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Weapons FAQ by Viper915

Version: 0.5 | Updated: 08/31/02

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               S A N I T Y ' S    R E Q U I E M


              ===================================
              || Eternal Darkness Weapons FAQ  ||
              ===================================
              || By: David "Viper915" Brown    ||
              || E-mail: herraxel@aol.com      ||
              || Version: 0.5                  ||
              || Last updated: 8/31/02         ||
              ===================================

=======================================================================

Table of Contents:
     1. Introduction
     2. Weapons
        A. Melee Weapons
           - Gladius
           - Short Sword
           - Scramasax
           - Two-Edged Sword
           - Torch
           - Tulwar
           - Double Tulwars
           - Ram Dao
           - Sabre
           - Kukri
           - Mace
           - Saif
           - Fire Ax
           - Enchanted Gladius
        B. Ranged Weapons
           - Blowgun
           - Chakrams
           - Flintlock Pistol
           - Dual Flintlock Pistols
           - Automatic Pistol
           - Shotgun (Lindsey Version)
           - Crossbow
           - Flash Pan
           - Revolver (Peter Version)
           - Rifle
           - Revolver (Edward Version)
           - Elephant Gun
           - Double Shotgun
           - Flashlight
           - Pistol
           - Assault Rifle
           - Revolver (Alex Version)
           - Shotgun (Alex Version)
           - Enchanted Gladius
     3. Enemies
     4. Version History
        A. Versions
        B. Plans for future updates
     5. Credits
     6. Stuff about the FAQ
        A. Legal Info
        B. Contact Info

=======================================================================

1.	Introduction

       Well, this is the first FAQ I've ever written. It covers the
weapons in the game Eternal Darkness: Sanity's Requiem, developed by
Silicon Knights and published by Nintendo. I've covered where to find
each weapon, and my personal comments about each one. I hope that
everyone enjoys this, and maybe I'll continue to write FAQs in the
future. Feel free to e-mail me with comments, suggestions, and critique
about this FAQ. This game is one of the most fun games I have ever
played, and the weapons were immediately one of my favorite features.
Each one is historically accurate, and recreated to function as it
would have in its respective time period. Also, each character wields
his or her weapons in a manner that is accurate for the time period. I
hope you all have fun playing Eternal Darkness!

=======================================================================

2. Weapons:

Note: All weapons (yes, weapons, I don't want any e-mails about how you
can't enchant your fists when you punch) can be enchanted via the
"Enchant Item" spell to deal extra damage. The damage is further
increased if the weapon is enchanted with the color of magick that's
strong against the color of enemy you're fighting. Enchanting a weapon
with purple magick also poisons the enemy. Increasing the power of the
"Enchant Item" spell using 5 and 7 point Circles of Power makes the
weapon stay enchanted longer. One thing that bothered me, though: Why
does enchanting a ranged weapon increase the damage it does? Wouldn't
it make more sense to enchant the ammunition?

The Basic Punch:
Everyone can do it, all you have to do is unequip your weapons.
Although you CAN kill with it, I highly recommended that you do not
attempt to do so, as it's a slow, extremely weak attack that requires
you to get very close to hit with it.  You should almost always have a
melee weapon on hand, so this is really only for fun in Eternal Mode.

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

A. Melee Weapons:

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."
Used by: Alex and Pious
Where to find it:
-Alex: It's hanging on the wall in the room where you find the Tome of
Eternal Darkness.  It's the only thing in the room that flashes other
than the Tome, so it's pretty hard to miss.
-Pious: You start out with it.  Heck, it's even equipped for you
already.  How nice of Silicon Knights. :)
Special requirements to get it: None
Combo with normal attack:
-Alex: Slash from right to left, then from left to right, then impales
the enemy in the chest, and steps forward to push the enemy off of the
blade with her shoulder.
-Pious: Slash from right to left, then diagonally from upper left to
slightly lower right, then impales the enemy in the abdomen, and kicks
the enemy off the blade.
Finishing move:
-With Alex, she kneels down, holds the Gladius upside down, and stabs
the enemy twice.
-With Pious, he bends down and impales the enemy with the Gladius at
about a 45 degree angle with the ground, then tries to pull it out, but
it's stuck, so he pulls a bit harder and it comes free.
Special notes: Does decent damage, good all around weapon.  Very
similar to Anthony's Scramasax, except with a shorter blade, which
means you'll have to be closer to your enemies to hit them.  If you
collect all three Effigies, Alex gets an upgraded version at the end of
the game that also functions as a ranged weapon. :)

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."
Used by: Ellia
Where to find it: She starts out with it
Special requirements to get it: None
Combo with normal attack: Slash from right to left, then left to right,
then impales the enemy in the gut, and takes a step forward while
pulling it back out.
Finishing move: Ellia kneels down, brings the blade back over her left
shoulder with both hands, and then chops the enemy once.
Special notes: I think this is even shorter than the Gladius, and is
also a bit weaker.  Not the best of weapons, but way better than
Ellia's other weapon.  Immediately after obtaining the blowgun, this
sword will break.  Remember to pick up the shards when you regain
control of Ellia, and save that guard!  If you kill his two assailants
without him dying, he'll repair your sword if you talk to him.  I
strongly suggest doing this, as the blowgun kind of sucks.

