of five pillars. When he 
steps inside, yellow energy wraps around the pillars and transports Pious to 
ancient ruins where you take control.

Head down the ladder in the center of the room.

You will emerge in a long, narrow corridor littered with dead bodies. As you 
walk forward, Pious will notice a small gray block at the end of the corridor. 
After noticing the block, the zombie behind it will rise up. Behind the second 
to last set of torches, two more zombies will walk out. Dispose of them and 
pick up the Red Granite Block and go through the door.

(Note: If you get injured will fighting, the pause menu will pop up with a 
brief description of your health meter.)

As you enter the next room, two zombies will approach you. Take care of them, 
pick up the Green Granite Block and go through the door at the top.

(Note: To easily take care of zombies, lop off their heads so they don't know 
where you are. Then repeatedly press A without targeting to perform a combo 
attack that will send them to the ground. Finish him.)

In the next room, a zombie will immediately come from the right side. Three 
more will approach once you begin to attack the first one. Once the zombies 
are dead, continue through the room to find the Blue Granite Stone. Past it, 
there will be another zombie waiting for you. Finish him and continue down the 

On the next level, continue down the small hallway and defeat the zombie 
around the left corner. To the left, there will be a grated door. Turn around 
and go through the open door.

Go down the small blue hall way and Pious will notice the large colored 
symbols on the walls. Defeat the four zombies and pick up the Purple Granite 
Stone. Walk up to each symbol and there will be a small hole beneath. Place 
the stones under their correct color by pausing and selecting Use for the 
appropriate color. Once all the stones are in the correct place, the grate 
will unblock the door.

Go back into the hallway and go through the door on the other side. When you 
approach the statue, it will tell you how to target enemies. Knock of (in this 
order) the head, left arm, right arm and torso and the door will open.

Pious will emerge in a room and a short scene will focus on the glowing 
button. Kill the three zombies and approach the button. Press the button and 
three columns will rise from the ground around a glowing circle. Step into the 
glowing circle.

This is the room where you choose the path you will take. Go down the hallway 
to find three columns, each with a different colored artifact on top of them. 
To choose an artifcat, examine the column and press A.

(Continue to 9.1. for Chattur'gha (Red), 9.2. for Ulyaoth (Blue) and 9.3. for 
Xel'lotath (Green))

9.1. Chattur'gha (Red) Path

9.1.1. Chapter 1

Coming soon...

9.1.2. Chapter 2

Coming soon...

9.1.3. Chapter 3

Coming soon...

9.1.4. Chapter 4

Coming soon...

9.1.5. Chapter 5

Coming soon...

9.1.6. Chapter 6

Coming soon...

9.1.7. Chapter 7

Coming soon...

9.1.8. Chapter 8

Coming soon...

9.1.9. Chapter 9

Coming soon...

9.1.10. Chapter 10

Coming soon...

9.1.11. Chapter 11

Coming soon...

9.1.12. Chapter 12

Coming soon...

9.1.13. Chapter 13

Coming soon...

9.2. Ulyaoth (Blue) Path

9.2.1. Chapter 1

*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~* Act 2 - The Eternal Darkness
Alex Roivas - A.D. 2000 - Rhode Island, USA

When attempting to claim the artifact, a bolt of blue energy will hit Pious as 
he falls to the ground, with the energy seeping through his eyes. Moments 
later, Pious will emerge in the form of a skeleton.

Edward Roivas will continue -

"Aeons have passed since then, and I have learned much. All at once I 
understood. The forces of the multiverse all made sense under the transcending 
power of Ulyaoth. No mountain too high, no city too far."

An evil voice then taunts -

"Face me and you shall surely perish."

Alex will acquire the Tome of Eternal Darkness. Turn around and pick up the 
Chapter Page on the wall behind the desk. Read it to begin the next chapter.

