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FAQ/Walkthrough by gamerman555

Version: 1.0 | Updated: 04/10/07

       ____       __                                         ___      
      /\  _`\    /\ \__                                     /\_ \     
      \ \ \_\_\  \ \ ,_\     __    _ __    ___       __     \//\ \    
       \ \  _\_   \ \ \/   /'__`\ /\`'__\/' _ `\   /'__`\     \ \ \   
        \ \ \_\ \  \ \ \_ /\  __/ \ \ \/ /\ \/\ \ /\ \L\.\_    \_\ \_ 
         \ \____/   \ \__\\ \____\ \ \_\ \ \_\ \_\\ \__/.\_\   /\____\
          \/___/     \/__/ \/____/  \/_/  \/_/\/_/ \/__/\/_/   \/____/
                                                                
                                                                
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   /\  _`\                     /\ \                                         
   \ \ \/\ \     __      _ __  \ \ \/'\      ___       __     ____    ____  
    \ \ \ \ \  /'__`\   /\`'__\ \ \ , <    /' _ `\   /'__`\  /',__\  /',__\ 
     \ \ \_\ \/\ \L\.\_ \ \ \/   \ \ \\`\  /\ \/\ \ /\  __/ /\__, `\/\__, `\
      \ \____/\ \__/.\_\ \ \_\    \ \_\ \_\\ \_\ \_\\ \____\\/\____/\/\____/
       \/___/  \/__/\/_/  \/_/     \/_/\/_/ \/_/\/_/ \/____/ \/___/  \/___/ 

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


                            *** FAQ/Walkthrough ***

                             By: Alex "Gamerman555"
                       E-mail contact: agamer@rogers.com
                                  Version 1.0


------------------------------------------------
|General Game/FAQ Information:                 |
------------------------------------------------
|Game: Eternal Darkness: Sanity's Requiem      |
|Platform: Nintendo Gamecube (GCN) (exclusive) |
|Genre: Action/Adventure/Horror                |
|Designer: Silicon Knights                     |
|Producer: Nintendo                            |
|Current FAQ Version: 1.0                      |
|FAQ Size: 1,010KB                             |
|Last Updated: April 10, 2007                  |
|Total Lines: 18087                            |
------------------------------------------------

Spoiler Warning:
Some parts of this guide will contain spoilers to the game's story. They are
scattered throughout the guide, however most spoilers are (obviously) found in
Chapter 7, the Walkthrough. I am deeply sorry if this document spoils anything
you wanted to find out by yourself. You have been warned... :)

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

--Table of Contents--

1. Introduction                                                       [#12331]

2. Welcome to Eternal Darkness                                        [#21882]
    -> Game Story                                                     [#21882a]
    -> Main Menu                                                      [#21882b]

3. Basics & Useful Information                                        [#82117]
    -> Controls                                                       [#82117a]
    -> Health, Magick, and Sanity Meters                              [#82117b]
    -> Combat                                                         [#82117c]
    -> Magick, Ruins, and Spells                                      [#82117d]

4. The Cast of Characters and Their Items                             [#9211]
    -> Alexandra Roivas                                               [#9211a]
    -> Pious Agustus                                                  [#9211b]
    -> Ellia                                                          [#9211c]
    -> Anthony                                                        [#9211d]
    -> Karim                                                          [#9211e]
    -> Dr. Maximillian Roivas                                         [#9211f]
    -> Dr. Edwin Lindsey                                              [#9211g]
    -> Paul Luther                                                    [#9211h]
    -> Roberto Bianchi                                                [#9211i]
    -> Peter Edwards                                                  [#9211j]
    -> Dr. Edward M. Roivas                                           [#9211k]
    -> Michael Edwards                                                [#9211l]

5. The Dark Residences                                                [#3911]
    -> Roivas Family Mansion, Rhode Island                            [#3911a]
    -> The Forbidden City, Persia/The Middle East                     [#3911b]
    -> Mantorok's Temple, Angkor Wat, Cambodia                        [#3911c]
    -> Oubile Cathedral, Amiens, France                               [#3911d]

6. Monsters and Enemies                                               [#4209]
    -> Basic Information Regarding Combat                             [#4209a]
    -> The Three Basic Steps To Fighting Enemies                      [#4209b]
    -> The Art Of Targeting                                           [#4209c]
    -> Finishing                                                      [#4209d]
    -> The Servants Of The Eternal Darkness                           [#4209e]
       -> Trapper                                                     [#4209f]
       -> The Trapper Dimension                                       [#4209g]
       -> Zombies                                                     [#4209h]
       -> Bonethief                                                   [#4209i]
       -> Horror                                                      [#4209j]
       -> Gatekeepers                                                 [#4209k]
       -> Greater Guardians                                           [#4209l]
       -> The Dead Bishop                                             [#4209m]
       -> Anthony's Corpse                                            [#4209n]
       -> Black Guardian                                              [#4209o]
       -> Vampire Beast                                               [#4209p]
       -> Pious Agustus                                               [#4209q]

7. Walkthrough                                                        [#5921]
       7.1 Prelude: The Call                                          [#5921a]
       7.2 A Death in the Family: Alex Roivas's Chapter               [#5921b]
       7.3 Chapter 1: The Chosen One - Pious's Chapter                [#5921c]
       7.4 Chapter 2: The Binding of the Corpse God - Ellia's Chapter [#5921d]
       7.5 Chapter 3: Suspicion of Conspiracy - Anthony's Chapter     [#5921e]
       7.6 Chapter 4: The Gift of Forever - Karim's Chapter           [#5921f]
       7.7 Chapter 5: The Lurking Horror - Max's Chapter              [#5921g]
       7.8 Chapter 6: A Journey Into Darkness - Lindsey's Chapter     [#5921h]
       7.9 Chapter 7: Heresy! - Paul's Chapter                        [#5921i]
       7.10 Chapter 8: The Forbidden City - Roberto's Chapter         [#5921j]
       7.11 Chapter 9: A War to End All Wars - Peter's Chapter        [#5921k]
       7.12 Chapter 10: A Legacy of Darkness - Edward's Chapter       [#5921l]
       7.13 Chapter 11: Ashes to Ashes - Michael's Chapter            [#5921m]
       7.14 The Darkness Comes - The Final Fight                      [#5921n]

8. Sanity Effects                                                     [#61189]

9. Timeline of Events                                                 [#72394]

10. Concluding Comments                                               [#00213]
    -> Updates of this Document                                       [#00213a]
    -> Legal and Copyright/Contact                                    [#00213b]
    -> Author/Contributor Credits                                     [#00213c]
    -> Conclusion                                                     [#00213d]




Note - Using text search: If you are looking to find a certain section of this
guide, please use the keywords above. Press CTRL+F (I believe this is
Command+F on a Mac) to bring up your browser's search function. For example,
if you are looking to find the Introduction, enter in #12331 in the box.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

                       ~-----------------------------~
                       |       1. Introduction       |
                       ~-----------------------------~
                                   [#12331]

   "Deep into that darkness peering, long I stood there wondering, fearing,
    Doubting"
      -Edgar Allan Poe

"The Raven" by Edgar Allan Poe is seemingly where this game all started, around
those haunting words at the beginning of the fifth stanza. Those haunting
words appear right when you turn the game on, before you enter the Silicon
Knights animation and the overall game animation. From seeing those words,
most are able to tell what the game will be about right away. Darkness,
wondering, fearing, and doubting. That really does sum the game up if you
had to in four words.

Eternal Darkness: Sanity's Requiem was released in June of 2002 for the
Nintendo Gamecube (GCN) by a Canadian company called Silicon Knights. The
game was originally supposed to be a final title for the Nintendo 64, however
some problems made Silicon Knights delay the game until a 2002 release. This
is why some of the graphics in the game don't seem close to Gamecube
standards, however the ridged graphics only make the game even better. The
unpolished feel of graphics adds a lot to the game in a form of eerie
atmosphere. You'll see what I mean when you start to play it!

Eternal Darkness was pretty popular at the first E3 where it was shown. There
was quite a bit of hype about it just before it came out, as well. The game
was hyped mainly because not only did it look good, but the major question
kept revolving around asking, "Will this horror game keep up to the standards
of the Resident Evil or Silent Hill series?" Upon the release of Eternal
Darkness, many would say that not only did it live to the hype, but it also
surpassed it.

Eternal Darkness takes the horror genre of video games into a bit of a
different view. Firstly, unlike Resident Evil (for example), it is not the
enemies who give you the greatest scare. The enemies aren't very scary at all,
in fact. What makes the great suspense in Eternal Darkness is the use of a
brand new system called a Sanity Meter. Every time an enemy spots you, you
will lose a bit of sanity. Of course, you can refill your sanity meter by
either using an item to replenish it, or by "finishing" off an enemy to kill
it (more of this will be explained later on). Sometimes, however, an enemy
will take away more Sanity than you can get back from it. When your Sanity
Meter starts to fall, your character will start to go.. well... insane. The
closer the Meter is to empty, the more crazy the game will act for you. When
your meter is near empty, everytime you walk though a new door, you never know
what will happen. The game has many Sanity effects (over 20), some much more
trickey and worse off for your character than others. They are put there to
simply confuse the hell out of you, which they will do when you play the game
for the first time. Aside from the Sanity Meter, the game is also VERY dark.
There isn't much lighting used in most places, and where there is lighting, it
is usually a dull yellow shade of light. This, plus the eerie musics and
sounds effects of the game really add up to quite an amazing experience.

What makes Eternal Darkness really shine (well.. shine might not be the best
word to use here.. but I can't think of anything else at the moment) is the
in depth story. During the course of 20 or so hours of gameplay, you will
travel over 2000 years into the past. The game starts out as you playing as a
Roman legion commander, Pious. You get to chose his fate, which ultimately
choses your own fate for the whole game. Again, more on this later. The story
is so in depth that many find it hard to understand. Of course, I will fully
disect the story in the walkthrough (hense the spoiler warning mentioned at
the start of this document) to make sure that you understand it. I have also
written another FAQ (available on Gamefaqs.com and several other sites) that
deals only with the diagnosis of the letters found in the game, as they are
VERY important to understand if you wish to fully understand the game story.

The game also houses some amazing gameplay. Eternal Darkness has a very good
camera (never does it glitch out, at least for me), and the fighting style is
rather unique. You are able to target four parts of each enemy: the head; the
right arm; the left arm; or the torso. When you select what part of the enemy
you wish to slash at (this all done in real time), you are able to slash away
at that part of the enemy. Eventually, that part will fall off. For example,
if you slay the head of an enemy, eventually after one of a few slashes, it
will fall off. Of course, since all of the enemies in this game are fully
supernatural, taking off the head of an enemy doesn't mean that they are dead.
*wink wink*

This FAQ/Walkthrough has everything you need in order to fully complete the
game, plus there is enough information in here to hopefully answer any
questions you may have regarding the story behind the game, or the game
itself. I have tried my best to supply all of the information that one will
need in order to complete this game. If, by any chance, you are left with
questions, spot a mistake in this FAQ, or have any comments, please be sure to
E-mail me. To find my contact information, please take a look at Section 11 of
this document (Concluding Comments) under the "E-Mail and Contacting" section.
I am more than welcome to receive questions, comments, or fixes to my guides,
including this one. Thanks very much for deciding to read this guide!

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

                 ~--------------------------------------------~
                 |       2. Welcome to Eternal Darkness       |
                 ~--------------------------------------------~
                                   [#21882]

Introduction:
This FAQ/Walkthrough will give you all of the information that you will need
in order to fully complete the game and understand the story behind it. You
will find full walkthroughs for the character chapters, detailed information
about the enemies you will meet (their biology, how to defeat them, etc), the
items found, and character bio's. Every single secret of Eternal Darkness is
exposed in this guide some way or another. The secrets of all the characters,
the items they use, the hidden locations of items, puzzles found during the
game, and definitions of the story and other pieces of information are all
located in this guide. One last time, I will mention that this guide contains
spoilers that may ruin your experience if you wish to find and understand
most of the game story by yourself. If you are stuck somewhere, but do not
wish to hear my explanation of the story, DO NOT READ THE "INTRODUCTION"
section of each new chapter. Right now, you are reading the introduction.
Notice the "Introduction:" located just above? When you see that, do not read
the text in here if you wish to view the story yourself. There will be a break
between the introduction and the next area in the section by three stars
(***) so you know what the spoiler area will be over.

You have been warned! If you ruin the game for yourself by looking at the
introduction, please don't complain to me! Thanks. :)!


                             |----------------|
                             |== Game Story ==|
                             |----------------|
                                  [#21882a]

---What's Behind The Eternal Darkness?---
The Eternal Darkness relates to four Ancients who are trying to tear down the
barrier that is preventing them from entering our universe and ending life
right in their path. These beings dislike humanity, and find it to be a
sick organism. The Ancients do not know the term or 'hate' or 'evil.' Although
we know that they are evil beings, to them they are doing what is right.

The Eternal Darkness begins in 32 B.C., after the Roman general Pious
Agustus is transformed into the Eternal Darkness' earth communicator. Pious
is controlled by the Ancient that he choose, and he will do whatever his
master wants. The Ancient turns Pious into a lifeless, yet immortal being.
Age no longer threats this being.

The Eternal Darkness ends in 2000 A.D. when Ms. Alexandra Roivas destroys
Pious, as well as summons an Ancient that destroys the Ancient that Pious
released into the world.

The Eternal Darkness has many servants that will do anything to get their
masters' wish complete. They will continue fighting right until the death,
and sometimes even after, to get their job done. The servants will take many
different forms in order to keep things away from any curious eye. They
may look like soldiers, religious leaders, mysterious beings, and of course,
creatures that don't look like humans at all. Some of them are humans who are
under their control, even though some of them don't know that they are
being controlled. Some enemies look like humans, but upon closer inspection,
you will find something very different...

The Eternal Darkness is everywhere. It can be in your best friends, your worst
enemies, the spider that is crawling on the ceiling above you: anywhere. Those
who oppose the Eternal Darkness are people like you and me: completely
ordinary people who are living out their normal daily lives until something
changes. Until they are lead, seemingly by destiny, to their ultimate fates.
These people will take the ultimate sacrifice to combat the Eternal Darkness,
even if they don't know what they are fighting. There is a will in these
people. They willingly, on the most part, give up their lives so that the
Ancients plans will fail. A few lost lives, afterall, are better than the loss
of an entire race. What makes the Eternal Darkness so horrible is that
humanity doesn't have a choice to make: they either fight the Darkness, or
they will die for sure.


---The Four Ancients---
In the universe of the Eternal Darkness, three beings who seem to act like
gods rule. These three beings are known as the Ancients: Ulyaoth, Chattur'gha,
and Xel'lotath. Like a game of rock-paper-scissors, they are all balanced to
each other. One Ancient is strong against another, however that Ancient is
weak to another. Like what paper does to rock, Ulyaoth does to Chattur'gha.

Each Ancient is represented by their own seperate colour: Ulyaoth is blue,
Chattur'gha is red, and Xel'lotath is green.

Ancients are not evil, nor are they good. In the universe of the Eternal
Darkness, these human conceps do not apply to them; they don't know what
evil and good is. At the beginning of the story, Pious Agustus will choose
one of three artifacts that he finds: upon chosing the artifact, he will
become a slave to that Ancient, and he will also work to free that Ancient
from their world and enter ours. The only way that this Ancient can be
stopped is for a mortal to summon the Ancient that opposes Pious's Ancient.
The Ancients wish to rule our universe, and they will destroy anything that
lies in it's path. Of course, humanity is something that will lie and fight
in their path, so they will do whatever they can to wipe the race out. To them,
the human race does not matter at all. The answer to defeating the Eternal
Darnkess lies within the Eternal Darkness itself: have the three ancients
destroy each other. That is the goal of humanity, and it's a goal that must
be met.

Then we come to the fourth Ancient, Mantorok. Mantorok is more powerful than
all of the other Ancients combined. At the same time, Mantorok isn't
vulnerable to any of the other Ancients. It is the supreme being of the
Eternal Darkness, however it does not want to rule anything. It is known to
humanity as the Great Ancient, and it is rather friendly towards humanity.
The Khmer tribe of Cambodia had once worshipped it as a fertility god, and in
return, Mantorok gave them beautiful weather and amazing crops.

Unfortunately, the power of Mantorok wasn't great enough to stop the Eternal
Darkness. Pious' first assignment from his Ancient was to bind Mantorok so that
it could not interfear with the Ancient's plans. Even after Mantorok was
binded and had become increadibly weak, the Great Ancient still worked hard to
keep the other three at bay. Even in its slow stage of dying, Mantorok still
seemed to be more powerful than all of the other Ancients. Mantorok may be
the only resource that humanity has left...



                              |---------------|
                              |== Main Menu ==|
                              |---------------|
                                  [#21882b]

By pressing the START button at any time during gameplay (while having full
control over a character), the Main Menu screen will appear. This menu screen
has the backdrop of the Tomb of Eternal Darkness. You can press the START of
B button to get out of this Main Menu at any time. You can use the L and R
buttons to scroll through the five different menu sub-screens. Pressing L
will rotate the menu to the left, whereas pressing R will rotate the menu
to the right. Let's go into a little bit more detail about each sub-menu.

---Inventory Menu---
You will probably be accessing this menu more than anything else through your
journey. The Inventory Menu is important because it allows you to examine,
use, and equip the items your character has collected in their quest. You may
also mix two items together to form one. For example, at one point you will
mix three pieces of a broken Urn into 1 full Urn. You are also able to check
your character's health (red meter), magick (blue meter), and sanity (green
meter) from this menu. The meters are located on the left of the page. You
are able to use the Control Stick to hilight an item, and you are able to
press the A button to select it. From there, you are able to chose the
following commands from a small list that appears:

Use: Causes your character to use the item or weapon you selected.

Equip: Causes your character to equip and use the weapon you have just selected.
A character is only able to carry 1 weapon at a time. Every time you wish to
change your weapon or carrying item, you must do so here.

Check: This will cause your character to examin the selected item. The
character will tell you more about the item. Checking will also allow you to
open items. It will also let you read Letters and Journal Pages found
throughout the game.

Mix: This will cause your character to use the mix function. When you press
this, you will be able to use the Control Stick to select another object or
item from your inventory and mix the two items together. If the second object
you selected doesn't mix with the first, the game will tell you so. Mix will
allow you to combine identical weapons so that they can be used at the same
time, reassemble broken items, and reload any weapon. (such as mixing ammo
together with a gun)

Mode: This isn't available with every item. In fact, it is really only
available for guns and other projectile weapons. Certain guns will have more
than one firing mode. The Mode function will allow you to change that firing
mode or determine ammunition type or how many bullets may be fired at one
press of a button.


---Map Menu---
The Map Menu displays all of the rooms that your character has been in so far
in their current chapter. Unlike other games, in Eternal Darkness you don't
need to find something in order to use a map for a level. It will appear
automatically here each time, as it is easy to get lost in some levels. You
are able to switch between floors viewed (only one floor is viewed at one
time) by pressing the X and Y buttons. You are able to zoom in and out of the
map by using the C Stick, and move the map around the screen while using the
Control Stick. The present position of your character is shown via the
yellow box around the room your occupy.


---Magick Menu---
This large menu will show you all of the Spells, Codices, and Runes that your
character has found. It will also show everything that previous character's
will have found when it comes to Spells, Codices, and Runes. If the current
character you are using does not have access to the Tomb of Eternal Darkness
(each character except for Pious and Ellia will find it during their quest),
then this menu will not be available. Here are a few options that are shown
on this menu:

Spell List: This relates to all of the spells that your character currently
knows. Spells are able to be cast from this submenu right after selecting it.
The start menu will automatically go away and the game will return, with your
character casting the spell. This is good if the spell you are casting isn't
on your quick assign buttons and you don't remember how to cast the certain
spell.

New Spell: This item will allow you to combine Runes into new Spells. Most
new spells will be created here, and upon creating them, you may be able to
use them right away.

Runes: This will be the place where all the Ruines and Codices will be placed
once you find them in the game. They will be placed here for reference while
wanting to create new spells.

Quick Spell: This is very, very handy. In this menu, you will be able to
assign commonly used spells to the Y button, or all four directions (up, down,
right, and left) of the Control Pad. You are able to have 5 different quick
spells. These work while you are in game only. Simply, for example, press Y
to activate a spell. This way you don't have to access the "Spell Menu" each
time you want to use a certain spell.


---Cinematic Menu---
The cutscenes in Eternal Darkness are one of the best hilights of the game.
In case you missed a cutscene by pressing Start of A during one of them, you
will be able to access all seen cutscenes from this menu. Note that only
cutscenes that you have found on your quest will be available. To completely
fill up this menu, you will have to complete the game. This is also helpful
if a hint was dropped in a certain cinematic and you don't remember it. At
the bottom of the screen, select the CINEMA option with the Control Stick and
press the A button and with the Control Stick choose the cinema that you wish
to see once again. While viewing a cinema, your current game will not be
affected, so you don't have to worry. You can press A during the cinema to
end it and appear back on the cinema screen.

In Max's chapter (and after), you will gain access to another submenu under
the Cinematic Menu section. This is the Autopsy option. Select this option
if you wish to view the dark autopsies that Max has preformed on certain
creatures. Only creatures that Max preformed autopsy's on will appear on this
menu. To get all of the autopsy's, you will have to complete the game 3 times
under each alignment. More on this later. The information gained from this
will often allow you to understand what part of an enemy you should hit in
order to defeat it faster.


---Options Menu---
Like every other game, Eternal Darkness has an Options menu. This will allow
you to examine and change game settings for Eternal Darkness (NOT those of
your TV set, those must be done some other way). There are four options at
the top of the screen. Some more information can be found on them here:

Controller: This will list what each button on the controller will do in
case you forget. This will also change the ruble feature on your controller.
If you wish to turn the feature off, simply select to turn it off. You can,
obviously, also turn it on this way.

Display: This will allow you to adjust the brightness of the game. Again,
NOTE THAT THIS DOES NOT CHANGE THE BRIGHTNESS SETTING ON YOUR TV. This only
chances the setting of the game itself. Some parts of the game are very dark,
and you will be able to light those areas up through this option. You are also
able to turn subtitles on or off during cinematics here. Finally, you are
able to choose the screen display size (16:9 or Standard, which is 4:3). Note
that 16:9 should only be used for widescreen TV sets.

Audio: Here, you are able to tell the game if you want sound to be outputted
to Mono, Sterio, or Surround. Of course, this game comes complete in Dolby
Digital II, meaning Surround Sound is the way you'll want to go for a full
eerie experience. You can also adjust the music, sound effect, and speech
volume here. Finally, you can play soundtrack music sequences found in the
game here.

Load/Save: THIS IS WHERE YOU SAVE YOUR GAME! ETERNAL DARKNESS DOES NOT SAVE
BY ITSELF! You are able to load or save your game from your Memory Card here.
If you are playing out one game, you can Save it here, and open up another
game file right away. Just be sure to save your current file first!


~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

                           ~-----------------------~
                           |       3. Basics       |
                           ~-----------------------~
                                    [#82117]

Introduction:
Unlike what the title says, this isn't section isn't really about the 'basics'
of the game. In fact, this is probably one of the most important sections in
this document, as here you will learn some tricks of the trade for the game.
You will learn about all of the very important features of the game. This
includes the controls of the game to the sanity feature. Be sure to fully
read this section if you are new to the game so missing any of the game
basics won't leave you in the dark!


                               |--------------|
                               |== Controls ==|
                               |--------------|
                                   [#82117a]

The amount of difficulty in learning the controls revolves around how well
you know the Gamecube Controller, especially the locations of the buttons.
Often, you will need fast reaction times, so you won't have time to look down
and try to find the button you are looking for. So, if you know the controller
quite well, then you will have next to no trouble in picking up the controller
and playing the game right away. Even if so, it is probably a good idea to
look over this section to get familiar with understand what which button does
what.


---Action Button---
The Action Button, like in so many other games on a Nintendo platform, is the
small little red button... the B Button (right under the A button). This
button performs a bunch of different things, with all of these things being
quite useful.

It's main purpose, at least in my books, is to 'Finish' an enemy. After you
have defeated an enemy, it will often fall to the ground. Most enemies won't
fade away after you kill them, however. You will be able to walk on top of
them. The screen will say press the B button to finish them. Do that, and your
character will often hack the enemy up. Not only is this fun as hell, it will
also allow some of your lost sanity to come back. There will be more on the
finishing move later on in this section of the walkthrough.

You are also able to use the B button to examine nearby items (for example,
when you walk near a picture, at the top right of the screen it may say to
press B to a description of the picture). You can use B to climb ladders and
to activate switches or levers.

During the game, you will notice that some characters will have certain
attributes to the Action Button that other characters do not have. For
example, Max uses B to perform an autopsy on a enemy before he finishes it.
Be sure to always take a look at the top right hand corner of a screen to
make sure that the description of the action that will take place when you
press B is the action that you really wish to perform. You don't want to make
any mistakes that will cost you later on.


===THE CONTROLS===
Be sure to read over all of the control listed below and get familiar with
them. If you ever forget any of them, you can access controls in the
Menu > Options Menu in the game, or by looking back to this section of the
walkthrough.

A Button (During gameplay):
- This will let you attack with the current selected weapon.

A Button (In a menu):
- This will allow you to select menu options

B Button (During gameplay):
- This will preform a specific action in relation to your character's
position in the game.

B Button (In a menu):
- This will undo a choice you made in the menu, or return you to the
previous menu. This will also make the menu dissapear and have you return to
control of your character.

Control Stick (During gameplay):
- This will move your character in all directions. The harder your press the
control stick down, the faster your character will move. Barely pressing it
will give you a slow tip-toe effect, while pressing it down all the way will
make your character jog.

Control Stick (In a menu):
- This will let you hilight a menu option and move around the menu.

Control Stick (On Map Menu):
- Zoom in and out while on the Map menu.

X Button [with the use of the Control Stick] (During gameplay):
- This will allow your character to move slowly and quietly, despite how hard
you press the control stick. Use this while around the Trapper enemies.

X and Y Buttons (On Map Menu):
- This will cycle up and down through the floor maps.

Y Button, Right Left Up and Down Control Pad (During gameplay):
- This will allow you to cast a Quick Spell which you assigned to one of
those buttons via the Magick Menu.

Start Button (Anytime):
- This will bring up or bring down the Main Menu. You can also skip some
cutscenes by pressing the Start button while they are playing.

L Button + Control Stick (During gameplay):
- This will allow you to do a full run. Can't use this for a long time, as you
character has a limited amount of stamina. As it runs down, your character
will stop running and need a breather. Annoying if you are right in the
middle of a battle. In other words, use this option carefully!

R Button (During gameplay):
- Target a part of an enemy, release and press it again to target a different
part of that enemy. You must release and press again very quickly before your
character loses the target.

R Button + Control Stick (During gameplay):
- This will allow you to target specific body parts of enemies. Press and hold
the R button to target a part of the enemy, then move the control stick around
to target different parts of the enemy. This is easier than releasing and
quickly pressing again to target different parts.

L and R Buttons (In a menu):
- This will let you cycle through the menu screens. L cycles to the left,
while R cycles to the right.

Z Button (During gameplay):
- This will reload the current equipped item. Much easier reloading this way
than going through the Menu screen to do so.

C Stick (On Map menu):
- This moves the map around.


                   |---------------------------------------|
                   |== Health, Magick, and Sanity Meters ==|
                   |---------------------------------------|
                                   [#82117b]

All characters in Eternal Darkness will have a Health meter, which is
represented by the RED meter. All characters except for Pious and Ellia will
have a Magick meter. Finally, all characters except for Pious will have a
Sanity meter. These meters can be found on the Inventory Menu under the
main pause menu in the game. They are located on the left side of the screen.
All meters will start full. Meters differ in size for each character.
Sometimes a health meter will be huge for a character, however their Sanity
meter will be small. Depends on the character's natural state. More on this
is found in the character section. When a meter starts to get low, it will
stay on the bottom left of the screen to warn you.

Some more information on each meter is located below:

Health Meter: This is the RED meter. When a character suffers any physical
damage from an enemy hit or atmospheric attack, their Health in the RED meter
will decrease. When this meter is completely gone, then your character will
die and you will continue from the last save point. There is nothing in the
game that will replenish your Health meter EXCEPT for certain items found
around each character's chapters (such as Ellia's chapter), as well as by
using a Chattur'gha aligned "Recover" spell. Once you have the ability to use
this spell, it is actually hard to die.

NOTE: If your Sanity meter ever reaches 0, then whenever a character spots you
your health will start to drain instead of Sanity.

Magick Meter: This is the BLUE meter. Each character except for Pious and
Ellia will have access to the Magick meter. This will ONLY appear for your
character once you have found the Tomb of Eternal Darkness in their chapter.
Every time you cast a spell, some of this meter will drain away. Depending on
the spell and the amount of power you use on it, the more Magick you will
deplete from your meter. As long as your character remains in motion, however,
the meter will always recharge itself. So, if you start to run low, simply
run in circles until it charges up. It charges pretty fast. Be sure you are
walking in a room with no enemies, however!

NOTE: You can use a Ulyaoth aligned Recover spell to recover lost Magick,
however the affect will cancel itself out. For the amount of Magick you lose
from casting this spell, you'll recover it when the spell works. Don't bother
doing this. Instead, use the way mentioned above.

Sanity Meter: This is the GREEN meter. Each character except for Pious will
have access to this meter. Nearly all enemies in the game will drain some
Sanity from this meter when they see you for the first time. Some enemies,
such as Zombies, will drain a small amount of Sanity, and no more. Other
enemies, such as Gatekeepers, will continue to slowly drain your Sanity away
until you kill them. In order to regain some Sanity, you must preform a
finishing move on the enemy you have taken down. The larger and more difficult
it is to kill an enemy (in other words, the more Sanity they will take off of
you), the more Sanity you will gain after you kill them. For example, killing
a Gatekeeper will often give you 1/4 - 1/2 of your Sanity back, wereas
finishing a Zombie will give you 1/10 or so back. For more information on
finishing an enemy, see the following section on Combat. If your Sanity Meter
does get completely depleted, you won't die. Instead, your character is
technically "insane." You will experience weird effects all the time, and
everytime an enemy spots you, they will drain your health instead. Be sure
to finsh off enemies all the time to keep this from happening!

NOTE: When the Sanity of a character get's low, you will start to experience
some weird effects as you play the game. These are called Sanity Effects. The
game has quite a few of them, and they really will start to trick you, even
after you have played the games a few times. Most of these effects won't cause
you much trouble and will give you the odd laugh, however some of them will
make you jump up to the roof. The effects happen when you first enter a room.
The lower your Sanity, the more common an effect will be.


                                 |------------|
                                 |== Combat ==|
                                 |------------|
                                    [#82117c]

Of course, your journey through the game will be comprised of not only solving
puzzles, but you must also defeat many different types of enemies. Some
enemies will only be found in one area, whereas others will be faced by every
character in the game (such as normal Mantorok Zombies). At pretty much any
time in the game when you encounter an enemy, your best bet is to finish them
off before they completely drain your sanity, or so you can regain any lost
sanity. 

The Combat system in Eternal Darkness is simple yet effective. When you first
spot an enemy, you can approach them and press A to swing your sword/fire a
gun/punch the enemy. This is one way to kill enemies, however it is one of
the worst possible ways to do so. Here's how you SHOULD combat enemies,
especially the stronger ones. Firstly, when you see an enemy, press and hold
the R button to target the enemy. You can use the Control Stick (while still
holding R down) to target a different part of the enemy. If you have a sword,
walk up to the enemy so you are far enough to hit them, yet they aren't able
to hit you (normally, the range of your weapons are greater than the range
of enemies). If you have a gun, you may stand back and fire from a distance.
While you target a specific body part, press A to fire your weapon or swing
your sword to attack that specific body part. Usually, a body part will fall
off after you hit it enough. When this happens, your character will
automatically target another spot. For most enemies, you may target both
arms/wings, the head, and the torso area. Do note that even after the head of
an enemy is blasted off, that doesn't mean it's dead!