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."
Used by: Anthony
Where to find it: A monk will give it to you in the room Anthony starts
in.
Special requirements to get it: You have to open up that coffin in the
front of the room before the monk will arm you.
Combo with normal attack: Slash from right to left, then from left to
right, then impales the enemy in the chest, and kicks them off the
blade.
Finishing move:
First version - Anthony kind of flings the sword into the enemy really
hard, then reaches down and pulls it back out.
Second version - Anthony kneels down and impales the enemy, then steps
on them to pull the blade back out.
Special notes: This thing is alright.  It's like a Gladius, only the
blade is a bit longer.  I also think it deals more damage, but I have
to check on that.  You won't have had it too long, though, before you
acquire a better sword.  Lakers642@aol.com let me know that Anthony's
finishing move with the Scramasax changes after the second time that
Anthony is affected by the curse.

Two-Edged Sword:
"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 in one hand, with the other for support.
Used by: Anthony, Paul, and Peter
Where to find it:
-With Anthony: Upon entering one of the rooms in Anthony's chapter,
you'll see a monk being attacked by zombies, one of which the monk will
set ablaze with a torch.  When you regain control of Anthony, kill the
zombies to save the monk.  Talk to him to receive this sword.
-With Paul: Go into the room where Charlemagne was as Anthony, and
Anthony will attack you.  Kill him to get his sword.
-With Peter: Hanging on the wall in the room where you got the 3-point
Circle of Power with Anthony, in the right (when facing the altar from
the aisle) wing of the Cathedral.
Special requirements to get it:
-With Anthony: If the monk dies, no sword for you!
-With Paul: You have to kill Anthony to get the sword. Note: If you didn't get
the sword with Anthony, you can't get it with Paul, either.
-With Peter: You can't enter that wing of the Cathedral until the power
goes out.
Combo with normal attack:
-Anthony: Slash from right to left, then diagonally down from upper
left to lower right, then impales the enemy in the upper chest at a
slight upward angle, before pulling the sword back out.
-Paul: Slash from right to left, then left to right, then impales the
enemy in the chest, and kicks them off the blade.
-Peter: Slash from right to left, then left to right, then impales the
enemy in the chest, and kicks them off the blade.
Finishing move:
-Anthony: Anthony bends down, flips the sword upside down, and impales
the enemy with the blade, then pulls it back out and flips it right
side up.
-Paul: Bends down, chops the enemy three times.
-Peter: Bends down, chops the enemy three times.
Special notes: This is a pretty nice weapon, which is good, since you
use it in three chapters.  On normal sized zombies (not the really big
ones, or the little kiddies) this weapon will let you perform a two hit
kill on brown and blue zombies.  Go for the head, and once the first
slice takes off your opponents noggin, perform another head attack
(yes, I know it doesn't have a head anymore, don't worry, you still do
the same slash). This slash should sever your opponent at the waist,
which kills it. Red zombies take a few more "head" slices to the torso
to go down, while green zombies don't even need the second hit.

Torch:
"The Torch, or brand, is a common source of illumination from ancient
times. The Torch can be used to light Anthony's way or set fire to
enemies."
Used by: Anthony, Karim, Lindsey, Paul, Roberto, and Peter.
Where to find it:
-Anthony: Dropped by the monk who gives you the two-edged sword.
-Karim: Found on a wall just as you come down the ladder behind the
rune barrier from the room where you have to place the statuettes.
-Lindsey: Starts with it
-Paul: Facing the altar, turn left and walk down the left wing. Across the
carpet from the organ is the torch.
-Roberto: Starts with it
-Peter: In the room where you fought Anthony as Paul.
Special requirements to get it: None
Combo with normal attack: None
Finishing move: None
Special notes: Against anything but green and brown zombies, this
weapons absolutely sucks.  It has a slow swing, no combo, the swing
doesn't change when you target body parts, it's extraordinarily weak
(It can take upwards of 20 hits to kill a red zombie), and you can't
use it to finish enemies and regain your sanity.  Against green and
brown zombies, though, it's a whole different story.  The torch
dominates them like no other, offering not only a one hit kill, but a
cool animation of the zombie catching on fire, falling over, and
burning to death while writhing in agony on the floor.  Make sure that
you quickly equip another weapon to finish the zombie if you want to
regain sanity.  Also, this weapon provides light while it's equipped,
and can burn tapestries.

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."
Used by: Karim
Where to find it: Karim starts with it.
Special requirements to get it: None
Combo with normal attack: Slash from right to left, then diagonally
from lower left to upper right, then whirls the sword around in his
hand before impaling the enemy in the upper chest, and kicking them off
the blade.
Finishing move: Karim bends down, chops the enemy once in the back,
then slices them across the back, then chops them once more.
Special notes: This is a version of a scimitar, for those of you more
familiar with that term.  It's length seems to be somewhere in-between
the Gladius and the scramasax. It deals nice damage, and seems to slice
very well.  Later in Karim's chapter, you can pick up another for a
little "Florentine" action. Adrian D.v. Schmook sent me some info
regarding Florentine-style fighting: "Florentine-style fighting comes from the
city of Florence, in Italy. In the late-Medieval Era & into the early
Rennaisance, the men of the city had a reputation for using two large swords in
melee combat with reasonable skill, a talent that is not very intuitive &
requires some practice (the common sword of the time was a rapier, although
later a traditional sabre like Max Roivas' was not unknown)." Jeff S also sent
information: "Florentine is a style of fencing that uses two weapons, typically
two epees. It got its name from the city of Florence, Italy, where it
supposedly originated." Thanks Adrian and Jeff!