9.2.2. Chapter 2

*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~* Act 1 - The Binding of the Corpse God
Ellia - A.D. 1150 - Angkor Thom Region, Cambodia

"I cannot say what was the true beginning, nor am I sure of its end. So, 
perhaps here is the best place to start: I am reminded of ideas I first 
encountered in Sir James George Frazer's book 'The Golden Bough: A Study in 
Magic and Religion.' We are overwhelmed by our very human need to weave a web 
of meaning where there may be none. Since time immemorial, ancient peoples 
have dressed up their lack of knowledge as gods and demons. I have discovered 
that sometimes, the fates of gods and mortals intertwine - and legends are 

Ellia begins by reading the Tome in a temple. The scene switches to Pious who 
is angered by Mantorok for withholding the Ancients. Pious casts a spell that 
strikes Mantorok who then shrinks in size. Ellia is then seen, unamused by the 
mythical fables she reads, wishing that something of importance could happen 
to her. The entrance to the temple then closes behind her and you take 

Directly across from where you start, there will be statue that has a necklace 
around its neck. Examine it and pick up the Strange Necklace. After taking the 
necklace one of the paths will become blocked. The necklace can be used ten 
times to refill a portion of Ellia's health. Go diagonally left from the 
statue to find the only open path.

As you enter, there will be a cutscene that shows off the room. There is 
nothing to do in this room right now. In the next room, Ellia will step onto a 
panel that sets of a pair of swinging blades. You can attempt to dodge the 
blades or go back into the previous room to make the blades stop swinging. As 
you navigate the hallway, stepping on the panels that differ from the majority 
of the floor will set off various traps including swinging blades, blowdarts 
and smashing walls.

When you enter the next room, the door will close behind you and a Chattur'gha 
zombie will rise up from the ground. An explanation of sanity will then 
appear. The Chattur'gha zombies attack very quickly and can regrow limbs after 
a period of time. Try to remove the zombies head then arms. Once you drop the 
zombie, the first door will open again. You may want to refill some health 
with the Strange Necklace.

Stay in the room and pick up the Bronze Necklace on the pedestal. Then examine 
the candles by the wall. Extinguish all candles but the middle one (notice the 
picture behind the candles) and two doors will lower a small amount. You will 
now need to backtrack.

Carefully go back through the hallway with the traps. When you enter the red-
lit room again, three of the zombies will rise from the ground (the fourth one 
does not). Kill them quickly to save your sanity. Once they are dead return to 
the large room you began in.

Go to the statue and place the Bronze Necklace around the neck of the statue. 
The door that closed when you removed the Strange Necklace will now open. Go 
diagonally right from the statue to go through the newly opened door. You then 
want to go through the next door to enter another room with candles. Take a 
left and you will find yourself in another trap-filled hallway.

Once you reach the end, go into the next room and the door will once again 
close behind you. A Xel'lotath zombie will rise from the ground. It will take 
more sanity from you, but is very easy to kill. Taking off its head is enough 
to bring it to the ground. Once it is dead, the door that closed behind you 
will open again.

Go to the candle arrangement on the wall and extinguish all of the candles, 
the door on the right that was partially lowered will open completely. Go 
through that door and you will be in a third trapped hallway. Continue 
carefully to the middle of the hallway where it branches to either side. Take 
a left and you will find a blowgun on a pedestal.

When Ellia picks up the blowgun, she will fall through a trap door into a 
secret passage in the temple. When she stands up, she will see two Ulyaoth 
zombies. Fire darts at the first one until it begins to make a pulsating 
sound. Get away from the zombie and it will blow up in a few seconds, sending 
a ring of energy out from it.

Once the first one is dead, turn right to see the zombie attacking a man in 
the corner. Shoot darts at it and it will approach you. Once it explodes, go 
back to the area where you landed to pick up your broken short sword. Take it 
to the man in the corner and he will repair it for you.

You now want to go to the left through another hallway laden with traps. One 
trap is unavoidable and will set off smashing walls. Run through when they 
pull back. When you reach the end, go through the door.

