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Combat FAQ by CubeFreak

Version: 2.0 | Updated: 09/19/03

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Game: Eternal Darkness - Sanity's Requiem
Platform: Gamecube
Author: Adam Tuck
Version 1.1
Last Updated: 18/05/03


Table Of Contents
*****************
I. Introduction
II. Version History

<<<PART ONE - THE BASICS>>>
III. The Ancients
      A) Chattur'gha
      B) Xel'lotath
      C) Ulyaoth
      D) Mantorok
IV. Choose Your Weapon!
      A) Physical Weaponry
      B) Magickal Incantations

<<<PART TWO - BATTLE BIOS>>>
V. Chattur'gha Enemies
VI. Xel'lotath Enemies
VII. Ulyaoth Enemies
VIII. Other Enemies
IX. Pious Tactics

<<<PART THREE - OTHER STUFF>>>
X. DARKmail 
XI. Credits
XII. Contact Info
XIII. Copyright Info & Adam's Final Thought


I. Introduction
***************
Eternal Darkness. Even the name sends a slight shiver down your spine. 
Well, the game itself certainly lives up to its name. A freakish horror 
game where you never know what to expect, Eternal Darkness can be 
really addictive... provided that there's a friend around to keep you 
company while you play, and provided there isn't, say, a thunderstorm 
outside and the power suddenly goes out. Yeah, that'd be pretty creep-
ified...

Anyways, my job here is to prepare you to combat the Eternal Darkness, 
in whatever ways I can. Well, that'd be to give you help on how to beat 
each individual enemy of each individual alignment, including the Black 
Guardians and Pious himself, right? That's what I thought. Well, as a 
bonus, I'll also add in tips on your available arsenal. That includes 
weaponry AND magick, with an entire MAGICK FOR DUMMIES section! Plus, 
once I hopefully get some questions mailed in, we'll be able to extend 
this Guide even more. So, send in your tips, questions, and, anything 
else into the address listed in the Contact Info section. Thanks, guys!


II. Version History
*******************
1.0 - Whoa. See, the last time I did a Guide, I added stuff to it and 
updated it online. SLOWLY. Doing it all at once takes a long freaking 
time. But, it's all finally finished! Descriptions of the Enemies, 
Weapons, Magick, and of course the normal Contact and Credits stuff. I 
even included some crummy ASCII text art, like always. I DO have some 
ideas of what to add in the future, which includes some descriptions of 
the Battles of the Ancients, among other things. Expect good things 
from this Guide in the future!
1.1 - Well, I made some changes already, adding in the Worm I neglected 
in version one and slightly altering things like the Credits and the 
Magickal Spell effects. If I've still overlooked something please let 
me know!
2.0 - Got some DARKmail down.

=========================
| PART ONE - THE BASICS |
=========================

III. The Ancients
*****************
Now, each and every enemy you will fight in this game, no matter their 
size, colour, smell, height (oh, wait, that's the same as size) and 
odor (oh, wait, that's the same as... whatever...) will be aligned with one 
of four Ancients. These four ancients are very large, strong, powerful, 
and big (oh, wait, that's the same as large...) okay. I'll stop 
describing things. But still, they're the dominating forces in this 
game. So, I'll outline each one for you below...

A) Chattur'gha
--------------
The big, red machine... the monstrosity that is Chattur'gha. This ancient 
is basically one giant powerhouse. Muscle-bound and (if I may say so) 
muscle-headed, he relies on pure power to accomplish his goals. The 
same applies to all his followers that are infused with his power. 
Using the fuel of Chattur'gha, they try to physically rip their enemies 
apart.

Chattur'gha is ferocious in combat. Using his giant pincers, he knocks 
them senseless and literally tears them to pieces, provided they're big 
enough to even come close to matching his skills.

Chattur'gha's Alignment Rune is a large asset to your collection. With 
it in your possession, you can recover health, as long as you have the 
magick and spell components necessary to do so. However, however 
powerful Chattur'gha is, he is no match for the wisdom of Ulyaoth.

B) Xel'lotath
-------------
This green psychopathic number goes by the name of Xel'lotath. She's 
the trickiest of the ancients. By tricky I mean crazy. She confuses her 
opponents, messes with their minds, and ultimately drives them insane 
with mere suggestions. The same applies to all her followers - all 
cerebral villains who try to send their opponents to the Asylum.

Xel'lotath is extremely worthy competition in combat. She baffles her 
opponents to the point where she can ultimately administer her Grip of 
Insanity to destroy them permanently... no matter their size.

The Alignment Rune of Xel'lotath is a must-have (if you plan on 
finishing the game, anyway...), especially for its sanity-restoring 
properties. Sadly for her, though, Xel'lotath's skills do not even come 
close to matching those of the mighty Chattur'gha.

C) Ulyaoth
----------
The blue, wise Ulyaoth... he may resemble a giant jellyfish, but he is 
certainly a force to be reckoned with. Using his vast magickal powers 
along with his quick wits and cunning, he knocks all who oppose him 
into next week. There are few who can come to blows with this thing... or 
his followers. They use their smarts to aid them in battle as well... 
anyway, as smart as one of those Zombies could possibly be.

Seeing Ulyaoth in battle is a treat for onlookers (unless the fate of 
the world is on the line or something...) as he rocks his opponent by 
sending their own attacks right back at them and forcing them into 
submission with large magickal blows of his own.

This Ancient's Alignment Rune isn't as useful as the others are. Its 
recover abilities are useless; since it only recovers the magick you 
used to cast it with. That plus the fact that it falls to the Trickery 
of Xel'lotath, and that it looks like a freaking jellyfish, makes this 
my least personal favorite of the ancients.

D) Mantorok
-----------
Now, THIS Ancient is my favorite! He resides in a temple lost in a 
jungle somewhere. Few humans know of this temple's existence, so of 
course I don't know WHERE it is. The important thing is, Mantorok 
resides in this temple. A Corpse God, decaying underground, hidden from 
most. 

When in conflict, Mantorok CAN use his magickal powers to his 
advantage. One must NEVER underestimate this foe, no matter how weak he 
may or may not appear to be.

The Alignment Rune of Mantorok is the best of the four Alignment runes, 
in my opinion. That's why it's possible to beat the game without 
getting it at all. In the recover spell, it replenishes health AND 
sanity at once. It can dispel magick of ANY alignment, and it even has 
the power to render your character invisible. Definitely useful, if you 
can find it!!!


IV. Choose Your Weapon!
************************
Okay, before we get into the baddies, I'll go over all the things you 
can mash, grind, chop, burn, slash, pulverize, and tear at your enemies 
with, be it a weapon, or a magickal incantation. Along with each one 
I'll put a small description of my personal encounters with their 
usage.

A) Physical Weaponry
--------------------

* Gladius - This is your basic sword weapon. Fairly short range, but 
still does regular damage. There's an Enchanted version of this 
available, but I'll get into that later on.

* Short Sword - Basically like the Gladius, but shorter, true to its 
name. It doesn't seem to be as powerful as other blades either, but 
that may be just because Ellia's a weakling or something. Anyways, it 
HANDLES the same way as the Gladius. It can be broken fairly easily, 
say, if you dropped it down a secret passage or something...? (Hint, 
hint...) But even if it is, it can be repaired with a magikal Enchant 
Item spell.

* Blowgun - A small pipe, apparently made from a bamboo stick, which 
can shoot poison darts. It comes with 100 darts (and I don't know about 
you, but it blows my mind that a pipe that small contained 100 darts 
when Ellia picked it up) that can be shot at enemies. If hit, the enemy 
will turn a pleasant shade of green, and will slowly take damage from 
the poison. The poison WILL ware off eventually, so you'll have to peg 
your enemy a couple times before they actually die.

* Scramasax - Now, THAT word just rolls off the tongue, doesn't it? 
"Scramasax"... ANYWAYS. Another basic sword weapon, like the Gladius, but 
it seems longer, and does more damage. Still pretty basic, but it's 
wielded by Anthony. As opposed to any other character... yeeah.

* Torch - This handy device has fire on it. Sweeeeet. You can use it to 
burn things, like enemies, carpets on walls (not sure WHAT they're 
called), and of course the occasional lighting-up of a dark area. It's 
not hugely effective when used against Chattur'gha or Ulyaoth aligned 
enemies, but it's great against Zombies that have burnable stuff on 
their surface, like Mantorok or Xel'lotath, which gets great one-hit 
kills! Be aware, that the torch cannot be used to finish an enemy.

* Two-Edged Sword - This thing is pretty darn big. As such, it kills of 
low-damage enemies pretty quickly, with three or sometimes even two 
hits. It's greatly effective when used against horrors (more on THEM 
later as well). Takes a long time to swing, and not terribly great when 
used in a narrow corridor or whatnot. But it's great in a big open area 
with lots of enemies in the same spot.

* Tulwar - A blade with good length, good damage, and a cool curved 
edge that I find fun to use. Used by Karim, this weapon is just really 
basic. Like the Short Sword and Gladius, the Tulwar has a good combo. 
You know, lots of hits in a row. Oh, I haven't mentioned that by now... 
whatever...

* Chakram - These are fun little toys that are chucked. You know, Xena 
flashbacks? "AIYAIYAIYAIYAI... CHEEE-YA!" ...And so on. They're great to 
use against Trappers, so you won't have to deal with the whole Trapper 
Dimension thing (more on that later). You get 19 to start with. Karim 
is the only character to use them, so if you don't like them, you don't 
have to put up with them for long. I personally happen to like them, 
thank you very much.