Nearly every enemy will drain your Sanity (except for Trappers, or as you play
as Pious). Of course, some drain more than others. Some enemies will continue
to drain your Sanity meter until it is depleted, then they will focus on
draining health instead. If you are in a room with several enemies and one of
them is of the type that always drains Sanity, be SURE to take that enemy out
first. They are usually the stronger ones, anyway, so it would be a good idea
to take them out first regardless.

While on the topic of Sanity... how do you regain any lost Sanity? There are
3 ways to do so. Either "finish" an enemy, use a potion that will replenish
Sanity, or use the Recover Sanity spell. The way you will replenish Sanity
most often is by Finishing an enemy. Once you take down an enemy, that doesn't
mean that it is gone for good. Once you take down an enemy, it will fall to
the ground and lay limp for a while. This is your chance to walk on top of the
enemy. As you do this, in the top right corner of the screen you'll see a
"B Finish Him!" This means press the B button to fully kill the enemy. When
you do this, your character will slash away at the grounded enemy. This will
replenish some Sanity. The tougher the character was to take down, the more
Sanity you will regain. Enemies won't stay on the ground waiting for you to
finish them forever, though. After you take them down, they'll stay on the
ground for only about 15-30 seconds, so be quick!


---Basic Alignment Information---
Every enemy in Eternal Darkness will have a certain alignment in relation to
which Ancient they serve. I won't provide very much information about the
alignments here, as Chapter 6 ("The Tomb of Eternal Darkness") in this
FAQ will explain in more detail. Here, I will simply show the rock, paper,
scissors formation of the Alignments. Be SURE to remember what beats what:

- Creatures that have a red colour to them (under the Ancient of Chattur'gha)
are quite vulnerable to blue magick.

- Creatures that have a blue colour to them (under the Ancient of Ulyaoth) are
quite vulnerable to green magick.

- Creatures that have a green colour to them (under the Ancient of Xel'lotath)
are quite vulnerable to red magick.

- Creatures that have a purple color to them (under the Ancient of Mantorok)
are not very vulnerable to any particular magick.

NOTE: More information on Alignments can be found in the Magick, Ruins, and
Spells chapter (which is coming up next).


---Tricks to fighting the Darkness---
Here are a few tricks that you should remember when going into combat with a
certain enemy. They all apply to pretty much anyone and can apply to anytime
during the game, so be sure to read them and remember them!

1. Be sure to pay full attention to all cutscenes that you will find in the
game. Not only are these important for understanding the back story and the
plot, however they also give clues as to how to finish a level, unlock a
puzzle, or even to taking care of an enemy.

2. If you are stuck somewhere, backtrack and explore all of the rooms or
hallways at least two or three times. Since the game designers didn't want
to frustrate anyone, pretty much all important items or weapons are placed
in easy to find locations (such as in the middle of a room). Items that are
common, however, (such as ammo for guns) can be tucked away in tight, small,
and dark locations.

3. Exam everything in a room if the game gives you an option to do so (by
showing a "Press B to..." in the top right of the screen). Often, after a
character examins something such as a picture frame, they will find something
tucked inside of it or behind it. Or, the descriptions of your character
examining an object will give you clues on how to solve a puzzle or how to
find something important. Always search around!

4. Once you gain access to them, you should use the Health and Sanity Recover
Spells as often as possible (or as often as needed) in order to maintain your
Health and Sanity at a full meter. No point in having them low if they don't
need to be.

5. If you are low on Magick, just run around an empty room (one with no floor
traps!) for a while to regain your lost Magick. This is safter than having it
low and running into new rooms when you may need the use of a full Magick
meter.

6. If you enter a room and notice it is full of enemies, leave through the
exit you just came from. In Eternal Darkness, enemies DO NOT have the ability
to go from room to room. When you exit, you should equip any items or weapons
that you will need in order to clean the following room out of enemies. You
will also have time to cast any spells on your items or yourself that will
make your life easier in the previous room. The reason why you should do this
while enemies are approaching is that enemies CAN HIT YOU while you are
casting a spell. Some spells take a while to cast, so be sure you have enough
time!

7. Always make sure you reload your weapon or re-enchant your weapon before
you enter a new room. This will save you time and health!

8. In Pious' chapter, be sure to get the hang of targeting enemies body parts.
You should always get the hand of pressing up as soon as you hit R to target
an enemy, as pressing up will always target the head (which is the main weak
spot for nearly all enemies). Plus, when you cut off a head or cut off an
enemy's eyes, that will usually mean that they won't be able to chase you
around anymore, leaving you to take them down easily and safely.

9. While using large blade weapons (such as long swords), ALWAYS stay in the
centre of the hallway, corridor, or room. The reason as to why is simple: if
you are close to a wall while swinging your sword, it will hit the wall before
it will hit an enemy, which won't get you anywhere. After you hit a wall, a
character is often stunned for a quick second, giving an enemy a perfect
chance at attack. A good idea is to swing vertically. The game will
automatically swing horizontally (right to left) with any melee weapon UNLESS
you are manually targeting an enemy's head. While you target the head, even
after it has been chopped off, your character will always swing vertically
(top to bottom) while you press R and Up on the Control Stick.

10. Be sure to memorize what alignments beat other alignments (such as how
Red beats Green). You should always know what magick is used to combat the
colour of your foe. This will save you a LOT of time later in the game.

11. When you spot an enemy, don't run from it! Fight it out, even if you are
low on health. As you run from enemies, they will start to drain your Sanity
even more, which is NOT what you want if you have low health. Instead, be sure
to destroy every enemy that you come across, and be 100% SURE to use a
Finishing Move on each one you take down, even if you have full Sanity (as 
chopping those enemies up is always fun :)

12. All of the character's in the game have stamina. You can press L to have
your character run at any point of the game. However, just like real humans
and other animals, the characters in Eternal Darkness can't run forever.
Eventually, they will tire and need a moment to rest. In order to combat this,
switch between running and walking frequently. Some character's in the game
do have more stamina (you can often tell by their build.. for example Max is
overweight and quite unfit, so he has very little stamina (meaning he can't
run for a long while); whereas Michael is a firefighter and has a LOT of
stamina) than others, but will still have to rest eventually.

13. If at any point you get stuck in the game and don't want the walkthrough
part of this FAQ to spoil anything for you, be sure to use the Reveal
Invisible and Dispel Magick spells. These will often reveal some important
hidden messages, items, or areas (especially the Reveal Invisible spell in
the later chapters).

14. Finally, if you don't like weird things to happen to you, it may be a good
idea to view Chapter 9 of this Walkthrough ("Sanity Effects") to see what all
of the Sanity Effects in the game are so they don't trick you. Of course, this
will ruin a large portion of the game for you if you haven't played through
it yet!


                       |-------------------------------|
                       |== Magick, Ruins, and Spells ==|
                       |-------------------------------|
                                   [#82117d]

---The Tome of Eternal Darkness---
Believe it or not, the entire game story revolves around this: The Tome of
Eternal Darkness. This ancient, Magickal book is constructed primarily out of
human flesh and bone. Not only is it the most important item in the game as it
gives you the story as you progress through the game, but it also allows for
your character to use the special Magickal attacks. All characters in the game
- except for Pious - will have the Tome of Eternal Darkness in their
possession sometime or another during their life. The Tomb will seek out its
next owner. When the Tomb is ready for it's next owner, it will automatically
transport them to a rather awkward place called the Hall of the Tome of
Eternal Darkness. In this weird place, the person will pick up the book, which
will transport them back to where they were before they were originally
transported to the Hall. The Book also escapes the fates of all of its owners.

The Book will allow Alex Roivas, the game's main character, to start the
adventures (which are set up as Chapters) of other characters when she finds
the Tome's chapters that have been scattered all over the mansion. Once she
finds a chapter, she can have the book translate it for her. You, of course,
will play out all of the chapters that she is reading.

The book also links all of it's previous owners by sharing their memories with
the person who currently obtains the Tome. Each time Alex reads a new chapter,
the screen will flash certain flashbacks from previous chapters that Alex
has read. For example, once you get to Anthony's chapter and read it, the
screen will flash with memories from Pious' and Ellia's chapters.

The most important aspect of the Tome comes with it's collections of
inscribed Runes. Each time that a character finds a Rune and creates new
Spells, the book records these new spells in its pages. Each character who
possess the Tome will know the spells that previous owners had found. Do
note that the Tome will only reveal these spells to Alex after she has found
the Tome: you aren't able to cast every sing spell in the game as Alex finds
the Tome, even though she is its most recent owner.

The Tome is split up into several different sections. These include game saves,
game options, Magick pages, enemy pages, current inventory, and cutscenes.


---The Chapter Pages---
There are a total of 11 chapter pages located in the game (1 of them is found
in the Tome when Alex originally finds it, while the other 10 are found
throughout the mansion that Alex enherited). Each chapter page represents
the story of one of its previous owners, detailing their fight and struggle
against the Eternal Darkness. These chapter pages show the true heroism of
the souls that the Tome has chosen to fight the Darkness.

You may be asking the question, "Why are the Chapter pages hidden throughout
the mansion instead of all being within the book?" Well, at the beginning of
the game we see that Edward Roivas had been murdered. Now, he knew that because
he had fought against the Darkness, he was going to die soon. Because of this,
Edward decided to hide the pages throughout the mansion so that the dark
minions would not be able to find them, and also so that normal eyes wouldn't
be able to find them. He hid them for only Alex to find them, as he knew that
she would inherit his mansion. He knew that Alex would be able to continue
the fight against the Eternal Darkness after his murder.

Edward also decided to hide the Tome inside his grandfather's secret study.
Alex will stumble across the secret study (due to a little bit of 'haunting'
evidence) and find the Tome. She can use the Tome to read the chapter pages
from the past (as they are all written in a special code that only the Tome
can unlock). Edward has hidden the chapter pages in such a way that will test
Alex's abilities in using what she has learned in the previous chapter. For
example, a certain spell that you learn in Anthony's chapter will be used back
in Alex's chapter to find the next chapter page. Sound confusing? Well, it
really isn't, and you'll understand this better once we get into the
walkthrough.


---The Hall of the Tome of Eternal Darkness---
As mentioned before, the Tome is the one who chooses it's next owner. These
people will not know that they are the owner until they are chosen. They
could be randomly walking one day and all of the sudden be transported to
another dimension like area; this place is known as the Hall of the Tome of
Eternal Darkness.

You will know that you are being pulled into the Hall when the screen starts
to glimmer as if where you are is being filled up with water. In other words,
the screen gets heavily distorted. After a few moments of this effect, you
will start to hear screams coming from all around you. The pathway seems to
be made of brick blocks. If you look closely, however, you'll notice that they
are actually faces that are screaming without stop. These are the normal
victims (souls who never gained access to the Tomb) of the Eternal Darkness,
screaming from the pain that the Darkness has given them. Screaming from their
insanity.

On each side of the lone pathway you'll notice there are places for statues
(or there are already statues, depending how far you have gotten into the game)
of something. These statues will actually turn out to be sculptures of the
few who actually fought against the Eternal Darkness (such as Ellia and
Anthony). Interesting to see that Pious' statue has been cut from the torsoe
area and up, showing only his legs and bottom torsoe. Hmm... I wonder if that
relates to anything. For a hint: Look carefully while playing Pious' chapter
and try to remember what you cut down...

Anyway, at the end of the pathway there is a claw that is seemingly made out of
human bones. As you approach this claw, the claw will open up, refealing the
book in it's palm. You are then able to pick up the Tome once the game asks
you to do so. Once you pick it up, a series of flashbacks will appear. These
will show key events that have taken place in previous chapters before the
one you are currently playing. This will show your character what the Eternal
Darkness is doing. This doesn't affect the gameplay; it's put there only for
visual and story telling effect.

Once the flashbacks stop, the character will be where they were before they
were transported into the Hall. Nothing has changed with the character, however
they are now carrying the Tome. What does this mean? They can now use Magick
from the Tome, as well as using any spells that previous characters had
discovered. Of course, the character now has the responsibilities that the
book has put upon them, and this responsibility is to fight against the Eternal
Darkness. Obviously, this means fighting with your life and sanity.


---Magick---
I've been talking about it, but I haven't really explained what Magick is yet.
Magick is a special power that is directly drawn from the four Ancients. The
power that is being drawn relates to a certain Ancient. For example, if you
are drawing the reddish Magick, you are drawing power from the Ancient called
Chattur'gha. Each power has a weakness to another. Magick is used for several
differnt purposes. Servants of the Eternal Darkness, such as Zombies or
Gatekeepers, can be harmed by physical attacks such as swords or guns. Some
enemies, however, are seemingly made up of Magick, and therefore cannot be
harmed by normal physical weapons. There are also certain cercumstances in
the game in which you'll need to use Magick to have a certain task happen, such
as aligning a sword to a certain strand of Magick. Again, this may sound
confusing, however it'll make more sense later on.

Now, to understand Magick a bit better, it would be a good idea to explain how
Magick is used, and what Magick is used for. Over the rest of this chapter, I
will explain the various spells that you will learn over the course of the game
(such as which Runes are used to create them, as well as some extra background
information about each spell, such as when and why you will use it). I will
also explain how to create spells (by playing with the various Runes that you
find), what Runes are, and what Alignment Runes are. If you are new to the
game, then it would be best for you to continue reading and finishing this
chapter. If you don't, you'll be stuck in the game; I guarantee that.

First, let's talk about Magickal symbols.


---Sigils---
Sigils are fairly basic objects. They are magick symbols that have been
engraved into physical objects, such as doors or walls. They have a certain
colour, as well as a certain shape. The type of sigil tells you what sort of
magickal spell you must cast upon the object in order to get something to
happen. The object won't function until you break the sigial (for example, a
door with a sigil on it won't open until the sigil is broken).

So, let's say we have a sigil in the shape of a triangle (3 vertexis, aka 3
points) that is coloured red. This sigil is under the alignment of Chattur'gha
(which is red), and it has a power field of 3. In order to break this sigil,
you will need to cast a spell with a 3 points of power under the alignment
of Ulyaoth (which is blue), as Ulyaoth's alignment defeats Chattur'gha's
alignment. More on the alignments now...


---The Four Alignments---
Every single spell will be aligned to a certain Ancient. At the same time, each
creature will be aligned to a certain Ancient (creature's are the Ancient's
workers; they are placed into the real world to do the Ancient's dirty
business, as the Ancient's themselves cannot enter the real world, even though
their Magickal power can).

Determining a creature's certain alignment is relatively simple: examine its
basic colour. You can also determine the alignment of a cast spell by
examining it's colour. Creatures and spells that are red are aligned under
the red Ancient, Chattur'gha. Creatures and spells that are blue are aligned
under the blue Ancient, Ulyaoth. Creatures and spells that are green are
aligned under the green Ancient, Xel'lotath. Finally, creatures and spells that
are purple are aligned under the purple and all powerful Ancient, Mantorok.

Like a simple game of rock-paper-scissors, each Ancient opposes another
Ancient. A picture in the mansion foyer (during Alex's chapter) will show the
rock-paper-scissors formation. Since I can't show that image here, I'll
write it out:

~ Chattur'gha (red colour) opposes Xel'lotath (green colour).
~ Ulyaoth (blue colour) opposes Chattur'gha (red colour).
~ Xel'lotath (green colour) opposes Ulyaoth (blue colour).
~ Mantorok (purple colour) reigns above all the others. It does not fully
oppose any colour, and no colour fully opposes it.

So what does this all mean? Let's go back to the rock-paper-scissors example.
In the game of r-p-s, we all know (at least, I would hope you know) that
paper beats rock. Alternatively, rock beats scissors, and scissors beats
paper. As we saw on the small list above, red defeats green, green defeats
blue, and blue defeats red. Unlike in r-p-s (well, in the normal form of the
game), there is a wild card in play here. Mantorok, with the colour alignment
of purple, equally opposes all of the other Ancients, and no Ancient opposes
purple. So, purple defeats everything, whereas nothing defeats it.

We now see that certain alignments defeat other alignments. You are probably
starting to catch onto the picture now. Let's say you see a Zombie enemy up
ahead, and you notice that it is the colour blue (more information about the
various Zombies will be located in the enemies chapter which is chapter 6). 
Blue is weak against green. Let's say your only weapon was a sword. What you
should do here is align your weapon (using the Enhance Item spell) under
green. Since your sword is now aligned under Xel'lotath, you will have an
easier time defeating the blue enemy since blue is weak against green! If
this had been a red enemy, you should align your sword to blue, as blue
is strong against red. Of course, you could align your sword to purple, which
would cause the same amount of damage against any enemy. See, it isn't all that
hard!

Of course, alignments work with more than just enemies. Let's say up ahead you
see that an enemy casted a Damage Field spell (Damage Field is a force field
that no physical being can get through). Enemies will cast spells that are
the same colour that they are. So, if this was a red Zombie, it would cast a
red Damage Field. In order to take out the Zombie, you would have to take out
that Damage Field first. The only way that can be done is by casting a spell
called Dispel Magick. Since you are facing a force field under red alignment,
you would cast this Dispel Magick spell under the blue alignment. Since you
are casting a Dispel Magick under the alignment that opposes the force field,
the Dispel Magick will dispel the force field! This is the only way to get rid
of a Damage Field spell. We will obviously discuss spells in more detail
later on in the next section and walkthrough.

I highly suggest that you become familiar with this little table. It is
important to know what opposes what, as there will be certain times in the game
when you will have to react very quickly and assign the correct alignment to
the correct weapon/spell. Knowing the spells and weapons is one thing, but it
is also very important to know how to take down an enemy faster, even if it
is a normal Zombie, let alone a giant enemy such as a Horror. I say this
and I really mean this: knowing what beats what will be the difference
between life and death. Assigning the wrong alignment (such as enhancing your
sword under red while fighting a blue enemy) will make things worse. Hitting
a blue enemy with red shots does less damage than normal!


---Spell Pages in the Tome---
The Tome of Eternal Darkness is split up into a few different sections. One
of them relates to Magick. This page will only appear in the Tome (which is
accessed by pressing the Start button during the game) after your current
character has found the Tome (with the exception being Alex; although she
finds the Tome near the start of her adventure, you can still access a Start
menu to save and whatnot). Here we shall go over the various subheadings that
can be found under the Magick section while describing how to create new
Spells.

Spell List:
This is the first subheading under the Magick section (the subheadings are
located on the left side of the page). This section will contain a list of all
the spells that you have learned so far over the course of the game. You are
able to cast a spell from this list. To do so, select the certain spell with
the control stick, then select "cast." Then a little prompt will pop up asking
for you to choose the Circle of Power you wish to use (3, 5, or 7) and the
Alignment you wish to put on the spell. After you choose these options, the
Magick menu will automatically close and you'll return to the game, and your
character will automatically cast the spell! Remember to be out of harm's way
before you cast the spell, as enemies can still hit you while you are casting!

Quick Spell:
This is a handy little option that will let you assign different spells to a
few different buttons on your controller. These buttons are the four directions
on the Control Pad (yep, it's actually used in this game) and the Y button on
the Gamecube controller. If you wish to assign a spell to a Quick Spell button
(you can assign any of the game's spells to any button at any time - once you
have discovered them of course), choose the Spell from the Spell List while
under the Magick menu and then select Assign. Like the Spell List, you will
be prompted to enter the power of the spell (3, 5, or 7), as well as the
Alignment for the spell. This works exactly the same way as if you were casting
a spell from the Spell List, however this time the spell won't cast right
away. Instead, you'll have to press a button to cast.

Why bother doing this? Well, it is much easier to press a single button on
the controller than having to go through the Spell List each time you wish to
cast a spell. It would be best for you to assign the five most used Spells to
their own button on the controller, with the most used spell being placed on
the Y button (since it's easier to hit the Y button than one of the directions
on the Control Pad). Of course, you will have to change spells according to
the level you are playing on, as some characters use certain Spells more
often than others. You can always change what is assigned to a button by
simply assigning a new Spell to the certain button; it will automatically
cancel out the old Spell assigned to the certain button. A simple press of the
button will always cast the spell while you are right in the game. Saves a
bunch of time.

I highly suggest that you keep the following two Spells assigned to any button
during the whole course of the game: Enchant Item and Recover Health.
Obviously you may have to change the Alignment of these spells sometimes,
depending on your current situation.


Researching for New Spells:
The game will not through new Spells at you. Even if you have all of the Runes
and other necessary items for creating a new Spell, the Tome won't always
create it for you. A Spell will not appear in your Spell List until you have
done some researching for it, and you cannot cast a Spell until it is in the
Spell List. Although the game may tell you that there is a new Spell available,
you are the one who will have to create it. There are two different ways to
research Spells, one of them being an easy way, and another being a bit of a
more difficult way.

Using Scrolls:
Scrolls are scattered throughout the entire game. They are usually hidden
quite well (such as under rocks or in small coves), however they are very
important in the art of creating new Spells. Each time you discover a new
Scroll, the game will check to see if you have all of the components for the
Spell that is written on the Scroll. In other words, Scrolls will contain the
recipe for new Spells! If you don't have the certain components (such as you
haven't found the right Runes or Codices yet), then the Spell will not be
able to get put together until you have found them. More on the Runes and
Codices soon...

If you have all of the necessary Runes and Codices that are needed to create
the Spell that is shown on the Scroll, then the game will show you that a new
Spell has been found, and it will show you which Runes are being used to
create it (so you know for future reference). The Spell will then be added to
your Spell List, and you will then be able to use it!

If you have not found all of the right components yet, then the Spell on the
list will not be created until you have found all of the right materials. The
Spell will not be added to your Spell List until everything has been found.
However, the very moment you find the last missing component, the Tome will
identify them and you will be taught the new Spell right away. It will then be
added to your Spell List and you can use it at any time. Do note that Scrolls
are often found after you have the certain components needed for the certain
Spell's creation.

New Spell:
This is the second subheading under the Magick pages in the Tome. This is the
more difficult way of discovering new Spells, however it is a much faster way
than using the Scrolls. If you already know what is used to create a new Spell,
and if you have already found the right Runes and have identified them with
the certain Codices, then you will be able to create the spell in this section
before finding the Scroll! You are able to research new Spells all by yourself
here.

If you select the proper components of a spell and piece them together, then
you will automatically learn the Spell and it will be added to your Spell List.
If you used the wrong combo, then the game will tell you that this is not a
Spell and you will have to try again from start. The Spell will not have a name
until you fully identify it, however, with the certain Codices and Scroll. The
main reason why most people would use this way of finding new Spells is if
they missed a Scroll in a chapter that they finished (remember that once you
finish a certain character's chapter in the game, you cannot go back). For
example, if you created the Magick Pool Spell before everything that is used
under it is identified, then the Spell will be listed as Spell 11 on your
Spell List. The Spell still works, of course. If you wish, you can also place
this Spell on one of the Quick Spell buttons. The only thing that is different
here is that the Spell won't have a name until you find the Scroll, and of
course not knowing the proper title of the Spell will not effect its purpose.


Creating New Spells:
All Spells are made in exactly the same way. In other words, they are all
built using the same foundation; the only difference between Spell is the
bricks you use for the foundation. All Spells are made from using a Circle of
Power, an Alignment Rune, and two to six other Runes. You will need all of the
components for a Spell in order to create and cast it. Even if you have a
Scroll, you will not be able to discover and cast the Spell.

Here is some more information on the various components of creating spells.

Circles of Power:
Basically, these represent the power of the Spell that you are casting. A lot
of power isn't always the best thing, however, as the more power you put into
a spell, the longer it will take to cast. The weakest is a three-point Circle
of Power, which can be cast quickly and require a small amount of magickal
energy to cast. Seven-point circles, however, take much longer to cast and
will use up a lot more magick. All Spells will require a Circle of Power. You
will find these Circles of Power throughout your quest. There is a three, five,
and seven Circle of Power.

Runes:
These are magickal sigils that will give you the ability to cast Spells when
you possess the right combination of them. They will always take up the
majority of a spell recipe. Runes are always hidden within transparent
creatures that you must destroy in order to release the Rune from their
bodies. Here is a list of the various Runes:

Bantorok: "Protect"
Tier: "Summon"
Narokath: "Absorb"
Nethlek: "Dispel"
Antorbok: "Project"
Magormor: "Item"
Redgormor: "Area"
Aretak: "Creature"
Santak: "Self"
Pargon: "Power"

The names of the Runes give you a hint for what they will do. You will often
put two different Runes together. It's like taking two words, putting them
together, and then coming up with one word. For example, take a look at the
Tier (Summon) and Aretak (Creature) Runes. When you put those two words
together, what do you get? "Summon Creature!" Hmm... sounds interesting. When
using the New Spell feature, try to put two words together and see if it makes
sense! So far, we know that in order to create a new spell you'll need to use
a Circle of Power, at least 2 Runes, but there's something else...

Alignment Runes:
The last thing you need to create a Spell is to align it to one of the four
available alignments in Eternal Darkness. Each of these Runes shares its name
with one of the four Ancients from which it draws its power. These Runes will
determine the alignment of a Spell, and it will also determine the Spell's
strengths and weaknesses against enemies/other spells. Here is a list of the
various Alignment Runes:

Chattur'gha: This is used to cast Spells under the red alignment.
Ulyaoth: This is used to cast Spells under the blue alignment.
Xel'lotath: This is used to cast Spells under the green alignment.
Mantorok: This is used to cast Spells under the purple alignment.

So now it should make sense to you. In order to create a Spell, you must use
a Circle of Power to select the Spell's strength, then you use a minimum of 2
normal Runes to explain what the Spell will be about, then you will have to
use a Alignment Rune in order to select the Spell's alignment. Simple stuff!

So, here's a quick example. Let's go back to the example mentioned earlier that
put together Summon and Creature into the phrase "Summon Creature". Here is the
steps you would have:
1) Select a 3-point Circle of Power
2) Select the Tier and Aretak Runes
3) Select the Chattur'gha Alignment Rune

When you put all of these together, you will come up with a Summon Creature
Spell that has a power of 3, and the creature will be under the Chattur'gha
Alignment (so it would be red). This isn't a actual Spell; it's just a quick
example. The recipes for all of the actual in-game spells are available a
little later in this chapter. Before then, we must go over a few more
important things.


Codices:
These are pieces of flat stone that have sigil engravings on them. They look
to be quite old, back from the day when humans still carved things into stone,
however the Tome of Eternal Darkness can still read them. The sigil on the
Codex will correspond to a Rune that you have discovered or will discover. All
Codices are found in the same Chapter that has their corresponding Rune. Once
you have a Codex, you will automatically be able to idenfity the Rune that
corresponds to that certain Codex. You will also know the name of the Rune,
which can be a huge help when you are trying the New Spell option.

Codices don't play a major role in the game, especially if you have played the
game several times. Even if you don't have a Codex for a certain Rune, you can
still use that Rune for creating new Spells. The only thing that missing a
Codex will do is leave out the name for the Rune on the Runes List in the
Tome, as well as not having the Scrolls work (if the recipe for that certain
Scroll requires the currently unknown Rune). If you know what the Rune is,
however, then you can still use it.

Sometimes you will find a Codex before finding it's corresponding Rune. You
will be able to see the Codex under the Runes List on the Magick menu in the
Tome, however you CANNOT use the Codex in place of the Rune to create a Spell.
Codices don't have any sort of magickal power; they are only used to decipher
a Rune. Once you find the Rune for a Codex, you will no longer see the Codex
on the Runes list, as it will identify the Rune for you and then there will no
longer be any reason to see it on the list.


Using the Pargon Rune to Power Up Spells:
Firstly, you'll need access to the five or seven-point Circles of Power in
order to make this work. You will also need to have found the Pargon Rune,
which stands for Power. Once you gain access to a five and seven-point circle,
you will be able to power up all of your previous Spells. You can turn
three-point Spells into five-point Spells, and eventually even seven-point
Spells. This will make the Spells much stronger, however it will also take
longer to cast and it will also use more Magick power.

Powering up a Spell is easy, however the game will NOT do it by itself. The
game may teach you new Spells thanks to the Scrolls, however they will always
teach you the basic Spell (with a exceptions, such as the Spells that can only
be cause using a five or seven-point Spell), and the basic Spell only. First,
go to the New Spell menu from the Magick menu. From here, select a five or
seven-point Circle of Power and then select any Alignment Rune (it doesn't
matter which, considering when you first cast a Spell it will ask for your
Alignment anyway). Next, you will be asked to place two Runes that will
create a Spell. Again, let's use the Summon and Creature (Tier and Aretak)
Runes from the example before. Once we select those, we will simply add
Pargon Runes until the Spell is complete. This will create a new five or
seven-point version of the Spell. Here's a little way to visualize it:

Five-point Spell: Select a five-point Circle of Power. Then, an Alignment Rune,
two other Runes, and then two Pargon Runes.

Seven-point SPell: Select a seven-point Circle of Power. Then, an Alignment
Rune, two other Runes, and then four Pargon Runes.

Every three-point Spell in the game can be powered up to a five or seven-point
Spell. You must repeat this process for each of the three-point spells that
you have previously learned. It is important to note that there are three
Spells that cannot be changed. Those are the Summon Trapper, Zombie, and Horror
Spells. The Summon Trapper Spell can be created with a three-point Circle of
Power and only a three-point Circle of Power. It cannot be used with a
five-point Circle of Power. A five-point Circle of Power with the Summon
Creature Spell will summon a Zombie. A seven-point Circle of Power will
summon a Horror. Of course, once you have the Circle of Power and the right
Runes, you'll be able to create these other spells earlier than normal...


The Spells:
Here I'll give a full description of each of the 12 Spells in the game. Spells
are the results of the combinations of magickal components that will produce
effects that will always work in your favour... or at least one would hope.
In order to cast Spells, they must be in your Spell List on the Magick menu
in the Tome of Eternal Darkness. All Spells require a circle of power, two
Runes, and a Alignment Rune. See the previous section on "Runes" for more
information about this if you skipped over.

Enchant Item (Spell 1)
Circle of Power: 3, 5, or 7
Alignment: Chattur'gha, Ulyaoth, Xel'lotath, or Mantorok
Runes: Antorbok and Magormor (Pargon for higher Powers)

Information: You will probably use this Spell more than any other. It is the
             first Spell that you will learn. This will repair any item in
             your inventory that has broken. You can also use this Spell to
             Enchant any of your weapons to a certain Alignment, which will
             help make them more effective against certain enemies (trust me,
             you'll be doing this alot of times). Remember that attacking
             aligned creatures with the opposite alignment will inflict
             about twice the damage that the Enchanted version of the weapon
             eill enflict.


Recover (Spell 2)
Circle of Power: 3, 5, or 7
Alignment: Chattur'gha, Ulyaoth, Xel'lotath, or Mantorok
Runes: Narokath and Santak (Pargon for higher Powers)

Information: The colour of the Spell will determine what this will do. If you
             cast the Spell under Ulyaoth (blue), then you will recover your
             Magick meter. Note that the amount of Magick used for the spell
             and the amount recovered are pretty much the same amount, so don't
             bother recovering under Ulyaoth Alignment. If you cast the Spell
             under Xel'lotath (green), then you will recover some of your
             Sanity. Casting the spell under Chattur'gha (red) will allow you
             to recover Health. Finally, casting the spell under Mantorok
             (purple) will recover both Health and Sanity. I recommend that
             you cast the spell under Mantorok once you can. Casting it
             under a three or five-point Circle of Power is your best bet.
             Casting under a seven-point will usually take up nearly all of
             your Magick meter. Use it only if you are on the edge of death.


Reveal Invisible (Spell 3)
Circle of Power: 3, 5, or 7
Alignment: Chattur'gha, Ulyaoth, Xel'lotath, or Mantorok
Runes: Narokath and Redgormor (Pargon for higher Powers)

Information: This usefull Spell will make objects that are invisible, visible!
             The best part of the Reveal Invisible spell is if you cast it
             under the Mantorok Rune, which will make your character completely
             invisible to most enemies! The enemies which can still see you
             are discussed in Chapter 6.