Double Tulwars:
"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!"
Used by: Karim
Where to find it: You start with the first one, the second one is stuck
in some poor guy's back later in his chapter.  Yank it out, but beware,
it was more comfortable where it was.
Special requirements to get it: Pull it out of the back of that corpse.
You get a chance to use it immediately.
Combo with normal attack: Karim swings both Tulwars together from
outwards in, like scissors, then swings the Tulwar in his right hand
diagonally upwards from lower left to upper right, then swings both
Tulwars around in his hands before bringing them down simultaneously on
the enemy's shoulders.
Finishing move: Karim flips both Tulwars around in his hands in a
rather extravagant manner, then stabs them both into the enemy
simultaneously, before pulling them back out again.
Special notes: The second Tulwar only changes your normal attack combo
and your finishing move, Karim still only uses one Tulwar for targeted
attacks. :(  Someone on the GameFAQs message board noticed a glitch
involving the Double Tulwars and Double Flintlock Pistols.  If you
enchant the first one before you pick up the second, and then you pick
up the second, the second one is suddenly enchanted, even though you
never did a thing to it. (Whoever it was who posted about this, e-mail
me, I'll give you credit.)

Ram Dao:
"This is a Ram Dao broadsword, typified by its long broad blade an
heavy cutting edge. A formidable weapon, it enables its use to strike
at many enemies at once and still keep distance. With a sweep Karim can
knock down enemies, and can cause extreme damage with an overhead
attack."
Used by: Karim
Where to find it: Stuck in a rock in the room where Pious put the
colored blocks in the walls.
Special requirements to get it: You have to pull it out.  Think King
Arthur, and that whole "Sword in the Stone" thing.
Combo with normal attack: No combo, but the normal swing is really good
in it's own right.  The swing will knock down multiple enemies, while
still doing moderate damage.
Finishing move: Karim inverts the sword, then impales the enemy, then
pulls it back out.
Special notes: Now THIS is a pretty sweet sword.  One slash to the head
not only looks really cool, but will also kill any zombie except for a
red zombie in one hit, and the red zombies only take two.  It takes off
not only the head, but the entire torso as well, in just one swing!
Also, when its enchanted with any type of magick at all, it will kill
any kind of Horror with one slash to the head.

Sabre:
"Cavalry swords, like this 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."
Used by: Max and Edward
Where to find it:
-Max: Hanging on the wall in the room where he finds the Tome of
Eternal Darkness
-Edward: Hanging on the wall in the room with the piano.
Special requirements to get it: None
Combo with normal attack:
-Max: Slash from right to left, then left to right.
-Edward: Slash from right to left, then left to right, then impale the
enemy in the chest, and kick them off the blade.
Finishing move:
-Max: Bends over and chops the enemy, then kicks it.
-Edward: Kneels down and chops the enemy three times.
Special notes: Does pretty good damage, and the blade is pretty long,
so you can slice and dice the zombies from a safe distance.  Its pretty
essential that you get this in Max and Edward's chapters, since their
guns have pretty lengthy reload times, and don't hold much ammo. (Max's
is a single shot, and both of Edward's only hold two rounds)

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 chopping power."
Used by: Edwin Lindsey
Where to find it: Lindsey starts with it
Special requirements to get it: None
Combo with normal attack: Slash from right to left, then diagonally
from upper left to waist-level right, then impales the enemy and kicks
them off the blade.
Finishing move: The "Fling into the ground" technique, first
demonstrated by Anthony with the Scramasax.  The two moves are
virtually identical.
Special notes: Finally, you get some good ranged weapons, but not
enough ammo, so you'll be using this often as Lindsey.  It's about as
long as a Gladius, slices as well as a Tulwar, and seems to deal as
much damage as a Gladius.

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."
Used by: Paul
Where to find it: Hanging on a wall downstairs near the organ bellows.
Special requirements to get it: None
Combo with normal attack: Swing from right to left, then left to right,
then again from right to left.
Finishing move: Paul chops the enemy with the mace three times.
Special notes: This is a fun change of pace from all the swords, but
you barely have to use it before you obtain the Two-Edged Sword, which
seems to be superior.  Still, this seems to do a good amount of damage,
so it's really just a matter of preference.  I highly recommend using
the Two-Edged Sword against Horrors, though, because of its longer
reach.

Saif:
"This is a Saif - a curved Arabic sword with a distinctive pommel. The
Saif is the standard weapon of most Middle Eastern armies."
Used by: Roberto
Where to find it: On a rock slab in the first room that you have to
survey.
Special requirements to get it: None
Combo with normal attack: Slash from right to left, then from left to
right, then impales the enemy in the gut, then Roberto steps forwards
to push the enemy off the blade.
Finishing move: Roberto slashes the enemy once, then impales it...
lengthwise. :)
Special notes: This is a lot like the sabre, except better.  It's
longer, deals more damage, and Roberto wields it with style.  In my
opinion, this weapon has the coolest finishing move in the game,
followed by Karim's Double Tulwars in second place, and Anthony's Two-
Edged Sword in third. (Only Anthony's finishing move, Paul and Peter's
aren't nearly as cool.)