* Double Tulwar - The same as the Tulwar, but there's two of them 
instead. Which is a good thing! More damage, faster combos, and a cool 
finisher... the Double Tulwar connection is a great asset to your 
arsenal. However, there is a much cooler weapon coming up next on your 
adventures with Karim, which is called the...

* Ram Dao - Think about these three words: INSTANT KILLS. Okay, two 
words. But still, that's what this sword will bring you. Which is also 
good, because two separate onslaughts of enemies await Karim from this 
point in the game. But, back to the weapon. With a few simple slashes 
it takes out just about any enemy, including horrors. Target the head, 
and then Karim will execute a 360-degree jump cut! Reeeally fun weapon 
to use!

* Flintlock Pistol - The OLDEST gun in the game, this thing is mostly, 
in my opinion, useless for anything but killing Trappers. It can only 
be fired once, and takes 3-4 seconds to load. Even enchanted, it never 
does too much damage.

* Sabre - This sword is pretty darn long, and does pretty good damage. 
That = one cool sword! It's pretty light too, which means quick, nimble 
attacks. Max uses this in his level, and is a must-have, since his 
pistol can't shoot beans.

* Double Flintlock Pistols - Just two of the same thing. Doesn't really 
improve their quality, only in my opinion, you can take out two 
Trappers without having to reload! Sweet! (Oh, wait, there's only like 
one trapper in Max's level... not so sweet.)

* Kukri - A cool, curvy blade comes with this beauty. It's better to 
use at a close range, but if "close range" isn't in your vocabulary, 
that's okay, since Lindsey has plenty of long-range guns. We'll discuss 
those next. Anyways, an effective chopping weapon. You'll be pulling it 
out a lot for finishers, at least if you want to conserve your ammo.

* Automatic Pistol - Come on. This gun is excellent for dealing with 
Trappers, since its magazine (how many bullets it can shoot before you 
have to reload) is quite large (for a pistol) at 8. Not only that, but 
its rate of fire is pretty good, if you decide to try and take out a 
larger monster than a Trapper with it. WAY BETTER than the Flintlock 
Pistol!!!

* Shotgun - A great damage-dealing weapon. This is better for, say, 
going in, firing off all the rounds in the same magazine, and then 
pulling out an alternate weapon to finish the job if necessary, since 
the reloading time is lengthy. Enchant it for excellent results!

* Mace - This weapon is VICIOUS! Try doing a finisher with it - you'll 
see hunks of flesh literally flying off the dead body like raindrops. 
Merciless! It's an excellent combat weapon, one of my personal 
favorites. Although as Paul you DO get a Two-Edged Sword, I like to 
stick with this, unless I'm facing a horror or whatnot, mainly because 
the Mace will operate better in, say, a narrow corridor than the Sword 
will. In conclusion... this thing is freaking SAVAGE!

* Crossbow - This one fires off one round at a time, takes LONG periods 
of time to reload, and well, to be quite honest with you, its damage 
doesn't seem like all it's cracked up to be. I don't use it for 
anything but Trappers, and after you try it, you'll see why.

* Flash Pan - This thing is for Peter's use, and it's just for the time 
before you get an alternate weapon. Using it fires off a flash of 
light, which stuns enemies in front of you for a short amount of time. 
You only get six uses, so try to be conservative...

* Revolver - Another gun, which is pretty basic. Don't waste your time 
trying to shoot Bonethieves with this, they'll literally dodge your 
bullets. Save it for the trappers. It takes a long time to reload, so 
be sure you're in a safe position to do so. Did I mention you should 
always have ALL your guns FULLY loaded before entering an unexplored 
room? Well, it's always good to be prepared, so do so.

* Rifle - Grab this beauty off the alter as Peter once the lights are 
killed. It's a great powerful gun, decent reloading time, excellent 
magazine, and plenty of ammo. Still, don't waste that ammo on 
Bonethieves!

* Saif - Here it is: my SECOND favorite sword in the game, only 
bettered by the Ram Dao. It's long, it's strong, it's extremely quick 
and it has the BEST DAMN FINISHER IN EXISTANCE! That slash - impale 
combo absolutely KICKS! Definitely a great weapon.

* Elephant Gun - This gun is all about power. POWER! I mean, it was 
designed to take out elephants. When Edward fires it, he gets blasted 
backwards by the sheer force of the thing. You can either fire one 
barrel of this thing at a time, or go both at once. I wouldn't ever go 
two at once, I'd just enchant it. I mean, it's got power just one 
barrel at a time as it is.

* Double Shotgun - Like the shotgun, but with much more power, and with 
a limit of two rounds per magazine. Like the Elephant Gun, you can do 
either one or two barrels at once. Once again, I'd just go with enchant 
and fire one at a time.

* Fire Axe - This is Michael's beginning weapon. It does good damage, 
and is almost as savage as the Mace, but not quite. It can take off 
limbs pretty easily, and is fun to use. Good enough for you until you 
get to the Assault Rifle!

* Pistol - Like the AUTOMATIC Pistol, but it's got less power. Use it 
on Trappers, since it's not so good in combat. Trust me, as Michael, 
you get much better ammo than the stuff in this peashooter.

* Assault Rifle - Now THIS IS A GUN!!!! For this, you get four 
different modes: Single Shot, 3 Round Shot, Automatic Shot, and a 
GREDADE LAUNCHER! The Grenade Launcher has 10 shots, while I can't even 
count how much ammo there is for the other three modes; there's enough 
for everything you need to take care of, ok? Definitely an amazing 
weapon to wield. Just be sure not to use the Grenade Launcher to 
perform a finisher (unless you're on Eternal Mode and need a good 
laugh)! Speaking of Eternal Mode, this is what makes this weapon 
ultimately fun. Unlimited ammo? No reloading? Unlimited GRENADES??? 
Paradise.

* Enchanted Gladius - This is it, the strongest weapon in the game, and 
is definitely handy when coming to blows with Pious himself. It handles 
basically the same as the normal Gladius does. It's permanently 
enchanted under 7-Points with the Alignment that's stronger than that 
of Pious's. This thing takes care of enemies very easily. Not only 
that, but attack an enemy from a distance with this thing, and watch 
Alex fling it at her opposition, only for it to magickally re-appear in 
her hand. Very useful!

Magickal Incantations
---------------------
Ooookay. Time for a magickal crash course. Now, get the gum out of your 
ears and listen good... er, get the gum out of your... eyes... and look well. 
WHATEVER... in any case, welcome to...

MAGICK FOR DUMMIES!!! Let's get started.

Now, each Magickal spell requires the following:
- One (1) Spell Scroll (Optional)
- One (1) Circle of Power (Necessary)
- One (1) Alignment Rune (Necessary)
- One (1) Target Rune (Necessary)
- One (1) Effect Rune (Necessary)
- One to Four (1-4) Power Rune(s) (Optional)
- One (1) Codex per Rune Used (Optional)

I'll now explain each one.

SPELL SCROLLS - Are the things that basically tell you about each 
spell. They include the name of the spell, the target/effect runes it 
requires, and what the spell does. You don't NEED to have these, but 
they're handy to, you know, know what the spell even does.

CIRCLES OF POWER - These fuel your spells. You can collect up to three: 
Three point, Five point, and Seven point. By "point" I mean rune. So, a 
three point spell will contain three different runes. Follow me? Well, 
stop following me or I'll have you arrested.

CODICES - The plural of Codex. Cool, eh? Anyways, these tell you the 
Name and Function of your rune (by function, I mean either a Target, 
Effect, or Alignment). It also has a picture of the rune itself. All 
this is chiseled onto a stone tablet. It's not necessary if you already 
know which runes are which, but it's definitely very helpful.

ALIGNMENT RUNES - These tell your spell which Ancient will be providing 
the energy to cast your spell. If you can collect each ancient's 
alignment rune you can use their power. So, that means there are four 
alignment runes: Chattur'gha, Xel'lotath, Ulyaoth, and Mantorok.

TARGET RUNES - These tell your spell what is going to be effected. For 
example, a "Santak" rune (Santak means self) will affect the person 
casting the spell. So, every spell has to have one, so the spell knows 
what it's going to be affecting. Right? Right.

EFFECT RUNES - These tell your spell what is going to happen to the 
aforesaid target. So, if the effect rune is "Bankorok" (which means 
protect) with the aforesaid target of Santak (self) with an alignment 
of your choice (let's say we picked the Chattur'gha Alignment rune) 
then the spell will think, "Okay. Protect self under Chattur'gha", and 
it'll cast you a red shield. Make sense to you? Cool!

POWER RUNES - There is only one Power rune: Pargon. It adds power to 
your spell. However, if there's no points left in your spell, then you 
can't use them. So. Let's cast another imaginary spell.

Let's say we want to summon a Zombie. Now, a three point spell won't 
cut the cheese, since that's only powerful enough to summon a measly 
Trapper. So, we'll need to yank out our five point Circle of Power:

   1
  / \
 5   2  (That's as close to a circle as I'll get. Don't make fun.)
 |   |
 4 _ 3

So, here we are with our Circle of Power. First, we need to decide 
which ALIGNMENT the Zombie will be. Let's pick Xel'lotath (X):

   X
  / \
 5   2 (Alignment always goes on top.)
 |   |
 4 _ 3

Now we choose a target. Since it's gonna be a creature, we pick the 
rune "Aretak" (meaning creature), represented on our Circle by an "A". 
To save room we'll also add the effect rune. This is going to be 
"Tier", which means summon. It'll be the "T" on our Circle.