Damage Field (Spell 4)
Circle of Power: 3, 5, or 7
Alignment: Chattur'gha, Ulyaoth, Xel'lotath, or Mantorok
Runes: Nethlek and Redgormor (Pargon for higher Powers)

Information: This useful attack will create a ring of Magickal energy around
             you. This powerful force field will stop any enemy from lunging
             at you. As soon as a monster touches the field, they will get
             damaged. This is best used if you are being surrounded by enemies
             and want to take them out quickly, or if you are surrounded and
             need to recharge any health. The Damage Field will stay active for
             several seconds to several minutes, depending on the Circle of
             Power that was used. Do note that enemies can still suck your
             Sanity even when you are behind the Damage Field. The only way a
             Damage Field can be undone is if (aside from it's time running
             out) an enemy casts a Dispel Magick attack of equal or higher
             power of the Damage Field you created. So, if you have a 5-point
             Damage Field, an enemy can take you down with a 5 or 7-point
             Damage Field while having the opposite Alignment of your Spell.


Dispel Magick (Spell 5)
Circle of Power: 3, 5, or 7
Alignment: Chattur'gha, Ulyaoth, Xel'lotath, or Mantorok
Runes: Nethlek and Redgormor (Pargon for higher Powers)

Information: You will be casting this attack quite often through the game. The
             Dispel Magick Spell will destroy any Damage Fields that certain
             enemies have created to hide behind. This is the only way for
             enemy Damage Fields to be taken down. Remember, you need to cast
             a Dispel Magick Spell of the same power (all enemies will have a
             5 or 7-point Damage Field around them) and the opposite Alignment
             in order to Dispel their field. Dispel Magick can also be used to
             destroy any sigils that you find on walls. Again, you need to
             cast the Spell in the opposing Alignment of the sigil while using
             the same or higher point power. Unlike enemies, some sigils are
             under 3-point power. Of course, the walkthrough of this guide will
             explain to you which Dispel Magick Spell you'll need to cast at
             the particular moment when you need to cast one.


Summon Trapper (Spell 6)
Circle of Power: 3
Alignment: Chattur'gha, Ulyaoth, or Xel'lotath
Runes: Tier and Aretak

Information: This is the first of three Summon Spells that you will be able to
             cast. Casting this Spell will allow you to summon a player
             controlled Trapper of the same alignment as the Alignment Rune
             that you used to cast this Spell. This summoned Trapper will have
             all of the abilities that normal Trappers have. It also has the
             same vulnerabilities. While controlling the Trapper, your Sanity
             meter will slowly drain. If you lose all of your Sanity, you will
             also lose control of the Trapper. If you lose control of the
             Trapper before destroying it, then it will attack you. The
             Trapper has only one attack, which is very effective. Press A
             while you are near a enemy of object, and the Trapper will send
             that enemy or object to the Trapper Dimension. Note that if an
             enemy spots your Trapper that is of another Alignment than your
             Trapper, then it will attack you. Be sure to destroy your Trapper
             before letting it go. After you use it's trap ability, the
             Trapper will automatically die. MAKE SURE NOT TO USE THE TRAP
             ABILITY WHEN THE TRAPPER IS NEAR YOU, AS IT WILL TRAP YOU TOO!
             You cannot cast a Mantorok Aligned Trapper.


Shield (Spell 7)
Circle of Power: 3, 5, or 7
Alignment: Chattur'gha, Ulyaoth, Xel'lotath, or Mantorok
Runes: Bankorok and Santak (Pargon for higher Powers)

Information: This will create a strong Magickal barrier that will act as a
             Shield. These will deflect any physical attacks coming from
             enemies. The Circle of Power used will relate to how strong the
             Shield is. Using a 3-power will make 3 small shield orbs circle
             around you. A 5-power will make 5 small shield obrs circle, and
             so on. The Shield is most effective if its Alignment is opposite
             to the enemy who is attacking you. If this is the case, it may
             take an enemy up to 7 hits to destroy a Shield. Do note that
             some enemies will be able to take out any power of Shield in one
             hit. More information on those enemies can be found in Chapter 6.


Summon Zombie (Spell 8)
Circle of Power: 5
Alignment: Chattur'gha, Ulyaoth, or Xel'lotath
Runes: Tier, Aretak, and 2 Pargon

Information: This is the second Spell that will allow you to summon a creature.
             This Spell works the same way as the Summon Trapper Spell,
             however 2 Pargon Runes must be added on to the Spell components.
             Again, the alignment of the Zombie will depend on the Alignment
             Rune that the player used to summon the Zombie. The type of Zombie
             you summon will have the exact same abilities and weaknesses that
             the normal Zombies you face will have. Like the Trapper Spell,
             while you are in control of the Zobie you will slowly lose Sanity.
             Once your Sanity is completely drained, you will lose control of
             the Zombie. When you are no longer in control of the Zombie, it
             will be able to attack you. Unlike a Trapper, a Zombie cannot
             suicide, and creating more enemies for you to fight is never a
             good idea, so use this Spell only when you have to (there are
             times in the game when it's necessary, of course these moments
             will be described in the Walkthrough).


Magickal Attack (Spell 9)
Circle of Power: 3, 5, or 7
Alignment: Chattur'gha, Ulyaoth, Xel'lotath, or Mantorok
Runes: Antorbok and Redgormor (Pargon for higher Powers)

Information: This is one of the most useful Spells that you'll learn in the
             game. Some enemies can be defeated quite easily with it, and one
             certain enemy can only be taken down with the Magickal Attack, so
             be sure to know how it works! This Spell will create a very
             powerful magickal wave that will damage all enemies in its path.
             It will work best against targets that are not moving, and targets
             that are in the opposite alignment of what the attack was cast in.
             Be sure to use the alignment that is superior to the alignment of
             the creature you are looking to defeat, or else this attack won't
             have a major impact.


Summon Horror (Spell 10)
Circle of Power: 7
Alignment: Chattur'gha, Ulyaoth, or Xel'lotath
Runes: Tier, Aretak, and 4 Pargon

Information: The only Spell that always requires a seven-point Power Circle is
             also the Spell that will summon the most fearsom normal creature
             in the game, a Horror. This works exactly the same way as the
             Summon Trapper and Zombie Spells do. Your Sanity will drop as you
             control the Horror. Once you have lost all your Sanity, the
             Horror will no longer be under you control and it can then attack
             you. While controlling the Horror, you can have it use its
             small Magickal Attack move, as well as crush foes with its
             strong arms. Like the Zombie, there is no reason to summon more
             foes for you to fight unless you must do so to get through a
             certain point in the game, so only use this Spell when you must.
             Also, a Horror will quickly drain your Sanity, so you must be
             quick with your task. The alignment of the Horror depends on the
             Alignment Rune that you use to cast the Spell.


Magick Pool (Spell 11)
Circle of Power: 3, 5, or 7
Alignment: Chattur'gha, Ulyaoth, Xel'lotath, or Mantorok
Runes: Tier and Redgormor (Pargon for higher Powers)

Information: Upon casting this Spell, you will have an infinate amount of
             Magickal power for a short amount of time (the higher the Circle
             of Power, the longer this will last). When the Spell ends,
             however, your Magick Meter will be completely depleted and must
             be recovered naturally. In other words, when this Spell is over,
             you won't be able to cast any more Spells for a little while.
             Use this Spell with caution, and only when you really need it.


Bind (Spell 12)
Circle of Power: N/A
Alignment: N/A
Runes: Bankorok and Aretak

Information: The final Spell that you will learn is also one of the most
             useful. The Bind Spell, when cast on a creature, will temporarily
             Bind them. In other words, the creature will become friendly
             to the caster and fight for you. It will fight any enemy that
             seeks to hurt you, and it will not attack you until the Spell
             runs out (which is quite a while). This Spell uses up a tonne of
             Magick from your meter, so use it only when you must. It is best
             to use this move if you are facing two Horror's of the same
             Alignment. Trust me, it will make the fight much easier, as one
             Horror will be taken down, and then you'll simply have to fight
             the lone standing Horror (which shouldn't be to hard, as the
             other Horror would have weakened it greatly). Of course, this
             Spell can be used on nearly any enemy.


Casting Spells:
So now you know what Spells are, how you create them, and what they can be
used for. When I haven't mentioned so far is how you actually cast the Spells
(at least not in great detail), so I'll do that here.

Once you have learned a Spell and IT IS IN YOUR SPELL LIST (unless a Spell is
in the list, you cannot cast it), you will be able to cast it. You can cast
Spells from the Spell Llist option on the Magick menu, or by assigning the
Spell to one of the Quick Spell buttons. After you cast the Spell by finishing
the various options to doing so (Alignment and Circle of Power), you must
STAND STILL. The moment you move, the Spell will break. So, as soon as you
cast a Spell, take your finger off the control stick. If an enemy hits you
while you are casting a Spell, the Spell will also break, since it counts as
movement. The Magick from the Magick Meter will still be depleted, and wasting
Magick is bad, so stay still. It is best to cast Spells in empty rooms or
hallways and not in areas where you are being attacked (especially for enemies
with long range attacks; if you are facing an enemy such as a Zombie, you may
have enough space between you and it to cast the spell, since they are so slow,
however if you are facing a Horror, they have their long range Magick attack
which will break your Spell once it hits you).

When you enter a new room for the first time, you may see some enemies. Take a
look at their Alignment (if they are aligned differently, they will attack
each other; wait for them to duke it out before attacking yourself), then walk
out of the room to the previous room (which I would imagine has no enemies
since you have just been there and should have taken them all out). In the
empty room, cast the appropriate Spells (such as Shields or Enchanting
weapons), then head back into the room with the enemies again. Since enemies
can't go through doors in this game, it is best to leave a good amount of
distance.


~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

            ~-------------------------------------------------------~
            |       4. The Cast of Characters and Their Items       |
            ~-------------------------------------------------------~
                                     [#9211]

Introduction:
You will control a total of 12 different characters throughout the game. It
is important to know each character's traits, their background (to add to the
game story), and, most importantly, the weapons/items that they will encounter
in their respected chapters. It is good to read each character bio, located in
this chapter, before continuing on with the certain character's chapter. You
will then be able to plan out when to use each item, and also how to use
each item. Read the character bio first, then use this the character
walkthrough (Walkthroughs are located later in this document) to get the most
out of this guide.

Do note that some of the character bio's contain Spoilers for their personal
bio, and that the weapons/items mentioned will also be spoilers. If you want
to get through this game by yourself, then stop reading here. Then again, if
you wern't stuck or didn't want extra information, then you wouldn't be reading
this, eh?!

Note that weapon and item lists are not done in any particular order.


---Alexandra Roivas---
[#9211a]

Biography:
Alex is the last surviving member of the long-running Roivas family. She is
a young woman (in her early 20's) with a nice, fit figure and bleached blonde
hair. Alex was raised by her grandfather, Dr. Edward M. Roivas, because her
parents were skilled when Alex was still quite young. At the beginning of the
game, Alex receives a call at 3:33 from Inspector Legrasse of the Rhode
Island Police. They state that there has been a accident at her grandfather's
mansion. Alex takes the night flight out of Seattle and heads to Rhode Island.
Once there, they inform Alex that her grandfather had been murdered. Despite
Mr. Legrasse promising Alex that they will try to find out what heppened, the
ever-impatient Alexandra decides to take things into her own hands and will
try to find out what happened herself. Because of her curious nature, Alex
finds herself in what is a 2,000 year war against the Eternal Darkness, and
she will continue what her family has done in the past.

Alex is the main character in Eternal Darkness. She is, what I like to call,
the overworld character. You will control Alex around the old Roivas mansion
while finding chapter pages. Once you finish a chapter, you will return to
Alex's chapter and have her find another chapter until you finally get to the
end of the game. Her story, more or less, begins and ends the Eternal Darkness,
and the game itself. As Alex reads the stories written on the chapter pages,
she will pick up the experience and abilities that were found in them.

Alex has a strong head, meaning she has a large Sanity Meter. Monsters won't
easily get to her. This could be because of her revenging attitude: these
monsters killed her family, and she won't let them kill her. Alex also has an
above average Magick Meter. She has an average amount of health, as her
slim posture and small body doesn't put up much of a barrier against attacks
brought to her. This is a good thing, however, as Alex won't see many enemies
during her chapter (except near the end). Her stache of weapons is more than
enough to take them down, however, as she will have swords, revolver's, and
giant shotguns to help her out. She may be small, but with weapons like these
she could take an elephant down... literally. She has average stamina.


Alex's Weapons:

Gladius
This ancient Roman weapon is a short but worthy sword. Because of its length,
it can be used in tight corridores as well as in wide open areas. The only
weakness is that, since it has small reach, you'll have to be close to enemies
to hit them. It also doesn't do an amazing amount of damage. You will find
the Gladius in the Secret Study of the Roivas Mansion; it's the first weapon
that Alex and you will find.


Enchanted Gladius
This weapon is the same as the Gladius, however there is one important
difference: it will stay enchanted forever. In other words, you don't have to
constantly cast the Enchant Spell in order to enchant this weapon. The weapon
is always enchanted in the magick that opposes Pious. So, if Pious works for
Chattur'gha (red), then this weapon will always be enchanged under Ulyaoth
(blue). Alex finds this weapon near the end of the game. Someone leaves it at
the front doorstep of the mansion, however they take off before she can see
who left it. This will happen after Michael's chapter. The enchantment will
constantly add to the power of the weapon, so once you pick it up always be
sure to use it when you can. This is really the only weapon you should use in
the final fight of the game.

What really makes the Enchanted Gladius stick out is its boomerang-like
function. To make up for it's short melee distance, Alex can target a enemy
from afar by pressing and holding R. As long as she is a few steps away from
the enemy (to far to hit them with a normal swing), Alex will throw the
Enchanted Gladius at the body part selected and it will always hit its target
(assuming it doesn't hit a wall or anything of that sort first). It will then
reappear in Alex's hand. Even though the Enchanted Gladius will reappear in
Alex's hand, it will still look like it's sticking in the enemy (with the
exception of Pious). This boomerang feature along with its great melee power
makes the Enchanted Gladius one of the most useful weapons in the game.


Model 37 Revolver
Like any normal Revolver weapon, this small handgun packs a nice little punch
(espeically when it is enchanted). It has a clip of 5 bullets (a "clip" is
the amount of bullets a gun can hold until it must be reloaded) and has fairly
good firepower. If you are a fan of FPS games (First Person Shooters), it won't
come as a surprise to you in knowing that it takes a while to reload this gun.
Revolvers must be reloaded bullet by bullet. Although that is only 5 bullets
per upload, it can feel like an eternity when a Zombie is clawing at you. It
is best to reload this weapon in rooms that are void of enemies, or if they
don't have any long range attacks and there's a good deal of space between
you and them. You can't move while reloading, so it could give enemies a free
hit on you. This model uses .38 Revolver Ammunition, which can be found in
small packets all around the mansion. There isn't infinate ammunition scattered
around, however, so use shots wisely and only when you need to. It's best to
use this weapon on long distance enemies; use your Gladius or Enchanted
Gladius as much as you can and save this for when you need it. This weapon is
found in the dresser drawer of the Master Bedroom in the Roivas Mansion.


Winchester Shotgun
Not only is this one of the most powerful guns in the game, but it is also
great at taking down tough enemies such as Greater Guardians in a few hits.
What makes this Shotgun useful is that it can be fairly useful at long range!
That's right, a Shotgun that can be used for long range and still pack a punch!
I would highly recommend you keep long range enemies at bay with the 37
Revolver and keep the Shotgun for enemies that are up close. A shot from this
baby can take out nearly any enemies in one or two blasts from up close,
however it may take 5 or 6 from afar. Be sure to target the torsoe area when
firing this gun at enemies, especially when up close. Don't bother wasting
shots on the arms or head. This gun will hold seven shells (7 shots in a row),
however it does take a while to reload as each shell has to be loaded one
by one. Reload this weapon only when it's safe to do so, such as in a room
that is void of enemies or in a room where all the enemies have no long
distance attacks and are far away from you. You cannot move while reloading,
however you can stop the reloading sequence if one gets too close. This
weapon uses Shotgun Shells which are found throughout the Mansion, however
they are more rare than the Revolver ammo, so use the Shotgun wisely and only
in times when you need to do so (such as when fighting Guardians, don't bother
wasting these valuable shots on normal Zombies). It is found in the
basement of the Rovias Mansion beside the well.


Alex's Items:

Tome of Eternal Darkness
The most important and used item in the game is this. Alex will find it right
at the beginning of the game inside the Secret Study. As soon as Alex reads it,
Pious' chapter, "The Chosen One," begins. Once Alex finds the Tome on the desk,
she'll carry it around for the rest of the game. With it, she can use Magick
Spells when she learns them. Every character except Pious and Ellia will
find, carry, and use the Tome.

Second Floor Key
Alex will have this small key right at the beginning of the game. 
As the name states, it is
used to unlock the two double doors at the top of the stairs in the main
foyer which gives you access to the second floor of the Mansion. They key is
old from age and use, however, and when you try using it on the door for the
first time it will break in two pieces. Alex will retain these two pieces in
hope of being able to fix them later. You will not be able to repair this key
until you learn the Enchant Item Spell (which will repair broken items). Once
she fixes the key, it will become one piece again and it can be used to open
the doors. They key will not break again after this. Until she fixes they
key, Alex will not be able to explore the second floor of the Mansion.


Chapter Page #1 - "The Binding of the Corpse God"
This is the first chapter page that Alex will find. It is located inside her
grandfather's Secret Study, hung up on a wall behind the main desk. Alex can
pick it up as soon as she enters the room, however she cannot read it as it
is written in a code. Once she first reads the Tome of Eternal Darkness and
learns about Pious, she will be able to decipher this page. In order to
have the Tome decipher this page for you, you must select it from your Item
Inventory and select the Use option. This will begin Ellia's Chapter.

Note: Pious's chapter does not have a chapter page that you will find in the
Mansion. It is located inside of the Tome when Alex first reads it. In other
words, when you first have Alex read the Tome, Pious's chapter will start
right away.

Note: Once you read a chapter page, you will not be able to read it again.


Message Tube/Chapter Page #2 - "Suspicions of Conspiracy"
This page can be found after Alex reads and finishes Ellia's chapter in the
Tome. Alex will first find the Message Tube inside of the Secret Study after
she ignites and distinguishes the correct candles in the small candle puzzle
(comes from Ellia's chapter) on the table to the right of the main desk. Once
she cracks the puzzle (obviously available in the walkthrough later on), the
bottom of the table will open up and she will find the Message Tube. After
selecting it from the Inventory Menu and using the item, she will find the
second chapter page inside. This will start Anthony's chapter after Alex
uses the item. Alex will discard the Message Tube once the chapter page is
taken out as there is no longer a use for it.


Chapter Page #3 - "The Gift of Forever"
This chapter page can be found in the guest bedroom on the second floor of
the Roivas Mansion (meaning you must Enchant the Second Floor Key and unlock
the double doors from the main Foyer). It is hidden behind the picture to
the right of the bed on the opposite wall. Using it will begin Karim's tough
chapter.


Spice Jar/Chapter Page #4 - "The Lurking Horror"
Once Karim's chapter is finished, Alex will be able to unlock the pantry in
the kitchen of the Mansion (located on the first floor). Inside the pantry
Alex will find a Spice Jar on the shelf. Pick it up and use the item (this
means having Alex open the Spice Jar), and inside she will find the fourth
chapter page. She will discard the Spide Jar after she takes the chapter page
out. Using this chapter page will start Max's chapter.


Chapter Page #5 - "A Journey Into Darkness"
This chapter can be found once you finish Max's chapter. It can be found in
the dresser drawer of the Master Bedroom. You must have found the Desser Key
(located ontop of the clock in the Main Foyer) in order to open this. Inside,
Alex will find the page that will start Lindsey's chapter.


Chapter Page #6 - "Hersy!"
Alex will find this page on the small balcony on the other side of the stainned
glass window that is located at the far end of the second floor hallway. Alex
will only be able to get onto this small balcony once she finishes reading
Lindsey's chapter. Until then, the glass here won't 'break down.' Once she
picks up the page, she will be able to start Paul's chapter.


Chapter Page #7 - "The Forbidden City"
After Alex finishes reading about Paul, she will be able to play the piano
in the living room located on the main floor. After she plays a certain piece
on the Piano (the piece is found in Paul's chapter... remember that). Once
Alex successfully plays the right Piano piece, the top of the grand piano will
open which reveals another chapter page. Using this one will gain you acess
to Roberto's chapter.


Chapter Page #8 - "A War To End All Wars"
This well hidden page is found in the Secret Study after Roberto's chapter
has been completed. Here, she will be able to examine some falling rock (the
same way Roberto did in his chapter) coming from the ceiling. This falling rock
is near the painting of the human bodies stacked upon one another (kind of
interesting it would be near that, eh?), but it's hard to miss anyway. After
Alex finishes surveying the spot, she will find chapter page #8. Using this
will start Peter's chapter.


Chapter Page #9 - "A Legacy of Darkness"
Alex will find this chapter page in the Mansion bathroom. This one can be found
inside the medicine cabinet over the sink. Using this item will start Edward's
chapter.


Chapter Page #10 - "Ashes to Ashes"
The final chapter page is found inside the vault in the Basement of the
Roivas Mansion. Once she successfully unlocks the vault, it will open revealing
some items, one of them being the final chapter page in the game. Once you
use this item it will start Michael's chapter.

Note: After you finish Michael's chapter, you will find no more chapter pages
in the Mansion. Once his chapter is done, all that is left to do is finish
the game with Alex.


Basement Key
This key can be found once you finish Peter's chapter (chapter page #8). As
you leave the Secret Study, Alex will see the ghost of an old maid who was
killed in that very spot in the main hallway in the library. She will vanish
away, however she will also leave the Basement Key on the ground for you to
pick up. Once you pick it up, it can be used to enter the basement via the
door in the main foyer.


Desser Key
This can be found right at the start of the game. Walk a few steps forward
after being able to control Alex until you get between the two stairs that
lead to the second floor. In the middle of these two stairs is a small table
with a clock on it. On top of the clock is the Dresser Key that can be used
to unlock the dresser that is found in the Master Bedroom.


Essence of Ancient #1
The first Ancient Essence (contained inside sealed glass container) is found
inside the vault in the basement along with a chapter page and other useful
items. One of the items that you will find is one of the Ancients Essence
(it's one of the two that Pious didn't choose), and it is used in the Ruins
of Ehn'gha near the end of the game. Since it is currosive, it is contained
in a sealed glass jar.


Essence of Ancient #2
The second Essence that Alex finds is found wrapped inside a Parcel that is
left on the front doorstep mysteriously after Michael's chapter. Inside the
Parcel you'll find both the Enchanted Gladius as well as the Essence of an
Ancient that Pious did not choose (and is the difference Essence from the one
you found earlier). It is used near the end of the game in the Ehn'gha Ruins.
Like the previous Essence, it is contained in a sealed glass jar.


Essence of Mantorok
This item can be found anytime after Lindsey's chapter. This Essence can be
found on one of the many bookshelves in the Library (it's the place that you
must go through in order to get to the Secret Study). Like the previous
Essences mentioned, it is used at the Rhn'gha Ruins, and it is also kept
inside a sealed glass jar.


Crankshaft
Alex will find this inside the vault in the Basement. This item has only one
purpose, but it is a very important one. With it, you are able to align the
mirrors in the Observatory after completing Michael's chapter. This is used
to gain access to a new area...


Journal of M. Roivas, Page 1
This is the first of three documents that you will find that have been written
by Max Rovias, one of Alex's ancestors. It is found resting on the toilet in
the Master Bathroom. Be sure to read it, as it will give you background
information on the story.


Journal of M. Roivas, Page 2
This is the second of three documents that you will find that have been
written by Max Rovias, one of Alex's ancestors. Once you fix the fuse box in
the basement, you will be able to enter the guest bathroom right beside the
guest bedroom on the second floor. Inside, you will find the Journal page
ontop of a chest. This will give you more background information on the game
story, and it is recommended that you read it.


Journal of M. Roivas, Closing Notes
This well hidden page is found after using the Pickax on the wallpapered wall
near the stained glass window in the second floor hallway. Inside this room,
which used to be the Servants Quarters, is Max's closing notes on the floor.
Like the other two Journal pages, reading this will add more depth to the
game story and what has happened to the Mansion in the past.


Hidden Note from Edward
This can only be found after completing Edward's chapter, "A Legacy of
Darkness." It is hidden between two pages in the Tome, and Alex finds it once
she finishes reading Edward's chapter. This note from her grandfather will
explain everything that is happening to her and everything that has happened
to the Mansion and their family's destiny. It will also give you a hint of
what to do next: check the wine barrles in the Basement for something useful...


Letter from Edward
This is yet another item that will be found inside the vault in the basement
once you successfully open it up. This letter will hint at what she must do
next in order to continue with her quest.


Note from Edward
Firstly, I wish to note that Alex will ONLY find this letter if she has not
picked up the Dresser Key by the time Max's chapter finishes. It will drop
out of the Tome once she finishes reading it. If you have already found the
Dresser Key (which I'm sure you have by the time you finish Max's chapter),
then you will not find this letter. It basically gives you a clue as to where
to find the key.


Lucky Penny
This little but necessary item is found taped to the back of one of the pages
in the Tome of Eternal Darkness. This is the same Penny that Peter used in
his chapter (well, one can only believe that this is the same one). This Penny
is used for the same purpose in Alex's chapter as it did in Peter's: Use it
on the fuse box to have lights return to certain places in the Mansion.


Pickax
This can only be obtained after finishing Edward's chapter and after you read
the hidden Note From Edward. It is found stashed between two wine barrels
in the basement of the Mansion. The note did say something was hidden here,
afterall. This Pickax is used to tear down the weak wall that leads to the
Servant's Quarters on the second floor hallway near the stained glass window.


Stethoscope
This item is found ontop of a pile of bones in the Servant's Quarters. This
item is used to easily open the vault in the basement of the Mansion. Without
it, it is impossible to open the vault, so don't bother trying without.


Pedestal Fragments/Broken Pedestal
There are two Pedestal Fragments on the ground around the Magickal Array.
You must mix these two Fragments together and then use the Enchant Spell to
piece them together again to make one Fragment. Once it is whole, you can
place it on its respected pedistal.


---Pious Augustus---
[#9211b]

Biography:
A noble Roman centurion who eventually turns out to be one of your greatest
enemies, as well as the game's main antagonist. Pious was originally assigned
the task of finding a special ancient artifact with a great deal of power that
might help the Roman legions in their current war. Pious is one of Rome's
greatest fighters. You will play out Pious near the beginning of the game, and
you'll end up killing him at the end. Your choice, despite what you choose,
will turn him into your main advisory. At the end of his chapter, you must
pick one of the three artifacts that he finds. That choice will determine
nearly everything in the entire game, so it's one big choice! Pious turns
into a undead living being who is immortal from age. He is also controlled by
the Ancient (which Ancient depends on which artifact you choose). Pious is
the one who will do all of the Ancient's dirty deeds here on Earth, since the
Ancient doesn't have access to our universe.. yet.

Pious is the only character in the game who doesn't have a Sanity meter. He is
used to seeing bloodshed due to all of the wars he has been in; he is used to
seeing horror. The monsters he encounters will not mentally effect him at all.
Pious also will not have a Magick meter, mainly beacuse he never finds the
Tome of Eternal Darkness. Secondly, once the certain Ancient gains control of
him, Pious gets Magickal energy directly from the Ancient. Of course, once the
Ancient gains control of him, you can no longer control Pious (as the chapter
ends once this happens), meaning you'll never have the chance to make Pious
cast Spells.

Pious does have a health bar, which is above average. He also has a very good
count of stamina (meaning he can run and hack away at enemies for a long time
before getting tired and needing some time to rest). He can run pretty fast
and can swing his sword at good rates. Pious will only use one weapon in his
journey, the Gladius, which he can swing quite fast. After Pious is corrupted,
he is a very different being.


Pious's Weapons:

Gladius
This short sword is Pious' main choice for a weapon, and it is the only
weapon that you will be able to use in Pious' chapter. These short swords are
made primarily for short melee fighting, which is all of the fighting you
will do in his quest. It has a sharp blade, meaning it will tear through
all enemies you encounter with relative ease. The best aspect of the Gladius
is that, because it is short, it can be used in tight corridores as the blade
isn't so long that it will always hit the sides of the corridor. Most of the
corridor's in Pious' chapter are tight and cramped, so be happy be brought this
weapon with him.


Pious's Items:

Granite Block (Chattur'gha Symbol, red)
This small block made out of granite stone is found on the ground in Room 1
of the Second Floor. On one side is a red marking showing Chattur'gha's
alignment Rune. This item will be used in Room 2 on the Third Floor; insert it
into the wall that has Chattur'gha's Symbol above it (the same symbol as the
one found on this block).

Granite Block (Xel'lotath Symbol, green)
This small block made out of granite stone is found on the ground in the
middle of the ground in the center of Room 2 on Floor 2. On one side is a
green marking showing Xel'lotath's alignment Rune. This item will be used in
Room 2 on the Third Floor; insert it into the wall that has Xel'lotath's Symbol
above it (the same symbol as the one found on this block).

Granite Block (Ulyaoth Symbol, blue)
This small block made out of granite stone is found on the ground in the
middle of the ground in the center of Room 3 on Floor 2. On one side is a blue
marking showing Ulyaoth's alignment Rune. This item will be used in Room 2 on
the Third Floor; insert it into the wall that has Ulyaoth's Symbol above it
(the same symbol as the one found on this block).

Granite Block (Mantorok Symbol, purple)
This small block made out of granite stone is found on the ground in the middle
of Room 2 on the Third Floor. On one side is a purple marking showing
Mantorok's alignment Rune. This item will be used in Room 2 on the Third Floor;
insert it into the wall that has Mantorok's Symbol above it (the same symbol as
the one found on this block).

Essence of Ancient
The very final room brings with it three various items of which Pious can
only choose one. His fate has been sealed: he must pick one of these different
coloured items that are placed ontop of three pedestals. Unless you choose one
of these, even if you know what will happen, the chapter will never end. As
soon as you choose one Essence, then Pious will work for that Ancient for the
rest of the game. This choice will determine your whole game, so choose
wisely!


---Ellia---
[#9211c]

Biography:
Ellia, who has been born and raised in Cambodia, is a talented dancer. She is
the first character that will have you explore Mantorok's Temple in the heart
of the Cambodian forest. She is sick and tired of reading up on a bunch of
clearly fictional folk tales from around the area, and she wishes that
something interesting will happen to her. Of course, as soon as she wishes
this, her wish is granted. The door will close behind her, and she is left to
search the Temple all alone. Although she starts out knowing nothing about her
adventure, she will eventually become one of the most important figures in
the fight against the Eternal Darkness.

If you look closely at the book she is reading at the start of the chapter,
you'd notice that it is the Tome of Eternal Darkness. I don't know where she
got it from, however that doesn't matter. Fact is that she has it, but since
Ellia will find no Runes in her chapter, she will not have the ability to
cast any Spells. Because of this, she will not have a Magick meter. Ellia,
unlike Pious, does have a Sanity meter, which turns out to be far below
average. She can't take much from the horrible gaze of monsters. Her Health
meter is also pretty small, meaning she can't take a large beating from
enemies either (thanks to her small and weak physical frame). Ellia is quite
quick, however, and has lots of stamina. Because of this, she is often able
to run away from enemies and/or dodge their attacks without much problem. She
will find a special item at the beginning of the chapter that will recover
some of her health if she needs to, however it will only work a few times. This
is good, as a few hits from enemies and she'll be clinging to life.


Ellia's Weapons:

Short Sword
When her chapter begins, this is the only weapon that Ellia will have in her
inventory. This blade (that looks like it is used to cut down small shrubs and
plants so that she can walk through the forest) has a curved edge that can
slice through enemies quite easily. Since it is small, it can be used quite
easily in small places, which is a good thing as Mantorok's Temple has several
tight corridores. Although it isn't an amazing weapon, it is the only blade
that Ellia will get in the chapter, so be sure to fix it when it gets
broken...