The next room will begin with a cutscene that shows a slot in the middle of 
the room. Dispose of the two zombies and go through the door to the diagonal 
right of where you entered.

The next room is the final (and toughest) trapped hallway. You will come to 
two traps that are arranged to be impassible without setting them off. The 
small one on the right sets off two swinging blades that are right behind you. 
The long one on the left sets of blowdarts that fly from the walls. Go to the 
left and run through the darts until you reach a gateway.

Go through the gateway and set off the single swinging blade. Avoid the next 
few traps and carefully step onto the one in the next gateway. The smashing 
walls will obstruct the view of the four swinging blades. Time your run 
through, stopping between blades if necessary. Continue through the rest of 
the hallway (the trap at the third gateway won't affect you).

In the next room, you will see a Xel'lotath and Ulyaoth zombie fighting with 
each other. The Ulyaoth zombie will then empower the other two zombies in the 
room. If you stay out of their view, they will kill each other and you can 
finish off the Xel'lotath zombie. Go through the door to the diagonal right of 
where you entered. Follow the empty hallways until you reach room with 

*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~* Act 2 - Chaos Entombed
Ellia - A.D. 1150 - Angkor Thom Region, Cambodia

Mantorok will eat the two guards and Pious will enter, obviously angry at 
Mantorok. He will warn Ellia to leave, but a purple energy will infuse her. A 
ghostly figure appears when Ellia wakes up and gives her one of Mantorok's 
hearts. The heart enters Ellia and you take control once again.

Walk towards the statue in front of Mantorok and grab the Metal Staff. You 
will now need to backtrack once again. Head out the way you came and go 
through the two empty hallways. Kill the three Ulyaoth zombies and go through 
the door to the diagonal left.

In the trapped hallway, there will be zombies, but you can set off traps in 
order to kill them before they reach you. Carefully continue through, using 
the Strange Necklace when necessary.

After leaving the hallway, kill the four Ulyaoth zombies. Then go to center of 
the room and place the Metal Staff in the slot you saw earlier. This will open 
the door that is behind Mantorok.

Go through the door opposite the slot, navigating the hallway as you did the 
two previous times. In the next room go through the door to the diagnoal right 
and then through the two empty hallways. You can go behind Mantorok with the 
path to the right or the left.

*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~* Act 3 - Death of a Dancing Girl
Alex Roivas - A.D. 2000 - Rhode Island, USA

Enter the newly opened door and approach the statue. When you do, Pious and 
his guards appear. He demands the essence of Mantorok from Ellia. When she 
does not give it to him, he infuses her with a blue energy and she falls to 
the ground, lifeless.

When you take control of Alex again, the candles to the right of the room will 
all light up. Leave only the one on the left burning and a hidden panel opens, 
revealing a message tube. Check the Message Tube and you will find the next 
Chapter Page.

*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~* Act 4 - The Absent Horror
Alex Roivas - A.D. 2000 - Rhode Island, USA

The scene then switches to Pious, talking with what appears to be his leader. 
They discuss the diminishing power of Mantorok and their increasing power over 
the universe. The leader tells Pious that Charlemagne the Frank is the next 
obstacle in their way.

9.2.3. Chapter 3

*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~* Act 1 - Suspicions of Conspiracy
Anthony - A.D. 814 - Amiens, France

"From my research, it is apparent that the endeavors of mankind are mere 
puppetry at the hands of the Ancients. Whenever a king vows reform, the 
Ancients move quickly to stifle it. Under the auspices of Emperor Charlemagne 
the Frank, the new Holy Roman Empire was at the height of its power."

A man in black gives Anthony a scroll, telling him to deliver it to 
Charlemagne at once and no one else is to see it. When the man leaves, Anthony 
secretly opens the scroll and is hit with a blast of magick. Anthony realizes 
it was intended for Charlemagne and sets off to warn him. You then take 
control of Anthony in the cathedral.