   X
  / \
 5   T (The effect is said first when casting the spell.)
 |   |
 A _ 3

Hey, look! We've got our Alignment, Target, and Effect runes all in 
place! Now just fill in the remaining spots with the Pargon rune (P):

   X
  / \
 P   T (Pargon runes go in the spaces indicated.)
 |   |
 A _ P

That's it! Now our spell is ready for casting. Simple enough, et wot? 
Now, I'll just list the spells with their respective target and effect 
runes. Like we just did, first pick a Power Level (3P, 5P, or 7P). The 
alignment is of course your choice. Put in the Target and Effect runes, 
and then just fill in the rest of the points of the spell with the 
Pargon (power) rune as needed.

Enchant Item
------------
Target: Magormor (Item)
Effect: Antorbok (Project)
Description: This spell will power the item of your choosing up with 
the magick of the Ancient whose rune you used as an Alignment in the 
spell. This increases its attack power. This spell also fixes any item 
in your inventory that is broken (be sure to use the "mix" feature in 
the menu if the pieces take up more than one square in the inventory).

Recover
-------
Target: Santak (Self)
Effect: Narokath (Absorb)
Description: The recover spell will add back to whatever meter 
corresponds to the Alignment rune you use. So, Xel'lotath rune 
increases your sanity, Chattur'gha increases health, Ulyaoth is pretty 
useless since it just adds back to the magick you used to cast the 
spell, and for some reason, Mantorok increases your health AND sanity 
at the same time.

Reveal Invisible
----------------
Target: Redgormor (Area)
Effect: Narokath (Absorb)
Description: This spell reveals invisible doorways, objects, and 
enemies under the alignment that is WEAKER than the Alignment that you 
chose for your spell. So, an Ulyaoth Reveal Invisible spell would make 
invisible Chattur'gha aligned objects, doorways, and enemies appear to 
the naked eye. Simple enough, until you throw in the fact that the 
Mantorok rune will make your character invisible to the bad guys. 
MUAHAHAHAHAHAAA!

Damage Field
------------
Target: Redgormor (Area)
Effect: Bankorok (Protect)
Description: This spell protects the area you cast it in with a 
powerful magickal field. No beings that aren't aligned with the 
Alignment chosen when casting the spell will be shocked with an 
electrical bolt. So, it's a portable safety-zone, to be blunt. A good 
place to hide out and reload your guns, enchant your weaponry, 
replenish your health or sanity, and recuperate for any more fighting 
you have in store.

Dispel Magick
-------------
Target: Redgormor (Area)
Effect: Nethlek (Dispel)
Description: As the name suggests, this spell is for dispelling any 
magick in use at the time. That includes damage fields, shields, and 
also lifts the effect of the bind spell. Provided, of course, that the 
Alignment you select is greater than the alignment that you intend to 
dispel, and that it has enough power to do the job. To make that job 
easier, simply use the Mantorok rune: it dispels all alignments of 
magick. Use a seven-point Mantorok Dispel Magick spell to dispel any 
type of magick you will encounter in the game (with the exception of 
Pious, of course).

Summon Trapper
--------------
Target: Aretak (Creature)
Effect: Tier (Summon)
Circle of Power: Three Point
Description: Only the Three Point Circle of Power will summon a 
Trapper. Usually, Alignments don't matter too much with this, only that 
Mantorok CAN NOT summon Trappers. Anyways, to control these once you've 
summoned them, run around with the Control Stick. To floor it, hold the 
L Button. (Trappers look funny when they run. Go little Trapper, Go!!!) 
Now, to warp something to the Trapper Dimension, you MUST first target 
them with the R Button. YOU MUST TARGET THEM FOR THEM TO BE WARPED!!!! 
If you don't it'll just waste your Trapper, your Magick, and your time. 
Once you do, press the A button to teleport them away. That's all there 
is to it. Remember that Trappers can fit into much smaller places than 
humans can... oh, yeah. When you successfully summon a Trapper, then a 
three point Damage Field will be automatically cast, so don't worry 
about your character being attacked as you control the Trapper. Oh, and 
be warned, as you control the Trapper, you'll slowly but surely lose 
sanity. So, do what ya gotta do. Oh, and if you haven't warped anything 
away, and you just want to go back to being your character without 
warping anything, press START to release it. This is also handy if you 
need extra health or sanity. Just get transported to the Trapper 
Dimension from here and regain your stats!

Shield
------
Target: Santak (Self)
Effect: Bankorok (Protect)
Description: This spell deploys three to seven spark-like thingies that 
revolve around you. The number of sparks depends on the power level you 
used. Now, as for what they do, it depends on your alignment choice. 
Chattur'gha sparks will protect health, and so on. As for the Mantorok 
alignment, it protects all three of your meters. For each hit or two to 
the respective meter, a spark will fly away. Once your sparks are gone, 
of course, your shield is depleted. 

Summon Zombie
-------------
Target: Aretak (Creature)
Effect: Tier (Summon)
Circle of Power: Five Point
Description: Obviously, casting this spell summons a Zombie. You'll get 
a different one depending on your alignment. Now, this spell is fun to 
do, since the only time you'll be using it is to severely abuse the 
Zombie in one way or another. Anyways, you can use it for combat as 
well. You can walk with the control stick, and as usual, "run" with the 
L button. (As fast as a Zombie can possibly run.) To attack, press the 
A button. You'll swing. Do very little damage. So, the most fun thing 
to do is run around behind your enemy and press A to perform the GNAW 
attack! Much more fun, and it does more damage, only it's harder to 
hit. Don't worry about combat too much, though, since you'll just be 
using them for abuse purposes. You'll see what I mean if you play 
through the game. Oh, and if you successfully summon a Zombie, then a 
five point Damage Field will be cast automatically to protect your 
character as he controls the monstrosity. Be warned, though, because as 
with the Trapper, you'll slowly lose sanity as you control the Zombie. 
So be swift with your task, whatever it may be. Then press START to 
release the Zombie (provided it's still alive). Then you can kill it as 
usual, if some other enemy doesn't get to it first! In conclusion, 
Mantorok can't fuel Zombie spells, so you can't use this alignment in 
this spell.

Magickal Attack
---------------
Target: Redgormor (Area)
Effect: Antorbok (Project)
Description: This spell casts a blast of Magickal energy at every enemy 
in the room you're currently in. The higher the power, the higher the 
damage done. Simple enough, eh? Well, all you need to remember is that 
you have to pick the proper alignment to beat whatever enemy you're 
trying to damage. Otherwise, this is a great weapon, as it does damage 
to ANY creature (unless they're protected by Magick as well), no matter 
how big they may or may not be. My personal favorite is the Mantorok 
Magickal Attack, as it does considerable damage to ALL enemies of EVERY 
alignment!

Summon Horror
-------------
Target: Aretak (Creature)
Effect: Tier (Summon)
Description: This spell summons Pious, and he kills you instantly when 
you cast it. OKAY, I'm lying, it summons a Horror (but not a Mantorok 
Horror... he's too weak, remember? right). This thing is only used to put 
into a museum. Other than that, it's a weapon. After summoning a 
Horror, use the control stick to move around, and press A for a 
monstrous claw swipe. Target an enemy's head and press A to deliver a 
Magickal Attack! Suh-weet! That plus the fact that you get a seven 
point Damage Field, and this spell's a killer! The only downside is 
that you loose sanity. Rather quickly. So be sure to finish your 
rampage quickly then press START to release control of it. (You might 
have to fight it off yourself if it's not dead yet. Ouch!)

Magick Pool
-----------
Target: Redgormor (Area)
Effect: Tier (Summon)
Description: This spell channels magickal energy from the environment 
into you. So, depending on your alignment choice, you'll either recover 
health, sanity, or magick at a certain rate. The higher the power, the 
higher the recovery rate. Simple as that. Oh, and if you use the 
Mantorok rune, you'll recover ALL THREE meters at once! Huzzah!

Bind Creature
-------------
Target: Aretak (Creature)
Effect: Bankorok (Protect)
Description: This spell strikes a creature of your targeting. It makes 
them believe that they are aligned with the alignment you used when 
casting the spell (although their ACTUAL alignment does not change). 
So, they'll go and take out other members of their own alignment. This 
is great to use in a room FILLED with enemies. You know, to get a 
temporary ally to distract them whilst you cast some other intricate 
magickal spell or what have you. Use this not only when you HAVE to, 
but also have some fun making traitors with it!

That's all there is to the magickal aspect of the game. (Yea, I know 
it's a lot, but still.) The point is, most if not all of these can be 
used in some way to help you fight the darkness.


==========================
| PART TWO - BATTLE BIOS |
==========================
Now, let me explain for a sec how this section works. As I have said 
before, each enemy is aligned under one of the Ancients. Well, I'll 
list a section for each ancient, and list each type of enemy that is 
aligned under each one. Make sense? Good. Now let's ROCK this Caz-Ba!