Blowgun
This is the second weapon that Ellia will be able to use, however she will not
have access to it at the beginning of the chapter. She finds this small
weapon made out of a hollowed out bamboo stick on a small pedistal in the
Western Hallway of the Temple. It holds a total of 100 darts (these are all
you will get; Ellia will not find anymore darts in the Temple than the 100
she gets with the weapon). It can only hold one dart at a time, but Ellia
reloads the gun very quickly. Each dart has poison on its tip which will help
take down enemies quickly. One hit will take down any enemy, however the more
darts you put into the enemy, meaning the more poison put into them, the faster
you will be able to take them down. It has 100% accuracy, providing the dart
doesn't hit a wall or another obstacle that will deflect its path from the
main target. This is the only weapon that Ellia finds that will fire
projectiles.


Ellia's Items:

Tome of Eternal Darkness
Ellia is reading this book right as her chapter starts. She personally finds
the stories inside of it boring without any good substance to them. Funny
thing is that her story eventually gets written into here, and it sure as hell
isn't boring. Even though she has the Tome, she cannot use it to cast any
Magick, since she has not discovered any Runes, and there are none currently
written in the Tome.

Strange Necklace
Ellia will find this around the neck of a statue of a multiple armed goddess
at the far end of the room that the chapter starts in. When she picks it up
from the statue, the door leading to the northern room closes and locks itself.
Although this may seem like a bad thing, it isn't. Ellia will be able to open
this door up later, plus this Necklace gives Ellia the power to cast a
3-point Chattur'gha Recover Spell, which will help Recover some of her
Health. Since Ellia has a small Health meter, you may find yourself using
this often, however I do warn you: It can only be used 10 times. Once she uses
the Necklace 10 times (in all honesty, you shouldn't have to be able to use
it very often; only use it when you are just on the edge of death) it will be
useless.

Note that if you move while casting the Spell, just like when casting Spells
from the Tome later on, the Spell will break apart. This will count towards
the 10 Spell limit on the Necklace, so use it only when you know it's safe to
do so.

Bronze Necklace
This Necklace is found in the room where the carvings on the wall describe the
noon time of day (aka the middle candle is lit, whereas the left and right ones
are unlit). It is placed around a large clay jar in the corner of the room.
It isn't able to cast Spells like the Strange Necklace, however Ellia can
place this seemingly identical Necklace back on the statue in which she got
the Strange Necklace. This will open the door leading to the northern room
once again.

Metal Bar
This item is found in the giant room at the bottom of the Temple: Mantorok's
Chamber. It is stashed in the hands of another multiple-armed female statue
right infront of Mantorok. You'll have to take this Bar all the way back to
the southern room in the basement of the Temple and place it in the slot that
can be found near the stones at the center of the room. This will open a door
leading to a new room at the other end of Mantorok's Chamber. Hightail it
back to Mantorok's Chamber and enter the new room...


---Anthony---
[#9211d]

Biography:
Anthony is one of Charlemagne, King of the Franks and first emperor of the
Holy Roman Empire. He values Charlemagne's life above his own, and this
eventually does turn out to be his ultimate death. Anthony is giving a
myserious scroll by a random munk who he sees on the road. The monk states
that no one can read the scroll except for Charlemagne himself. Suspicious,
Anthony does take a quick peak at the Scroll. The moment he does, he is zapped
by a Magick attack that slowly starts to turn him into a Zobie, although he
doesn't know that this is what the Magick attack does, yet...

He travels to the Oublie Cathedral in Amiens, France, to warn and hopefully
save Charlemagne from a possible murder. Unfortunately, sometimes things just
can't go completely right.

Anthony has very high health, which is a good thing as you'll be doing a lot
of fighting in his chapter. He also has above average levels of Magick (yes,
he is the first player who can really use Magick, as he finds several Runes
as well as the Tome in his chapter). He has an average amount of Sanity.
Anthony's speed and stamina are quite good at the start of the chapter,
however they start to decline as the chapter goes on (thanks to the curse that
is slowly transforming his body into a Zombie, and we all know how fast THEY
move). Near the end of the chapter, he finds it difficult to move about, and
he gets tired after swinging his sword just a few times.


Anthony's Weapons:

Scramasax
This is a small sword given to Anthony at the very beginning of the his
chapter by a Monk. Since weird things have been going on at the church, the
Monk thinks that Anthony should at least have a way of protecting himself
incase something horrid happens. Although this may be a small sword, it packs
quite a punch. It is very sharp and can slice right through any monster you
see. This is a great weapon to use in tight places, which is good, as nearly
every room in Anthony's chapter is rather tight.

Torch
This has a fairly obvious use: It can be used in order to light up dark
passages and hallways. When you equip it, you'll notice that you can't hold
another weapon (such as a sword), however if you try pressing A you'll notice
that the Torch acts like a weapon! The flame on this weapon will never run
out, and when you swing it at enemies, it may have them catch fire! Mantorok
and Xel'lotath Zombies are very flammable since they have wrappings around
them. As soon as you swing the flame in their face, they'll catch fire and
drop to the ground right away. You cannot use the Tourch to finish enemies off,
however, so use the Scramasax for the finishing move. This weapon is found
from by talking to the monk in Room 2 of B1.

Two-Edged Sword
This is by far one of the most powerful blades you'll find in the game, and
because of this, the game will let you use the sword in later chapters. Of
course, you must do something important in this chapter in order for that to
happen. You'll find it in Room 2 of B1 ONLY if you save the monk in the
corner from the approaching Zombies. BE SURE TO TAKE THEM OUT AND DON'T KILL
THE MONK!!! Once they are gone, talk to him and he'll give you the sword for
saving his life (he'll also give you the Torch). This sword is so big that
Anthony must use two hands in order to swing it. It takes him longer to swing
this sword (when compared to the Scramasax) due to the weight. Also, in tight
corridores, be SURE to use verticle slices instead of horizontal; the giant
radius of the blade will hit the wall almost 100% of the time in tight
areas. This sword will take off the limbs of enemies in one hit. In order to
swing the blade horizontally, always target the enemy's head (and torso after
the head has fallen off). If you get the blade as Anthony, you'll be able to
use it again later on in another chapter...


Anthony's Items:

Tome of Eternal Darkness
Anthony is the first character who will gain access to the Tome by going
through the Hall of the Tome of Eternal Darkness (that is one long title).
In order to get to this weird place, walk up the stairs until you get to the
next room. Right when you are about to enter you'll be transported to the Hall.
Walk all the way across (notice the statue of Ellia and the half statue of
Pious) and pick up the Tome from the hand made of bones. Once you pick it up,
a short flashback of Pious and Ellia's chapters will show before Anthony
appears right back on the staircase. Once you get the Tome, you'll be able to
cast Spells (once you find Runes).

Blue Urn
Once you go into the small library (room after the staircase leading to the
second floor of the cathedral), take a look at the shelf right beside the
stairs leading down back into the main hall. On the edge is a Blue Urn. Pick
it up and save it for later. When Anthony tries to fill the Urn up from a
weird water (Room 2 B2) fountain, he'll drop it and it breaks. The item then
becomes the Broken Blue Urn.

Once this happens Anthony will find an Alignment Rune. When Anthony learns the
Enchant Item Spell, he'll be able to cast it on this Urn to repair it for
good. The item will then become the Blue Urn once again.

You'll have to use the filled Urn on the pressure pad located at the front of
the small basement library (Room 2, B2). You'll have to use two other Urns
here too.

Green Urn
Upon entering B1, Room 2, take a look at the dark corner (use the Torch to
look around here). On the shelves on the wall you'll see 3 small green pieces
of something. Pick all 3 up and you'll notice they are Broken Green Urn
pieces. You'll have to mix the 3 pieces together on the item menu to make them
into 1 piece. Then you must use the Enchant Item Spell learned in this chapter
to put it together. Once you put it together, fill it up with the weird water
from the fountain in Room 2, B2.

You'll have to use the filled Urn on the pressure pad located at the front of
the small basement library (Room 2, B2). You'll have to use two other Urns
here too.

Red Urn
This Urn can be found right beside the fountain in Room 2, B2. This Urn has
already been filled with the weird liquid coming from the fountain. Simply
pick it up and use it on the pressure plate in Room 2, B2.

Alignment Rune
Once Anthony uses (and breaks) the Blue Urn, he'll find an Alignment Rune that
was hidden inside of it. Which Rune Anthony finds here depends on which
artifact Pious choose back in his chapter. You'll find the Codex for this Rune
in Room 2 of B2. This item is used to align your Spells. So, if this is the
blue Rune (Ulyaoth's Symbol), you'll be able to cast Spells under Ulyaoth.

Alignment Rune Codex
This old piece of stone with carvings on it is found on a small platform in
the very middle of Room 2 in B2. This is the Codex for the Alignment Rune that
you found from breaking the Blue Urn. This Codex will depend on which
Ancient Pious is currently serving. Regardless, this Codex will identify the
Alignment Rune that you found earlier, meaning that you will not be able to
use it to create Spells.

Antorbok (Project) Rune
This is the first normal Rune that you'll find in the game. Normal Runes are
ones that are found inside of enemies. The Antorbok Rune is found in Room 1
of B1 (the hallway accessed after moving the bookshelf in the library) inside
a Zombie's chest. Zombies that contain a Rune inside of them often take more
hits and will provide a bigger problem to take down. All and all it shouldn't
be that big of a problem to take him down. Once you take care of the Zombie,
the Rune will disattach from its body and Anthony will then pick it up! The
Codex for the Rune can be found a bit later on.

Antorbok (Project) Codex
This is the Codex that works with the Antorbok Rune to define it in the Tome.
It can be found beside one of the bookshelves in Room 4 of B2.

Circle of Power; Three-Point
Without this you won't be able to cast any Spells. This is found on the desk
near the bookshelves on the second floor library. Once Anthony has this, he
and the rest of the characters to follow will be able to cast at least 3-Point
Spells. These consist of three different Runes: An Alignment and two other
Runes.

Magormor (Item) Rune
This is the second Rune that you'll find in Anthony's chapter. It is located
inside a large Mantorok Zombie guarding the stairs connecting B1 to B2. Take
it down just like you did the Zombie who carried the Antorbok Rune. You
must completely kill the Zombie for Anthony to pick up the Rune. Its identifier
is found a bit earlier on the same staircase...

Magormor (Item) Codex
This is actually found just before you find the Magormor Rune. On the staircase
that connects level B1 to B2 you'll be able to find it on the first turn of
the stairs (going to the right). It is on the ground, but pretty hard to miss.
Once you pick this up, the Tome will be able to identify the Magormor Rune that
is found inside a Zombie just a bit further down this staircase (at the
bottom). Be sure to pick it up! If you already got the Alignment Rune found in
the Blue Urn as well as the Antorbok Rune, you'll be able to create the
Enchant Item Spell. If you don't know it, you will after you find the next
item...

Enchant Item Scroll
This item is found in Room 4 of B2. This can easily be unfound, as it is has
been placed on the table in the middle of this room, however it looks just like
one of the many scraps of paper on here. Once you pick it up, assuming you
found the Alignment, Magormor, Antorbok (and their Codics) and the 3-Point
Circle of Power, this Scroll will automatically teach you the Enchant Item
Spell (if you have already created it, then this item will do nothing). Be
sure to pay attention to how it is done, then assign it to a button using the
Quick Spell option.

Bishop's Key
Once Anthony kills the seemingly demonized Bishop, he'll pick up the Bishop's
Key. This unlocks the wooden door (with voices coming from the other side)
back in the main chapel.

Message Scroll
You don't actually use this item in the chapter; instead, Anthony uses it at
the beginning and end. He is given this Scroll by a strange looking monk at
the very beginning of the chapter. The monk warns Anthony that only
Charlemagne can read it. Of course, Anthony peeks at the Scroll, and a horrible
Spell is cast upon him. Since he knows something or someone must be trying to
kill Charlemagne, he rushes off to tell him the news.


---Karim---
[#9211e]

Biography:
Karim, who is from Arabia, is a very skilled swordsman (especially with the
Tulwar). Karim's chapter is much like that of a tradgedy: he loves someone,
however they don't fully love them back. Karim loves a beautiful woman named
Chandra, however she states that she will have no returning affection unless
he brings her back an ancient treasure located within a temple. She states that
this treasure has been calling her. She wants it badly, and unless Karim finds
and gives the treasure to her, she will never love him back. Karim, who wants
nothing more than her love, is determined to find this treasure. So, on one hot
day, he heads out across the Arabian desert in search of the artifact. Like
Pious did hundreds of years before, Karim stumbles across a stonehenge-like
figure in the middle of the desert, and upon standing within the stones, he
is transported to the Forbidden City. Pious met his ultimate demise here, and
it may only be fate that Karim loses his too.

Karim has a very large Health meter, and that is mainly because of the amounts
of enemies that he must fight. The meter will fall fast; I'm warning you now.
Both his Sanity and Magick meters are at about an average level. Karim has
very high stamina. He can fight on and on and on even with the largest weapons
and he will seemingly never get tired. He is also fast on his feet, and he
can swing weapons around at a rather fast rate as well. Karim is a great
fighter, but his skills will truly be tested inside the Forbidden City.


Karim's Weapons:

Chakrams
This is Karim's only long distance weapon. These are small, circular blades
that can be thrown a long distance. They can hit enemies in any area, however
they work best against the torso and head. Karim has increadible accuracy
with these, as long as a wall or some other solid barrier gets between the
Chakram and target. Karim will start out with 19 of these in his invintory,
however these are all that he will get. Once you throw one, regardless if it
hits the target or not, Karim cannot retrieve any thrown Chakram. They aren't
the strongest of weapons (Enchant the Chakrams before you throw them to help
make them a big more useful), however they will get the job done.

Torch
This Torch has the same purpose as the one found in Anthony's chapter. The
flame will not go out, so it can be used as often as you wish. It is located
in Room 1 on the Second Floor. It can be used to light up rooms and hallways,
but its best use is to torch Xel'lotath and Mantorok Zombies due to their
flammable wrappings. The fire will take them down right away, however you'll
have to use one of Karim's swords to finish the enemy, as the Tourch cannot
finish enemies.

Tulwar
The Tulwar is Karim's main weapon. He begins his chapter with it, and you will
be using it for the majority of the chapter. The Tulwar has a curved blade,
making it able to chop right through limbs with ease. He can swing it around
at great speed with pretty good slicing power. It is quite small, meaning it
works in both large and small rooms.

Dual Tulwar
Thing one is good? Well, being able to use two of these at once is even better!
Karim will find this second Tulwar sticking out of the back of a fallen
soldier in Room 1 of the Third Floor. This will more or less double his
attack power, as two will give you more hitting power. Karim can use combo-like
attacks on enemies, often knowing them over. These combo attacks, which can
be used by swinging both swords WITHOUT targeting any parts of an enemy (you'll
have to stand infront of the enemy to hit them this way). This will take
enemies down much quicker.

Ram Dao Broadsword
This is the most powerful weapon that Karim finds in his chapter, and it is
more or less the most powerful sword-like weapon that any character will find.
This giant sword, found in Room 2 of the Fourth Floor, will become your weapon
of choice once you find it. You'll have to pull it out of the block in the
middle of this room. Karim must use it with both hands due to its length.
Because of this, Karim cannot swing the weapon at the same rate as he can the
Tulwar and Dual Tulwar, however this item will take down most Zombies in a
single hit (if you hit their torsos). It will chop the enemy, especially
Mantorok Zombies, right in half. It is pretty tough to use in narrow spaces;
target enemies heads so that Karim does a vertical slash instead of horizontal.
If you target anything else, Karim will swing horizontally, and in a tight
space, it will almost always hit a wall (it really is that long).


Karim's Items:

Tome of Eternal Darkness
As soon as Karim starts his chapter, you'll notice a small ladder leading
downwards. Right when you go down this ladder, Karim will enter the Hall of
the Tome of Eternal Darkness. Pick up the Tome at the end of the hall, and
Karim will be transported back to that ladder. Once Karim has the Tome, he can
cast Spells (you'll be able to cast the Enchant Item Spell right off the bat
as soon as you get the Tome, which will make your first fight much easier...).

Alignment Rune
This is the second Alignment Rune that you will find (Anthony found one in his
chapter earlier). Which Rune this is depends on which Ancient Pious chose at
the beginning of the game. You will get this Rune after taking down a huge
Zombie (it is embedded inside its chest). The Codex is found in an earlier
room. This Rune is found in Room 2 on the Fourth Floor.

Alignment Rune Codex
This Codex is learning up on a wall in Room 2 on the Second Floor. This Codex
will identify the Alignment Rune that you find a little bit later. The carving
on this Codex depends on which Ancient Pious serves. The Rune that goes along
with it is found in Room 2 on the Fourth Floor inside a giant Zombie.

Narokath (Protect) Rune
This is the first Rune that you'll find inside a Horror enemy. It can be found
inside Room 4 on the Third Floor. Horror enemies with Runes inside of them are
MUCH more difficult to fight: they are larger and take many more hits to take
down. What makes this fight even worse is that the room is very small and there
is nearly no room for you to fight. Once you take it down, Karim will pick up
the Narokath Rune. The Codex can be found in Room 1 on the Fourth Floor.

Narokath (Protect) Codex
This is found inside a small cove in the wall in the middle of Room 1 on the
Fourth Floor. It can easily be missed, so watch carefully. It will identify
the Narokath Rune, which was found inside a giant Horror in Room 4 on the
Third Floor.

Santak (Self) Rune
This Rune is much easier to get than the Narokath Rune. It is found inside a
alignment-depending Zombie (meaning it could be red, green, or blue) in Room 1
on the Second Floor. Take it down for Karim to pick up the Santak Rune.

Santak (Self) Codex
This is found on the floor in Room 4 on the Third Floor. Once you pick this
up, the Santak Rune will be identified.

Recover Spell Scroll
One of the most useful Spells is the Recover Spell. He will find the Scroll
beside a dead soldier in the Zombie-filled Room 2 on the Third Floor. Assuming
Karim has found the Santak and Narokath Runes (as well as their Codecs), Karim
will automatically learn the Recover Spell. Depending which Alignment Rune
you use with this spell (you'll have 2 available at the end of Karim's chapter)
will depend on what is recovered: Your Health, Magick, or Sanity.

Effigy
This is a rather mysterious item that is found at the very center of Room 3
on the First Floor (beside the central object). This item will do absolutely
nothing in Karim's chapter, however it is used later on. Karim's spirit will
pass the Effigy on to Roberto in later years, who will eventually give it to
Michael. Neither Roberto or Karim use it; Michael does. BE SURE to pick it up,
as if you fail to do so, the game will be MUCH harder near the end.

Ancient Essence
Remember the room that Pious finished his chapter in? Well, Karim will be
going to this room, the only one on the Fifth Floor, to pick up one of the
Essences that Pious did not pick up. Although this Essence doesn't do much
on Karim's chapter, he does pass it on to Roberto, who will eventually pass it
on to Michael. This will actually become the most important Essence in the
game, as this is the Essence that Alex uses at the end of her chapter to
summon an Ancient that opposes Pious'.

White Statuette
This seemingly useless statue is found in the middle of Room 1 on the Second
Floor. It is rather heavy, and although it looks useless, it does have a very
important purpose. Use it, along with the Black Statuette found later on, to
press down the pressure switch in Room 2 on the First Floor. This will make
an elevator activate, gaining Karim access to Room 1 on the Third Floor.

Black Statuette
This is found on the edge of Room 2 on the Second Floor. Karim, like he does
with the White Statuette, notes that it is rather heavy for its size. Use it,
along with the White Statuette found earlier on, to press down the pressure
switch in Room 2 on the First Floor. This will make an elevator activate,
gaining Karim access to Room 1 on the Third Floor.

Talisman
Karim will have this useful item in his invintory right from the start of his
chapter. It has the asme kind of use as the Strange Neckless did in Ellia's
chapter. Use it, WHILE STANDING STILL, will cast a 3-Point Recover Health
Spell. Unlike Ellia's item, which could be used 10 times, the Talisman can
only be used 5 times. You will be fighting a lot in Karim's chapter, so this
item will have great use. Remember to use it only when it is safe to do so; if
you move when you cast it, or get it by an attack, the Spell will break and it
counts against the number of times you can us ethe Talisman. If you find
Chattur'gha's Alignment Rune (red) in this chapter, then you will be able to
use a 3-Point Recover Spell whenever you have Magick.


---Dr. Maximillian Roivas---
[#9211f]

Biography:
Although parts of the Roivas family have fought against the Eternal Darkness
before Max, he is the oldest ancestor to Alex where there is a written page
about his efforts. Max is a medical doctor and lives in the Roivas mansion
(even though it looks a little different [smaller] than what Alex sees). Max
gets into the fight against the Eternal Darkness after the death of his
father (after his father died, Max inherited the mansion). Max's wife had also
died relatively recently. One night, Max starts exploring the mansion to see if
he can find anything of interest. Of course, exploring the mansion eventually
costed him his life.

As a medical doctory, Max is used to seeing weird sights, so he has an above
average Sanity meter. His mind is quite fragile, however, and he is prone to
depression. Max also has a fairly large Health meter, which is good, as he
will be facing quite a few new challenges on his search through the mansion.
Max also has above averge Magick abilities. Max sounds like he is a great
character to play as, since all of his meters are quite large, eh? Well, Max
has one large flaw: he is overweight. Because of this, Max has very little
stamina. He cannot run very fast, and he can't run very far either before
needing time to rest. He uses a relatively light sword, however he can't swing
it very fast and very often without getting tired. Luckily, Max is the first
character who can use guns, which requires little physical movement.

Max also has a very unique ability (he's the only character who can do this).
Once he takes down an enemy, he is able to perform autopsies on the downed
being BEFORE he finishes it. Simply press the B button to perform the autopsy
before finishing the enemy off. Do this for all enemies (yes, Max will face
every type of casual enemy in the game) that Max downs. Once he performs an
autopsy on an enemy, he cannot do it on the same enemy again (yes, he can
perform one on the 3 different types of Zombies, Horrors, Guardians, etc). The
findings of the autopsies can be found in the Tome of Eternal Darkness.


Max's Weapons:

Flintlock Pistol
Max will start out his chapter with this weapon by his side. Like most guns at
this time, the Flintlock Pistol can only hold one bullet at a time before
Max needs to load again. The gun is very powerful, and it will make short work
of most enemies. It does most damage if you hit enemies in the torso (except
Horrors, which you must hit in the heads). Be sure to Enchant this item as well
to make it even stronger. It does take Max quite a while to reload, however, so
be sure to fire them from a distance so Max will be safe to load the gun up.
It is very accurate, and to show it's strength, it can take down a Horror in
three shots to each head.

Dual Flintlocks
If you thought one was good, just wait until you can hold two of these at once.
Max will find this in the secret study. Once he picks it up, Max will be able
to yield two of these babies at once. Using two will give you twice the amount
of firepower as holding one, as you can fire two shots at (near to) the same
moment. Each gun can hold only one bullet, however, and since you are holding
two, reloading both at the same time takes quite some time. All and all, once
you Enchant these, they will make short work of nearly all enemies that Max
will face.

Sabre
This is the weapon that you will probably use most often. The Sabre, a classic
weapon from Max's time, is found on the northern wall inside the Secret
Study. This blade weapon is very long and very sharp. It is very light, and has
very long reach (when compared to other swords in this game). This weapon is
best at taking off limbs, especially arms. The best way to take down enemies
with this is to sever the arms, head, and then the body. Since it is long,
however, it can easily get caught on walls when Max is swinging. To take care
of this, simply always target the head (or torso once the head is gone) for
Max to thrust vertically instead of horizontally. This weapon is used in the
same way as every other sword weapon, and by now, you should have no problems
with it.


Max's Items:

Tome of Eternal Darkness
Like at the start of Alex's chapter, Max will find the Tome on the large wooden
desk inside of the Secret Study. Before he picks it up, he cannot cast any
Spells (which is fine, as there are no enemies in the Mansion UNTIL Max picks
the Tome up). Once he picks it up, Max is able to cast any Spell he learns and
any Spell that previous characters have learned.

Alignment Rune
This is the third Alignment Rune that you will find, and it will be the last
of the three Ancient's. So, if you have already found Chattur'gha's and
Ulyaoth's Alignment Runes, then this will be Xel'lotath's Rune. Once Max finds
the basement key, enter the main foyer once again. Max will have to fight a
Horror while going through some -rather interesting and suspicious- mental
issues. Once Max takes down the Horror (I recommend using the Flintlocks on
the three heads), he will take the Rune from it's body. The Codex for this
Rune is found in the kitchen.

Alignment Rune Codex
This Codex is found near some doors in the Kitchen of the Mansion. The Rune
that this Codex deciphers depends on which Ancient that Pious serves; it'll
decipher the Alignment Rune that you found inside the Horror, allowing you to
use the Alignment Rune for Spells.

Bankorok (Protect) Rune
This Ruin is housed inside of a Zombie. He will find this Zombie as soon as he
goes down the well and enters the lower basement. Defeating this Zombie will
net Max the Bankorok Rune.

Bankorok (Protect) Codex
This is found in the main basement of the Mansion (before you find the Zombie
carrying the Bankorok Rune, so if you see him first, you've gone too far). It
is leaning up against the wall, and is pretty hard to miss. This will identify
the Rune that Max will find soon, Bankorok.

Redgormor (Area) Rune
After Max visits the Secret Study for the first time and picks the Tome of
Eternal Darkness up, you'll see a short cutscene showing a Horror being
summoned in the main foyer of the Mansion. Inside it is the Redgormor Rune.
Head back there and take the Horror out with three shots to the three heads of
the Horror with the Flintlocks and, once you take it down, the Rune will be
yours.

Redgormor (Area) Codex
This is found lying ontop of the fireplace just before the Secret Study. It is
found before getting the Rune. Once you get it, Max will be able to identify
the Redgormor Rune that he finds inside of the Horror in the main foyer.

Reveal Invisible Scroll
This Scroll is found on the desk inside of the Secret Study. Although Max will
not be able to create this Spell yet (as during the first opportunity you have
to pick this up Max won't have the required Runes yet to create the Spell).
Once you have the Redgormor Rune along with its Codex, Max will learn the
Spell (assuming you got the Narokath Rune Codex back in Karim's chapter). Max
will be using this Spell several times during his chapter.

Damage Field Scroll
This is the second Scroll that Max will find in his chapter. It is found in
the Mansion basement right beside of the water well. Once Max obtains the
correct Runes and Codices, he'll automatically learn the Damage Field Scroll.

Letter #1
This letter can be found right when you start the chapter. Look on the night-
stand inside of the master bedroom (where Max starts). The letter, written
by Aaron Roivas (one of Max's ancestors), adds to the mystery that Max is
trying to unfold during his adventure.

Letter #2
This letter is found on the small table between the two staircases in the main
foyer. This is the same table that has the clock on it back in Alex's chapter.
This letter has also been written by Aaron Roivas, Max's ancestor, and lets
him into more about his past.

Letter #3
This letter is stashed inside of the Tome of Eternal Darkness. Once Max picks
it up in the Secret Study, the letter will fall out. Once again, it has been
written by Aaron Roivas. Max MUST read this letter, as once he does he will be
able to read Letter #4 while finding another useful item!

Letter #4
Yet another letter written by Aaron Roivas. This letter details Aaron's
discovery of the Ruins of Ehn'gha, and Max will also find the Basement Key
attached to the back of the letter.

Basement Key
After reading Letter #4 from Aaron Roivas, Max will find the Basement Key
attached to the letter. This key is used to gain access to the Basement. The
door leading down here is found in the main foyer.

Pump Handle
This is found in the pantry of the Kitchen. Although it can't be used at once,
it does have a mightly purpose: it is used to drain the well in the Basement so
that Max can gain access to the Ruins of Ehn'gha.

Medical Journal
Max will have this inside his invintory as soon as his chapter starts. This
useful book has all of Max's writings about medicine inside of it. This item
will also allow Max to perform autopsies on the fallen enemies that he has
faced BEFORE finishing them off. He will use this Journal as reference, then
he will write his findings and analysis' inside the Tome of Eternal Darkness.


---Dr. Edwin Lindsey---
[#9211g]

Biography:
Yes, Max isn't the only Dr. you'll be playing as in Eternal Darkness. Lindsey
is considered to be one of the best archaeologists in the world due to his
discoveries. He is willing to travel to the most dangerous places on the Earth
in order to find new discoveries. One day, Lindsey is approached by a weird-
looking man named Paul Augustine. He asks if Lindsey would be willing to travel
to a temple in Cambodia. Of course, Lindsey says "yes!" right away. When the
two arrive, Lindsey notices that Augstine is not quite what he seems to be...

Lindsey is quite fit and tough, which means his Health meter is above average.
Because of all of the dangerous and probably weird sights that he has seen over
the years, Lindsey also has an above average Sanity meter. He is also quite
quick on his feet and with his arms, and he can swing his arms and run for
quite a while. His Magick meter is nothing special.


Lindsey's Weapons:

Kukri
Although it doens't sound like it, this is a small sword (one could even
consider this to be a rather large knife) that is very light and very sharp.
Lindsey starts the chapter off with this weapon, and you'll be using it a lot
during his quest. It can be used (with horizontal slices) in even the tightest
of places, which is great, considering most of the combat done in his chapter
is in very tight quarters. Be sure to Enchant this item to make it even more
useful. I recommend finishing all enemies off with this, as using the guns to
finish off an enemy is a waste of a bullet or shell.

Colt Automatic Pistol
Lindsey will start his chapter with this useful weapon as well. This is one of
two guns that Lindsey has access to. This gun holds a clip of 8 bullets and
uses .45 Pistol Ammo. You will not find any ammunition during Lindsey's
chapter, so what you start with is all that you will have. In other words, use
the gun only when you have to! The gun fires quite fast, and works best when
targeting enemy torsoes. It reloads very quickly, as well, however it isn't
the strongest of weapons. Use it against minor enemies, such as Zombies, but
leave the larger guys for the next weapon...

Marine Shotgun
This is truly the first powerful firearm that any character will find so far
into the game. This is the most powerful weapon that Lindsey has, especially at
short range. It can hold a maximum of 7 shotgun shells at once, however there
is VERY slow reloading time, so reload only when it is safe to do so. Lindsey
has brought 30 extra shells along with him, and chances are you'll be using all
of them. You will not find any more ammo in the Temple, so what you start with
is all that you will have. Same this gun for the big enemies that you will
face, such as Horrors and Gatekeepers. When using it, be sure to stand close
to the enemy, and be SURE to aim for their torso. This gun will actually make
most enemies fall right onto their pack when used at close range. If you need
to fight from long range, use the Pistol.

Torch
Yet another weapon that Lindsey will have from the very start of his chapter.
The Torch is mainly used to light up dark corridors (there are quite a few in
his chapter), however they can also be used against Xel'lotath and Mantorok
Zombies. Simply swing this Torch infront of them and they will catch fire,
automatically killing them. You'll have to use another item, such as the
Kukri, to finish them off. The Torch also stays lit forever.


Lindsey's Items:

Tome of Eternal Darkness
The very first door that Lindsey walks through will transport him to the Hall
of the Tome of Eternal Darkness. At the far end, like we have seen before, is
the Tome resting on a hand made out of bones. Pick it up and another few
flashbacks will occur before Lindsey appears back in the doorway. Once he picks
up the Tome, Lindsey is able to cast any Spell that has previous been learned,
as well as the Spells that he will learn throughout his chapter.

Archaeologist's Brush
Lindsey will start with this item (yes, his Invintory is quite packed from the
start, which is a good thing). He will use this to sweep away any cobwebs that
he finds to find any previous damage behind them. Whenever you see a cobweb,
step up to it, and the controller will rumble if you can use your Brush here.

Mantorok Alignment Rune
This final Alignment Rune is found inside of a secret room on the First Floor.
You must have a Trapper get through a small hole to get into this secret room.
You must have the Trapper step on top of a pressure plate with a purple
Rune on it. This causes a door to open up on the Second Floor in the souther
hallway. Head back there to pick up this Ruin, which will allow you to cast
nearly every Spell under the Mantorok Alignment (purple). It is crucial to
pick this up, as casting Spells under Mantorok will help you greatly.

Mantorok Alignment Codex
Lindsey will pick this up after he finds the Mantorok Alignment Rune from the
southern hallway's secret on the Second Floor. Once Lindsey is able to enter
the secret room, he can pick up this Codex, which will allow Lindsey to
identify the Mantorok Rune.