Walk between the rows of pews and talk to monks. Some seem subdued and one 
tells Anthony that the you he needs the Bishop's Key to see Charlemagne in the 
chamber on the left. At the end of the walkway, there will be a casket, 
examine it to find a dead monk. A nearby monk will tell Anthony that it is the 
work of evil and give him a Scramasax to defend himself.

Head towards the door and turn right to ascend the stairs. When you reach the 
top of the stairs, Anthony will be transported to the Hall of Eternal 
Darkness. Along the pathway, there will be statues of characters that have 
been engulfed by the Eternal Darkness. At the end of the hall, a hand will 
unravel, allowing Anthony to pick up the Tome of Eternal Darkness. Once a 
character finds the Tome, they can use magick.

After picking up the Tome, scenes from previous chapters will briefly flash 
and Anthony will be at the top of the stairs. Go upstairs and Anthony will 
feel the effect of the magick from the scroll.

Go the lone bookcase and pick up the Blue Urn from the shelf. When you 'Use' 
it your inventory, it will break and you will find the Chattur'gha (Red) 
alignment Rune. The game will then explain the basics of magick. Head to the 
other end of the room and pick up the 3-Point Circle of Power from the desk. 
The game will then explain Circles of Power.

Behind the desk, there will be three bookcases. On the middle one, Anthony 
will find a book that is "oddly pristine on the dusty shelf." Move the book 
and the bookcase on the left will move, revealing a secret passage. Climb down 
the ladder.

Head through the door and Anthony will see a zombie with a Rune inside. Two 
smaller zombies will come from further down the hall. If you knock off their 
heads, they will still be able to see you. The smaller ones can be eliminated 
with a quick combo, while the bigger one takes a few more hits. Once the big 
one is dead, you will receive your first Rune (Antorbok). Then go through the 
door at the end of the hall.

In the next room, Anthony will see a monk fending off zombies. The torch will 
burn a zombie and it will fall down, burning the rug in front of the door 
down. Once you have control again, dispose of the zombies (these can't see 
once their heads are gone). Then pick up the torch the monk dropped and talk 
to him.

He will tell you that he dropped an Urn when he was confronted by a 'demonic' 
Bishop. For your safety, he gives you a Two-Edged Sword that is much stronger 
than the Scramasax.

Equip the torch and walk around the ground in front of the next door. Pick up 
two pieces of the broken Green Urn and the game will tell you how to mix 
items. Then find the third and you will have a complete broken Green Urn. 
Equip the new sword and head through the door.

In the next room, a short cutscene will show another zombie with a Rune inside 
its body. When you head down the first flight of stairs, you will find the 
first Codex (Magormor). The game will then explain Codices. As you continue 
down the stairs, the zombie will confront you. It is easier to defeat than the 
first Rune Zombie. Once it is defeated, you will have the Rune that is 
translated by the Codex (Magormor). Go through the door.

As Anthony enters the next room, he will again feel the effects of the magick. 
An Ulyaoth zombie will be fighting with another zombie. Take off both of their 
heads as well as the one of the zombie that comes from the right. Pick up the 
Codex on the pedestal that translates the Chattur'gha alignment Rune. Then 
pick up the filled Red Urn.

Next to the urn is a well of putrid water. You will need to return to this 
later. Equip your torch and set the rug on fire by pressing A. Equip the Two-
Edged Sword again and head through the door.

In the L-shaped hallway, a zombie comes from around the corner. Kill it and 
head through the next door.

When Anthony enters this room, a monk will be exiting through the door on the 
opposite side. To the left, there will be a Codex for Rune acquired from the 
first zombie. On the table lies the Spell Scroll, which completes your first 
spell, Enchant Item.

The game will tell you that you discovered and then explain 'Cast', 'Assign' 
and 'Check' under the Spell List. It will then show how to assign spells to 
the Quick Spell buttons and what the magick meter is for.