V. Chattur'gha Enemies
**********************
Trapper
-------
The Chattur'gha Trapper is a wily little beast. If it hears you, feels 
you, or detects you in any way, it'll emit three red shockwaves. If you 
contact one of these, bye-bye our dimension, hello Trapper Dimension. 
When in this Trapper Dimension, there will be Chattur'gha Zombies 
scattered here and there, with the occasional Chattur'gha Horror. 
Getting around here is tricky. The upside is that you can fully 
replenish one of your meters (health, sanity, or magick). Just step 
into the portal when it matches your needs (ex. if you need sanity, and 
I wouldn't be surprised if you do, step into the portal when it is 
coloured green). At the other end of the portal, you'll find a glowing 
spot with the symbol of an Ancient on it. Step on it to have your meter 
fully replenished. After this, go to the other portal and warp to a 
platform where you'll be able to exit the Dimension.

Oh yeah. Trappers can be killed easily, by any projectile weapon (ex. a 
gun, throwing an object at them, shooting darts, etc.). One hit will do 
them in. Now, if you're low or don't have any of those, sneak around 
them by holding the X button. They can't warp what they can't hear! 
Don't bump into them either, that's kinda a dead giveaway (unless you 
need more health/magik/sanity).

Okay, now I'll tell you about the foes found in the Trapper Dimension 
in this part. Now, you will find Zombies in the Dimension, in sync with 
the Alignment of the Trapper that brought you here (in this case, 
Chattur'gha). You'll also find Horrors. DRAT! Now, to quickly kill 
these Horrors, simply teleport to the location it's standing on. 
Instant kill! Huzzah!

Zombie
------
Now, this guy's a toughie, but also a common-ie... yeah. The Chattur'gha 
brand of Zombie is large, muscle-bound, and obviously muscle-headed. 
He's basically a lumbering corpse of fresh-seeming flesh. This Zombie 
takes the most damage before he dies, so be prepared for a tedious 
battle when you encounter them. Taking out the head remains being the 
best strategy, although it takes a number of hits to take out. Not only 
that, but they can re-grow their limbs after you cut them off. So, be 
sure to knock 'em out quick.

The most annoying thing about these things is, how persistent they are. 
I mean, even if you hit them down, and neglect to finish them, they'll 
actually get right back up and start thwacking you again. Be sure to 
finish them off right after you knock them down!

Their attack is pretty basic... a claw swipe. Simply move out of the way. 
However, if they're behind you, they CAN grab you and perform a "gnaw" 
attack, which is basically him eating your neck area from behind. 
Wiggle the control stick to shake this rather disturbing attack off. 
That's pretty much all they do.

Bonethief
---------
Okay. The Chattur'gha Bonethief is quite like the Zombie of this 
alignment, in the sense that they both take more damage, dish out more 
damage, and are just physically more tougher than other Bonethieves... 
more... more tougher. AHEM. These things can either slash at you with 
their sword-like hands, or dive inside your flesh and, well, at that 
point it's game over for you, since it takes control of you, and when 
it's finished its dirty work, it kills you as it exits your body. So, 
the game just ends at the part where it finishes its burrowing, to save 
us BOTH time. ...If you want to avoid being burrowed into at all, quickly 
wiggle the analog stick to shake it off when it's digging. 

The best way to take care of these beasties is to sever its head, 
killing it instantly. This takes two to three blows, but is easily 
possible. Oh, and don't even try to shoot it... *Que whoosh-y Matrix 
sound effects* ...they'll just DODGE YOUR BULLETS as if TIME SLOWED DOWN 
AND... you get the point. So, save your ammo and chop away with whatever 
sword, mace, etc. you may have handy. They are quick, so be careful!!!

Now, sometimes these beasties will be hiding inside normal people. 
There's no way of telling who is playing host to a Bonethief. Your 
parents/guardians. Your best friend. Your "significant other". Even a 
dead corpse could. So, when you hear that tell-tale growling noise, and 
a "friend" is briskly walking towards you, kill him/her instantly. The 
Bonethief will pop out of the body. Then just kill the Bonethief 
normally. Pretty straightforward.

Horror
------
All I gotta say about this guy is, eep. That's one freakish enemy! A 
tall, lumbering monstrosity, with three heads. Yup, to kill it off, 
you've got to sever each head. This is best accomplished with a long 
blade, or a projectile weapon (enchanted with Ulyaoth if possible). A 
Ram Dao that's enchanted will strike it down with one well-placed blow! 
WOO! ...Ahem. 

Anyways, there are a couple of things you should also know about this 
thing. When you get close to it, electric energy dances around on its 
fleshy surface, threatening to strike you if you stay within close 
range for long. Also, it swipes its claws at you as its maiden attack. 
It's rather slow, so your main concern is the electricity, which takes 
away extra health on contact. Now, if you just keep running from it, 
it'll eventually send out its shock attack, blasting a bolt of energy 
through the floor at you. As long as you're moving, you shouldn't worry 
about this attack. 

If you're taking one of these on with low health I suggest an Ulyaoth 
Damage Field to protect yourself. It works very well to keep 'em out, 
as long as you can get it up unscathed. There's only one other common 
enemy that's this annoying, and it's called a...

Gatekeeper
----------
Yep. This enemy really irritates you after awhile, mainly because of 
its ability to summon up any basic Chattur'gha enemy (Trappers, 
Zombies, or even *gulp* Horrors)! So, it's best to send these things on 
to second hell first if you're in a room with multiple enemies, before 
it turns the room into a homemade spawning pool. 

You CAN use a blade, but a gun is much more effective, especially when 
enchanted under Ulyaoth. The only times you CAN hit this thing are (A) 
when its wings are open, you can shoot/hit it in the front, or (B) 
shooting/hitting its spine from the back. Either way, it takes a 
considerable pounding before it dies. So, be sure to stick with it and 
not let it do too much summoning.

Okay. Its attacks. It slowly chases you, and when it's in front of you, 
it opens its "wings" and attempts to stab you with its scorpion-like 
tail. If it connects, you'll be temporarily paralyzed, at which point 
it'll engage the summoning spell (any one of the three possible 
enemies). So, don't get hit by it and you'll be okay. As always, the 
Ulyaoth damage field helps you here, so you can plan an attack on this 
bozo. Just be nimble and you'll eventually dispose of it.

Guardian
--------
Okay. How to describe this thing. Um... it resembles a large crab? I'm 
not sure, but that's not important. The battles with these things are 
in fair numbers, so they're not uncommon enemies. Anyways, they have 
HIGH health, and they know a lot of your basic magickal incantations, 
which can be a nuisance. These are the magickal incantations they use:

- Shield (Five Point)
- Damage Field (Five to Seven Point)
- Summon Zombie
- Magickal Attack (Five Point)
- Recover (Five Point)

Of course, all these are under the Chattur'gha alignment. The Shield 
and Damage fields can be brought down with Five Point Dispel Magick 
spells under the Ulyaoth or Mantorok alignment. Now, it does these 
attacks (or gets the Zombies it summons to do the dirty work) and it 
can also teleport around. Be careful when it's teleporting, it can send 
out small magickal bursts to hurt your character. Just wait for it to 
land, then attack.

As for attacking these things, enchanting your sword/gun under the 
Ulyaoth alignment is the most effective. Just hit it while it's 
visible, and when it's not hiding in one of its magickal protection 
spells. You can either take out the Zombies or wait for the Magickal 
Attack spells of the Guardian to dispose of them for you. Finally, 
don't forget to use all the magickal incantations YOU have at your 
disposal to your advantage. Damage Fields, Shields, and Magickal 
Attacks of your own, all under the Ulyaoth alignment, as usual with 
this alignment.

Vampire
-------
This enemy is freakish. There's only one in the game, and it takes A 
LOT of damage before it dies. That's mainly because it has an Enchanted 
Obelisk with the Chattur'gha symbol on it that supplies it with an 
unlimited amount of Power. Well, obviously, you have to destroy it 
first, right? Well, actually, this isn't too much of a challenge.

Your first encounter with the beast is after you enter the library 
after obtaining the Tome. A servant girl (remember, the one that 
supplied you with the basement key as Alex?) will get attacked and 
killed (you can't stop this sequence). The Vampire will flee, leaving 
you one half of the basement key. Now, the Obelisk is in the basement. 
And the creature itself holds the other half of the key. You have to 
take it back by force... oh, wait! The girl is attacking! That's right, 
everyone who falls victim to the Vampire becomes its dark servant. So, 
kill the girl (she's dead anyway, don't feel bad for her!) and leave 
here. You should now grab the Sabre, located in the Dining Room (if you 
haven't already), which is the only real way you can defeat the 
Vampire, since the Revolver is tricky to aim, reload, et cetera. 

Eventually, a cut scene will show the Vampire's next location and 
victim. Scoot over there and stop the Vampire from sucking the life out 
of your Servants. The Vampire will then come after you! Be aware of its 
attacks: a claw swipe, the same life-draining technique it uses on the 
servants, and the ghastly ability to become invisible! It can only 
attack while it's visible, don't worry. So, just run until it attacks, 
then get in a Sabre blow or Revolver bullet. Repeat until it flees. 
Now, talk to the servant you just saved for goodies! (One of them 
should give you the key to the gun cabinet, where you can grab an 
Elephant Gun.) Now the Vampire will recharge, allowing you a breather, 
then it'll go after another servant. Keep repeating this process until 
it finally drops the second half of the Basement Key! (It should do 
this in the Mansion Lobby.) Mix the key halves, enchant them to fix the 
key, and unlock the basement. Time to end this.