Aretak (Creature) Rune
This Rune is found inside of a Zombie who is located on the staircase
connecting the first and second floors of the Temple. Defeat the creature to
gain possession of this Rune.

Aretak (Creature) Codex
The Codex that goes along with the Aretak Rune is found in the North East
room on the third floor. It is hidden behind a bunch of cobwebs (so you'll have
to look carefully in the said room), however Lindsey can use his
Archaeologist's Brush to clear the webs away. Unless you do this, Lindsey
cannot pick up the Codex. This will identify the Aretak Rune.

Nethlek (Dispel) Rune
This Rune is located in the northwest room on the First Floor. It is inside of
a Zombie's chest that you must take down in order to pick up the Rune. Once
you take it down, Lindsey will pick up the Rune.

Nethlek (Dispel) Codex
On the First Floor, in the western end of the hallway, take a look around for
a bunch of spiderwebs in a corner. Clear them away using Lindsey's Brush and
you'll find the Codex for the Nethlek Rune. This will allow Lindsey to
identify the Nethlek Rune.

Tier (Summon) Rune
Lindsey will find this Rune inside a Zombie in the southwest room on the Third
Floor of the Temple. Defeat it to pick up the Tier Rune, the third that can be
found in this chapter.

Tier (Summon) Codex
This is found under some spiderwebs that can be brushed away with Lindsey's
Brush in the southern hallway on the First Floor. Once the webs are brushed
away, Lindsey will pick up the Codex that identifies the Tier Rune once he
finds it.

Dispel Magick Scroll
This great Scroll is found in the western hallway on the First Floor. It is
located under a bunch of spiderwebs and dust, and Lindsey must use his Brush
to sweep the webs away to pick up the Scroll. Once you have found the right
Runes and their Codecs, Lindsey will be able to learn the Dispel Magick
Spell, one that you'll be using quite often from hereon out.

Summon Trapper Scroll
This is the first Summon Spell that you will learn (at least, that is how it
should be). Lindsey can find it in the south east room on the Third Floor. If
Lindsey has picked up the proper Runes as well as their Codics, then he will
automatically learn the Summon Trapper Spell. It will be used later on in this
chapter, so be sure to pick this up!

Gold Bracelet
This is found in the south west room on the Second Floor of the Temple. Step
on the pressure plate in the corner of the room, then pick up the Bracelet
from the statue. The Gold Bracelet is used on the statue in the eastern
hallway on the Second Floor of the Temple.

Silver Bracelet
This is found in the northest east room on the First Floor. Near the Naga
statue is a small table that has the Bracelet on it. When you pick up the
Bracelet, be sure to place the Metal Bracelet here instead on the statue, or
else you'll be met with a rather unpleasent surprise.

Bronze Bracelet
Once you are alone in the first room of the Temple, dust off the block located
at the very center of the room with your Brush. Here, Lindsey will find a
small Bronze Bracelet. This item is used on the statue near the western wall
which will open a doorway in the Temple.

Metal Bracelet
This is found on a small alcove in the southern hallway on the First Floor.
This Bracelet, which is completely worthless, is used in place of the Silver
Bracelet in the north east room on the First Floor.

Gold Necklace
This is found in the corner on the north west room on the Second Floor. It is
located under a bunch of spiderwebs, so you'll have to use Lindsey's Brush to
uncover it. When you find it, it will be covered in a bunch of tarnish from
sitting in that location for years. This can be taken off by using the acid
fountain located on the Second Floor in the south east room. Once you do this,
it will become gold once again. You must use it on the statue in the eastern
hallway on the Second Floor, which opens up a passage to the next area of the
Temple.

Silver Necklace
This item is located behind a Damage Field Spell that is guarded by a Horror
on the First Floor of the Temple. Take down the Horror with the Shotgun and
then use a Dispel Magick Spell (opposite Alignment of the one here) to take
down the Damage Field. Once it's gone, pick up the Necklace. It must be placed
on the statue in the western hallway on the First Floor. It will open up a
passage to the second floor of the Temple.

Bronze Necklace
This is found in the south west room on the First Floor. This necklace is used
on the statue at the center of the main foyer which will make a pathway open
behind the northern door in this room.


---Paul Luther---
[#9211h]

Biography:
Paul is a middle aged Catholic monk who travelled to the Oublie Cathedral in
France. Even though, like most monks of his time, a man who has dedicated
his life to the church, Paul will still find the greatest evil in what should
be a job that contains only purity. Paul has travelled here to see a very
famous and seemingly priceless relic, the Hand of Jude. Of course, when he
gets there, his plans to see this legendary item turns stale. The Inquisition,
the people in power at the time, accuse Paul of murder. This accusation is
stale, and Paul knows it (as he is clearly innocent, how can he cause murder at
the Cathedral if he wasn't even there?), so he decides to search the Cathedral
in order to find out what is really going on here. Obviously, like what
happened to Anthony many years before, Paul will tumble across the Eternal
Darkness, and he will become the next mortal who must fight against it.

Paul devotes his life to praying to God and meditating to keep his mind clear
of demons and devils. Because of this, Paul has below average Health, speed,
and stamina. He can't take very much physical hits, and he can't run for very
long. Becuse of the long gown he is wearing, he also cannot run very fast
(although Paul never does trip, so you don't have to worry about that). Since
he spends so much time meditating, he has a very, very strong mind, meaning
that he has a very high Sanity meter as well as an above average Magick meter.
Paul won't be using any physically demanding weapons, so he is able to swing
his weapons rather quickly.


Paul's Weapons:

Torch
Paul is yet another character who is able to use a Torch throughout their
chapter. The Torch has the exact same functions in Paul's chapter as it has in
previous chapters: you can use it to light up dark rooms and corridores, and
you can also swing it in the faces of Mantorok and Xel'lotath Zombies to burn
them away in one hit. It is located on a clasp on the wall in the western side
of the Chapel. Although you can use this item to take down Mantorok and
Xel'lotath Zombies, you must use another weapon, such as the Mace, to finish
the enemies off. Note that the Torch is useless against other enemies.

Crossbow
This is the only weapon that Paul will find that allows him to attack enemies
from a long distance. In other words, it is the only projectile weapon that
Paul will find. Although it isn't the strongest of weapons, Paul will use it
several times in his chapter to get through tight situations. Since Paul isn't
physically strong, sometimes it's best just to stay back and attack enemies
from afar. Like most Crossbow's, this one will hold only one Bolt at a time,
and it also takes a while to reload. This weapon is best used to take down
Trappers and Zombies, but don't bother to use it against other enemies. It is
found inside the western chamber on the First Floor of the Cathedral.

Mace
A classic weapon from Paul's era, the Mace (with a sharp steel tip) has been
placed on a wall in the northeast section of the hallway on the B1 floor. The
Mace is the weapon that Paul will use most of the time at the beginning of
the chapter, and unless you had Anthony pick up the Two-Edged Sword in his
chapter, this will be the only melee weapon that Paul will find. The Mace is
pretty powerful, and should be used to take out an enemy's head and then torso.
It doesn't do much against the arms. Since it is fairly light, Paul can also
swing this weapon fairly quickly without getting tired. It is also quite small,
meaning Paul won't have problems using it in tight areas.

Two-Edged Sword
This can be found after Paul defeats Anthony in Anthony's Tomb on the first
floor of the original Oublie Cathedral (it is the same room we had Anthony
open at the very end of his chapter). Note that Paul will only be able to get
this item from the zombified corpse of Anthony if Anthony got it back in his
chapter. If Anthony didn't, then Paul will not be able to get this amazing
weapon (meaning you'll have to stick to the Mace for a melee weapon). This is
the strongest weapon that Paul will find in his chapter, and having access to
it will make his chapter a LOT easier. This sword can slice right through
Zombies and other enemies in one or two slices. It is even more effective after
it has been Enchanted. It is heavy, and Paul swings it quite slow. If in tight
spaces, be sure to always aim for the enemy's head or torso to have Paul swing
the sword vertically. Targeting anything else will make Paul swing vertically,
and in tight spaces, this will make the sword hit walls, which isn't a good
thing.


Paul's Items:

Tome of Eternal Darkness
Paul will find this near the beginning of his chapter, like all the other
characters before him have. He will be transported to the Hall of the Tome of
Eternal Darkness after he walks through one of the first doors. Like you have
before, run to the end of the Hall and pick up the Tome from the bone hand.
Another quick flashback of previous events will occur, and then Paul will be
right back where he was before; with the Tome in his possession, of course. He
will now be able to cast Magick Spells.

Pargon
This Rune is found inside of a large Zombie in Room 1 on B2. Take it down and
Paul will pick up the Pargon Rune. This is one of the most important Runes that
you will find, as it will allow Paul to "powerup" previous Spells. This is the
only Rune that Paul will find in his chapter.

Pargon (Power) Codex
The Codex that will identify the Pargon Rune is found inside of the Old
Bishop's Room (where you originally faught the decaying, seemingly possessed,
Bishop back in Anthony's chapter). Once you pick it up, the Tome will be able
to identify the Pargon Rune.

Shield Scroll
This is the only Spell Scroll that Paul will find in his chapter. It is quite
a useful one, however. The Shield Spell Scroll will allow Paul to learn the
Shield Spell. Assuming Paul has the proper components for the Spell, he will
learn how to cast a shield around himself that will allow him to take hits
from enemies without losing any Health.

Book of Religuaries
This large book is found in the visitor's quartest room on B1. It has been
placed on a desk, and once he spots it, Paul will be able to pick it up and
take it with him. You may read it whenever, as it holds very useful information
relating to his chapter and story.

Meditation Rod
This useful item will appear in Paul's invintory as soon as his chapter starts.
This is the only item that Paul will actually have at the beginning of his
chapter. This Rod will allow Paul to meditate, which will fill his Sanity meter
when it gets low. I will warn you that it can be used only three times (why an
item such as this, which requires no ammunition of external power, can be used
a set amount of times makes no sense to me), so use it only when Paul's Sanity
is very low. It will fully restore Paul's Sanity meter, so it can be very
useful at times.

Circle of Power; Five-Point
Anthony found the three-point Circle of Power in his chapter, and Paul will
find the next level of the Circles of Power in his. It can be found after Paul
properly uses the giant organ in the main Chapel, whihc will cause a large
wooden cabinet on the other side of the organ to open up. Inside is the Five-
Point Circle, which will allow Paul to power up his previous Spells (most of
them, at least) with the Pargon Rune. In other words, all characters will now
be able to cast Five-Point Spells, which are stronger than Three-Point.

Diary Page 1
This is the first of three Diary Pages that you will find that have been
written by a Brother Andrew. This is found inside the locked drawer inside the
podium near the center of the Chapel altar. Although these don't carry direct
usefulness to Paul, reading them will give you more information on the
background story and plot information. Do note that although it doesn't have
much use to Paul directly, he must pick this up, as it will be used later on
in his chapter to help him continue forward.

Diary Page 2
This is the second Diary Page that has been written by Brother Andrew. It is
found on a small desk inside the Old Tower (where Anthony found the Three-Point
Circle of Power). Reading this will give you more background information and
plot detail. Paul must use this, along with Page 1 and 3, later on in his
chapter to coninue onwards.

Diary Page 3
This is the final Diary Page that Paul will find that has been written by
Brother Andrew. Iti s found ontop of a small alter inside of the Bishop's
Room at the end of B3. This is the same room that Anthony fought the possessed
Monk many years before. Once Paul reads this Diary Page (which simply gives
more insight into what has been going on around here lately), he can show Pages
1, 2, and 3 to a Monk that is at the Bell Tower. Once you do this, Paul will
be able to continue onwards with his chapter.

Old Tower Key
The Monk inside of the Bell Tower will give this to Paul after the two finish
their conversations. It is used to open the door leading to the Old Tower,
which is located at the northeastern door of the Chapel. This gives you access
to the whole area that Anthony had to explore in his chapter.

Sheet of Music
This is found inside the Old Tower in the room where Anthony found the Three-
Point Circle of Power on one of the bookshelves. This is a very important
item, as it will eventually lead Paul to pick up the Five-Point Circle of
Power. This item is used on the large organ inside of the main Chapel. It will
allow him to play a certain song that opens up a cabinet.

Sacrifical Knife
This is obtained after Paul has found Diary Pages 1, 2, and 3. Once he finds
these, Paul must return to the Bell Tower and talk to the Monk who has been
waiting for you there. Once you show him the letters, he will give you this
Knife. Although it looks quite weird for a sacrifical knife (such as why would
a sacrifical knife have a corkscrew like tip?), it is used later on in his
chapter. Paul will use it on the sarcophagus in room 1 of B3.

Podium Key
This is found inside of the stuffed, lit-up closet in the western chamber of
the First Floor. This key is used inside of the Chapel, which allows him to
unlock the drawer of the podium at the center of the altar to find a useful
item.

Ruby
This Ruby has been placed into one of Anthony's eye sockets (must have been
painful at the time, huh?). When you first meet Anthony inside of his Tomb
(which was the room that he ended his chapter in), you'll see it in one of his
eye sockets. Once you defeat Anthony, you'll be able to pick up this Ruby
gem. It is used alongside two other gems in the Mausoleum.

Emerald
This is located inside of a painting in the holding cell on the First Floor.
It is easy to miss, so be sure to look at the painting of a Monk inside of
the holding cell room. It is used alongside two other gems in the Mausoleum.

Sapphire
This is the hardest gem to pick up. You must defeat a Horror inside of the
Mausoleum to pick up this final gem, the blue Sapphire, from the dead monster.
This is used alongside the Ruby and Emerald gems that Paul should have found
earlier in the alter at the very end of the Mausoleum, which opens up a door
to a deeper basement.


---Roberto Bianchi---
[#9211i]

Biography:
As it has been said in many places, Roberto has simply been caught in the wrong
place at the wrong time. This Italian architect took a trip to Persia in order
to study the architecture of the area out of interest. Of course, things don't
turn out very well. Pious catches Roberto and, for no reason, states that
Robert is a heretic. Instead of killing him right away, Pious decides to use
Roberto's architectual skill to help him out. Pious forces Robert to survey
the entire Forbidden City (a place we have already visited with Pious and
Karim). Roberto must go to a few locations that have been marked on his map
where Pious has found that there seems to be some structual weaknesses. Pious
wants to keep this place around, as he has some plans that are going to be
executed here. Roberto, like Pious, will sell off his soul here, and like
Pious, he just doesn't have a choice. As you are going through Roberto's level,
be sure to take a look at his map and head to the X marked spots. Once in these
certain rooms, find the rubble that is crumbling away from the ceiling and
falling to the ground. Press B when under this which will make Roberto survey
the room.

Roberto is rather large, meaning he isn't a very fast character. Like Max was,
he is a very slow runner and doesn't have a great deal of stamina. His large
figure does give him a rather large Health meter, however, which will be very
uesful in his chapter. His Sanity is around average, and his Magick meter is
surely a little lower than the average. Roberto won't be using any demanding
weapons, so his poor stamina will only effect his running.


Roberto's Weapons:

Torch
Yet another character who has possession of a Torch is Roberto. This is the
only weapon that Roberto will have at the beginning of his chapter. In fact,
this is the only item that he will have in his whole invintory at the start.
Like all of the previous characters could, Roberto can use the Torch to light
up dark rooms and passageways. It can also be used to take out Mantorok and
Xel'lotath Zombies in one single hit, as swinging it in their face will make
them catch on fire. You must use another item to finish these enemies (I
recommend the Saif) off.

Crossbow
Like Paul, Roberto will also gain access to a Crossbow. It is found in room 3
on the First Floor. This works in the exact same manor as Paul's did: it can
hold only 1 Bolt at a time, and it takes a while to reload. It does an average
amount of damage, and should only be used when you must fight enemies from a
long distance, or while taking down Trappers. Use it only when you must, and
don't use it on big enemies. Stick with Trappers and Zombies.

Saif
This is the only sword weapon/melee weapon that Roberto will find. It is found
lying ontop of a stone block in room 2 on the First Floor. This is a very sharp
sword wit ha rather long blade. It's nearly identical to a Sabre. It is very
thing and light, which means Roberto can use one arm to use this weapon
(allowing fast slicest and chops). It isn't that great to use in tight spaces,
so be sure to target an enemy's head or torso while fighting in these areas so
that Roberto will do vertical slices instead of horizontal.


Roberto's Items:

Tome of Eternal Darkness
Yes, poor Roberto has had his fate sealed by the Eternal Darkness, meaning that
he must pick up the Tome. He will walk through a door near the start of his
chapter and be transported to the Hall of the Tome of Eternal Darkness. Like
you have before, run to the end of the Hall and pick up the Tome from the hand
made from bones. Once you pick it up, the usual, but updated, series of
flashbacks will trigger before Roberto finds himself back in the same room of
the Forbidden City before he was transported to the Hall. Roberto will now be
able to cast any Spells that previous characters have learned.

Summon Zombie Scroll
This is the only Spell Scroll that Roberto will find in his chapter. It has
been placed on top of a pedestal at the very center of room 4 on the First
Floor. You should have all of the proper Runes and they should all be identifed
by now, so Roberto should instantly learn the Summon Zombie Spell.

Forgotten Corridor Key
This Key must do something special, as someone placed it in an area that is
seemingly impossible to get to: a small platform in the middle of a pond of
lava. Of course, if they got it there, then there must be a way to get to it.
Cast a Reveal Invisible Spell near the pool of lava and a bridge will appear
that goes right across the pond. Use the bridge to cross the small pond of
lava and pick up the key from the small, circular platform. It is used to
unlock a door leading to the Forgotten Corridor (the place where Pious and
Karim died) in room 3 of the Third Floor.

Essence of Ancient
This is found in the only room on the Fifth Floor. When he gets here, the
spirits of Chandra and Karim will appear. Karim tries to strike Roberto down
with his sword, however the blade simple reflects off of Roberto. Karim notices
that Roberto is "the chosen one," and gives him the Essence of an Ancient that
he has been taking care of for a very long time. Which Essence this is depends
on which Ancient that Pious is serving. Roberto will never use this Essence in
his chapter, however it is VERY important that he gets it. Later on, he will
transfer this Essence to Michael, who will then (at least, I think it is
Michael who will do this) give it to Alex at the end of the game.

NOTE THAT THESE NEXT TWO ITEMS ARE CRUTIAL TO PICK UP!!! BE SURE TO DO IT!!!
IT IS POSSIBLE TO MISS THEM WITHOUT THE GAME WARNING YOU WHICH WILL CAUSE YOU
PROBLEMS LATER ON.

Effigy #1
This is the first of two Effigy's that Roberto will find in his chapter. This
one, which is a picture of a man seemingly washing his face (and is also blue),
is found in room 1 on the Fourth Floor. When you cast a Reveal Invisible Spell
in room 2 of the Fourth Floor, it may still be in effect when you re-enter the
Fourth Floor. If the Spell is still in effect, you should see the Effigy. If
not, cast a Reveal Invisible Spell again in Room 1 of the Fourth Floor to find
the Effigy on the wall. If you don't see it, walk around the room until you
feel your Gamecube Controller Rumble (which will be hard if you're using a
Wavebird, since they don't rumble). Roberto never uses this item, however he
does pass it on to Michale who will find a great use for it.

Effigy #2
This is the second Effigy that Roberto will find. This one is a picture of a
man on one knee with his head down, as if he is presenting himself to someone
of authority (and it is also red). Karim will make this Effigy appear after
he finds out that Roberto is "the chosen one." Roberto will not use this in
his chapter, however Michael will use it in his. Roberto will pass it on to
Michael much later on in the game.


---Peter Edwards---
[#9211j]

Biography:
There is a large jump in time from Roberto's chapter to Peter's chapter. Peter,
who is a journalist covering World War I, which is known as "The War to End All
Wars," has been wounded and is staying at the Oublie Cathedral along with many
other wounded soldiers as they recover. The Oublie Cathedral has been turned
into a hospital. As Peter wanders around the Cathedral, he finds that there is
something wrong with it. He doesn't know what at first, however he decides to
explore a bit. The probem that Peter notices is that every wounded soldier who
enters here never seems to leave; at least not through any of the Cathedral
exit doors. Peter wonders if he will be next, and thinks it's best if he looks
around to see what is going on before something happens to him.

Peter has a rather small Sanity meter. Although he has seen a lot of crap going
on in the war, his mind just can't take any more of the bloodshed. His Health
is, at best, average. His Magick meter is far above average, which is a real
good thing, as Peter will be using a LOT of Magick in his chapter. Peter has a
leg injury, meaning he can't run very fast (even though he doesn't limp). He
doesn't have a great deal of stamina either, however he is very good with
firearms.


Peter's Weapons:

Torch
Well what do you know? Peter will find and use a Torch too! This Torch is
mounted on a wall inside of a small area in the Morgue. The Cathedral is very
dark in Peter's chapter, mainly because the whole chapter takes place at night.
At one point, all of the lights go out in the Cathedral, so the Torch will be
very useful at times! It is a great weapon to use against Mantorok and
Xel'lotath Zombies, as swinging it in their face will cause them to catch fire
and burn up in just one hit. Use another item, such as the Two-Edged Sword,
to perform the Finishing Move on any burning enemies.

Flash Pan
Peter will have this item in his invintory at the very start of his chapter.
Normally, a Flash Pan is used to take photographs (at Peter's time, these were
used to create the flash of light that cameras needed to capture an image),
however Peter can use them to stun enemies in dark rooms due to its bright
flash. It doesn't do any physical damage; it only stuns enemies. It can hold
only one light at a time, and each time that Peter uses it, he must reload the
Pan. He has only five charges with him, meaning he can use this item for a
total of 6 times (as it comes loaded with one). Use it only when you are being
overwhelmed by enemies.

Two-Edged Sword
Yep, you'll have access to this great item once again, provided both Anthony
and then Paul picked it up. It has been placed on a wall inside of the Old
Tower. Like you've witnessed before, this item can easily slice away enemies
in just a few hits thanks to its cutting power and weight. Meter must use
both hands, meaning he can't swing it very fast. Since it has such a wide
radius, be sure to always target enemies heads and torso while you are fighting
in tight corridoes so that the blade won't hit the walls before it hits the
enemy.

8mm Revolver
Peter will have access to two guns in his chapter, with the 8mm Revolver
being the weaker of the two. This gun has been placed on top of a pew in the
Eastern Chamber of the Cathedral. This gun will hold a total of 6 bullets at
once before having to be reloaded. Reloading this gun takes a good deal of
time, so be sure to reload only when you are sure that you have enough time to
do so. It does pack quite a punch, especially at medium to close range. Use it
on minor enemies such as Trappers, Zombies (aim at their Torso's), and Horrors
if you must (target their three heads). It uses 8mm bullets. Ammo for this gun
can be found all over the chapter.

.303 Rifle
This is the second gun that Peter will find, and it is quite a bit stronger
than the Revolver. This Rifle, which is being used in World War I, is found
on the alter in the main Chapel only after the power goes out (as if someone
placed it there for you...). This is used best for long range attacks, and it
is VERY powerful. It can hold 10 .303 Rifle Ammo bullets at once, and it also
has a fairly quick reload time. It doesn't have a great rate of fire, however
it will take enemies down quite quick and it will also stun them too. Use it
on the larger enemies, such as Horrors (you must aim at their heads). There is
a good deal of .303 Ammo lying around Peter's chapter, but only use the gun
when you really need to.


Peter's Items:

Tome of Eternal Darkness
Near the beginning of the chapter, Peter will walk through a door and be
transported to the Hall of the Tome of Eternal Darkness. Like every previous
charcter did, run to the end of the hall and pick up the Tome from the hand
made of bones. Once you pick it up, more flashbacks will start, and once they
have finished, Peter will be back where he was in the Cathedral before he was
taken to the Hall. He can now cast Spells.

Circle of Power; Seven-Point
This is the final Circle of Power that any character will find, and like the
previous two, it is found inside of the Cathedral. It is hidden well; inside of
the Coal Chamber. Peter can get here only after he has a Trapper go through a
small hole into this room and have it trap a large item that is blocking a
door in the Boiler Room. Once he gets this, Peter and all later characters will
be able to power up their Spells to seven-points using the Pargon Rune. These
are the most powerful Spells that you will be able to create.

Magickal Attack Scroll
This is found right near the end of Peter's chapter. It is located at the very
bottom of the Stairway that connects B3 to B4. Peter should have all of the
components needed to create this Spell, so unless you have already created it,
Peter will learn it right away. He needs to know this Spell to finish the
chapter!

Binding Hall Key
This is found on an alter in room 3 of B3. It will be used to open the door
leading to the Binding Hall room (which is located in room 1 of B3).

Magickal Elixir
This is found on the blood-stained sacrifice stone in the Sacrificial Alter
Room. This useful Elixir will fully replenish Peter's Magick meter after he
drinks it. There is only enough inside of this jar for five doses, so I suggest
saving all of it until the very end of the chapter. You'll see why...

Lucky Penny
Peter will have this item in his invintory as soon as the chapter starts.
Although it seems to have no use, Peter will eventually find a good home for
it. He will use it to complete a circuit in the fuse box inside of the
Generator Room after the power goes out.

Sealed Envelope
This is found right on top of the podium inside of the Chapel. Someone must
have left it here. Peter can pick it up and open it. Once he does, he will find
that there are a bunch of Soldier's Orders inside. See the descriptions
below for more information on each...

Soldier's Orders
This long document has orders for a specific soldier to follow. It is found
inside of the "Sealed Envolope" that Peter finds on the podium inside of the
Chapel. Peter can open the envolope to find these. You must show these orders
to the guard located inside of the Entrance Hall of the Cathedral. Once he gets
his orders, the soldier will leave his post, which will give Peter access to
the Eastern Chamber.

Soldier's Letter #1
This letter has been written by Pvt. Jackson (Private, for those who don't know
army shortforms) and is found lying on top of a desk in the Chapel, right
near to where Peter's chapter begins. Reading these is quite important, as it
gives you a lot of information about what has seemingly been going on around
here from a soldier's perspective. Something sure isn't right... Aside from
plot, this letter does nothing.

Soldier's Letter #2
This is found on top of a supplies crate inside of the Bell Tower (where Paul
met the Monk, and where they had conversations about what was going on around
the Cathedral). Reading it will give you even more background story about what
others have been noticing about the Cathedral. Aside from plot, this letter
does nothing.

Soldier's Letter #3
The third, and final Soldier Letter, is found in room 2 of B3. This letter is
by far the darkest of them all, as the one who wrote it describes all of what
has been going in inside of the Cathedral. This simply adds to the plot of
Peter's chapter, and nothing more.

Sheet of Music
This is the exact same piece of music that Paul played many years ago. It is
still on top of the organ inside of the Chapel, right where Paul left it. The
organ will not work until Peter restores power to the whole Cathedral after it
goes out. Once he does restore power, play the same song that Paul played
(some parts of the Sheet have been ripped from age, so hopefully you'll
remember what the notes were). Once Peter nails down the correct tune, the
wooden cabinet on the opposite side of the organ will open up just like it did
in Paul's chapter.

Door Handle
This is found by opening the wooden cabinet by playing the correct song on the
organ (view Sheet of Music above). Once Peter picks it up, he can use it on
the hidden door that leads to the Western Chamber. He can reveal this door
by using a seven-point Reveal Invisible Spell on the wall in the main
area that has the seven-point magckal sigil on it.


---Dr. Edward M. Roivas---
[#9211k]

Biography:
Edward is the second Roivas family member that you'll get to play as (well,
third if you count Alex). Max is Edward's ancestor as well as Alex's
grandfather. Edward was the one who raised Alex during her childhood after her
parients died. As it has been going on for ages, Edward inherits the Mansion.
He gets it after his father died at the Mansion. Upon arriving at the Mansion,
Edward decides to go exploring to see what he can find. Edward is a
psychologist, and he decides to use his abilities to try and figure out what
has been going on at this Mansion and why so many of his relatives have died
here. Edward wonders if his entire family has been going mad because of a
possible weakness in his family's genes, however, after searching the Mansion,
Edward knows that it is definitely not the family genes. He finds out that the
Roivas family has ties with the Ancients, and he knows that he now must
continue the roll that his ancestors started. Edward is the first character
who will seriously damage the Ancient's residence at the Roivas Mansion, and
for doing this, Edward will most likely end up like all of his ancestors.

Because Edward is a psychologist, he has a strong mind and knows how to control
it. Because of this, Edward has very high Sanity and Magick meters. He is an
aging man, however, so his Health meter is a bit below average. Also, because
of age, Edward is a little on the slow side with both his stamina and his
overall attack speed. His arm does tire quickly when using a melee weapon, but
since Edward will find several guns in his chapter, he can stay away from the
sword and stick to fire power.


Edward's Weapons:

Sabre
This is the only melee weapon (aka, sword) that Edward will find inside of
his chapter. THe Sabre is located in the Mansion's Dining Room. This is the
exact same weapon that Max used back in his chapter, therefore it has the same
attributes (if you remember what it was like). This Sabre has a very long
blade that is rather sharp and is not very heavy. Edward can swing this weapon
with only one hand, which will allow him to swing it at a relatively good
pace. Since Edward doesn't have much stamina, however, be sure to make every
hit count; he can't swing rapidly forever.

Enfield Revolver
This is Edward's main firearm that he often keeps by his side. You don't start
out with this gun; instead it is found inside of the Secret Study perched on
a wall. This gun will use .38 Revolver Ammo, which are found in small packages
all around the Mansion. Like all Revolver's, this one is very powerful and will
stop most enemies right in their tracks. It is very accurate, and I recommend
you use it on enemie's heads or torso's (don't bother aiming at their arms).
This gun does take a little while to reload as each bullet must be loaded in
individually, so be sure to reload in a safe place where there are no enemies.

Ithaca Double Shotgun
This is found perched on the northern wall inside of the Basement of the
Mansion. This gun isn't very large, however it is VERY powerful. It is best
used at short range; at long range, the gun will loose a lot of its
effectiveness. Be sure to aim for for heads or torso's. It can hold two shells
at once before having to be reloaded (which is done very quickly; Edward is a
master at reloading this weapon). Edward has the option available that will
allow him to fire one or two shells at once. This can be set inside of the
invintory screen using the Mode function on this gun. Firing one shell at once
allows Edward to take two shots before having to reload, however there isn't
as much power as firing both at once (however, you'll have to reload right
away after firing both shells at once if you set it to this). You will find a
lot of shotgun shells on your journey, so you'll probably be using this gun
for the majority of the chapter.

Elephant Gun
Yes, this gun does have its name for a reason. The Elephant is powerful enough
to take down a whole elephant. It is so powerful the Edward keeps it locked up
inside of his gun cabinet located in the Guest Bedroom. This is, I would
argue, the most powerful firearm that you'll find in the game. Each time
Edward fires a shot from this gun, it will send him straight back onto his,
well, back. The Elephant Gun can hold two Double Rifle Ammo bullets at once,
and Edward can also set it to fire both or one at once (just like the Ithaca
Double Shotgun). This can be done by using the Mode function on the invintory
screen for this gun. This gun will more or less defeat most enemies in one or
two hits, especially if you aim for their torso's (or heads, if you're facing
an enemy that requires headshots). It will take Edward a relatively short
amount of time to reload this weapon (long if he has to reload both barrels
at once). Although it is best used in close combat, this gun is by far the
most powerful long range weapon that Edward will get. Use it sparingly,
however, as there isn't a bunch of ammo around the Mansion for it.


Edward's Items:

Tome of Eternal Darkness
Like all previous Roivas' members that you've played as, the Tome is found
inside of the Secret Study on the large wooden desk at the center. Once
Edward picks up the Tome (and watches the now quite long flashback scene), he
will be able to cast Magick Spells.

Summon Horror Scroll
This is the third and final Summon Creature Scroll that you will will find
(assuming you already found the Trapper and Zombie ones, although if you
didn't, you wouldn't be in Edward's chapter right now). It is located on one
of the shelfs in the Mansion Basement and is guarded well. You have most likely
identified all of the Runes needed to cast this Spell, so unless you have
already taught it to yourself, Edward will learn the Spell as soon as he picks
this Scroll up.