Use the new spell to fix the two broken urns. On the floor in front of the 
table is a small panel. If you step on it, the door behind the desk will open 
until you step off.

Head back through the door you came in and then the L-shaped hallway. Go to 
the well of putrid water in the opposite corner and fill the Blue and Green 
Urns with the water (the Red Urn is already filled). Go back through the door 
and L-shaped hallway and back to the room with the table.

Place each of the urns on the panel in the floor. When they are all placed, 
the door will stay open. Head through the newly opened passage and through 
another L-shaped hallway. Enchant the Two-Edged Sword and open the door and 
the end of the hall.

Once inside, there will be a monk at the other end who wants the Tome of 
Eternal Darkness. When he approaches, hack away with a quick combo. The 
Ulyaoth zombie on the left will rise. Quickly chop off its head and continue 
slashing the monk. It is best to get to the other side of the monk, away from 
the door. The second Ulyaoth zombie will rise, so chop off its head also. Take 
out the zombies quickly and then chop off the monk's arms. When he falls, take 
the Bishop's Key from him.

Leave this room and Anthony will feel more of the magick's effects. As you go 
through the hallway, there will be two zombies. Kill them and go through the 

In the room with the table, there will one zombie on each side of the table. 
Dispose of them as usual and continue through the door.

In the first L-shaped hallway, the camera will cut to the view of a Trapper 
that is crawling towards Anthony. It will explode, sending him to the Trapper 
Dimension. When you step in the colored circle, in the will transport you to 
the other portal of that color. Each color allows you to refill either health 
(red), sanity (green) or magick (blue). The purple portal will allow you to 
exit the Dimension by stepping on the portal at the top of the stairs. Use 
whichever portal to fill up your most needed attribute (most likely health or 

Once you return from the Trapper Dimension, you will be back in the L-shaped 
hallway. Continue through the door into the room with the putrid water well.

There will be four Trappers when enter this room. The game tells you they have 
no eyes, but can sense around them. Hold X to sneak around until you reach the 

There will be a zombie within in swords length as soon as you enter this room. 
Two more zombies will amble down the steps. Kill all three zombies and take 
the stairs to the door at the top. Simply pass through the room with the monk 
that gave you the Two-Edged Sword.

Anthony will again feel the effects of the magick upon entering the next room. 
Walk down the long empty hallway until you reach the ladder. Before you 
ascend, be sure to enchant your weapon.

When you reach the room with the bookcases, a large Ulyaoth creature will 
appear as well as a magickal wall blocking the stairs down. This creature will 
drain your magick as well as your health. It can be easily defeated by 
removing one of its arms and giving it a few good blows from an enchanted 
(Two-Edged Sword). Descend the steps into the room you began in.

Two small and one large zombie will greet you at the bottom of the stairwell. 
Kill them and go through the pews to the door on the left. Open the door with 
the Bishop's Key to enter the Bishop's visiting chamber.

*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~* Act 2 - Conspiracy Revealed
Alex Roivas - A.D. 2000 - Rhode Island, USA

Once inside, Anthony will see Charlemagne dead on the floor. The magick from 
the scroll will finally knock him to the ground in death as the 'demonic' 
Bishop reveals that he is truly an Ulyaoth monster.

As Alex, exit the secret chamber and go through the library to reach the main 
hallway. Go up the stairs to the second floor and use the Second Floor Key in 
the door. It will break, but you can repair it with the Enchant Item spell. 
When you use it the second time, the door will open. Go forward and follow the 
hall to the left. Enter the door on the right at the corner. Inside the room, 
there will be a painting above a desk. Behind the painting is the next 

9.2.4. Chapter 4

*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~* Act 1 - The Gift of Forever
Karim - A.D. 565 - Persia

Coming soon...

*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~* Act 2 - The Shadow of Corruption
Alex Roivas - A.D. 2000 - Rhode Island, USA

Coming soon...