The Vamp is downstairs, ugly and threatening as ever. Now, you have to 
destroy the Obelisk. Simply hit it three times with any weapon whilst 
running from the Vampire (it's pointless to attack it now). Once the 
Obelisk is destroyed, the Vampire is finally really vulnerable. Keep up 
your dodge/hit strategy to dispose of the Vampire (and hear its 
dramatic death cry). There you go, one of the tougher enemies in the 
game, and it's over with! Way to be!

Black Guardian
--------------
The battle with this monstrosity starts with Peter walking down this 
Hall of Binding (a veeery long, veeery ominous hall). The Black 
Guardian of Chattur'gha blasts out of the floor, and, sensing a battle, 
creates a force field behind Peter, blocking his escape. Peter's first 
instinct: BLAST HIM TO BITS WITH HIS... REVOLVER! Oh, wait, it sucks. So, 
put the Revolver DOWN, and instead yank out your Antorbok, Redgormor, 
and Ulyaoth runes, along with a few Pargon runes (if you feel powerful 
today). There are three phases to this fight, so read carefully...

The first phase is basically the Guardian blasting out missiles at you. 
Dodging them is quite simple, or you can cast a Damage Field, if you 
really must. However, keep dodging until the Guardian glows red. At 
this point use an Ulyaoth-Aligned Magickal Attack spell to rock his 
Caz-Ba to kingdom come. The stronger the magickal attack, the more 
damage it does, and the less chance you have of succeeding in hitting 
the attack. Oh, and don't run in too close to him either, or he'll 
proceed to whack you senseless with his large claws. Not only that, but 
keep moving to avoid him hitting you with his tongue and pulling you 
in. Anyway, continue this strategy to move on to phase two...

This phase consists of the Guardian moving the force field closer, 
limiting your running-around area more. He then continues by summoning 
three Chattur'gha Zombies to go and attack you. Now, here's where 
playing smart comes in. He'll start glowing red again after he summons 
the Zombies. Use the magickal attack to hit all three Zombies, ALONG 
WITH the Guardian. This takes practice and timing, but it's easily 
possible, and it damages all three Zombies at once! If they don't die, 
simply blast them with any weapon until they DO fall. Once again, 
they'll die faster if you use a higher power of magickal attack. 
Continue this strategy until the Guardian moves the force field even 
CLOSER, so close that it's practically up next to him...

Phase three next. No room to run around, and you're right next to this 
HUGE thing with HUGE pincers that hates you. Niiice. This phase is 
actually pretty simple, though. Just DON'T PANIC and avoid his massive 
blows by running around until he glows red. Just use your low-power 
magickal attack three more times, and he'll fall to your blade (er, 
Tome) with a highly elaborate death scene. (I think the death scene is 
he wiggling around a bit then falling down. Elaborate. Right.) Good 
job, yo! That's one tough jock you just fried!


VI. Xel'lotath Enemies
**********************
Trapper
-------
The Xel'lotath Trapper is a wily little beast. If it hears you, feels 
you, or detects you in any way, it'll emit three green shockwaves. If 
you contact one of these, bye-bye our dimension, hello Trapper 
Dimension. When in this Trapper Dimension, there will be Xel'lotath 
Zombies scattered here and there, with the occasional Xel'lotath 
Horror. Getting around here is tricky. The upside is that you can fully 
replenish one of your meters (health, sanity, or magick). Just step 
into the portal when it matches your needs (ex. if you need sanity, and 
I wouldn't be surprised if you do, step into the portal when it is 
coloured green). At the other end of the portal, you'll find a glowing 
spot with the symbol of an Ancient on it. Step on it to have your meter 
fully replenished. After this, go to the other portal and warp to a 
platform where you'll be able to exit the Dimension.

Oh yeah. Trappers can be killed easily, by any projectile weapon (ex. a 
gun, throwing an object at them, shooting darts, etc.). One hit will do 
them in. Now, if you're low on ammo or don't have any of those, sneak 
around them by holding the X button. They can't warp what they can't 
hear! Don't bump into them either, that's kinda a dead giveaway (unless 
you need more health/magik/sanity).

Okay, now I'll tell you about the foes found in the Trapper Dimension 
in this part. Now, you will find Zombies in the Dimension, in sync with 
the Alignment of the Trapper that brought you here (in this case, 
Xel'lotath). You'll also find Horrors. DRAT! Now, to quickly kill these 
Horrors, simply teleport to the location it's standing on. Instant 
kill! Huzzah!

Zombie
------
Now, this guy's pretty much the easiest of the three main Alignment 
Zombies. The Xel'lotath brand of Zombie is kinda mummy-like: wrapped in 
bandages and darned ugly. He's basically a lumbering corpse of rotted 
flesh and plaster. This Zombie takes a considerable amount of damage 
before he dies, so be prepared for a tedious battle when you encounter 
them.

Now, your first instinct will be, "Well, if I just cut off its head, 
I'll have the advantage, right?" Wrong. These things use their power of 
Xel'lotath to form phantom limbs, which, when they hit you, take away 
from your sanity. Yeah, even a phantom head, so it'll still be able to 
see you.

Their attack is pretty basic... a claw swipe. Simply move out of the way. 
However, if they're behind you, they CAN grab you and perform a "gnaw" 
attack, which is basically him eating your neck area from behind. 
Wiggle the control stick to shake this rather disturbing attack off. 
That's pretty much all they do.

Bonethief
---------
These things are the hardest of the Bonethieves, since, well, they have 
no heads. So it's kinda hard to cut off their heads. As for their 
attacks, they can either slash at you with their sword-like hands, or 
dive inside your flesh and, well, at that point it's game over for you, 
since it takes control of you, and when it's finished its dirty work, 
it kills you as it exits your body. So, the game just ends at the part 
where it finishes its burrowing, to save us BOTH time. ...If you want to 
avoid being burrowed into at all, quickly wiggle the analog stick to 
shake it off when it's digging. 

As for killing, it, just PRETEND to attack its head, and your character 
will slash with an overhead cut, killing it faster. Or you could attack 
the arms, whatever floats your boat. Oh, and don't even try to shoot 
it... *Que whoosh-y Matrix sound effects* ...they'll just DODGE YOUR 
BULLETS as if TIME SLOWED DOWN AND... you get the point. So, save your 
ammo and chop away with whatever sword, mace, etc. you may have handy. 
They are quick, so be careful!!!

Now, sometimes these beasties will be hiding inside normal people. 
There's no way of telling who is playing host to a Bonethief. Your 
parents/guardians. Your best friend. Your "significant other". Even a 
dead corpse could. So, when you hear that tell-tale growling noise, and 
a "friend" is briskly walking towards you, kill him/her instantly. The 
Bonethief will pop out of the body. Then just kill the Bonethief 
normally. Pretty straightforward.

Horror
------
All I gotta say about this guy is, eep. That's one freakish enemy! A 
tall, lumbering monstrosity, with three eyes. Yup, to kill it off, 
you've got to poke at each of the eyes. This is best accomplished with 
a long blade, or a projectile weapon (enchanted with Ulyaoth if 
possible). A Ram Dao that's enchanted will strike it down with one 
well-placed blow! WOO! ...Ahem. 

Anyways, there are a couple of things you should also know about this 
thing. When you get close to it, electric energy dances around on its 
fleshy surface, threatening to strike you if you stay within close 
range for long. Also, it swipes its claws at you as its maiden attack. 
It's rather slow, so your main concern is the electricity, which takes 
away extra sanity on contact. Now, if you just keep running from it, 
it'll eventually send out its shock attack, blasting a bolt of energy 
through the floor at you. As long as you're moving, you shouldn't worry 
about this attack. 

If you're taking one of these on with low health I suggest an 
Chattur'gha Damage Field to protect yourself. It works very well to 
keep 'em out, as long as you can get it up unscathed. There's only one 
other common enemy that's this annoying, and it's called a...

Gatekeeper
----------
Yep. This enemy really irritates you after awhile, mainly because of 
its ability to summon up any basic Xel'lotath enemy (Trappers, Zombies, 
or even *gulp* Horrors)! So, it's best to send these things on to 
second hell first if you're in a room with multiple enemies, before it 
turns the room into a homemade spawning pool. 

You CAN use a blade, but a gun is much more effective, especially when 
enchanted under Ulyaoth. The only times you CAN hit this thing are (A) 
when its wings are open, you can shoot/hit it in the front, or (B) 
shooting/hitting its spine from the back. Either way, it takes a 
considerable pounding before it dies. So, be sure to stick with it and 
not let it do too much summoning.

Okay. Its attacks. It slowly chases you, and when it's in front of you, 
it opens its "wings" and attempts to stab you with its scorpion-like 
tail. If it connects, you'll be temporarily paralyzed, at which point 
it'll engage the summoning spell (any one of the three possible 
enemies). So, don't get hit by it and you'll be okay. As always, the 
Chattur'gha Damage Field helps you here, so you can plan an attack on 
this bozo. Just be nimble and you'll eventually dispose of it.

Guardian
--------
Okay. How to describe this thing. It's the weirdest of the three 
Guardians by far... um, kinda like three torsos joined together at the 
ends, with no heads and a total of six arms...? I'm not sure, but the 
appearance is not important. The battles with these things are in fair 
numbers, so they're not uncommon enemies. Anyways, they have HIGH 
health, and they know a lot of your basic magickal incantations, which 
can be a nuisance. These are the magickal incantations they use:

- Shield (Five Point)
- Damage Field (Five to Seven Point)
- Summon Zombie
- Magickal Attack (Five Point)
- Recover (Five Point)

Of course, all these are under the Xel'lotath alignment. The Shield and 
Damage fields can be brought down with Five Point Dispel Magick spells 
under the Chattur'gha or Mantorok alignment. Now, it does these attacks 
(or gets the Zombies it summons to do the dirty work) and it can also 
teleport around. Be careful when it's teleporting, it can send out 
small magickal bursts to hurt your character. Just wait for it to land, 
then attack.