Magick Pool Scroll
This is the first Spell Scroll that Edward will probably find. It is located
on a chair in the Study (the area surrounded by all of the books). It is easily
missed, but it isn't a big deal if you do; most people don't use this Spell
very often. Assuming Edward has all the right Runes identified, or assuming
that a previous character hasn't created this Spell, Edward will learn the
Spell as soon as this Scroll is picked up. This useful Spell gives you an
unlimited amount of Magick for a short period of time before completely
draining your Magick meter. As stated before, use this only when you must.

Roivas Family History - Volume 1
This is found neatly placed on top of the fireplace in the Library of the
Mansion. Be sure to Check this item once you get it. Not only does it reveal
some information on the Roivas family history, but Edward will also find the
Minute Hand of a clock between a few pages of the book.

Roivas Family History - Volume 2
This second volume of the Roivas Family History is found neatly placed on a
desk inside of the Guest Bedroom. Like the first volume, reading this will give
you more information on the background history of the Roivas family. Edward
will, like before, find something hidden between some pages in this Volume
too: the Hour Hand of a clock.

Hour Hand
Edward will find this item stached between a few pages inside of the Roivas
Family History - Volume 2 item (which is described just above). This item,
along with the Minute Hand, is used on the old and beautiful Grandfather Clock
located inside of the Study (same place where Alex found it in her chapter).

Minute Hand
Edward will find this item stached between a few pages inside of the Roivas
Family History - Volume 1 item (which is described just above). This item,
along with the Hour Hand, is used on the old and beautiful Grandfather Clock
located inside of the Study (same place where Alex found it in her chapter).

Basement Key (Top Half)
The Basement Key has been split into two parts. At one point in Edward's
chapter, the Vampire Beast will be roaming around the Main Foyer. Once you
make him flee to the basement, it will drop the Top Half of the Basement Key
onto the ground, allowing you to pick it up. You will have to use the Mix
function on the Invintory screen along with the Bottom Half of the key. Once
you do that, Enchant the item to turn it into the fixed Basement Key which will
allow you to unlock the door leading to the Basement!

Basement Key (Bottom Half)
After Edward spots the Vampire Beast for the first time, it will flee away to
another room. He spots it first in the Study, and as it runs, it will knock
over a small vase and it will shatter on the ground. Inside of it was the
Bottom Half of the Basement Key. You will have to use the Mix function on the
Invintory screen along with the Top Half of the key. Once you do that, Enchant
the item to turn it into the fixed Basement Key which will allow you to unlock
the door leading to the Basement!

Gun Cabinet Key
Note that if you do not do this task, you will not be able to get the Elephant
Gun, so be sure to follow what I say if you want it. When you enter the Master
Bedroom (usually the first time you enter after you have grabbed the Tome of
Eternal Darkness), the Campire Beast will start feeding away on one of Edward's
servants who is cleaning the room. Take care of the Beast VERY quickly, and if
you take him out quick enough, the servant will not die. If you saved him, then
talk to him and he will give you the the Gun Cabinet Key. If he dies, you will
not be able to get the Key, meaning you'll lose out on being able to use the
amazing Elephant Gun. The cabinet that you can unlock is located inside of the
Guest Bedroom (the room where Alex found Karim's chapter page).

Liquid Courage
Edward will have this in his Invintory right from the beginning. Infact, this
is the only item that Edward will have when he starts his chapter. Inside is
an alcoholic beverage, such as brandy. When Edward uses this item, he will
regain some of his Sanity. It can be used only seven times, however. It is a
nice alternative from having to use Magick on the Recover Spell aligned under
Xel'lotath (which recovers Sanity).


---Michael Edwards---
[#9211l]

Biography:
Michael, a firefighter who hails from Canada, has been assigned to go to the
Middle East to help extinguish the oil fields that have been ignited during the
Persian Gulf War. Michael has been in the force for a very long time, and he
knows danger when it is near him. Right from the start, Michael knows that
there is something strange about where he is. Following a massive explosion,
Michael and a few fellow firefighters fall down a giant pit and right into the
Forbidden City. Thanks to Roberto's information many years before, the
Forbidden City has been strengthened and expanded by Pious and his minions.
Michael turns out to be one of the most influential fighters against the
Eternal Darkness, as some of his discoveries will eventually lead to Pious'
downfall.

Since he has been trained to put up with almost any sort of physical
requirement, Michael is quite beefed up. He is very fast and has amazing
stamina; he will almost never tire, despite how often you run for. His Health
is by far his best aspect, as it is way above average. Michael can take quite
a beating, which is a good thing, as Michael's chapter is the hardest of the
lot. Unfortunately, his Magick and Sanity are quite a bit below average, but
thanks to the Recover Spells and Michael's sheer strength, having two low
meters shouldn't cause very much trouble.


Michael's Weapons:

Fire Ax
This is the first of a possible two Melee weapons that Michael will aquire. He
has this Fire Ax right at the beginning of his chapter in his Invintory. For
nearly the entire chapter, this is the only melee weapon that Michael will be
able to use (assuming he finds the Enchanted Gladius). This Ax is very sharp
and can slice through enemies rather quickly. Since Michael is quite strong,
he can swing this thing with great force, and since his stamina is quite high,
he can swing for a while. He must use both hands to use the Ax. It is quite a
lont weapon, so in tight areas, I recommend you target an enemy's head or
torso so that he will swing vertically instead of horizontally which will help
it from hitting the walls.

Glock 17 Pistol
Michael will find this powerful weapon right at the start of his chapter while
checking all of the bodies around him to see if they survived the fall. He
takes this gun off of a dead firefighter. It can hold a total of 19 9mm bullets
at once before the clip must be reloaded. Since this is a Pistol, it reloads
VERY quickly, has great accuracy, but isn't the most powerful weapon, that is
depending which mode you set it to. On the Invintory screen, select the gun's
Mode and switch to fire three shots at once, especially if you are facing a
large enemy and want to take it down fast. This will require the gun having to
be relaoded more often, but it will pack a much larger punch. Michael will find
a few extra packs of 9mm Pistol Ammo beside the dead firefighter, but that is
all he will find during his chapter. Use this gun only when you need to.

OICW Special Forces Rifle
This is the most powerful gun that Michael will be able to use in his chapter.
It is found on another dead firefighter in the first room of Michael's chapter.
Be SURE to pick it up, as you'll want this gun's firepower. It will hold 30
5.56mm Rifle Ammo bullets at once before having to change clips. It is also
able to hold 6 OICW Grenades at once before having to reload. The reload rate
for this gun is quite fast. This gun features four different Mode settings:
single shot, triple shot, full auto (which will allow you to fire the gun
continously until you run out of ammo in your clip, or until you take your
finger off of the fire button), and grenade launcher. Search around the dead
firefighter to pick up some boxes of 5.56mm Rifle Ammo as well as a few
OICW Grenades. This is all you will find for this weapon in the chapter, so
use this weapon only when you need to.

Enchanted Gladius
This useful item is found sitting on a pedestal inside of the secret room
located on the fourth floor. This Gladius has a constant Enchantment on it,
meaning you'll never have to worry about the Enchantment power to run out. It
is Enchanted in the Alignment that opposes Pious. It has a rather strong
Enchantment, meaning it is able to damage all enemies at a great rate,
regardless of their type or alignment. This item will eventually end up in
Alex's hands during her chapter, which she will use to death in the game's
final battle. If you want some more information on this weapon, please scroll
up to Alex's Items and view the Enchanted Gladius writeup there.


Michael's Items:

Tome of Eternal Darkness
Right near the start of his chapter, Michael will walk through a door and be
transported to the Hall of the Tome of Eternal Darkness (I really hate typing
that out). Like you have several times before, walk to the end of the hall
(this is the final time that you'll be visiting it, so be sure to take a look
at the statues on the side of the path... sure has changed since
Anthony's time, eh?) and pick up the Tome which is located in the palm of
the hand made of bones. Once you pick it up, a long flashback will occur. Once
that is done, Michael will appear back in the Forbidden City. He will now be
able to cast any Spell that has been previously learned.

Bind Spell Scroll
This is the last Spell Scroll that you will find. It is located on top of a
pedestal made of bones on the fifth floor. Once Michael picks it up, assuming
he has not already learned it through creation and that the right Runes have
been identified, he will learn the Bind Spell right away. You'll be liking this
one quite a bit... (view the Spells section for more information).

Effigy #1
This Effigy, which is a man on one knee and is coloured red, is found right at
the start of Michael's chapter when Roberto's ghost appears. The ghost will
give Michael this and another Effigy, which he will use in room 2 on the Third
Floor near the end of his chapter.

Effigy #2
This Effigy, which is a man washing his face and is coloured blue, is found
right at the start of Michael's chapter when Roberto's ghost appears. The ghost
will give Michael this and another Effigy, which he will use in room 2 on the
Third Floor near the end of his chapter.

Effigy #3
This one hasn't been picked up yet, so don't worry when the ghost of Roberto
doesn't give it to you. It is located in the second hallway on Floor Two. There
is a Damage Field around it, so you'll have to cast an opposite-aligned, same
powered Dispel Magick Spell to take it down. Once you do, you can pick up the
Effigy. This will be used, along with the previous two that Roberto's ghost
gave him earlier, in room 2 on the Third Floor near the end of his chapter.

Flashlight
Michael will have this item in his Inintory right from the start of his
chapter. Unlike the Torch, this item can be placed in Michael's shirt, meaning
that while he has it on he can still use both of his hands for weapons. This
is a good thing, as unlike the Torch, the Flashlight can't take down any
enemies. Despite that, this item will let Michael find his way through the
very dark passages of the Forbidden City. I recommend that you equip it right
at the start of his chapter and not take it off; it will last forever and it
does make things a bit easier on the eyes.

Essence of Ancient
This is yet another item that Michael will obtain from the ghost of Roberto
right at the start of his chapter. This is the same Essence that Roberto
picked up in his chapter, and which Essence this is depends on which Ancient
that Pious serves. Eventually, Alex will pick up this Essence later on.

Staff
This is found in room 5 on the First Floor. It is located right in the middle
of the room on the ground. Pick it up, and when you get the Gold Amulet,
be sure to Mix the two items together which will let you finish a certain task.

Gold Amulet
This is found in the northwest corner of room 3 on the First Floor. Once he
picks it up and finds the Staff, he will be able to Mix the two items together
(which can be done in the Invintory screen) to create one item. This is used
for a special puzzle later on in his chapter.

Plastic Explosives
These items are guarded very well; by two Horrors actually. Once you take both
of them out, pick up the Plastic Explosives that they were guarding. Alone
they don't do much, but once Michael Mixes them with the Detonator, Michael
will create a C4 Bomb. This is used to blow up the bridge, and the entire
Forbidden City, in room 3 of on the Third Floor.

Detonator
This is found beside a dead firefighter in the Forgotten Corridor. You will
have to use the Mix function on the Invintory screen to mix this item with
the Plastic Explosives. When Michael does this, he will create a C4 Bomb, which
will be used to destroy the whole complex near the end of his chapter.


~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

                     ~------------------------------------~
                     |       5. The Dark Residences       |
                     ~------------------------------------~
                                     [#3911]

Introduction:
Over the course of the game, you will travel through four different locations.
You will visit each location about three times with three different characters
in three different time periods. The first time you visit a new location
(with the exception of the Roivas Mansion), you'll discover it in it's most
ancient form. For example, the first time you visit the Forbidden City
with Pious, the year is 26 B.C. The next time you visit it with Karim, the
year will be 565 A.D. This is interesting, as while you progress through the
game, you'll also see the progression in each area. Again, for example, the
Forbidden City that Karim visits has the same layout as it did when you were
in there with Pious, however it has been renovated since Pious' time.

In this section, I will talk about each of the various areas that you'll visit
over the course of the game with each character. I will also, in depth, talk
about how the locations change over the course of time. It is a good idea to
read through this section before you start the game, or before you start a
new chapter, as knowing a bit about the location before you start a chapter
could really help you out. All of these locations are, in one way or another,
a haven for the Eternal Darkness, so watch your step!

**Thanks goes to Prima's Official Strategy Guide for some certain information
regarding a few locations.**


---Roivas Mansion, Rhode Island---
[#3911a]

Visited by: Alex Roivas, Max Roivas, Edward Roivas

General information - This beautiful, old Mansion was built before the American
Revolutionary War. It was built on Rhode Island, New York, by the Roivas
family. The very first known master of the house was Aaron Roivas, who was the
father of Max Roivas. You never get to play as Aaron, but you will get to play
as Max. Aaron lived in this house at the turn of the 18th century, however it
is unknown if he was the very first Roivas to own the Mansion. For all we know,
there may have been previous masters; the game never states this fully.

The Mansion itself is not what the Eternal Darkness fully occupies. They
occupy a giant underground city that is located directly underneath the
Mansion. This is the Runes of Ehn'gha, a giant necropolis that is the main
home of the Eternal Darkness' forces. Aaron was the first Roivas to discover
the Runes of Ehn'gha just before he died in 1760. He wrote about his findings,
and soon after Max inherited the Mansion, Max read Aaron's notes and continued
to fight the Eternal Darkness. Since Aaron, every single member of the Roivas
family who enherited this Mansion has faught the Eternal Darkness. Most of
the Roivas family doesn't know about the Ancients and the Runes of Ehn'gha
until the near end of their chapters.


1760 A.D.
Visited by: Dr. Maximillian Roivas

General Information - Max inherits the Mansion from his father, Aaron, after
he dies. This is the Mansion at its youngest stage, and it is very different
to what Alex sees back in hers. Firstly, the Mansion has no east wing (this
is where the Observatory, Library, and Study are located in Alex's Mansion), as
they haven't been built yet. Since there is no hallway that leads to the
Secret Study (which has been built before Max inherited the Mansion), Max will
have to find an alternative route to the Secret Study. This is found by
crawling through the fireplace in the sitting room.

One thing that most people overlook is the stained glass window located at the
end of the hallway of the Second Floor. If you take a look at the image, you'll
notice that there is a sun rising above the village. For those of you who
like English, this does represent something. Can you figure it out?

The door that leads to the Servants Quarters (just to the right of the stained
glass window) is still here (it's covered up by wallpaper in Alex's chapter).
It is locked during Max's entire chapter, however, so it really doesn't serve
much purpose aside from a thing to remember for the future.

Those are all of the main physical changes; everything else is about the same
as it will be in the future of the Mansion. The only differences are those of
the decour. For example, all of the light sources in the Mansion are from
candles, whereas in Edward and Alex's chapter they are electric. The entire
decour of the Mansion really does give it the feel as if you are in the early
18th century.


1952 A.D.
Visited by: Dr. Edward M. Roivas

Edward's chapter starts out in relatively the same way that Max's chapter
started: Edward inherits the Mansion after his father died. There are some
major changes in the Mansion between Max's chapter and Edward's chapter.
Edward's chapter looks a lot more like the Mansion we have gotten familiar with
in Alex's chapter. Firstly, nearly all of the est wing has been built, such
as the Library and Study. The Observatory, however, has not yet been built,
so Edward won't be able to view the stars. Since the main Study has been
built, as well as the Library, Edward will get to the Secret Study in the same
way that Alex did. In fact, he gets there in the exact same way.

One major different that you may notice (aside from the different decour from
the early 18th century) is that the Servant's Quarters doorway is no longer
there. It has been covered up by wallpaper, and Edward will never be able to
access this room.

If you take a look at the stained glass window at the end of the hallway of
the Second Floor, you may notice that it has changed from Max's chapter. Now,
it is an image of a angel-like girl rather than a sunrise. Again, for those
who like these kinds of images, try to figure out what these pictures relate
to. They aren't there for no reason!


2000 A.D.
Visited by: Alexandra Roivas

This is the latest verison of the Roivas Mansion, and it is also the very first
version you will visit. The Mansion at Alex's time serves as the game's main
overworld. Alex, like what we have seen before, inherits the mansion after
there is a death in the family. Alex inherits it from Edward following his
death. Since Edward's death, however, the Mansion has turned into a dark,
evil looking house. The Mansion is more or less a mess; there is dust and dirt
all over the place and things just look dark. Some of the carpets and walls
are actually rotting away, which is weird, as Edward died not to long before
Alex arrives at the Mansion. During his chapter, the Mansion did not look like
this, and I'm sure he wouldn't have kept it up like this.... interesting....

Finally, the Observatory has been completed. You can gain access to it through
the door at the end of the Library. There have also been some additions to
the basement thanks to Edward. Alex will access the Secret Study through the
same grandfather clock puzzle that Edward must solve, however you will solve
it with Alex before you do with Edward. 

When you take a look a tthe servant's quarters, you may notice that they are
still sealed away with the wallpaper. Max and Edward couldn't gain access to
these Quarters, however Alex will be able to break away the wallpaper once
she finds the Pickax. The last person who entered these Quarters was Max,
however once you do get in there, you'll probably think that there was
something else in here after Max... not a member of the family.

Finally, let's talk about the stained glass window. Yet again it has changed.
Like in Edward's chapter, here we see an image of the same angel-like girl,
however this time she is holding something in her hand. Also, unlike Max
and Edward's chapters, the window has a magickal force field on it, and until
Alex can dispel it, she won't be able to get very close to it.


---The Forbidden City, Persia/The Middle East---
[#3911b]

Visited by: Pious Agustus, Karim, Roberto Bianchi, Michael Edwards

General Information - You will be visiting this location more times than all
of the others. The Forbidden City will be traversed by four different people,
whereas most of the other locations are graced by two or three characters. The
city is actually a giant underground temple that, I believe, was made by the
Ancients and their minions in an area that most people would not find: under
the sands of Persia (not called The Middle East). Pious will be the first
character to go through this area. He visits it very early. In fact, he is the
only character that will play in the B.C. era. Pious searched this area to try
and find an ancient artifact that will apparently help the Romans in their
conquests and help strengthen the Roman Republic.

There is no way to know that the city was here. The only reason why Pious
found it was because the Ancients called him to a circular, stonehenge like
structure in the middle of the desert. When he stood in the middle, he was
transported to the, at the time, small temple down below. Once one of the
Ancients uses Pious as their earthly control, Pious will greatly expand the
Forbidden City over the centuries. This is one of the most important areas to
the Ancients; only the Runes of Ehn'gha are more important to them. Because of
this, you can only expect that this place will be covered with the dirty
footsteps of the Eternal Darkness and their minions.


26 B.C., Persia
Visited by: Pious Augustus

This is the first chapter that you'll play (not including the first little bit
you play as Alex back at the Mansion at the start of the game), as well as the
first location that you'll fully explore. Pious enters the Forbidden City after
he is lured into the middle of a stonehenge structure. The pillers cast a
Magickal Attack and transport Pious to the Temple far underground. He is first
transported to the top level, and during his chapter, he will work further
and further downwards. Since this is your first task in the game, you will be
met by only one enemy: Mantorok Zombies. They are weak and won't pose any
trouble to you.

This is the smallest variation of a location. The Temple is very small, and in
my eyes, isn't a city at all. This Temple contains only four floors and nine
rooms. It won't take you very long to get through this area; about 15-20
minutes at most. Everything in here has been constructed out of stone and
nothing more.

The only thing that is interesting about this area takes place at the very end.
When Pious reaches the Forbidden Corridor, he will find three Artifacts
floating on top of some platforms. He will have to pick one, and this choice
will determine many aspects of the rest of your game. The Artifact that Pious
chooses will determine what sort of enemies you'll face. For example, if you
choose Ulyaoth's Artifact, you will face mostly Ulyaoth-aligned enemies. This
choice determines Pious' fate, and he will be under this fate for the next
2000 years until his demise.


565 A.D., Persia
Visited by: Karim

Karim's chapter starts off in nearly the exact same way that Pious' chapter
did. He is sent here by the girl of his dreams in order to find a priceless
artifact of great power. Karim is transported into the city via the same
way: he walks into the center of the stonehenge like structure, which in turn
casts a Magickal Spell that transports him into the Forbidden City.

The Temple has changed greatly since Pious graced its halls under your
control. Since Pious is now under control of an Ancient, and since this area
is so important to the Eternal Darkness, Pious has been building this place
to become more like a city. The Temple is now full of guards, including
strong Zombies, Trappers, and even Horrors. Most of them will be aligned to
whatever Ancient Pious serves (so, if you picked the Ulyaoth artifact, most
of the enemies in this area will be blue and attributed to Ulyaoth; see the
Enemies section for more information). There is now five floors here, as well
as a total of 14 rooms total. Like Pious, Karim will slash his way through
until he gets to the Forbidden Corridor. Once there, Karim will find another
Artifact, another Ancient Essence, which he will pick up. Unlike Pious,
however, Karim will not become a slave to an Ancient, and instead guard it
for several centuries until another person comes down here in search.


1460 A.D., The Middle East
Visited by: Roberto Bianchi

By this time, the area is no longer Persia. Now, when the Italian architect
named Roberto Bianchi arrives at the Forbidden City, the surrounding area has
now been named The Middle East (just like it is today). Unlike Pious and
Karim, Roberto is sent here after being captured by Pious; he was not
transported here via the stonehenge area. Roberto is thrown down a hole (which,
if you look carefully, is where the stone pillers used to be). Pious notices
that some parts of the City are starting to fall apart, and he commands
Roberto to survey these areas and find out how to fix them. The Temple is now
quite large, even compared to Karim's chapter. It has been expanded greatly
in the near 900 years between Karim and Roberto's chapter. There are many more
rooms and hallways, and there are even more guards of the Eternal Darkness
down here to make sure everything is going according to Pious' plans. In fact,
some enemies have even take over humans in order to get the job done.

Pious' Ancient wants him to turn the Forbidden City into their main source
of Magickal Power. Pious is slowly getting there, but he is still making a lot
of progress. To show his dedication to the Ancient, Pious starts building a
giant tower made of humans! He captures a bunch of people from the area who
have falsly been convicted of being heretics, and throws them into the giant
mold for the human tower. Once the tower is finished, the area can truly be
called the Forbidden City.


1991 A.D., The Middle East
Visited by: Michael Edwards

This is the final visit you'll be taking to the Forbidden City, as once you
are through Michael's chapter, the city will no longer exist. That's right:
Pious started the building of this city, and Michael will destroy the entire
place once he has gone through the place. It won't be easy, however, as since
Roberto's chapter, the Temple has grown into a city of Darkness. During the
Persian Gulf War, the Canadian firefighter has been sent to put out oil fires.
While trying to put one out, there is a giant explosion from the oil that
causes a giant hole to appear in the ground. Michael and a bunch of other
firefighters fall down the hole, however Michael is the only one to survive
the fall. The Temple is now almost complete, as it does look different than
it did in Roberto's chapter.

Thanks to Roberto, the structure of the city is as strong as ever. There is
no more danger of the entire place collapsing, unlike in Roberto's chapter.
Due to all of the explosions and war from above, however, many passages that
Roberto took are now blocked by giant boulders and rocks that Michael simply
cannot move away by himself. Despite this, Michael will find his way through,
and he will see the largest version of the City. There are now 5 floors and
a total of 23 rooms, all filled to the brim with the servants of the Eternal
Darkness.

The pedistals that we all came to know have now been destroyed. The other
Essences are gone as well, meaning that this city belongs to Pious and his
Ancient. The other Ancients no longer have any control of this area. Michael
will need all of the help that he can get to get through here, and there won't
be much of it.


---Mantorok's Temple, Angkor Wat, Cambodia---
[#3911c]

Visited by: Ellia, Dr. Edwin Lindsey

General Information - You will only be visiting this area twice during your
adventure. This Temple, which is the home of Mantorok, the strongest of the
Ancients, is located in the Angkor Wat region of Cambodia, deep in the jungle.
The Temple has been built into the ground, as while playing through it, you'll
notice that you just keep on going further and further downwards. Most of the
areas in the dungeons, especially the hallways, are filled with traps. They
are all activated by stones that are on the ground, and things such as swords
coming from the wall and poison darts being fired from the walls may happen.
Most areas in this Temple are fully of traps, so you'll have to watch out!
Always avoid stepping on stones that seem out of place, or ones that seem to
be lighter/darker in colour than the stones surrounding them.

This dungeon serves little purpose for the Eternal Darkness. In fact, the
Eternal Darkness wants to stay away from here, as Mantorok, the god of the
Ancients, lives in the basement. This giant creature despises the Ancients and
cares greatly for humans. On the sides of some of the rooms in the Temple are
giant carvings that show Mantorok bringing the people of Cambodia great crops
and perfect weather. Mantorok is the only one who can stop the Ancients' plans
with a single footstep, so Pious came here and made sure that wouldn't
happen. Pious binded Mantorok to the bottom of the Temple, making sure he
could never leave. After Pious hit Mantorok with the attack, Mantorok can do
nothing more but stay here and slowly die over the centuries. Even though
Mantorok is severly harmed, he still has unbelivable power. At one point in
Lindsey's chapter, for example, Mantorok vaporises two Gatekeepers with almost
no effort.


1150 A.D., Angkor Wat, Cambodia
Visited by: Ellia

Ellia, the chapter that you'll encounter in the game, is the first to tackle
this dungeon. She arrives at the Temple while reading the Tome of Eternal
Darkness. She decides to explore the Temple after being trapped inside in
search of a way out. Eventually she finds a small Blowgun on a stone in one of
the many hallways on the First Floor. When she picks it up, a trap door opens
up from under her and she falls all the way down to the bottom level of the
Temple. She completely bypasses the middle floor between the First and bottom
level's of the Temple (however Lindsey will have to travel here during his
chapter). She will have to go through 14 rooms in total.

Ellia is the first character who will face alignment-based Zombies. Yes, there
are many Mantorok-aligned Zombies in this dungeon (the same ones you saw in
Pious' chapter), however many of the later rooms are filled with the special
alignment-based Zombies, such as Ulyaoth Zombies. The majority of the Zombies
you'll see depend on which Ancient Pious works for. For example, if he works
for Xel'lotath, then the majority of the Zombies will be Xel'lotath Zombies.
Eventually Ellia will find Mantorok at the bottom of the Temple. Mantorok
trusts her, and makes sure that his most prized attribute will not fall into
the hands of Pious.


1983 A.D., Angkor Wat, Cambodia
Visited by: Dr. Edwin Lindsey

The next time you visit the Temple will be nearly 900 years after you first
visited it with Ellia, however most things haven't really changed. Dr. Lindsey
has been brought here due to the financial aid of a weird man named Paul
Augustine. Paul pays for Lindsey's trip and asks him to find what is considered
a large treasure. This large treasure, of course, is the Essence of Mantorok.
Paul Augustine, who is really Pious in disguise, cannot find the Essence of
Mantorok anywhere. Of course, we know that the Essence has been hidden inside
of Ellia in the small room behind Mantorok's Chamber. Edwin does eventually
find the zombified corpse of Ellia, who in turn gives him the Essence of
Mantorok and says he must leave the Temple right away before Pious finds him
with the Essence.

Lindsey will search much more of the Temple when compared to what Ellia
saw. Lindsey will search a total of 3 floors and 29 rooms, which is a lot
larger than one may think. Lindsey will aquire one of the most valuable Runes
in the game, the Mantorok Alignment Rune, in his adventure. Finding this will
give you a fourth choice when aligning Spells that you will cast (do note that
you cannot use the Mantorok Alignment Rune for the Summon Spells). Just like
in Ellia's chapter, the halls are filled with all sorts of traps. They are
found in the same way: look for stones that are lighter or darker than the
stones around them. Any stone that looks out of place is often a stone that
will trigger a trap once stepped on, so avoid them at all costs! Mantorok is
in the exact same area, at the bottom of the Temple.


---Oublie Cathedral, Amiens, France---
[#3911d]

Visited by: Anthony, Paul Luther, Peter Jacob

General Information - This is by far the most symbolic location out of all
of them. A Cathedral, which is supposed to be a place of purity, peace, love,
and faith, is turned into a place of utter despare and death thanks to Pious
and the Eternal Darkness. Pious takes the tender minds of monks and has them
come to the Cathedral for sacrifices. Many weird things go on inside of this
Cathedral, however the will of God will always keep the Eternal Darkness at
bay. In fact, some of the discoveries found in the Cathedral are the ones that
will have the biggest impact on the game, such as the Circles of Power, which
will let you cast Spells from the Tome of Eternal Darkness.

You will first visit the Cathedral in 814 A.D., so the place must have been
built some time before or around then. Even in Anthony's chapter (the first
character who must explore this location), some of the place seem to be quite
old and falling apart. This would have been one of the first Christian
churches in all of Europe, as the Christian belief started to go around
Europe just before the 800's. The first Cathedral, the one Anthony explores, is
rather small, however over time it will grow. When Paul visits the Cathedral,
right when the Christian religion is at its most powerful point, the Cathedral
has grown by a large margin, with the new place being built around the old
Cathedral. The Church keeps its name, the Oublie Cathedral, throughout the
entire game.

For those of you who know the French language, you should have noticed that
"Oublie" means "forgotten." This is a rather great name to call this place,
as time after time, the Cathedral falls into total abandonment throughout
history. In a metaphoric sense, the Cathedral has forgotten its image of
being a house of god, and instead has turned into a house of evil and despare.


814 A.D., Amiens, France
Visited by: Anthony

The very first time you visit the Cathedral, which is in 814 with Anthony,
you'll see a rather small building with a large basement. Anthony is a young
servant for Charlemagne (the Emperor of the Franks). Anthony originally heads
to the Cathedral to send a warning to Charlemagne after he got hit with an
attack that was originally meant for Charlemagne. The Cathedral is in the
early stages of development. This serves as more imagery: as the Cathedral is
still small, so is the Eternal Darkness presence. As it grows over time, so
does the Eternal Darkness presence.

Anthony will have to go through 4 floors, with a total of 11 rooms, in his
chapter. Around the various rooms are Monks who have been caught in the wrong
place at the wrong time. During their praying sessions, the servants of the
Eternal Darkness approach them and try and eliminate them. Athony will go
around the Cathedral, saving the Monks, as well as trying to keep himself
alive. The Bishop of the Cathedral has been corrupted by Pious, and while the
Bishop is giving the Eternal Darkness a way in, things will just get worse and
worse. Anthony must eliminate the Bishop before things can get any worse!


1485 A.D., Amiens, France
Visited by: Paul Luther

Like Anthony, Paul isn't a resident of the Cathedral. Unlike Anthony, however,
Paul comes here in search of something. Paul gets the message that there is a
very holy relic here: The Hand of Jude. By the time Paul graces this haunted
location, the Cathedral has grown in size by quite a great deal. It is more
than twice the size when compared to the Cathedral in Anthony's time. Paul will
visit the original area, however only a small part of it; the Old Tower. The
new Cathedral contains 6 floors and 27 rooms, all of which are quite large
and filled to the brim with the Eternal Darkness.

The largest room in the Cathedral is actually at the very bottom, at the
deepest and darkest part of the Cathedral; it is called the Binding Hall. In
this area, Pious has summoned a giant creature named the Black Guardian to
protect one of the Ancient Essences. Aside from the Ancients' themselves, the
Black Guardian is the strongest creature in the Eternal Darkness. Even Pious
follows the Guardian's commands and wishes. Paul will confront nearly every
enemy in the Eternal Darkness army, including: Bonethives, Zombies, Trappers,
and Horrors. Although he is able to get by all of them, he doesn't stand a
chance against the Black Guardian.


1916 A.D., Aimens, France
Visited by: Peter Jacob

Peter is the third and final character who fill visit the Cathedral. Peter
is a young journalist who, for possibly his first assignment, is covering the
Second World War. He is wounded one day in the leg, and he has been sent to
the Oublie Cathedral to heal up. The Oublie Cathedral has been transformed
into a hospital, however this place is much more than a hospital. The monks,
the only source of light in this Cathedral, have long been killed off and no
longer are around here. The Eternal Darkness has full control over this area,
and they will show Peter how true this is. Peter, as well as the other guests
at this hospital, notice that something is wrong here. The dead never leave
through the front door; in fact no one leaves through the front door. They all
go into the shadows and never come back...