Fire Ax:
"A multipurpose Fire Ax made from molybdenum alloy for extra strength
and heat resistance."
Used by: Michael
Where to find it: Michael starts with it
Special requirements to get it: None
Combo with normal attack: Swing from right to left, then from left to
right, then impales the enemy with the head of the axe, and pulls the
axe free.
Finishing move: Michael takes a hefty swing, slamming the axe into the
enemy's body, just like wood on a chopping block.  It takes Michael a
good deal of strength to get it out, since he planted it in there so
well.
Special notes: I didn't use this much.  You start the level with this,
and about 3 steps away on the floor, you find an assault rifle with 510
rounds of ammo that kind of steals the spotlight.  Just be careful
wielding this thing, since it's on the slow side, and the finishing
move takes some time to pull off.  Amazingly enough, the axe is only
slow when used in targeted attacks. Michael swings that thing darn fast
for the normal attack and combo.

Enchanted Gladius:
"This Gladius carries a powerful enchantment. This unique weapon can
only be wielded by its destined owner - the Guardian of Light."
Used by: Alex
Where to find it: Under a room in Michael's chapter, via a secret
staircase. As Alex, a package will be delivered to the front door of
the Mansion late in the game. Open it to get the Enchanted Gladius.
Special requirements to get it: You need to collect the Ruby Effigy in
Karim's chapter and the Sapphire Effigy in Roberto's chapter, and
finally the Emerald Effigy in Michael's chapter to get this secret
weapon. In a room in Michael's chapter, you'll find three colored Bas-
reliefs on the walls, each with a protruding ledge. Put the Ruby Effigy
on the blue Bas-relief, the Sapphire Effigy on the green Bas-relief,
and the Emerald Effigy on the red Bas-relief. A cinema will reveal a
secret passage two rooms back. Go down the stairs to find the Enchanted
Gladius.
Combo with normal attack: Same as Alex's normal Gladius.
Finishing move: Same as Alex's normal Gladius.
Special notes: Even though Michael finds this weapon, he doesn't get to
use it, Alex does. (No problem, after all, who wants a Gladius when
you've got an assault rifle?)  This is the same as Alex's normal
Gladius, except it's permanently enchanted with the color of magick
that's strong against the color Artifact you chose with Pious.  This
weapon also functions as a ranged weapon. If you target an enemy that's
well out of arm reach, Alex will throw the Gladius at them when you
attack, and the Gladius will magically reappear in your hand after you
throw it. Pretty useful if you ask me, even though you barely get to
use it.



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


B. Ranged Weapons:

Note: For all ranged weapons, the finishing move is nothing more than
the character shooting/throwing something at the enemy again, so I'd
recommend using a melee weapon for finishing moves in order to conserve
ammo.

Note: If a weapon runs out of ammo, hitting B will reload the weapon.
If the weapon isn't empty, but isn't fully loaded either, holding Z
will reload your gun up to full capacity. You can also select either
the ammo or the gun in the pause menu, choose "Mix", and then select
the other item (ammo or gun). Always make sure your weapons are fully
loaded before entering a room!

Blowgun:
"An ancient weapon, the Blowgun propels a poison dart at an enemy,
causing death within several seconds.
Ammo Type: Poison Darts
Ammo Capacity: 100
Used by: Ellia
Where to find it: On a pedestal in a hallway after you open the doors
via the candle puzzles.
Special requirements to get it: You have to beat both candle puzzles to
open the doors to the hallway containing the blowgun.
Special notes: This gun isn't much. It's slow, and doesn't do much
damage. As an upside, it poisons enemies, which turns them green and
deals some damage every few seconds, and it doesn't need to be
reloaded. Also, you have more than enough ammo to handle everything you
encounter after getting this, since it comes with 100 rounds.

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.
Ammo Type: It IS the ammo. It's the little metal Frisbee from Xena:
Warrior Princess, except it doesn't come back after you throw it.
Ammo Capacity: 19
Used by: Karim
Where to find it: Karim starts with it.
Special requirements to get it: None
Special notes: Kinda sucks. It doesn't do much damage, and you run out
of them before you know it. Save them for the trappers in the room with
the Ruby Effigy. Even enchanted, they don't do enough damage. However,
they stick in walls, so feel free to make little decorations when
you're not being bothered by enemies.

Flintlock Pistol:
"The French Flintlock Holster pistol was in use from the 1680s. As a
muzzle-loaded pistol, its rate of fire is rather low, but it packs a
powerful punch."
Ammo Type: Flintlock Pistol Balls
"A bag of Flintlock Pistol Balls"
Ammo Capacity: 1
Used by: Max
Where to find it: You start with it
Special requirements to get it: None
Special notes: Although these do plenty of damage (I killed the green
Guardian with only 5 shots!), they only hold one round at a time and
take forever to reload. Use it to hit a Horror, then immediately equip
your sabre to run in for the kill. (Well, maybe just jog in for the
kill) You only start of with one round of ammo, but there are bags of
ammo all over the mansion. A bag of Flintlock Pistol Ammo holds 5
rounds. These are way more fun in Eternal Mode.

Dual Flintlock Pistols:
"Dual Flintlocks pistols for those who wish to fight "akimbo" style.
The French Flintlock Holster pistol was in use from the 1680s. As a
muzzle-loaded pistol, its rate of fire is rather low, but it packs a
powerful punch."
Ammo Type: Flintlock Pistol Balls
"A bag of Flintlock Pistol Balls"
Ammo Capacity: 1 per pistol
Used by: Max
Where to find it: You start with one, and can find another on the wall
in the same room with the Sabre and the Tome of Eternal Darkness
Special requirements to get it: None
Special notes: You get an extra shot in before you reload, at the
expense of taking twice as long to reload. Even better to soften up a
Horror with, especially when enchanted.