As for attacking these things, enchanting your sword/gun under the 
Chattur'gha alignment is the most effective. Just hit it while it's 
visible, and when it's not hiding in one of its magickal protection 
spells. You can either take out the Zombies or wait for the Magickal 
Attack spells of the Guardian to dispose of them for you. Finally, 
don't forget to use all the magickal incantations YOU have at your 
disposal to your advantage. Damage Fields, Shields, and Magickal 
Attacks of your own, all under the Chattur'gha alignment, as usual with 
this alignment.

Vampire
-------
This enemy is freakish. There's only one in the game, and it takes A 
LOT of damage before it dies. That's mainly because it has an Enchanted 
Obelisk with the Xel'lotath symbol on it that supplies it with an 
unlimited amount of Power. Well, obviously, you have to destroy it 
first, right? Well, actually, this isn't too much of a challenge.

Your first encounter with the beast is after you enter the library 
after obtaining the Tome. A servant girl (remember, the one that 
supplied you with the basement key as Alex?) will get attacked and 
killed (you can't stop this sequence). The Vampire will flee, leaving 
you one half of the basement key. Now, the Obelisk is in the basement. 
And the creature itself holds the other half of the key. You have to 
take it back by force... oh, wait! The girl is attacking! That's right, 
everyone who falls victim to the Vampire becomes its dark servant. So, 
kill the girl (she's dead anyway, don't feel bad for her!) and leave 
here. You should now grab the Sabre, located in the Dining Room (if you 
haven't already), which is the only real way you can defeat the 
Vampire, since the Revolver is tricky to aim, reload, et cetera. 

Eventually, a cut scene will show the Vampire's next location and 
victim. Scoot over there and stop the Vampire from sucking the life out 
of your Servants. The Vampire will then come after you! Be aware of its 
attacks: a claw swipe, the same life-draining technique it uses on the 
servants, and the ghastly ability to become invisible! It can only 
attack while it's visible, don't worry. So, just run until it attacks, 
then get in a Sabre blow or Revolver bullet. Repeat until it flees. 
Now, talk to the servant you just saved for goodies! (One of them 
should give you the key to the gun cabinet, where you can grab an 
Elephant Gun.) Now the Vampire will recharge, allowing you a breather, 
then it'll go after another servant. Keep repeating this process until 
it finally drops the second half of the Basement Key! (It should do 
this in the Mansion Lobby.) Mix the key halves, enchant them to fix the 
key, and unlock the basement. Time to end this.

The Vamp is downstairs, ugly and threatening as ever. Now, you have to 
destroy the Obelisk. Simply hit it three times with any weapon whilst 
running from the Vampire (it's pointless to attack it now). Once the 
Obelisk is destroyed, the Vampire is finally really vulnerable. Keep up 
your dodge/hit strategy to dispose of the Vampire (and hear its 
dramatic death cry). There you go, one of the tougher enemies in the 
game, and it's over with! Way to be!

Black Guardian
--------------
The battle with this monstrosity starts with Peter walking down this 
Hall of Binding (a veeery long, veeery ominous hall) as a strange, 
disembodied voice whispers his name to him. Freaky. The Black Guardian 
of Xel'lotath finally shows itself and blasts out of the floor, and, 
sensing a battle, creates a force field behind Peter, blocking his 
escape. Peter's first instinct: BLAST HER TO BITS WITH HIS... REVOLVER! 
Oh, wait, it sucks. So, put the Revolver DOWN, and instead yank out 
your Antorbok, Redgormor, and Chattur'gha runes, along with a few 
Pargon runes (if you feel powerful today). There are three phases to 
this fight, so read carefully...

The first phase is basically the Guardian trying to zap you with a 
health-draining beam. Just run out of the way of this blow. Keep 
dodging until the Guardian glows green. At this point use an 
Chattur'gha-Aligned Magickal Attack spell to rock her Caz-Ba to kingdom 
come. The stronger the magickal attack, the more damage it does, and 
the less chance you have of succeeding in hitting the attack. Oh, and 
don't run in too close to her either, or she'll proceed to whack you 
senseless with her magickal blasts. Anyway, continue this strategy to 
move on to phase two...

This phase consists of the Guardian moving the force field closer, 
limiting your running-around area more (accompanied by more evil 
cackling). She then continues by summoning three Xel'lotath Zombies to 
go and attack you. Now, here's where playing smart comes in. She'll 
start glowing green again after she summons the Zombies. Use the 
magickal attack to hit all three Zombies, ALONG WITH the Guardian. This 
takes practice and timing, but it's easily possible, and it damages all 
three Zombies at once! If they don't die, simply blast them with any 
weapon until they DO fall. Once again, they'll die faster if you use a 
higher power of magickal attack. Continue this strategy until the 
Guardian draws the Rune that is her head into her body and moves the 
force field even CLOSER, so close that it's practically up next to her...

Phase three next. No room to run around, and you're right next to this 
HUGE thing with HUGE magickal power that hates you. Niiice. This phase 
is actually pretty simple, though. Just DON'T PANIC and avoid her 
massive pillars of magick by running around until she glows green. Just 
use your low-power magickal attack three more times, and she'll fall to 
your blade (er, Tome) with a highly elaborate death scene. (I think the 
death scene is her kinda crumpling up then falling into the pit. 
Elaborate. Right.) Excellent fighting! That's one of the toughest 
enemies in the game, downed!


VII. Ulyaoth Enemies
********************
Trapper
-------
The Ulyaoth Trapper is a wily little beast. If it hears you, feels you, 
or detects you in any way, it'll emit three blue shockwaves. If you 
contact one of these, bye-bye our dimension, hello Trapper Dimension. 
When in this Trapper Dimension, there will be Ulyaoth Zombies scattered 
here and there, with the occasional Ulyaoth Horror. Getting around here 
is tricky. The upside is that you can fully replenish one of your 
meters (health, sanity, or magick). Just step into the portal when it 
matches your needs (ex. if you need sanity, and I wouldn't be surprised 
if you do, step into the portal when it is coloured green). At the 
other end of the portal, you'll find a glowing spot with the symbol of 
an Ancient on it. Step on it to have your meter fully replenished. 
After this, go to the other portal and warp to a platform where you'll 
be able to exit the Dimension.

Oh yeah. Trappers can be killed easily, by any projectile weapon (ex. a 
gun, throwing an object at them, shooting darts, etc.). One hit will do 
them in. Now, if you're low or don't have any of those, sneak around 
them by holding the X button. They can't warp what they can't hear! 
Don't bump into them either, that's kinda a dead giveaway (unless you 
need more health/magik/sanity).

Okay, now I'll tell you about the foes found in the Trapper Dimension 
in this part. Now, you will find Zombies in the Dimension, in sync with 
the Alignment of the Trapper that brought you here (in this case, 
Ulyaoth). You'll also find Horrors. DRAT! Now, to quickly kill these 
Horrors, simply teleport to the location it's standing on. Instant 
kill! Huzzah!

Zombie
------
In relation to the other two Zombies, these are of average difficulty. 
They take normal damage, and their attack power isn't spectacular. 
However, it does drain a small amount of Magick. Big deal, just walk 
that off.

The most annoying thing about THESE things is, how they can sing. It's 
hideous! Not only that, but after awhile of singing, it'll blow up. 
Cute. ANYways, when you see one tilt back its head, and you see a blue 
spot on its chest, you can do one of two things. STAY AWAY, or blast 
its head off so it can't sing anymore. I'd suggest that second option, 
but, when one starts singing, you'll see it spread the blue explosive 
magick to any of its companions in the room. They'll all blow at once, 
so, either take out the ones near you and hope the other ones miss with 
their blast, or just run like hell and hope you won't be damaged. 
REMEMBER THAT YOU CANNOT PERFORM A FINISHER ON AN EXPLODED ZOMBIE!!!

Their attack is pretty basic... a claw swipe. Simply move out of the way. 
However, if they're behind you, they CAN grab you and perform a "gnaw" 
attack, which is basically him eating your neck area from behind. 
Wiggle the control stick to shake this rather disturbing attack off. 
That's pretty much all they do, apart from the whole blowing up thing. 
That's the main thing you gotta watch out for.

Bonethief
---------
These Bonethieves don't have much special about them, unlike the other 
two brands of Bonethief. These things can either slash at you with 
their sword-like hands, or dive inside your flesh and, well, at that 
point it's game over for you, since it takes control of you, and when 
it's finished its dirty work, it kills you as it exits your body. So, 
the game just ends at the part where it finishes its burrowing, to save 
us BOTH time. ...If you want to avoid being burrowed into at all, quickly 
wiggle the analog stick to shake it off when it's digging. 

The best way to take care of these beasties is to sever its head, 
killing it instantly. This takes two to three blows, but is easily 
possible. Oh, and don't even try to shoot it... *Que whoosh-y Matrix 
sound effects* ...they'll just DODGE YOUR BULLETS as if TIME SLOWED DOWN 
AND... you get the point. So, save your ammo and chop away with whatever 
sword, mace, etc. you may have handy. They are quick, so be careful!!!