The Cathedral is nearly identical to the one Paul went through. There are a
few new rooms that have been built around and in the Cathedral between Paul
and Peter's chapters. Some passageways that Paul took can no longer be taken
by Peter, however some passages that wern't around in Paul's time are now here
for Peter. There is now a power generator inside of the Cathedral, meaning the
place is no longer lit up via the light of candles. Of course, once the power
goes out, the entire place goes pitch black, with the exception of the moon
light and the flashes from the explosions outside.

Like it did in Paul's chapter, the Black Guardian is still guarding the Ancient
Essence at the bottom of the Temple inside of the Binding Hall. Unlike Paul,
however, Peter will find a way to take this thing down once and fall all,
which gives the Eternal Darkness a fatal blow (not only because they lose one
of their strongest minions, but they also lose one of the Essences).


~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

                    ~-------------------------------------~
                    |       6. Monsters and Enemies       |
                    ~-------------------------------------~
                                    [#4209]

Introduction:
As you have probably guessed, the game is full of enemies of all types that
will try their hardest to stop your quests. The Ancients have great armies
of minions, some being very small, some being very large. If you want to get
through this game, you'll have to know about each enemy. Sure, you can figure
most stuff out by yourself (which I highly recommend), however it is always a
good idea to read over the biographies of enemies to see if there is anything
there that you don't know about, as it could make your life quite a bit easier.
It is also important to know how to combat enemies. All of that information
will be found in this chapter of the guide. Everything from using the Tome
and Spells to make your life easier, to the art of finishing off your foes.


---Basic Information Regarding Combat---
[#4209a]

Alignments:
Yes, I have been over this before in previous sections of my FAQ, however,
for people who are only coming to this guide to look at this section, I will
include information on the Alignments here once again. If you already know
about the enemy alignments, then simply scroll down until you get to the
"Targeting" subheading.

All enemies in Eternal Darkness are aligned to one of the four Ancients. It is
important to know what an Alignment means, as the Alignment of a creature will
determine its strengths and weaknesses. Be sure to know these off by heart!

Creatures that are aligned under Chattur'gha will be coloured red. They are
vulnerable to Ulyaoth, which is blue, Magick. Red Chattur'gha magick and green
Xel'lotath magick have little effect against Chattur'gha creatures. Most
Chattur'gha creatures are very strong and are the most difficult to take down.

Creatures that are aligned under Xel'lotath will be coloured green. They are
vulnerably to Chattur'gha, which is red, Magick. Blue Ulyaoth magick and green
Xel'lotath magick have little effect against Xel'lotath creatures. Most
creatures aligned under Xel'lotath are highly flammable, or they have no heads.

Creatures that are aligned under Ulyaoth will be coloured blue. They are
vulnerable to Xel'lotath, which is green, Magick. Blue Ulyaoth magick and
red Chattug'gha magick have little effect against Ulyaoth creatures. Most
Ulyaoth enemies have a tendancy to steal your Magick power and, due to heavy
decaying, are relatively weak and may explode.

Creatures that are aligned under Mantorok are dark purple in colour. They
aren't vulnerable to any type of Magick. The only Mantorok-aligned creatures
that you will find are Mantorok Zombies. These creatures are by far the
weakest enemies that you will face in the game, as they will often go down with
one or two hits.


---The Three Basic Steps To Fighting Enemies---
[#4209b]

Encountering:
When you first encounter an enemy, especially in later chapters, you should
always take into considering its alignment. Assuming you have cleared the
previous room of enemies, it is best to take a look at what you will have to
face in the next room, and then run back into the previous room and prepair
yourself. For example, if you go into a new room and you notice there are two
Chattur'gha-aligned Zombies inside, you should head to the previous room and
enchant your weapon with Ulyaoth (blue) Magick. This way, you'll be better
prepaid to face the two Zombies. You can also equip a weapon that is most
effective against the enemies in the next room and enchant it to the correct
alignment that will work best against the upcoming foes. Once you do this, you
will be much better equipped and ready to take on the foes, which is very
important in the late chapters of the game.

NOTE: Enemies cannot go through doors in Eternal Darkness, so you won't have to
worry about that.

Fighting/Witnessing:
Before you start fighting, it is important to note a few things. Now, this
won't happen until later on in chapters, but it is something that you should
always look for: different-aligned enemies in one room. Ulyaoth enemies hate
Chattur'gha, Chattur'gha hates Ulyaoth. They will always attack each other
first when you go into a new room, so simply stand by the door and wait for
them to duke it out. Eventually, one of them will fall, and the other will
be weakened, making it easier for you to take them down. If you attack them
first, or if they see you, then they will probably both turn against you, as
their main target is to take YOU down. As soon as one of the foes are taken
down, run up to the one who is still alive and attack them from behind (which
will help keep your Sanity meter high, as enemies will only take Sanity from
you if the two of you make eye contact.

If the enemies in a room are of the same alignment (which will be the case
about 95% of the time), then you will have to fight them. See "The Art Of
Targeting" section just below for more information on fighting.

While using weapons such as Revolver's and Shotguns, I highly recommend that
you aim for their torso instead of their limbs. Hitting the torso with a,
for example, shotgun past will do a LOT more damage than hitting their arm.
Hitting an arm or head is simply a waste of ammo.

Finishing:
This is one of the most important (and cool) things that you can do in the
game. When you first kill an enemy, they will fall to the ground and move
around a little bit. When they are done there, stand beside them and you'll
see the game telling you to press B to finish them off. This will give you back
all of the Sanity that they took from you (with the exception of a few enemies)
which is vital to playing the game. In the first few chapters, this is the
only way to recover your Sanity, and it is a relatively free way to do so, so
be sure to get into the habbit of doing this! It is also fun to see your
character slash an enemy into pieces...

It is also a good idea to finish enemies that other opposite-aligned creatures
took down for you. These creatures never had the opportunity to see you and
take your Sanity, yet finishing them will still recover some of your Sanity!
Be sure to do this to get some bonus Sanity whenever you can!

When an enemy has been taken down, they will only stay on the ground for about
15-30 seconds before they are transported away. Be sure to finish an enemy
once you take them down! Do note, however, that while you are finishing, other
enemies can attack you! Finishing an enemy usually takes about 3-5 seconds to
complete. Always be sure you'll have time to do so! Sanity is important, but
keeping your Health up is even more important.


---The Art Of Targeting---
[#4209c]

Knowing how to do this is VERY important, so be sure to read onwards with this
section. Nearly all enemies will have four different areas that can be
targeted: both arms, the head, and the torso. Targeting a certain area will
allow for that part to be destroyed faster, and it can also be used in a
strategic way. In order to target a body part, press and hold R while facing
an enemy. Automatically, your character will set their eyes on the enemy's
torso (you know what part is selected because it flashes white). You can move
your character's sights with the control stick. While holding R, move it to
the right to target the enemy's right arm, to the left to target the enemys
left arm, up to target the enemy's head, and down/no movement to target the
torso. When you target an arm, for example, after a few hits the arm will fall
off. Taking off the arms of enemies can be very useful! While targeting an
enemy, you cannot move.

Once targeted, you can use your selected weapon with the A button. Your
character will automatically slash away at the selected body part. Obviously,
if you aren't in range of the enemy, your character will only swing at air,
which is useless.

Targeting the Head:
In order to do this, press and hold R while pressing UP on the control stick
(and continuing to hold it there). After a few slashes (how long it takes to
cut off the head depends on your current weapon's strength and enchantment),
the head of the enemy will fall off. Once this happens, the enemy will no
longer have the ability to chase you. It will just stand there, swinging its
arms, hoping that you will run into them. Once their head is off, simply run
behind them and slash away from behind. Whenever you see any Zombie, ESPECIALLY
ULYAOTH ZOMBIES, take off the head first! Some times you'll face several of
these Zombies all at once, and it is best if you take away their vision.

Note that if you sever a Chattur'gha Zombie's head, it will eventually grow
back.

Targeting the Arms:
In order to do this, press and hold R while pressing RIGHT or LEFT on the
control stick (and continuing to hold it there). Arms usually come off in one
or two hits (depending on the weapon), and once they are off, the enemy will
usually not be able to attack you any longer. This works best against Zombies,
regardless of their Alignment. Once you take off the arms, the enemy will still
follow you around, however (assuming they don't have any long-range attack or
Magickal attack) they cannot hurt you.

Note that if you sever a Chattur'gha Zombie's arms, they will eventually grow
back. Also, the arms of some enemies will not come off (such as Horrors), so
it is best to only target and attack the arms of Zombies.

Targeting the Torso:
When the arms and head are gone, you will only be able to target the torso.
You can also target this area while simply pressing R and not moving the
control stick. If you attack an enemy without targeting them (just by pressing
A near them), then your character will always hit the torso. This is the main
way you'll take down an enemy; hitting the arms and head disables them, but
destroying the torso will finally take them down.


Quick And Important Review:

1) Chattur'gha Zombies can regrow limbs (except torsos), so once their head
and arms are off, be sure to take the Zombie down quickly!

2) Targeting the head of an enemy will result in your character swinging your
sword vertically instead of horizontally, which will allow your character to
use large-bladed weapons in small areas. If you attack the arms or torso, then
your character will use vertical swings, and vertical swings in small areas
will often make your character hit the wall before hitting the enemy.

3) Ulyaoth Zombies will explode if you don't take off their head, so always
target and destroy their head first!

4) Some enemies have only one target point. For example, while fighting a
Greater Guardian, you can only target their body. Also, you cannot target
certain enemies at all, such as the Black Guardian.

5) While targeting an enemy, quickly release and press+hold the R button to
switch your character's eyes onto the next closest enemy.

6) Targeting the arms and heads won't offer much damage to the enemy; it will
simply make your task easier. Don't bother attack the arms of enemies such as
Horrors, as hitting their torso (and heads) does much more damage. See the
Enemies section later in this chapter for more information.

7) Targeting certain areas of some enemies will take them down much faster.
For example, while facing Bonethieves, they can be taken down with one hit
to the head, whereas it will take around 5+ hits to take them down if you go
for their torso. Again, more on this later in this chapter.

8) The rate at which it takes to take off a certain limb depends on your weapon
and the enchantment of that weapon. For example, if you are facing a Xel'lotath
Zombie, you would want to enchant a bladed-weapon (sword) under Chattur'gha
(red). DO NOT USE GUNS ON ARMS/HEADS OF ENEMIES!!! This often won't take the
limb off, it's a waste of ammo, and it does VERY little damage. Use a blade
to sever the arms!


---Finishing---
[#4209d]

After you kill an enemy, they will fall to the ground and wobble around for a
short while. During this time, you will have the opportunity to finish them.
After you take an enemy down, they will NOT rise once again. You can either
finish them, or wait for them to be transported away.

The reason as to why finishing is so important revolves with your Sanity
meter. When an enemy spots you, they will take off a certain amount of Sanity.
When you use a finishing move on an enemy, you will get most, if not all, of
the Sanity that the enemy stole from you. This is a VERY important feature of
the game, as it is the only way to get Sanity back for a free price (with the
exception of a few items). The only other way to recover Sanity is to use the
Recover Spell (aligned under Xel'lotath), or to use the green tiles in the
Trapper Dimension.

Finishing off an enemy is easy. Once they are on the ground, walk up to them
and you'll notice a note on the screen that says, "Finish Him!" When you see
this, press the B button to have your character slash away at the enemy's
back to finally kill them off. You will recover some Sanity while doing this.
You will also get some satisfaction!

Once you finish an enemy, they will be transported away. Once you take an enemy
down, you'll have about 15-30 seconds in order to finish them off before the
are transported away. Whenther you finish them or not does not matter: they
will still dissapear. The difference, however, is that if you do not finish
an enemy, then you will not recover any Sanity. In the first few chapters, the
only way to recover Sanity is through this method, so get used to doing this
and remember to do it!

It is important to note that you should NOT finish with a firearm. This will
count against your ammo count, and it is a COMPLETE waste of a bullet/shell.
Always use a melee weapon (something that doesn't have an ammo count) to
finish your downed foes.


---The Servants Of The Eternal Darkness---
[#4209e]

Knowing the biographies of certain creatures is important, so in this next
section, you will read about all of the enemies that you will face at least
once in the game, and you will also read about their strengths and weaknesses.
It is rather important that you know a lot about them, so read on!

All enemies are aligned under a certain Ancient. You will encounter many
enemies over the course of the game, some more than others. Nearly all of the
enemies that you'll encounter are aligned under the same Ancient that Pious
choose at the end of his chapter (see below). I have listed these enemies in
the weakest to most powerful types. Also note that the "sightings" will often
come with two rankings. The first ranking determines how often you will see
the enemy if it is the same as Pious' Ancient, and the second dtermines how
often you will see the enemy if it is not the same as Pious' Ancient.

***
Pious' Story:
Lots of people wonder what type of enemies they will face. You are the one who
will make the main choice as to which enemies you will face. At the end of
Pious' chapter, you will have to pick one of three Essences. The Essence you
pick will determine the alignments of the characters that you will face. The
majority of the enemies that you will face will be of the same Alignment of
the Ancient that Pious serves. This includes some of the minor enemies, such
as Zombies, but all of the major enemies as well, such as Gatekeepers, Greater
Guardians, and the Black Guardian.

If Pious chooses the Essence of Ulyaoth (blue), then expect to see many
enemies aligned under Ulyaoth. If you are choosing blue (which I consider to
be the easiest difficult of enemies), then you will want to enchant your
weapons under Xel'lotath alignment. You should also align your shields to
Xel'lotath alignment. All of the Ulyaoth enemies are relatively basic. Ulyaoth
Zombies have a tendancy to explode, however you can cut off their head to stop
this. Whenever you see one, take off the head first! Ulyaoth Horrors can also
drain your Magick meter if they hit you with their long distance attack.

If Pious chooses the Essence of Xel'lotath (green), then expect to see many
enemeis aligned under Xel'lotath. If you are choosing green (which I consider
to be the middle-difficulty of enemies), then you will want to enchant your
weapons under Chattur'gha alignment. You should also align your shields to
Chattur'gha alignment. The great thing about playing against Xel'lotath is
that the Xel'lotath Zombies (which you will face the majority of the time) can
be taken down effortlessly with the Torch, an item that most characters will
find during their chapter. The only problem is that Xel'lotath-aligned
Bonethieves are VERY tough to destroy, as they have no heads to sever.

If Pious chooses the Essence of Chattur'gha (red), then expect to see many
enemies aligned under Chattur'gha. If you are choosing red (which is by far
the hardest difficult of enemies), then you will want to enchant your weapons
under Ulyaoth alignment. You should also align your shields to Ulyaoth
alignment. Chattur'gha-aligned enemies are much more difficult to take down,
especially the Zombies and Horrors. Chattur'gha Zombies have the ability to
regenerate any limbs that you cut off, and they also hit harder, faster, and
are quicker. Chattur'gha Horrors are very agressive. The rest of the enemies,
however, aren't all that bad.
***

***
---Trapper---
[#4209f]

Difficulty - Chattur'gha/Xel'lotath/Ulyaoth - 2/10
Sighting - 2/5

Trappers are by far the easiest enemies that you will face, as they will not
directly attack your Health meter. Trappers are blind (they have no eyes) and
they look kind of like giant scorpions. Although they are blind, they have an
amazing sense of hearing, and if you aren't careful, they will hear your
footsteps. The faster you move, the better the chance that they will hear you.
Once a Trapper notices you (this is shown when they stand still and start to
glow), be sure to stand completely still! If you move at all, then they will
attack with their only ability, however it is one that you will learn to hate:
they will send you to the infamous Trapper Dimension (see below).

Once a Trapper uses its attack, then it will die. A single Trapper can use
its trap attack only once before dying, as the energy field that it creates
sucks all of the energy from the creature. When a Trapper uses this attack,
more often than not, it will catch you (even though it is possible to quickly
run away and escape).

Each Trapper is aligned to one of the three Alignments, however this doesn't
really make a big difference. All trappers perform the exact same way, and they
all have the one same attack.

Taking care of Trappers is easy. DO NOT USE MELEE WEAPONS (such as swords).
They require you to get near them, and you don't want that! Use any long-range
weapon (such as guns) to take them down. Alternativly, you can tip-toe past
them (press and hold the X button while walking) and simply avoid them all
together. You can only target the main body of the trapper, as they don't have
any limbs (at least, not any limbs that are large enough to attack themselves).
You won't see a large amount of Trappers in the game; they are rather rare,
but placed in great locations.

Note that there are no Mantorok-aligned Trappers.


---Trapper Dimension---
[#4209g]

I'm giving this small area it's own section because it is an area that you
will probably visit quite often. The Trapper Dimension can be a pain, or it
can help you when you are on the verge of death. You cannot willing access it,
however, as there is only one way in which you can get here.

As the name states, you can only get here by getting trapped by a Trapper.
These small enemies cannot see, however they have great hearing. Once they
detect that something is near you, they will self-destruct, killing themselves,
however creating a small portal near them for a few seconds that will lead
to the Trapper Dimension. If you are outside the portal, then nothing will
happen, and the Trapper that casted the portal will soon die. If you are
caught inside the portal, however, then you will be transported to this weird
and chilling place.

The Trapper Dimension is always the same. It doesn't matter which Trapper
traps you or how many times you are trapped, you will always come here when
a Trapper gets you. While in the Dimension (which consists of small, rocky
islands over a seemingly bottomless pit), you cannot cast any Magickal Spells.

The Dimension is filled with monsters that Trappers trapped. The only two
types of monsters that you will see here are different types of Zombies
(usually of the red Alignment) and Horrors. The Zombies don't cause much
trouble, however the Horrors can. Their long distance Magickal attack can hit
you anywhere, so be sure to stay on the move if you see a Horror around here.
There are also magick circles of various colours located down here. Stepping
on one of these circles will transport you to another transporter of the same
colour. So, if you step into the transporter when it is the colour red, you
will be transported to the other red transporter. Once you, you'll notice a
small circle with red sparks flying from it. Step into this red circle and your
health will be filled up!!! From here, you must step on the purple transpoter
to get transported to the ending area of this Dimension, where you simply
walk up the steps and onto the greyish transporter to reappear where you were
right before the Trapper got you. Alternatively, from the starting
transpoter, step on it when it's green to get over to the green island. Here
there is another circle on the ground with green sparks flying from it. Step
on it and you'll have your Sanity Meter filled! You could also step on the
blue transporter to be taken to an island where you can fill your Magick
Meter (although it is often a better idea to fill Sanity of, most commonly,
Health, as Magick can always be replenished back in the normal world by
walking around, whereas replenishing Sanity and Health can be more difficult).
At the start, you can also wait for the transporter to glow with a purple
colour; this will take you to the end of the Trapper Dimension right away. If
you need to fill your Health or Sanity, however, wait until if flashes red or
green. Sometimes you may want to get hit by a Trapper to get here, as it's a
great way to replenish your Meters.


---Zombie---
[#4209h]
What type of survival/horror game would this be without Zombies? Eternal
Darkness has four different types, all of which you will probably face at least
ONCE during your game. Zombies are nothing more than corpses made out of
Magick. They will attack with their arms and teeth for the most part. All of
their attacks are rather easy to evade, and you will also have the opportunity
to target both arms, heads, and torsos if you wish to do so. It is best to
fight a Zombie like this: off go the arms, head, then torso. Each Zombie will
have a special attribute to them depending on their alignment, so read on!

Mantorok Zombies:
Difficulty - 1/10
Sighting - 3/5

These are by far the most basic and easy enemies to deal with in the game.
These skinny Zombies are of a dark purple/black colour, and they are actually
the only enemies in the game that are aligned under Mantorok. Even though they
are aligned under the strongest Ancient, they are VERY weak. Why this is is
still unknown. Some people say it's because Mantorok was nearly destroyed by
Pious, however that doesn't explain the Mantorok Zombies that Pious encounters
in his chapter (which happens before he binds Mantorok).

These creates have no special ability whatsoever. They can be taken down with
a few hits, whether it's to the arms, head, or torso. I suggest taking off
their arms first, then hitting their torso. Their arms go off with one slash,
so your might as well take off their only sorce of attack. Although they go
down easily with swords (don't bother using firearms against these guys; it is
just a plain waste of ammo), I highly recommend using the Torch if you have
one. Because they are wrapped in cloth, the moment the Torch hits the cloth
they will burn to the ground in a giant fire (you can Finish them off once they
are on the ground with a melee weapon). Using the Torch will kill them off in
one hit: just swing it in their direction. They are also very slow, and attack
at a painfully slow rate. Should be no problems here.

Xel'lotath Zombies:
Difficulty: 3/10
Sighting - 5/5 or 1/5

These guys are at about par in the difficulty sector with the Ulyaoth Zombies.
The only difference is that they have another attack that can do quite a bit
of damage. Anyway, these Zombies are a lot like Mantorok Zombies, except
bigger and stronger. They are wrapped in cloth, meaning you can use the Torch
against them to burn them down to the ground (remember that you'll need to use
a Melee weapon to finish them, as the Torch doesn't finish enemies). If you
don't have the Torch, then they are still quite simple, as they are rather
weak and go down after a few hits to the torso. This is the only Zombie in
which I must say you shouldn't cut off their limbs. The moment that you do
this, the Xel'lotath Zombie will regrow a fake limb that will drain your
Sanity each time it hits you. They will drain your Sanity until the Zombie is
destroyed, so I highly suggest either using the Torch, or aiming only at their
torso. This will require several hits, but if you are enchanted properly, they
really shouldn't give you any problems. If you really want to cut off a body
part, then cut off the head.

Ulyaoth Zombies:
Difficulty: 3/10
Sighting - 5/5 or 1/5

The only reason as to why this version of a Zombie is placed behind the
Xel'lotath is because of their self-destruct attack. These Zombies can produce
a very high-pitched screech that will drain your Sanity. You must take them
down in order to kill off that screech (you can't hear it, but your character
can). These Zombies, if not taken care of quickly, will start to tremble and
glow with a bluish colour near their stomachs. Their stomachs are apparently
full of gas due to their decomposition, and due to the pressure, the Zombies
will eventually explode. Once you see them start to tremble, make a funny
sound, and turn blue, quickly run up to them and chop off their head, or run
away. I recommend chopping off their head and fighting them only if you are
low on Sanity. If you can spare some, it is best to let them just detonate,
especially if there are enemies near them (as the explosion will destroy
surrounding enemies as well). Ulyaoth Zombies shouldn't cause very many
problems, as aside from their self-destruct, they are quite weak and go down
rather fast.

Chattur'gha Zombies:
Difficulty: 6/10
Sighting - 5/5 or 1/5

By far the strongest version of the Zombie, Chattur'gha's Zombies are very
muscular and strong. They are able to take a LOT of damage before finally
going down. In a ratio format, I would say for every 1 Chattur'gha Zombie you
take down, you could have taken down 2.5 Xel'lotath/Ulyaoth Zombies. That's
roughly how the ratio would work. The main aspect that makes these guys tough
isn't their health, it's the fact that they can regenerate any limb that you
cut off. For example, if you cut off their head, then it will grow back in
about 30 seconds. I personally suggest that you cut off it's head (which takes
a few slices, depending on the weapon), run behind it, and attack the torso
from behind using a Ulyaoth-Aligned weapon. It is nearly critical to enchant
your weapon under Ulyaoth against these guys, or else it takes a long while to
take them down. At some points in the game, you'll have to fight 3-5 all at
once, so enchantment is very important.

If you are having a lot of problems against them, then here is what you should
do. Firstly, take off their heads so they can't find you. Then, run behind
them and start slashing away at their arms. Eventually, all three limbs will
be off, and you'll have several seconds to hit the torso while they are
limbless.


---Bonethief---
[#4209i]

These small, yet stealthy enemies, are able to control humans from the inside
out. That's right: they are able to burry themselves into a human and control
them. This makes them invisible to the average eye, however you will be able
to hear them: Bonethiefs will make a very creepy sighing-like sound while
inside humans. So, if you come by a human that makes a weird sound, then there
is a Bonethief inside. Bonethiefs are rather weak while inside a human, as the
only thing they can do is have their host swing their fists at you. You must
destroy the host in order to make the Bonethief appear, which will burst out
when the host starts to get too cut up. When a Bonethief bursts out of the
host, it will greatly reduce your Sanity. Once outside of their host,
Bonethieves will attack with their sharp claws. They may also try to jump onto
you and claw away at your head (which does a LOT of damage). You must rotate
the control stick quickly in order to shake them off. Bonethieves will also
constantly drain your Sanity until they are taken care of (note that they
won't drain Sanity while inside a human host). You are able to target the
heads, arms, and torsos of Chattur'gha and Ulyaoth Bonethieves. The Xel'lotath
Bonethief doesn't have a head, so you'll have to target its torso to take it
down. Note that Chattur'gha and Ulyaoth Bonethieves will be killed in ONE hit
if you slice off their HEAD. When you see a Bonethief, kill it right away!

Chattur'gha/Ulyaoth Bonethieves:
Difficulty: 5/10
Sighting - 3/5 or 1/5

Aside from their colour, Chattur'gha and Ulyaoth Bonethieves act in the exact
same way. The best way to take one of these two enemies out is by targeting
its head and chopping it off. It will usually take two or three hits (one if
you are using a large sword or if you have a properly-aligned blade) to sever
the head, but once it's off, the Bonethief will die right away. Guns won't work
against the head very well, so stick with a melee weapon. Be sure to finish
these enemies off as well, considering Bonethieves will hit your Sanity
harshly, and finishing them will help recover a lot. There isn't much point to
attack the body/arms of these Bonethieves, as it is much faster to kill them
by taking off their head.

Xel'lotath Bonethief:
Difficulty: 7/10
Sighting - 3/5 or 1/5

These Bonethieves are nearly exactly the same as the Chattur'gha and Ulyaoth
version, however there is one vital difference: they have no head! Xel'lotath
Bonethieves are much harder to take down, as you must slash away at their
bodies instead of easily taking them down via a few flashes to the head. Since
they have no heads, the are much more difficult to defeat, as they take away
the same amount of Sanity and will jump on you to slash away at your head.
The best way to take them down is to not target them and keep on using attack
comboes (without targeting while facing them, press A quickly). You should
try to sever their arms, which will keep them from attacking. A properly
aligned melee weapon should sever their arms in one or two hits. It may be best
to use a firearm against these annoying creatures if you have one.


---Horror---
[#4209j]

Difficulty: Ulyaoth/Xel'lotath - 6/10; Chattur'gha - 7/10
Sighting: 3/5 for all Alignments

Horror's are the most difficult common-sighting enemies that you'll have to
face. They are giant creatures with three heads and stand around 17+ feet in
the air. Each Ancient has their own version of the Horror, however they all
act in the same way. They are all vulnerable to the same things, as well. For
example, Horrors will die right away once you destroy each of their three
heads. Each head usually takes one or two bullets from a gun, or two to three
slashes from a properly-aligned sword. Horrors are tougher if you go into close
combat with them, so in other words, STAY BACK! If you have a gun, use it on
their heads! Horrors will slash away at you if you're near. If you are far,
they will still be able to attack you through a Magick attack that will drain
either your Magick, Sanity, of Health meters (depending on which Alignment the
Horror is a part of). This is easy to dodge, so try to stay far away from them.
Don't bother attacking the arms or torso of these beasts, as even with the
properly-aligned weapons, it will take a long while to take them down that way.
You can target each head of a Horror. You will be fighting a lot of these
creatures, and you will also (most oftenly) fight them in tight spaces.
Since all Horrors act in the exact same way, there's no point to talk about
each one seperately. Chattur'gha Horrors are a bit stronger than Ulyaoth and
Xel'lotath Horrors. Be sure to finish Horrors (especially Xel'lotath ones)
once you have taken them down to regain the Sanity lost. Horrors, especially
Xel'lotath ones, can take away a lot from your Sanity meter.

A mistake that a lot of people make is to stay near Horrors. If you do this,
they will suck you in and trap you through a small field, which will drain
your Health meter VERY quickly. If you are standing far from one and start to
hear an electric-like sound, start running side to side, as the Horror is about
to fire a Magickal attack that can be easily dodged if you are running. You'll
often know that a Horror is in the room if you hear giant, loud footsteps
along with heavy breathing and loud roars. Each time you are hit with the
long-range Magickal attack, your character won't respond for a short amount of
time. Xel'lotath attacks will invert your controls for a short amount of time.

The best way to defeat a Horror is to create a Damage Field or Shield Spell.
A Horror isn't very smart, and it will continue to walk into a Damage Field,
which will eventually kill it. If you don't have either of these Spells, then
be sure to align your weapons properly. Horrors will take a lot until they
finally fall. A major advantage that you can use against the Horror is by
casting a Mantorok-aligned Reveal Invisible Spell, which will make your
character invisible to a Horror for a short amount of time. While invisible,
keep on attacking its three heads, as it won't fight back.


---Gatekeepers---
[#4209k]

Difficulty: 8/10 for all Alignments
Sighting: 1/5 for all Alignments

These rare, yet difficult creatures look a lot like giant scorpions. These
winged creatures, that aren't much larger than the average human, are a rare
sight. This is a good thing, as Gatekeepers are by far the most annoying
enemies that you'll face in the game. Their appearance will differ depending
on their Alignment (Chattur'gha ones look like Chattur'gha Zombies with wings;
Ulyaoth ones look like floating lizards; Xel'lotath ones look like giant
parasites), however that is their only difference. Their attacks are all
exactly the same. Of course, these attacks are strong, which makes these
characters a major problem to fight.

Firstly, Gatekeepers move very, very slowly. While moving, they will always
be hiding under their invulnerable wings. You cannot hurt a Gatekeeper while
they are hiding behind their wings. You can attack a Gatekeeper from behind
while its wings are down, however it is best to wait for another opportunity.
Walk near it and it will open its wings and show its main body. Once you see
it, QUICKLY shoot its HEAD with a GUN (sword weapons will not work very well)
and then RUN AWAY! Attacking a Gatekeeper will not stun it. If you are close
to it, it will execute its one and only attack: the tail strike.

The tail strike can only happen if you are standing near a Gatekeeper while
it is not covering itself with its wings. Once they move back and stay there
for a minute, quickly move away, as it is about to strike! If they hit you,
then you will be paralized for a brief moment while the Gatekeeper casts a
Spell. That's right: these guys can cast Spells, but ONLY if they strike you.
They have no other attack; they rely on their Spells to take down their foes.
They are able to cast Summon Trapper, Summon Zombie, and Summon Horror Spells.
Note that if they hit another creature (such as a Zombie), they will still cast
a summoning Spell. They will, more likely than not, cast a Summon Zombie
Spell (all of their summoned creatures are of the same Alignment as themselves)
than the other two. If you can avoid taking the tail strike, then these guys
are no problem. The main issue is that it is quite tough to avoid the attack,
until you get used to it. Always make sure you are using your strongest
weapon while making sure it's properly aligned. Always target their heads:
hitting their wings will do nothing.

You will know when you are in a room with a Gatekeeper as there will be a
red/green/blue mist all over the floor (depending on the Alignment of the
Gatekeeper). You will also notice that your Sanity will start to drop: A
Gatekeeper will constantly drain your Sanity until it is taken down.

The only way you can defend yourself against the tail is by using a Shield
Spell. Of course, despite the strength of the Shield you cast, one hit by the
tail will dispel the shield. Since Gatekeepers have the power to use Magick,
they are able to see you while you are invisible, however any creature that
they summon cannot see you. I recommend going invisible (once you can) each
time you are able to fight a Gatekeeper. You won't be fighting many of them,
but you won't like the times when you do have to fight them.


---Greater Guardians---
[#4209l]

Difficulty: 9/10 for all Alignments
Sighting: 1/5 for all Alignments

Greater Guardians are the strongest regular enemies that you'll see (even
though they are quite rare). You won't fight any until Max's chapter. These
guys are the main Guardians for the Ancients, so you know they won't be a
pushover. The appearance for the Guardians depends on their Alignment, however
they all have the exact same attack patterns. Ulyaoth's Guardians look alot
like a giant mosquito. Chattur'gha's Guardians look like giant crabs with
spikes on their bodies. Xel'lotath Guardians, which are by far the weirdest
looking ones, resemble two giant torsos joined together near the ass.
Xel'lotath Guardians have no heads. You are able to target the body and the
body only of these enemies.