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."
Ammo Type: Clips .45 Pistol Ammo
"A clip of .45 Pistol Ammunition"
Ammo Capacity: 8
Used by: Lindsey
Where to find it: Lindsey starts with it
Special requirements to get it: None
Special notes: Finally! A good ranged weapon! This weapon holds
multiple rounds, and is clip-based, so reloading is quick. It does
moderate damage, and you start of with a good amount of ammo (56
rounds), so feel free to use this weapon a lot during Lindsey's
chapter, it's fun. Unfortunately, even with this AND the shotgun,
you'll still need to use Lindsey's Kukri for some of the chapter, do a
lack of ammunition.

Shotgun:
"A Remington M-870 Shotgun, slightly modified with an extended tube
magazine, choke barrel, rifle sights, and bayonet lug. This is the same
shotgun used by the U.S. Marine Corps since 1970."
Ammo Type: 12 Gauge Shotgun Shells
"A box of 12-Gauge Shotgun Shells. These will fit any cartridge-firing
shotgun."
Ammo Capacity: 7
Used by: Lindsey
Where to find it: Lindsey starts with it
Special requirements to get it: None
Special notes: Lindsey's shotgun does more damage than his pistol, but
it holds less ammo, shoots slower and takes more time to reload. Also,
you don't get as many shotgun shells as you do pistol rounds (37 as
opposed to 56), so save this for the tougher enemies you encounter.
When reloading Lindsey's shotgun, he has to load each shell
individually, so if you get attacked in mid-reload, you'll still
probably have ammo in the gun to defend yourself.

Crossbow:
"The Crossbow is a powerful and accurate weapon that shoots a wooden
bolt."
Ammo Type: Crossbow bolts
"A quiver of Crossbow Bolts."
Ammo Capacity: 1
Used by: Paul and Roberto
Where to find it:
-Paul: In a chest in the left (when facing the altar from the aisle)
room off of the room with all the pews in the cathedral.
-Roberto: On a rock slab in the second room you have to survey
Special requirements to get it: None
Special notes: This is even worse than the blowgun. It only holds one
shot, takes a while to reload, doesn't do much damage, and you barely
find any ammo for it in the levels it's in. Luckily, there are two
redeeming qualities of the Crossbow. For one, the bolts remain stuck in
whatever you shoot, so have fun making pincushions out of Roberto's
fellow workers. Two, Eternal Mode makes this thing usable.

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."
Ammo Type: Flash Powder
"A pouch of Flash Powder for use with a photographic Flash Pan."
Ammo Capacity: 1
Used by: Peter
Where to find it: Peter starts with it
Special requirements to get it: None
Special notes: This can't kill anything. When you use it, any enemies
you point it at will become stunned and won't move for a little while,
long enough for you to run away. Only comes with enough powder for 6
uses, so only use it when you really need to.

Revolver:
"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."
Ammo Type: 8mm Revolver bullets
"A box of 8mm Revolver Shells."
Ammo Capacity: 6
Used by: Peter
Where to find it: On a bench in the room with all the body bags
Special requirements to get it: Give the soldier's orders to the guard
to gain access to the room where this is in.
Special notes: Would be ok, except for the fact that you fight a lot of
Bonethieves in Peter's chapter, and they can dodge bullets, and the
fact that Peter has to reload each bullet individually, which takes too
long for this to be useful in combat. Once you pick up the revolver,
enemies start to appear in the cathedral, so beware.

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."
Ammo Type: .303 Rifle Ammo
Ammo Capacity: 10
"A box of .303 Rifle Ammunition."
Used by: Peter
Where to find it: On the altar
Special requirements to get it: The Rifle doesn't appear on the altar
until after the power goes out.
Special notes: Another nice gun. Does plenty of damage, holds a nice
amount of ammo, and is clip based for quick reloads. You should find
enough ammo in the cathedral to let you use this without having to
worry too much.

Revolver:
"This is an Enfield Mk1 Star Revolver, introduced prior to World War I.
It is a double-action pistol with a six-shot top-break cylinder. The
Enfield is chambered for .380 revolver ammunition."
Ammo Type: .38 Revolver Ammunition
"A box of .38 Caliber Revolver Ammunition."
Ammo Capacity: 6
Used by: Edward
Where to find it: In the room with the Tome of Eternal Darkness
Special requirements to get it: Find the clock hands, put them on, and
set the clock to 3:33 to gain access to the room containing the
revolver.
Special notes: Much like Peter's revolver. Since both of Edward's other
guns only hold 2 shots apiece, you can use this to finish off enemies
when you don't have time to reload your better weapons. This has a long
reload time itself, though, so this is mainly for trappers.