Now, sometimes these beasties will be hiding inside normal people. 
There's no way of telling who is playing host to a Bonethief. Your 
parents/guardians. Your best friend. Your "significant other". Even a 
dead corpse could. So, when you hear that tell-tale growling noise, and 
a "friend" is briskly walking towards you, kill him/her instantly. The 
Bonethief will pop out of the body. Then just kill the Bonethief 
normally. Pretty straightforward.

Horror
------
All I gotta say about this guy is, eep. That's one freakish enemy! A 
tall, lumbering monstrosity, with three heads. Yup, to kill it off, 
you've got to sever each head. This is best accomplished with a long 
blade, or a projectile weapon (enchanted with Xel'lotath if possible). 
A Ram Dao that's enchanted will strike it down with one well-placed 
blow! WOO! ...Ahem. 

Anyways, there are a couple of things you should also know about this 
thing. First off, although it has no eyes, it can still smell you, hear 
you, et cetera, so it'll still know where you are. When you get close 
to it, electric energy dances around on its fleshy surface, threatening 
to strike you if you stay within close range for long. Also, it swipes 
its claws at you as its maiden attack. It's rather slow, so your main 
concern is the electricity, which takes away extra magick on contact. 
Now, if you just keep running from it, it'll eventually send out its 
shock attack, blasting a bolt of energy through the floor at you. As 
long as you're moving, you shouldn't worry about this attack. 

If you're taking one of these on with low health I suggest a Xel'lotath 
Damage Field to protect yourself. It works very well to keep 'em out, 
as long as you can get it up unscathed. There's only one other common 
enemy that's this annoying, and it's called a...

Gatekeeper
----------
Yep. This enemy really irritates you after awhile, mainly because of 
its ability to summon up any basic Ulyaoth enemy (Trappers, Zombies, or 
even *gulp* Horrors)! So, it's best to send these things on to second 
hell first if you're in a room with multiple enemies, before it turns 
the room into a homemade spawning pool. 

You CAN use a blade, but a gun is much more effective, especially when 
enchanted under Xel'lotath. The only times you CAN hit this thing are 
(A) when its wings are open, you can shoot/hit it in the front, or (B) 
shooting/hitting its spine from the back. Either way, it takes a 
considerable pounding before it dies. So, be sure to stick with it and 
not let it do too much summoning.

Okay. Its attacks. It slowly chases you, and when it's in front of you, 
it opens its "wings" and attempts to stab you with its scorpion-like 
tail. If it connects, you'll be temporarily paralyzed, at which point 
it'll engage the summoning spell (any one of the three possible 
enemies). So, don't get hit by it and you'll be okay. As always, the 
Xel'lotath damage field helps you here, so you can plan an attack on 
this bozo. Just be nimble and you'll eventually dispose of it.

Guardian
--------
Okay. How to describe this thing. It's like... er... some kinda mutant 
squid? I'm not sure, but that's not important. The battles with these 
things are in fair numbers, so they're not uncommon enemies. Anyways, 
they have HIGH health, and they know a lot of your basic magickal 
incantations, which can be a nuisance. These are the magickal 
incantations they use:

- Shield (Five Point)
- Damage Field (Five to Seven Point)
- Summon Zombie
- Magickal Attack (Five Point)
- Recover (Five Point)

Of course, all these are under the Ulyaoth alignment. The Shield and 
Damage fields can be brought down with Five Point Dispel Magick spells 
under the Xel'lotath or Mantorok alignment. Now, it does these attacks 
(or gets the Zombies it summons to do the dirty work) and it can also 
teleport around. Be careful when it's teleporting, it can send out 
small magickal bursts to hurt your character. Just wait for it to land, 
then attack.

As for attacking these things, enchanting your sword/gun under the 
Xel'lotath alignment is the most effective. Just hit it while it's 
visible, and when it's not hiding in one of its magickal protection 
spells. You can either take out the Zombies or wait for the Magickal 
Attack spells of the Guardian to dispose of them for you. Finally, 
don't forget to use all the magickal incantations YOU have at your 
disposal to your advantage. Damage Fields, Shields, and Magickal 
Attacks of your own, all under the Xel'lotath alignment, as usual with 
this alignment.

Vampire
-------
This enemy is freakish. There's only one in the game, and it takes A 
LOT of damage before it dies. That's mainly because it has an Enchanted 
Obelisk with the Ulyaoth symbol on it that supplies it with an 
unlimited amount of Power. Well, obviously, you have to destroy it 
first, right? Well, actually, this isn't too much of a challenge.

Your first encounter with the beast is after you enter the library 
after obtaining the Tome. A servant girl (remember, the one that 
supplied you with the basement key as Alex?) will get attacked and 
killed (you can't stop this sequence). The Vampire will flee, leaving 
you one half of the basement key. Now, the Obelisk is in the basement. 
And the creature itself holds the other half of the key. You have to 
take it back by force... oh, wait! The girl is attacking! That's right, 
everyone who falls victim to the Vampire becomes its dark servant. So, 
kill the girl (she's dead anyway, don't feel bad for her!) and leave 
here. You should now grab the Sabre, located in the Dining Room (if you 
haven't already), which is the only real way you can defeat the 
Vampire, since the Revolver is tricky to aim, reload, et cetera. 

Eventually, a cut scene will show the Vampire's next location and 
victim. Scoot over there and stop the Vampire from sucking the life out 
of your Servants. The Vampire will then come after you! Be aware of its 
attacks: a claw swipe, the same life-draining technique it uses on the 
servants, and the ghastly ability to become invisible! It can only 
attack while it's visible, don't worry. So, just run until it attacks, 
then get in a Sabre blow or Revolver bullet. Repeat until it flees. 
Now, talk to the servant you just saved for goodies! (One of them 
should give you the key to the gun cabinet, where you can grab an 
Elephant Gun.) Now the Vampire will recharge, allowing you a breather, 
then it'll go after another servant. Keep repeating this process until 
it finally drops the second half of the Basement Key! (It should do 
this in the Mansion Lobby.) Mix the key halves, enchant them to fix the 
key, and unlock the basement. Time to end this.

The Vamp is downstairs, ugly and threatening as ever. Now, you have to 
destroy the Obelisk. Simply hit it three times with any weapon whilst 
running from the Vampire (it's pointless to attack it now). Once the 
Obelisk is destroyed, the Vampire is finally really vulnerable. Keep up 
your dodge/hit strategy to dispose of the Vampire (and hear its 
dramatic death cry). There you go, one of the tougher enemies in the 
game, and it's over with! Way to be!

Black Guardian
--------------
The battle with this monstrosity starts with Peter walking down this 
Hall of Binding (a veeery long, veeery ominous hall). The Black 
Guardian of Ulyaoth blasts out of the floor, and, sensing a battle, 
creates a force field behind Peter, blocking his escape. Peter's first 
instinct: BLAST HIM TO BITS WITH HIS... REVOLVER! Oh, wait, it sucks. So, 
put the Revolver DOWN, and instead yank out your Antorbok, Redgormor, 
and Ulyaoth runes, along with a few Pargon runes (if you feel powerful 
today). There are three phases to this fight, so read carefully...

The first phase is basically the Guardian summoning what can only be 
described as magick balls. Dodging them is quite simple, or you can 
cast a Damage Field, if you really must. However, keep dodging until 
the Guardian glows blue. At this point use an Xel'lotath-Aligned 
Magickal Attack spell to rock his Caz-Ba to kingdom come. The stronger 
the magickal attack, the more damage it does, and the less chance you 
have of succeeding in hitting the attack. Oh, and don't run in too 
close to him either, or he'll proceed to stomp you senseless with one 
of his three unbelievably large feet. Anyway, continue this strategy to 
move on to phase two...

This phase consists of the Guardian moving the force field closer, 
limiting your running-around area more. He then continues by summoning 
three Ulyaoth Zombies to go and attack you. Now, here's where playing 
smart comes in. He'll start glowing blue again after he summons the 
Zombies. Use the magickal attack to hit all three Zombies, ALONG WITH 
the Guardian. This takes practice and timing, but it's easily possible, 
and it damages all three Zombies at once! If they don't die, simply 
blast them with any weapon until they DO fall. Once again, they'll die 
faster if you use a higher power of magickal attack. (Also, be careful, 
as they may start singing after the magickal attack. Don't go near 
them.) Continue this strategy until the Guardian moves the force field 
even CLOSER, so close that it's practically up next to him...

Phase three next. No room to run around, and you're right next to this 
HUGE thing with HUGE feet that hates you. Niiice. This phase is 
actually pretty simple, though. Just DON'T PANIC and avoid his massive 
stomps by running around until he glows blue. Just use your low-power 
magickal attack three more times, and he'll fall to your blade (er, 
Tome) with a highly elaborate death scene. (I think the death scene is 
he jumping up a bit then slumping back down into the pit. Elaborate. 
Right.) Nice going! That's one of the strongest enemies in the game, 
out of your way!


IX. Other Enemies
*****************
Mantorok Zombie
---------------
This is it, the one and only enemy you'll encounter under the Mantorok 
Alignment. Mantorok is just too weak to fuel any other type (not even 
Trappers? hmmmm...), and not only that, but this enemy is quite pathetic. 
In fact, it's even more pathetic than any given Trapper. Its attacks 
still include the claw swipe and Gnaw, but it's so unbelievably slow 
and powerless that it doesn't even matter what its attacks are. It's 
got the lowest health of any zombie in the game; one hit to any limb 
will send it careening off the body. They're unbelievably easy to kill, 
in conclusion. (I have a sneaking suspicion that these Zombies were 
only included in the game so that Pious would have something to fight 
in the first chapter, you know? So that he wouldn't be fighting a 
specific Alignment of Zombie, since he hadn't chosen his Artifact yet.)