*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~* Act 3 - The Preparations Begin

Coming soon...

9.2.5. Chapter 5

*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~* Act 1 - The Lurking Horror
Maximillian Roivas - A.D. 1760 - Rhode Island, USA

Coming soon...

*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~* Act 2 - Insanity Prevails

Coming soon...

9.2.6. Chapter 6

*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~* Act 1 - Corrosion of the Dead God

Coming soon...

*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~* Act 2 - A Journey into Darkness

Coming soon...

*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~* Act 3 - In the Hands of Kali

Coming soon...

*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~* Act 4 - Daughter of Light

Coming soon...

9.2.7. Chapter 7

*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~* Act 1 - The Black Guardian

Coming soon...

*~~~~~~~~~~~~~~~~~~~~~~* Act 2 - Heresy!

Coming soon...

*~~~~~~~~~~~~~~~~~~~~~~~* Act 3 - A murder

Coming soon...

*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~* Act 4 - Light within the Darkness

Coming soon...

*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~* Act 5 - Conversation in the Bell Tower

Coming soon...

*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~* Act 6 - Suspicions Confirmed

Coming soon...

*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~* Act 7 - Heresy Revealed

Coming soon...

*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~* Act 8 - The Black Guardian's Lair

Coming soon...

9.2.8. Chapter 8

*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~* Act 1 - Flesh for the Pillar

Coming soon...

*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~* Act 2 - The Forbidden City

Coming soon...

*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~* Act 3 - Guardian of the Temple

Coming soon...

*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~* Act 4 - Binding the Black Guardian

Coming soon...

9.2.9. Chapter 9

*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~* Act 1 - Binding the Black Guardian

Coming soon...

9.2.10. Chapter 10

Coming soon...

9.2.11. Chapter 11

Coming soon...

9.2.12. Chapter 12

Coming soon...

9.2.13. Chapter 13

Coming soon...

9.3. Xel'lotath (Green) Path

9.3.1. Chapter 1

Coming soon...

9.3.2. Chapter 2

Coming soon...

9.3.3. Chapter 3

Coming soon...

9.3.4. Chapter 4

Coming soon...

9.3.5. Chapter 5

Coming soon...

9.3.6. Chapter 6

Coming soon...

9.3.7. Chapter 7

Coming soon...

9.3.8. Chapter 8

Coming soon...

9.3.9. Chapter 9

Coming soon...

9.3.10. Chapter 10

Coming soon...

9.3.11. Chapter 11

Coming soon...

9.3.12. Chapter 12

Coming soon...

9.3.13. Chapter 13

Coming soon...


10. Secrets and Tips

Complete all three paths on same save file for a special ending.

More coming soon...


11. Credits

Nintendo of America (http://www.nintendo.com)
For publishing this game

Silicon Knights (http://www.siliconknights.com)
For developing this game

Eternal Darkness Website (http://www.eternaldarkness.com)
For overview and storyline

Eternal Darkness Instruction Booklet
For controls and some character information

GameFAQs (http://www.gamefaqs.com)
For hosting this FAQ


12. Copyright Notice

This file is Copyright (c)2002 Alex Davis. All rights reserved. All 
information in this FAQ was collected and written by me, unless noted in the 
credits above. This file may not be posted on any website or reproduced in any 
manner, except as follows:

On GameFAQs (http://www.gamefaqs.com)
On CheatCC (http://www.cheatcc.com)
On A2Z Cheats (http://www.a2zcheats.com)


13. Contact Information

If you wish to contribute to this FAQ or find incorrect or incomplete 
information, please email me at chiefwahoo3003@yahoo.com with subject being 
something close to "ED FAQ". If I use your information, you will be credited 
next to the information as well as in the Credits section above. I will not 
respond to emails that ask questions already covered in the FAQ. Thank you for 
reading this FAQ.


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