Elephant Gun:
"The Holland and Holland Double Rifle fires an enormous .50 x 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.""
Ammo Type: .50 x 3" Nitro slugs
"A box of .50 x 3" Nitro cartridges. These shells are for the Elephant
Gun."
Ammo Capacity: 2
Used by: Edward
Where to find it: The Elephant Gun is in the gun case upstairs, in the
same room you started in as Max.
Special requirements to get it: Save the servant in the master bedroom
from the vampire-thing, then talk to him to receive the key to the gun
case.
Special notes: This gun is REALLY powerful. Unfortunately, it only
holds two shots at a time, but the reload is relatively quick. It's
also your first gun that uses firing modes. To switch between firing
the barrels individually or simultaneously, go to the pause menu,
select the gun, then press the "Mode" button. The number of shells
displayed represents how many rounds you'll fire with each pull of the
trigger. I'd recommend single shot for everything short of Guardians,
since it's so powerful in the first place. It's more ammo efficient
that way. You can find a total of 50 rounds of ammo lying around before
you descend into the city of Ehn'Gha, although some servants will give
you a little extra ammo if you save their life from the vampire, and
then talk to them. This gun is so powerful, it can knock Edward to the
ground when he fires. When you target an enemy, Edward will raise the
gun to his shoulder, and you'll see the gun wobble a bit before Edward
stabilizes it. If you fire before Edward stabilizes the rifle, he'll be
knocked to the ground. If you fire after Edward stabilizes the rifle,
he'll just take a huge step backwards. What a pansy ;)

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."
Ammo Type: 12 Gauge Shotgun Shells
"A box of 12-gauge Shotgun Shells. These will fit any cartridge-firing
shotgun."
Ammo Capacity: 2
Used by: Edward
Where to find it: In the basement of the mansion, where you kill the
vampire.
Special requirements to get it: You need to fight the vampire until you
have both halves of the basement key, which you then need to mix and
fix (enchant) to enter the basement.
Special notes: This is the main weapon you'll use as Edward. Unlike the
other two shotguns in the game, this one is a break-barrel shotgun,
which limits it two holding two shells at a time. Fortunately, the
reload is pretty quick. This gun also features firing modes. Just like
the Elephant Gun, you can fire the barrels individually or
simultaneously. Edward's mansion is like a small armory, since if you
collect it all, you'll have two shells in the shotgun, and 96 that you
collect in the mansion, for a grand total of 98 shotgun shells. And
unlike the blowgun, each round packs quite a punch. Use this liberally,
since you won't run out of ammo between this, the Elephant Gun, and the
Revolver.

Flashlight:
"A durable emergency flashlight equipped with a long-endurance
battery."
Ammo Type: Batteries, I guess. Unless you count the light rays being
emitted.
Ammo Capacity: However many batteries it takes to work
Used by: Michael
Where to find it: Michael starts with it
Special requirements to get it: None
Special notes: This isn't really a weapon, but you can equip it, so I'm
counting it. This is the only thing in the game that you can equip in
addition to a weapon, so there's no reason you shouldn't turn it on.
Don't worry, the batteries won't run out. ;)  It's actually useful,
since some of the rooms in Michael's chapter are kind of dark. Plus, it
shows off the cool lighting effects in Eternal Darkness. :)  Equip this
right at the start.

Pistol:
"The Glock 17 is a semi-automatic pistol, renowned for its resilience
under harsh firing conditions - the Glock can even fire underwater! The
lock fires 9mm pistol ammunition."
Ammo Type: 9mm Pistol Rounds
"A magazine of 9mm Pistol Ammunition."
Ammo Capacity: 17
Used by: Michael
Where to find it: The Pistol is found on the dead body of a soldier
near the door in the room you start in.
Special requirements to get it: None
Special notes: This pistol holds a whopping 17 rounds, unfortunately,
you only get 34 extra rounds, which amounts to 2 reloads. This does
slightly less damage than Lindsey's pistol, due to the ammo being
smaller. (This fires 9mm rounds, while Lindsey's fires .45 caliber
rounds, which are larger.) Save this to finish off enemies, and for use
on trappers.

Assault Rifle:
"The Objective Individual Combat Weapon (OICW) is a Heckler & 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."
Ammo Type:
-Rifle: 5.56 NATO Standard rifle ammo
"A magazine of NATO 5.56mm Ammunition."
-Grenade Launcher: 20mm grenade rounds
"These are 20mm air-fused Grenade Shells for use with the OICW rifle."
Ammo Capacity:
-Rifle: 30
-Grenade Launcher: 5
Used by: Michael
Where to find it: The assault rifle is found on the dead body of a
soldier near the door in the room you start in.
Special requirements to get it: None
Special notes: This is by far my favorite weapon in the entire game. It
comes with a total of 510 rounds of ammunition, allowing you to shoot
everything in the level and still have ammo left over. It comes with 4
firing modes: single shot, represented by a single bullet; 3-round
burst, represented by three bullets; full-auto, represented by a clip;
and grenade launcher, represented by a grenade. (It looks like a bullet
with a bright orange tip) Although you only start with 10 grenade
rounds, that's enough to blow up all the Horrors in the chapter, as
long as you conserve them, and if you don't, the rifle itself is still
plenty sufficient to take those things down. One interesting thing I
noticed was that when you fire on single shot, 3-round burst, and
grenade launcher mode, Michael raises the rifle to his shoulder to
fire, however, if you put the rifle on full-auto, Michael fires the
rifle from the hip. Personally, I like using 3-round burst on red and
blue zombies (one burst to the head, another to the chest, for blue, a
few more to the chest for red), single shot for green zombies (one to
the head is enough, but use the 3-round burst strategy on the LARGE
green zombies), and full-auto for the Horrors (although bursts to the
head work, full auto to the chest is faster and more fun).