Worm
----
I'm guessing that this thing is Mantorok-aligned, but I honestly do not 
know. It doesn't even attack you at all, it just drains sanity at a 
surprisingly high rate. But, it has a surprisingly low Health meter. 
So, dispose of it by hitting it with virtually any weapon in existence.


X. Pious Tactics
****************
Welcome, one and all, to my personal favorite part of the Guide - the 
whole How-To on Pious. Now, since all three forms (Alignments) of Pious 
are basically identical, I'm just including them all in the same 
section, unless there are any objections... no? Well, since I'm just 
talking to a computer now, that's to be expected. Let's get into it, 
shall we?

Okay, so the confrontation starts off with Alex stepping off the warp 
pad at Pious's hang-out after you get the massive Nine Point Summon 
Creature Spell in place. (You know, Pious's hang-out? Where you saw him 
talking to his Ancient in all those cut scenes? RIGHT, that place! 
That's where you fight him for the final time. Cool.) Alex and Pious 
exchange some harsh words, and then Pious commences to bring his 
Ancient into the world. As soon as he's finished, your Summon spell 
clicks in, bringing in an Ancient in your favor. They start to fight in 
the air. Whip out your Enchanted Gladius (if you have it). Time to 
finish this madness.

The battle begins with Pious casting a shield spell on his Artifact, 
and then drawing it inside his body. Now, to defeat Pious, you must 
destroy his artifact. This is accomplished by hitting him once with the 
Enchanted Gladius, and then once the artifact appears on the 
battlefield, hit it with your Gladius. Remember that you can THROW your 
Enchanted Gladius by locking onto an enemy from a distance away, then 
attacking. This is a real coo if you took the time to get the Enchanted 
Gladius. If not, well, you can still beat Pious, but it won't be easy, 
chum. You're going to have to enchant your normal Gladius under as high 
of a Point value as you can, so it'll last longer and do more damage. 
It'll be harder to cast the spell, since he's always in your face (He's 
pretty darn fast).

Now, his staff is permanently Enchanted, so being hit HURTS. Remember 
that he has immense magickal power and will throw three point magickal 
attack spells at you from time to time. This is your chance to hit him! 
Just be sure you're not struck by the attack.

Anyways, back to the strategy. Keep drawing the Artifact out of his 
body and attacking it. Remember that the Enchanted Gladius can be 
THROWN! It's so much easier, since you don't have to go right in and 
risk yourself a hit from Pious, and you can constantly keep a distance. 
Oh, you'll notice that your sanity will eventually drain to zero. 
Ignore it. You'll be fighting Pious insane. Don't even bother 
recovering your sanity, it won't help you. Anyways, after you keep 
hitting the Artifact, you'll eventually get to a cut scene where you 
find yourself inside the place where you got the Tome of Eternal 
Darkness all those times, with all the statues of those claimed by the 
Eternal Darkness. You'll see Ellia step out of her respective statue. 
You can now control Ellia again... ah... the memories... anyway, go up to the 
place where you got the Tome all those times before. Conveniently 
enough there's a Phantom Tome right there that you can use to possess 
the current owner of the Tome (which is Alex, silly). So, now Alex will 
appear as Ellia. Cool! Find the Artifact (which has warped to another 
location) and attack it as Ellia. Now, Ellia, her task fulfilled, will 
disappear, leaving Alex there again. Now just repeat the process to 
take control of Anthony, then Karim. After you strike the Artifact as 
Karim, you'll be taken to a scene of the Ancients fighting, with yours 
winning, of course. Yay! Go us!

After this scene, you'll be back as Alex. Pious will now be using five 
point magickal attack spells, so watch yourself. All you gotta do is 
simply repeat your previous strategy, and keep attacking the Artifact. 
You'll take control of Maximillian, Paul, then Roberto respectively. 
After striking the Artifact with Roberto, you'll finally destroy it. 
Watch the cool explosion-y thingy that it does. Then we head back to 
the sky, where we watch another scene with the dueling Ancients. We're 
still winning! Huzzah!

With the Essence gone, Pious isn't all that tough. His staff IS still 
Enchanted, though, and it still HURTS. Not only that, but his seven 
point Magickal Attacks really pack a punch. So, keep on the move and 
continue to THROW or wail on him with your Enchanted Gladius. If you're 
using a normal Gladius, and your Enchant spell wears off, you're just 
going to have to re-cast it, since the normal Gladius does no damage 
whatsoever. If you continue the strategy, he'll eventually start 
limping, like you would when YOU'RE injured. NOW you've got him!!!!! 
Hack, slash, and cut him through until he falls to your blade. Then 
watch the ending. Of COURSE I'm not telling you what happens! Go find 
out yourself!


============================ 
| PART THREE - OTHER STUFF |
============================

X. DARKmail
***********
Not much, but hey, I'm not really concerned about DARKmail. If you're a 
wrestling game fan, I suggest going to see my Walkthrough on the WWE 
WrestleMania XIX page. Anyways, back to the mail. I haven't gotten a 
lot on this game, since it's older than others I've done, and many 
questions have been answered by those more educated in the darkness 
than me. But hey, mail is still mail, and it's still appreciated. So, 
read what I got, and... weep.
Mail #1
-------
"Yahoo! I'm the first person to send in some DARKmail! Boy do I feel 
spiffy. Anyway, I won't waste your time with self-esteem boosting 
rants, I'll just get to the good stuff. About the battle with Pious: 
That shotgun thingy you found? Ya know, the big metal gun thing that 
makes lots of noise and kills stuff? That works great. After you've 
done all of the necessary being possessed by your long dead compatriots 
in the battle against the Darkness (yada yada yada), you can enchant 
this bad boy and use it to blast Pious IN THE FACE! He's like, "Whoa 
now Alex, watch where you're pointing that thing. You could put an eye 
out." And Alex is like, "I don't think so Pious! I'm gonna bust a cap, 
IN YO FACE!" And she does too. It's quite entertaining to watch Alex 
lock and load, then let Augustus have it. So I just thought I'd 
recommend that, because I can, and because you need some DARKmail. 
Yeah." 
 
Sign me as, "(Insert what he REALLY said here)".
(No, I don't think I will... I'll choose to sign you as)
- Jhonka

ADAM SAYS: Well, Jhonka, thanks for taking the time to drop me the 
letter and all that. I haven't gotten the shotgun thing to work, 
though... they actually say that dialogue up there? Perhaps someone else 
has gotten it to work...? I'm going to keep trying to get it, though. 
Promise.

Mail #2
-------
"Just wanted to let you know that I really enjoyed your FAQ on eternal 
darkness.  it is the best FAQ for a game that I have read in quite some 
time.  not only was it informative, it was actually pretty funny at 
times as well.  kudos to you on a job well done.  please don't let all 
of this praise go to your head however. I mean, would it kill you to 
use italics somewhere in the article ;-).  j/k~!  take care!"
- Dave

ADAM SAYS: Well, Dave, to be completely honest, I don't know how to use 
Italics. HAH! Do we put it in as HTML tags or what?! I have no clue... 
anyways, another many thanks for the e-mail!


XI. Credits
***********
Lesse... who to thank, who to thank...

-> CjayC, for hosting my Guides and running this most excellent 
website.

-> Silicon Knights and Nintendo, for making this game happen in North 
America.

-> Everyone who has contributed to our DARKmail.

-> Not forgetting YOU, for taking the time to read this Guide!


XII. Contact Info
*****************
Well, you CAN drop me a line at adamtuck5050@hotmail.com or 
adamtuck@rogers.com if you want help with this game, any other game, or 
with GameFAQs in general. Be warned! I'll be putting your mail into the 
DARKmail section of the Guide to inform the readers. That's what you 
WANT, though, right? Good.


XIII. Copyright Info & Adam's Final Thought
*******************************************
Here we go, once again, with the copyright. AHEM... this Guide is NOT 
Copyright 2003 for ANYBODY. This guide may be freely copied, 
plagiarized, printed for personal use or even duplicated and have all 
the names changed so everyone will think it's really somebody else's. I 
didn't make this thing to get credit. I made it for people to get 
informed. And if people copy the information to distribute to others, 
well, that's just doing what I HOPED would happen, right? (Oh, and 
don't send me mails asking to host this, alright? Just do it without my 
permission if you want to!) So, go ahead. Do whatever you wish with 
this information. This guide is for the peoples. Treat it as such!

*ADAM'S FINAL THOUGHT*
Today, Adam talks blood. And gore. And violence. And so on and so on 
and so on.
Myself, when I read the "M" rating on a video game of any type, I think 
twice about buying, even renting it. Why? Because seeing a creature's 
innards fall out (gore, of course) really makes me want to throw up. I 
can understand adding things like blood to videogames, and violence, of 
course, for realism. Eternal Darkness-esque violence is not what I'm 
talking about, hear. But I really missed the part where hacking, 
slashing and ripping apart of humans or other creatures was 
entertaining for some people. People who enjoy such extremities need to 
LEARN, man.
Let's all just get along... in a bloody, violent way, but not in a 
ripping-out of intestines way!

CubeFreak \/\/\ Adam Tuck

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