Revolver:
"This is a Smith & Wesson Model 37, one of the smaller revolvers in the
Smith & Wesson family. This double-action revolver is capable of firing
.38 Special ammunition, which allows for extra stopping power."
Ammo Type: .38 Revolver Bullets
"A box of .38 Caliber Revolver Ammunition."
Ammo Capacity: 5
Used by: Alex
Where to find it: In the dresser drawer in the master bedroom along
with the "A Journey into Darkness" Chapter Page.
Special requirements to get it: Use "Reveal Invisible" magick to find
the keyhole, and open the drawer with the dresser key, which is found
by examining the small clock in the main room of the mansion. (Where
the stairs are)
Special notes: This revolver is even more useless than the other two
since it only holds 5 rounds instead of six. At least it kills
trappers, which lets you save your shotgun ammo for the final battle if
you didn't get the Enchanted Gladius. You barely fight anything else
with Alex, so this is kind of a waste.


Shotgun:
"The Winchester Model 1300 Defender is quite possibly one of the finest
pump-action shotguns available. The unique slide action operates a
rotating bolt, and unlocking is recoil-assisted, making it very fast
and smooth to cycle."
Ammo Type: 12 Gauge Shotgun Shells
"A box of 12-gauge Shotgun Shells. These will fit any cartridge-firing
shotgun."
Ammo Capacity: 7
Used by: Alex
Where to find it: In the basement of the mansion, near Edward's barrels
of liquor, hanging on a wall.
Special requirements to get it: You have to unlock the basement door
with the basement key, which you get from a cinema later in the game.
Special notes: This is the same shotgun you used in the very beginning
of the game during Alex's dream. It's a lot like Lindsey's Shotgun,
except Alex reloads hers in a much cooler way. (One-handed-Arnold
Schwarzenegger-style!) If you got the Enchanted Gladius, then this
Shotgun won't do much. You'll get to kill maybe one or two zombies, if
that. If you didn't get the Enchanted Gladius, then this is what you'll
be using to beat the final boss. Enchant this thing with the color of
magick that beats the color of the artifact you chose in the beginning
with Pious, then hammer away at the final boss. Good Luck!

Enchanted Gladius:
"This Gladius carries a powerful enchantment. This unique weapon can
only be wielded by its destined owner - the Guardian of Light."
Ammo Type: Itself
Ammo Capacity: Infinite
Used by: Alex
Where to find it: Under a room in Michael's chapter, via a secret
staircase. As Alex, a package will be delivered to the front door of
the Mansion late in the game. Open it to get the Enchanted Gladius.
Special requirements to get it: You need to collect the Ruby Effigy in
Karim's chapter and the Sapphire Effigy in Roberto's chapter, and
finally the Emerald Effigy in Michael's chapter to get this secret
weapon. In a room in Michael's chapter, you'll find three colored Bas-
reliefs on the walls, each with a protruding ledge. Put the Ruby Effigy
on the blue Bas-relief, the Sapphire Effigy on the green Bas-relief,
and the Emerald Effigy on the red Bas-relief. A cinema will reveal a
secret passage two rooms back. Go down the stairs to find the Enchanted
Gladius.
Special notes: Even though Michael finds this weapon, he doesn't get to
use it, Alex does. (No problem, after all, who wants a Gladius when
you've got an assault rifle?)  This is the same as Alex's normal
Gladius, except it's permanently enchanted with the color of magick
that's strong against the color Artifact you chose with Pious.  This
weapon also functions as a ranged weapon. If you target an enemy that's
well out of arm reach, Alex will throw the Gladius at them when you
attack, and the Gladius will magically reappear in your hand after you
throw it. Pretty useful if you ask me, even though you barely get to
use it.


=======================================================================

3. Enemies

=======================================================================

During the game, you will encounter various enemies bent on your destruction,
which are in the service of the three Ancients (and Mantorok).  Here, I will
describe each type of enemy, and how to defeat them.
~~~~~~~~~~~
| Zombies |
~~~~~~~~~~~

     These are your most numerous foes.  They come in four flavors, red, blue,
green, and brown.  They're slow, and they aren't very strong, but they come in
large groups, and can give you a real problem if you get in too close. Zombies
will either slash at you with their arms, or, if you have your back to them,
they will grab you and start gnawing on you. To break free, move the control
stick around.  Cutting off a zombie's arms renders it incapable of doing
damage, and if you chop off their heads, they can't see you, and will just
attack randomly.

Red - alligned with Chattur'gha, these zombies are the strongest variety. They
will slowly regenerate lost limbs, which can be very troublesome when they
attack in swarms.  They have a high attack rate, and less of a "stun" time
after you lop off a limb.  They can take the most damage of any type of zombie.
 If you get the opportunity to finish it, you'd better take the time to do it,
as these zombies will actually get back up and keep fighting.  However, if you
"kill" it enough, it will finally get to the point where it will disintegrate.

Blue - alligned with Ulyaoth, these zombies are weaker than red zombies, yet
stronger than green or brown ones.  To kill one, just take off it's head and
one arm.  If you deal lethal damage to a blue zombie without taking off it's
head, it will start making a humming noise, and it's chest will start glowing. 
This will start a chain reaction, causing other blue zombies in the room to do
the same.  If you don't decapitate the original zombie quickly, all the blue
zombies will explode, draining a good chunk of health, and a lot of your
magick.

Green - alligned with Xel'lotath, these zombies are very weak.  They are
shrouded in highly flammable wrappings, which makes them very vulnerable to
torches.  Dismembering a green zombie's arms or head leaves a glowing green
ghost limb, and if you get hit by a ghost limb, you'll lose sanity instead of
taking damage.  Except for the big versions, decapitating a green zombie will
kill it.  It seems like they actually have a very strong torso, though.  Like
the red zombies, the green zombies will get up again if you don't finish them,
although they only get up once, or in rare occasions, twice.  Also, green
zombies don't regrow limbs.

~~~~~~~~~~~~~~~
| Bonethieves |
~~~~~~~~~~~~~~~

     Bonethieves tend to be a lot more formidable than zombies.  You'll first
encounter Bonethieves in Karim's chapter.  Bonethieves are especially numerous
in the chapters taking place in the Roivas mansion or the Oublie Cathedral. 
Most of the time, bonethieves hide inside of humans or zombies.  If a servant
or some other type of human starts to attack you, it has a bonethief in it. 
After killing the human, the bonethieve will emerge, and you have to kill it,
too.  They will either slash at you, or jump on your shoulders, and try to
burrow into you.  To get them off of you, move the control stick around.  This
attack makes bonethieves especially hard to fight in groups.  Also, ranged
weapons are almost useless against bonethieves, since 9 times out of 10, the
bonethief will dodge the bullet like the Agent on the rooftop in the Matrix. 
If you only have ranged weapons, stay at a distance, and wait until the
bonethief jumps at you.  The bonethieves can't dodge bullets in mid air, and if
you hit it, it will fall to the ground.

Red - these bonethieves are the strongest type of bonethieves in terms of the
amount of damage they can deal and take, although they aren't the hardest type
to kill.  The best way to deal with bonethieves is to decapitate them.  Two
hits to the head should take care of any red bonethieves you find.

Blue - these bonethieves are just like the red bonethieves, except they don't
do as much damage, can't take as much damage, and only require one hit to the
head to put them out of commision.

Green - these bonethieves are the hardest kind to deal with.  This is because
they have no head, so you can't decapitate them.  However, you can still hold
up on the control stick while targeting to perform an overhead slash, which
seems to do more damage.  If you find yourself facing multiple green zombies, I
would suggest hit and run tactics.  Or just run tactics.

=======================================================================

4. Version History

=======================================================================

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

A.	Versions

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

Version 0.1     7/16/02
     I decided to write a Weapons FAQ for ED. I got all the weapons in,
along with where to find all of them, comments on all of them, and some
other stuff.

Version 0.2     7/17/02
     I added quotes for each weapon, based on what the in-game menu
says when you choose the "Check" option for each weapon. I also added
the combo attacks for melee weapons.

Version 0.3     7/18/02
     I finished up quotes and combos for Edward and Alex's weapons, and
added info on the Two-Edged Sword for Paul.

Version 0.4     8/16/02
     I fixed up some formatting issues, and added some info on Anthony, Paul,
the Two-Edged Sword, and Florentine-style fighting. Added a section on enemies,
which I hope to add to soon. I also added a nice little logo up top. :)

Version 0.5     8/31/02
     Added Paul to the list of people who can get a Torch. Updated enemies
section.  I just got Mario Sunshine, and a friend of mine wants to borrow
Eternal Darkness, so the damage charts I had planned (see below) might not be
here for a while, unless someone wants to research it and send me their
results.  I'll be sure to credit you!


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

B. Plans for future updates:

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

-ASCII Art :)  I've never done any before, so this part might take
awhile to do. Eventually, I'll replace the logo up top with something nicer
looking.

-Continuing work on the enemies section.  Next update, I hope to have Horrors
and Guardians covered, possibly more if I can tear myself away from Mario
Sunshine.

-A chart that shows how many hits it takes each weapon to kill each
type of enemy. These charts may take awhile, so be patient. :) If you'd like to
help me out here, feel free to research this and send me the results, and I'll
be sure to credit you!

=======================================================================

5. Credits

=======================================================================

Thanks to Nintendo for making awesome video game consoles and games.

Thanks to Silicon Knights for making this great game.

Thanks to CJayC for running such a great site.

Thanks to Dgow's FAQ for helping me when I was stuck without spoiling
the game.

Thanks to CyricZ's FAQ for helping me when I got REALLY stuck.

Thanks to all the FAQ writers on GameFAQs for inspiring me to finally
write a FAQ of my own.

Thanks to the inhabitants of GameFAQs' message boards for providing a
fun place to hang around, and providing all sorts of information that
would otherwise go unnoticed.

Thanks to Lakers642@aol.com for information about Anthony's finishing
move.

Thanks to Adrian D.v. Schmook for information about Florentine-style
fighting, and letting me know that Paul also recieves the torch.

Thanks to Jeff S for information about Florentine fighting.

=======================================================================

6. Stuff about the FAQ

=======================================================================

A. Legal Info

---

This FAQ is (c) 2002 by David "Viper915" Brown.

You may not reproduce or redistribute this document in any way without
my permission. You may not alter this document at all. If you wish to
use this FAQ on your website, ask my permission first.

Currently, these are the only sites that have my permission to post
this FAQ:

www.gamefaqs.com
sanitysrevelation.fateback.com


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


B. Contact Info:

---

Please only e-mail me with suggestions about the FAQ or strategies and
techniques for the weapons in the game. If you believe you have found a
weapon that I didn't include in this FAQ, please e-mail me. If you are
having trouble locating or using a particular weapon, I would be glad
to help you. I do not want any questions on how to beat the game,
questions about how to beat the story, etc. Please be sure to include
"ED Weapons" somewhere in the subject of your e-mail. Also, do not send
me any attachments. All e-mail with attachments will simply be deleted.


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