Greater Guardians don't have any physical attacks, however like Gatekeepers,
they do have the skill of casting Magick Spells. Unlike Gatekeepers, however,
Greater Guardians are able to cast much stronger Spells. They are able to
cast 5-7 point Shield, Damage Field, Summon Zombie, Summon Horror, and Magickal
Attack Spells. Nearly each time you encounter a Great Guardian, it will be
hiding inside of a Damage Field. Simply use a Dispel Magick (with the same
point-power and the opposing Alignment) to destroy their Damage Field. They
will be able to attack you while behind this Field, however you will not be
able to attack it, so be SURE to dispel its Field right away. A Guardian will
cast in their own Alignment. The creatures that they summon will also be of
the same Alignment of themselves.

Always use a gun against the Greater Guardians. A melee weapon won't do the
trick (it'll hurt them, but it won't do much damage). Make sure the weapon
is properly aligned, and make sure you are standing near them while you fire
the weapon. After each hit, they will turn into a ball of light and go from
one location to another. While in this form, you cannot hurt the creature,
however it cannot hurt you either. Greater Guardians may transport even if they
are not hit, so get used to waiting around!

Fighting a Greater Guardian takes a while. They will take a great deal of
damage before finally going down, even if you are using a strong firearm
that is properly aligned. Once you take down their Shield, you'll just have
to shoot, follow them around, and shoot again. You can stop a Great Guardian
from casting a Spell if you hit it while it's casting with a strong weapon, or
by firing a Magickal Attack at it. Greater Guardians, like Gatekeepers, are
able to see you while you are invisible, however any creatures that they
summon will not be able to see you. They will not cast the summon creature
Spells very often, so you shouldn't have to worry about that.

Do note that a Greater Guardian will cast a Spell nearly each time it comes
out of its glowing-ball form. Always follow them and be ready for the worst.

***

Enemies you will spot only once:
The follow five enemies will be spotted only once. They are all unique, and
they all pose a lot of problems to take down. Most of these enemies won't be
colooured to their alignment (as some of them don't even fully have an
Alignment), however the ones that are aligned are always under the same
alignment as Pious. All of these enemies will put up a good fight, and they
will post the largest challenge for you. They are ranked in the order in
which you will face them, which (to an extent) determines their overall
difficulty.


---The Dead Bishop---
[#4209m]

Difficulty: 6/10
Location: Anthony's Chapter

This Bishop isn't very difficult to take on, however he can pose problems if
you don't know much about him. Anthony will face him near the end of his
chapter, and the Bishop is actually the first true test the game will throw at
you. If you can take him out easily, then you are going to be fine for the
rest of the game. This fight isn't very easy, mainly because two aligned
Zombies will fight you at the same time in a VERY small room. The Bishop is
very slow (as he is more or less a Zombie himself, however, he still has his
human form), but his punches will drain your Sanity. He will also constantly
drain your Sanity throughout the entire fight (which translates to draining
Health if your Sanity meter is depleted). If Anthony enters the fight with a
low Sanity meter, then you will have a much more difficult time in defeating
him.

Since the room that the Bishop is in is rather small, you may have some
problems using the Two-Edged Sword. Of course, if you have it, USE IT. You
must stand in the very middle of the room while targeting the Bishop's head.
His head will not be cut off until he dies. Be SURE to cast the Enhancement
Spell on your sword before entering this battle. Simply target his head, swing
twice, then move away so hits punches hit only the air, then move back in
again. Keep doing this until the Bishop is taken down (which, with an Enhanced
Two-Edged Sword, shouldn't take very long as long as you are striking his head)
and be SURE to finish him to retain about half of your Sanity bar.

As soon as the Bishop is down, two of the seemingly 'dead' Zombies will come to
life, meaning you'll have to fight them. As soon as the Bishop is down, use
your finishing move on the Bishop quickly before the Zombies start attacking,
as once they do, they won't let you finish him. Once everyone has been taken
out, pick up the Bishop's Key that he dropped after he fell to the ground. The
Bishop has no clear alignment.


---Anthony's Corpse---
[#4209n]

Difficutly: 4/10
Location: Paul's Chapter

Personally, I find this battle to be a joke. The character you once played as
will be your enemy in Paul's chapter. Paul must face and defeat the Zombified
corpse of Anthony near the middle of his chapter. Anthony has been trapped
inside of this dark room for the 671 years between the chapters of these two
men. Anthony doesn't like visitors, and he is afraid that you will hurt
Charlemagne's soul, so he will fight you as soon as you enter the old Bishop's
Room.

Anthony's weapons will depend on what you found for him while you were playing
as him. If you found the Two-Edged Sword, then he will be using it against
you (and as you know, that can do a good deal of damage). If you never picked
this sword up from the monk, then Anthony will fight with nothing more than
his fists. As you may remember, Anthony was quite slow at the end of his
chapter. Now, he is even slower, as he can barely take steps. Since he is so
slow, you can dodge his attacks easily. He swings his sword at a very slow
rate. As Paul, you'll have more than enough time to move in with your
Enhanced Mace, hit Anthony on the head, then run away as Anthony strikes the
air with his sword. Anthony strategy is to move in, wait for Anthony to swing,
then run around behind him while he is recovering from his swing and hit him
on the head once or twice before repeating the process.

After you hit Anthony about 5 times, he will fall to the ground. Like he did in
his chapter, Anthony will rise once again, ready to fight. Hit him a few more
times using the same technique as before and Anthony will fall once again.
Before he can get up again, Paul sets down beside him and starts praying for
his soul to rest in peace. Once this happens, Anthony will not raise again, as
his soul has finally gone to a better place. Be sure to pick up the glowing
Red Ruby from Anthony's left eye socket. Also be sure to pick up the
Two-Edged Sword from Anthony (assuming he has it) from where he fell.
Anthony has no true alignment.


---Black Guardian---
[#4209o]

Difficulty: Chattur'gha/Ulyaoth - 8/10; Xel'lotath - 9/10
Location: Paul and Peter's Chapter

You will first see the Black Guardian at the end of Paul's chapter, however
you won't actually fight this beast until the end of Peter's chapter. This
giant creature is summoned to the Binding Hall of the Oublie Cathedral by
Pious in order to guard a precious Essence of an Ancient. The alignment of
the Black Guardian depends on Pious' alignment. Ulyaoth's version looks like
a giant blue jellyfish with three giant legs to support its rather small
upper body. The Chattur'gha version looks like a giant crab with two HUGE
pincers with enormous crushing power. Finally, the Xel'lotath version looks
somewhat like Xel'lotath herself: a skinny floating creature with several
long arms and a giant Xel'lotath Runic Symbol for its head.

All three Guardians attack in roughly the same way. They all have three
phrases, and they all have roughly the same attacks in each phrase. For more
information on how to beat this creature, please see the end of Peter's
Chapter in this document.


---Vampire Beast---
[#4209p]

Difficulty: 9/10
Location: Dr. Edward Roivas' chapter

This demon-like creature is only shown in Edward's chapter, however aside from
Pious itself, this guy will probably give you more trouble than anyone else.
The main reason is that it is completely invulnerable for the majority of the
time that you see it, however it can attack you and the rest of the staff in
the mansion as often as it wants. It is primarly located within the first
basement of the Mansion and will usually emerge into the main areas of the
mansion to attack Edward's servants. If he gets away with attacking them, then
they will turn into brain dead creatures who will attack Edward with
everything that they got. The Beast will devour the Sanity of the servants,
however it will attack you with its sharp claws. It also has the ability to
turn invisible without casting a Spell (consindering no creature, except for
yourself, can cast a Mantorok-aligned Spell, which is needed to go invisible).
In order to make it appear, you can use a 7-Point Reveal Invisible Spell
(which must be cast in the opposing alignment to the Vampire Beast). The
Vampire Beast will always be of the same alignment of Pious. If you cast this
Spell, then the beast will always remain visible to you, which you want. You
should really, really considering doing this!

While the Beast is attacking a servant, you can attack it to make it stop
devouring the Sanity of your servant. Simply attack it with a gun or sword in
order to chase it away. You cannot kill it, however, as when you damage it,
the beast will simply run into the basement (which is locked for most of the
chapter) and refuel itself via the obelisk it has set up down there. As long
as that obelisk is there, the beast is more or less eternal, so in order to
take it down, you MUST take out the obelisk. The obelisk will have the sigil
of its master, so incase you forgot what alignment Pious is, then simply take a
look at the sigil after the cutscene near the beginning of the chapter that
will show it.

You will eventully reach the basement, where the obelisk is located. You must
first destroy the obelisk (this can be done easily by a properly-aligned shot
or two from the Elephant Gun). Unless you destroy this obelisk first, then
the creature will remain emortal. In other words, if you don't destroy the
obelisk, then the Vampire Beast will never die. Once it is destroyed, then the
beast will no logner have a way to recharge its health, and you can now finally
kill it. Hit it a few times with a properly-aligned Elephant Gun and it will
go down easily. You are able to target the head, torso, and arms, however I
recommend hitting the torso if you are using a gun. Be sure to have a Reveal
Invisible Spell cast, as well as avoiding its attacks. Do note that the beast
cannot use the 'sucking' method that it uses against your servants.


---Pious Agustus---
[#4209q]

Difficulty: 10/10
Location: Alex Roivas' chapter

Although Pious is seen in nearly every chapter, and you play as him at the
beginning of the game, you will fight him at the very end of the game. He is
the main antagonist of the game (nope, it's not the Ancient, as they don't
know good or evil), and he is by far the most difficult challenge that the game
will throw at you; I really mean that. Pious is the second rank in the Eternal
Darkness only to the Ancient that he serves. This Ancient completely depends
on which Artifact he chooses at the end of his chapter. Pious is able to cast
nearly any Spell that you have, including a Damage Field and Magickal Attack
Spell. He always casts with 7-Point power, so his attacks will do a good
amount of damage. He uses a giant, Enchanted staff for his melee weapon which
does a good deal of damage, however he is slow at using it, and will use his
Magick Attack most often. You will want to get hit through the Magick Attack
rather than through the staff; it really does that much damage. Since it is
so long, it is also VERy tough to dodge. If you see Pious swing it back, then
quickly press and hold R to run far away.

Pious draws all of his power from a direct Essence of his Ancient, which is
located right on the battlefield. While this Essence is around, like the
Vampire Beast, Pious is completely invulnerable. Don't bother attacking him,
as the hits won't even stun him. You will have to attack the Essence (with a
Melee weapon) and destroy it. Once it is destroyed, then Pious will be
vulnerable to weapons. Although you have a wide assortment of guns, be SURE to
use the Enchanted Gladius throughout the entire fight. You found this in
Michael's chapter (Alex picked it up in her chapter once Michale's chapter
was finished). You can attack Pious from afar with this weapon (you want to
stay as far away from him as possible throughout the entire fight), while
doing max damage (due to its constant enchantment) and having it appear right
back in your hand once it hits the target. For more information on the fight
against Pious, see the end of the walkthrough in this document.


~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

                         ~----------------------------~
                         |       7. Walkthrough       |
                         ~----------------------------~
                                     [#5921]

Introduction:
Welcome to the main part of this document, the Walkthrough! Here, you will
find a complete walkthrough from the beginning to end of the game. If you
haven't done so yet, be sure to read the first few sections of this document
to gain information on the locations, enemies, characters (and the items that
they will find) as well as a lot of other stuff. This walkthrough is done in
the order in which you will face the tasks. There isn't all that much to say
here, except enjoy the walkthrough!

In the introduction (which is shown at the beginning of each chapter, just
as you saw above), I will have the words that Edward speaks at the beginning
of each chapter. It sets the mood for the chapter, and gives you information
on what has been going on. It's easy to miss in the game, so if you did, be
sure to read the introduction. I will also give some other background
information about the level, such as what you should expect. I will NOT give
the biographies and item explanations here; please view the Characters
chapter (chapter 4 in this document) for complete information about each
character and their items.

Each time you start a new chapter, it is best to take a look at the character
biography provided in chapter 4. This way you'll get to know the character
before you actually use him/her, which can save you some trouble. It's better
to learn about the character before hand instead of having problems with them
while the chapter is taking place. I will give a brief speech of who the
character is and which items they will find in their chapter (or part of
chapter, in Alex's case).


~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

                    ~-----------------------------------~
                    |       7.1 Prelude: The Call       |
                    ~-----------------------------------~
                                  [#5921a]

Introduction:

 "Flesh. Bone. Bound together with theo ddest magical incantation. This
 wretched book is where it all began so long ago. Before time, before humanity.

 I am Doctor Edward Roivas. I am a clinical psychologist. I am also dead. This
 is not my story, nor even the story of the  Roivas family. It is the story
 of humanity. Like it or not, believe it or not as you will. Your perceptions
 will not change reality, but simply colour it. Humanity has been on the edge
 of extinction for two millennia, ignorant of so much and dependant on so few.
 The Guardians grow restless. Their time once again near. Whether by fate or
 misfortune, my family has crossed their path, and they didn't take kindly to
 it.

 Their attention turns to my granddaughter, for she is the last of my line and
 the last hope for humanity."

***

And so the game begins... somewhat. As soon as you create and start a new game
file, you will hear Edward speak the words above. Like the beginning of a
movie, cast names are shown while Edward speaks the words, showing images of
the Tome of the Eternal Darkness in the background; the item that the whole
game revolves around.

As soon as Edward speaks his last few words, a somewhat weird thing will
happen (this is the first of many weird things that you'll notice throughout
the game). The very first scene you'll be a part of is actually a dream. You'll
see a picture of Alex, which zooms out and some eerie music starts to play.
Alex will be in a room that has a weird colour tone to it, representing that
this is nothing more than a dream, and we're lucky that it is only that. Alex
has a shotgun in her hands, and she is locked up inside of an old bedroom.
As soon as you are able to control her, you'll notice several Zombies are
surrounding her position in the middle of the room. She cannot open the door;
instead you must take down these Mantorok-aligned beasts. Simply shoot them in
the head, arm, torso, whatever. It doesn't matter where you hit them, as there
are an infinate number. After several shots, Alex will run out of ammo. Of
course, the Zombies will approach you and start hitting you. Don't worry about
this, as after a few hits a cutscene will start up. Alex starts screaming by
the door, however the house is completely empty. No one hears her, and in the
background you'll have a voice shouting something out... yes you'll be hearing
this voice again. She turns around from the locked door and sees a blue,
ghostly figure of her deceased grandfather, which will approach her and talk
to her. After it says a few words, the dream ends, and the scene shifts to
Alex's bedroom in Seattle.

Alex is lying down on her bed, fast asleep. She was obviously having a night-
mare, but she is awakened by her phone starting to ring. The time on the clock
is 3:33, a number that you MUST remember. Alex picks up the phone and starts
talking. One the other end is someone by the name of Inspector Legrasse of the
Rhode Island police force. Legrasse tells her that there has been an "accident"
at her grandfather's mansion. Alex leaves for Rhode Island right away.

Once she is there, Legrasse will meet her and start sweet talking (considering
Alex is a rather attractive female). Of course, she wants no part of it, and
asks if he can get to the point. Legrasse agrees, and takes Alex to the
crime scene. Legrasse shows her Edward; at least what's left of him. Edward
has been killed and, more or less, mutilated: he has been beheaded. Alex nearly
gets sick to her stomach, and asks Legrasse why he would be showing her this
scene. Legrasse states that, since there is no head, they could not check
dental records to find out who this was. Alex is able to recognize that this
is her grandfather thanks to the family ring that is one one of the fingers.
Alex is very angry, and demands that the police find out who did this to her
grandfather.

Of course, the police can't find anything. After two weeks, Alex decides to go
on a quest herself, around the mansion, and see if she can find any clues as
to who did this, and why they would have killed him. Alex will search the
entire mansion in order to find out what happened, and of course, you will be
right there with her. She figures that if there are any clues as to why
Edward as murdered, then they must be somewhere within the mansion. She sure
is right about that.

After the cutscenes finish, a small dialogue will appear telling you why Alex
is doing what she is doing. Once you finish reading the dialogue, the game will
begin.


~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

        ~--------------------------------------------------------------~
        |       7.2 A Death in the Family: Alex Roivas's Chapter       |
        ~--------------------------------------------------------------~
                                     [#5921b]

Playing as: Alexandra Roivas
Location: Roivas Family Estate, Rhode Island, 2000 A.D.
Items found: Second Floor Key, Dresser Key, Chapter Page #1

Introduction:
*See above for the introduction to Alex's chapter, located under section 7.1
of this document*

Once Alex finishes viewing the first few cutscenes for the introduction of the
game, then she will begin her quest. In this first part of her chapter (Alex
is the only character who has her chapter split up into several parts), she
will explore a few parts of the mansion. Eventually, she will end up finding
the Secret Study as well as the Tome of Eternal Darkness. She won't find any
enemies this early in the game.

***

--Main Foyer--
As soon as you have control of Alex, press the Start button (which is located
at the very middle of the Gamecube Controller). This will bring up the Pause
Menu. The first time you view it, the game will give you a brief tutorial on
how to use the Pause Menu. It will describe the Use, Equip, Check, and Mix
functions that you'll be using over the course of the game. It will also tell
you how you can switch between the different menu options (with the R and L
buttons). Alex only has one item in her invintory at the very beginning of the
game: the Second Floor Key. If you head up the stairs and try to use it, the
old and worn key will break right inside of the lock. The Key breaks into two
pieces and you won't be able to fix it until a little while later. Until you
fix it, you won't be able to use it, so you won't have access to the second
floor for a short amount of time.

The Foyer is rather large, however there isn't all that much you can do in here
right now, or ever. The only thing that you'll really do in here is use the
stairs to gain access to the second floor, as well as using the doors in this
area: the Main Foyer has doors leading to nearly every area in the house.
You won't be doing much in here with Alex, but you will as other characters in
their respected chapters, so don't think that this is a useless place!

Aside from fiddling around with the second floor door, there is only one other
thing to do here: examine the clock at the base of the double stairs. When you
walk up to it, you'll see a little B Button icon appear at the top right of the
screen. Press B when this appears and you'll have Alex examine the clock. Each
time you see this little B icon appear, press the button for your character
to give you information about what they are currently looking at. Alex will
notice that, although the clock mechanisms are still clicking, the hands seem
to be stuck at a certain time, which is 3:33... hmm, that's kind of weird...
Seems the clock stopped at the time of the murder... or at least when Legrasse
phoned Alex. There is a key on top of the clock, which Alex will pick up. The
key isn't used on the clock; instead, since it turns out to be the Dresser
Key, Alex will use it to open a dresser cabinet later on in her chapter. There
isn't much more to do with the clock except remember the time of 3:33.

A very important thing that you must learn to do is take a look at your
surroundings. Since the Foyer has no enemies, this is a good place to do it.
Walk around the area, getting used to the controls. Take a look at all of the
pictures on the wall (when you approach one, Alex can press the B button to
take a look at it (you will actually view it from head on) and, in some
situations, hear her thoughts on the painting/picture. You are able to press
B when you are done looking at a picture. You won't gain all that much from
viewing the pictures, except learn a little bit about the Roivas family.

In Alex's chapter there are a total of six doors in the Main Foyer. Moving
clockwise around the room from the main entrance, the doors lead to the
following areas:

~Main Entrance - Although Alex will find this door to be unlocked, she will
refuse to leave the mansion until she finds out why her grandfather died. In
other words, you will never be able to leave the mansion. A few events will
happen by the door, however...

~Kitchen (double doors) - These doors are unlocked, and they both lead to the
large kitchen of the mansion. There is nothing to do in here right now, but
there will be later on.

~Dining Room - This door is also unlocked, and it leads to the beautiful dining
room of the mansion. There is nothing to do in here right now, but there will
be later on.

~Basement - Yes, this is the door that leads to the Basement, as well as the
giant underground fortress located under the mansion. This door is located on
the left side of the staircase. It is the only door (aside from the double
doors leading to the second floor hallway) that is locked. You won't be able
to open this for a little while...

~Library - This door is located to the right of the main doors leading out of
the mansion. This is where you will be heading right now, as we will get to
the Secret Study via the Library. This door is, obviously, unlocked. Head
through this door now to enter the large Library of the Roivas mansion.


--Library--
Since Alex isn't able to do anything in either the Kitchen or Dining Room, and
since other doors leading to other areas are locked, then Alex must search the
Library. Although there isn't anything that you will find in the Library right
now, Alex must come in here and follow the path in order to reach the Secret
Study. If you wish, you can walk up to the various bookcases and have Alex
examine some of the books. Some of them contain the history of the Roivas
family (a good read for anyone who wishes to get into the full plot of this
game). Another book has the numbers 3:33 written on it. The game just won't let
you forget this number...

Anyway, walk over to the fireplace (where Edward was found murdeded, although
his corpse and blood stains have been cleard away, and it looks like nothing
happened here). Although there isn't anything of direct interest here, you can
take a look at the family tree above the fireplace. There is also a book
located up here. The book says that if you look closely at the painting, you
will be able to find the family's secrets. Take a look at the very lower-left
corner of the painting, on the lowest branch of the tree. If you look closely,
you'll see the image of a hanging man, which clearly represents the horrid
history of this family. This 'hanging man' symbol will be used again later on
in the game. Just remember this... many symbols are repeated several times in
the game.

Once you are finished in the reading section of the Library, you can move into
the small study. This is done by walking past the reading chair in the middle
of the library while moving towards the cameara. Eventually, Alex will appear
in a small study. There is some stuff to do in here: take a look at the desk
on the right side of the room. You can examine this, as well as the portrait
that hangs above the fireplace here (of some woman). What you are primarly
interested in is the nice grandfather clock in the left corner of the room.
Be sure to study it, and Alex will notice that there is something about it.
After examining it, Alex realises that she is able to move the hands around.
Now, let's recall: what are the numbers that we have already seen three times
so far? If you have forgotten, then you surely need help. Move the hands so
that the time alignes with 3:33. The game pumped this into your head for a
reason: this is a relatively tricky puzzle if you don't pay attention to the
clues given to you in the game. Most clues to solve puzzles are found right
out in the open, so it is very important to always take a look at your
surroundings! Once you set the clock properly, a short cutscene will take
place. The bookshelf to your immediate left will move into the wall beside it,
giving you access to a secret passage! This passage leads to the Secret Study,
so head all the way down and go through the door at the end.


--Secret Study--
This is your 'goal room,' or so to say. When Alex first enters the room, she
is amazed to see at the stuff inside this room. In fact, this room contains
little pieces of artifacts that you'll see in other areas of the game. Much
of the furniture and other items will be seen in chapters that have taken
place a while back in time. So, the Secret Study is somewhat like a gathering
for everything that has happened.

There are a bunch of paintings on the walls in here. Alex will be able to
examine many different things inside of this room. If you head around the
room counterclockwise, you'll be able to examine a desk with candles on it
(which is seen in Ellia's chapter), a picture that is showing a giant tower
made out of human corpses and bones (Roberto's chapter), and the Gladius on
the wall (Pious' chapter). You are able to pick up the Gladius. Be SURE you
do: it is one of the few melee weapons that Alex will find. Be sure to equip
it as a weapon right after you select it (don't worry, no enemies will come
and get you; it's just so you will have it ready for when you do need it much
later on in the game). Whether this is the same Gladius that Pious' used in
his chapter is up for debate, but I do believe it is the same one, considering
everything else in this room dates back from previous chapters.

There is another interesting picture on the wall near the back-center of the
room. This watercoloured drawing resembles a large, Asian temple in the middle
of the forest. You'll also see a picture that resembles an old, Gothic style
cathedral, as well as a giant mask that looks like it came from an Asian area.
Behind the desk, Alex will also find a chapter page from the Tome, however
she won't be able to read it yet, as it is written in a language that Alex
cannot read.

Well, there is an answer to this! Take a look at the giant, wooden table in
the very center of the room. You'll see a book located at the center, and it
is glowing. Everything that Alex can pick up will be glowing (you probably
noticed the Gladius to be glowing, as well as the chapter page, and even the
Dresser Key back in the Foyer). As you and I both know, this giant book on
the table is actually the Tome of Eternal Darkness! Alex doesn't know this, but
she will soon. This indeed is the most important item that Alex will pick up,
as without it, she will not be able to read the chapter pages she finds, as
well as use any Magick. When you are ready, walk up to the Tome and, when
asked, examine the book.

As soon as you select the option to examine, a cutscene will start. Alex will
sit down at the table and start reading it. As she reads it, her head starts
to fill up with horrible visions. A giant flash of past memories will show
on screen, which temporarly pushes her back from the book. She continues to
read onwards, however, and now that she has the Tome, she is able to read the
chapter page that you found behind the desk. This is the second chapter (I
consider Alex to be the first chapter (and arguibly the last chapter)),
entitled "The Chosen One." Alex will start Pious' chapter right away, and yes,
there are enemies to fight in Pious' chapter. This completes the first part
of Alex's chapter.


~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

        ~-------------------------------------------------------------~
        |       7.3 Chapter 1: The Chosen One - Pious's Chapter       |
        ~-------------------------------------------------------------~
                                   [#5921c]

Playing as: Pious Agustus
Location: Persian Temple, Ancient Persia, 26 B.C.
Items Found: Granite Blocks
Weapons Found: Gladius (start)

Introduction:

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

 I was once a fool..."

***

This is the first full chapter in the game, and it is also (by far) the
easiest. You will face only one enemy here: the Mantorok Zombie, which is a
complete joke. This is also the shortest chapter; I doubt it will take you
any longer than 20 minutes to get through this chapter, even if you have never
played this game before.

You'll be playing as Pious Agustus, a dedicated Roman centurion during the year
of 26 B.C. (over 2000 years from Alex's chapter). This is the furthest back in
history that the game will take you, and the entire story of the Eternal
Darkness starts here. Pious has been leading his army into battles, and is now
trying to recover an ancient artifact that should make his army much more
powerful. Pious wanders off around the desert, and eventually, he is called.
"Come to us, Pious Agustusssss" is the phrase that he keeps on hearing.
Eventually, Pious will arrive to a circle of tall stones (much like a
stonehenge-like structure). Each stone has a symbol on it: he doesn't know what
these are, and you won't either, but that will change soon. The stones will
cast a Spell on Pious, which makes him sink under the sand and be transported
to an area deep under the ground. He is now within an ancient temple, which
will be called the Forbidden City in later time.

This chapter will more or less get you into the game and tune your skills. As
said before, there won't be any difficult combat here, however I'm warning
you now: be sure to fight all of the enemies. You'll need the skill, as this
is the only 'easy' chapter in the game. Treat this as a training ground.

Pious is a relatively strong character. He has a very high health meter. Since
Pious never finds the Tome of Eternal Darkness, he won't be able to cast any
Spells. He also has a very strong head, meaning that he has no Sanity bar, as
the monsters inside of this dungeon won't scare him one bit. You only have to
worry about your Health meter right now, and nothing more. Can't get any
easier!

For more information about Pious, as well as a fully detailed description of
all of the items that he will find, please see his biography located in
chapter 4 of this document.

***

~Persian Temple 1F, Room 1~
Items Found: None

This first room is rather small and shaped in a square. It is vastly decorated
with gems and a golden touch, with designs all over the walls. Walk around the
room and see what you can examine. One thing you can examine is the circular
platform made from jewels that Pious starts the level on. You can also examine
the designs on the wall and the ladder leading down to the second floor of the
temple. This is located in the very middle of the room. Walk to the left side
of the hole, right beside the ladder, and press B. Pious will examine the
ladder. When prompted, climb down to the second floor.


~Persian Temple 2F, Room 1~
Items Found: Granite Block (Red Sigil)

This is a long corridor. Like the first room, it is full of decoration on the
walls and there are some perfeclty shaped blocks creating the floor. It is
dark in here since there is no opening to natural light, however there are
several torches on the wall that will light the corridor. As you first climb
down the ladder and regain control of Pious (you can go back up the ladder when
you want, but there is nothing up there) you'll notice a dark corpse on the
ground. There is no head, and even when you walk close, it will not move. This
corpse is dead. Up ahead, however, you'll see some corpses that aren't so dead.
A short cut scene will show Pious noticing a Granite block at the end of the
corridor. As soon as he sees it, a Zombie will rise from the floor, and will
guard the block as best it can. Fortunately for you this is only a Mantorok
Zombie, which should provide no problem.

Walk forward (the Zombie will approach you) and, when you are near the Zombie,
start slashing. Target its head first and slash it off. Then, focus on taking
out the two arms (again, one slash will do it all). If the Zombie is still
alive, slash it in the stomach a few times. Once it falls, stand on top of it
and press B when prompted to have Pious stick the sword in the Zombie's back,
"finishing" him. There are two more Zombies that will come out from the walls
near to where the first Zombie was. Again, take off their heads first so they
can't follow you. Once the heads are off, keep chopping them down until they
are finally dead. Remember that once a Zombie falls it will NOT rise back up.
Once all the Zombie's are gone, head to the end of the corridor and pick up the
Granite block. There is a red sigil on one side of it. Once you have picked up
the block, head through the door at the end of the corridor.


~2F, Room 2~
Items Found: Granite Block (Green Sigil)

This oval-shaped room is pretty small. There is a small table in the center of
the room, and there are two Mantorok Zombies in here that will start attacking
you the moment you walk in. Again, make sure you take off the heads of the
beasts as soon as you enter the room so they can't follow you around. Once they
are both down, pick up the Granite Block (this one has a Green sigil on it).
This should be the second Block that you find. Once you have it in your
Invintory, head through the door that is located just to the right of the one
we used to get in into this room.


~2F, Room 3~
Items Found: Granite Block (Blue Sigil)

This is another small corridor. There are a total of five Zombies in here that
will start swarming you once you enter the room. Again, always make sure you
target their heads and chop them off first. If you can stop their ability to
chase you, then you'll have a major advantage. Take off the arms next, then
finish them when you can. These Zombies LOVE to surround you and swing their
arms in Pious' face.

Once you defeat all of the Zombies walk to the opposite side of the hall (from
the door you used to enter this room). There is another Granite Block back
here, which should be the third that you find. Examine this block and pick it
up. There is a blue sigil on this one. There is only one more Granite Block to
find.

Once you've picked up this third block, head towards the hole located in a
small cove on the left wall. It is located near the door you used to enter this
room. Walk up to the hole and examine it; Pious will figure out that this is
another ladder leading down to another floor. Time to head deeper into the
temple! Have Pious climb on down.


~Persian Temple 3F, Room 1~
Items Found: None

This room is in a T-like shape. You'll start at the base of the T, and the
moment you gain control of Pious, you'll hear the scuffly sound of Zombies
just up ahead in the upper part of the T. You can go back up the ladder any
time you want, and the only reason as to why you'd want to do that is if you
missed any of the Granite Blocks up ahead (might want to check your Invintory
right now - do that my pressing the Start button).

These are very narrow hallways. If Pious swings his sword in a horizontal
fashion you may notice that his sword gets caught on the walls, clanging off
of them. This will greatly limit what you can do, as you'll be left helpless if
you keep hitting the walls (meaning the Zombies will come right on you). Always
target the heads of the Zombies of the torso to swing vertically, meaning
Pious' sword will not have the chance to hit the sides of the corridor. If you
do want to swing horizontally, be sure to stand in the very center of the
corridor.

When you get to the split in the path, don't bother going to the left. The
door at the end of this hall is barred by a large gate. Pious cannot get
through it yet, but you will be able to soon. Head to the corridor on the right
and go through the door.


~3F, Room 2~
Items Found: Granite Block (Purple Sigil)

You will now be in a large, haxagon-shaped room. This is the largest room that
Pious will face, and we will finally use all of those Granite Blocks that we
have been picking up in here. There are four Zombies around this room (all of
them being Mantorok aligned). Before you do anything else, be sure to take
them all out. You should be getting good at taking them out now, so there
should be no problem here.

Head to the very center of the room, where you'll see a small pedistal on the
ground. There are some purple patterns on here, plus the fourth and final
Granite Block. This one has a purple sigil on it. Pick it up and you should now
have all four of the blocks. If you don't, retrace your steps until you find
it.

When you first entered this large room you saw a short cut scene that showed
four large pictures of the sigils on the walls around this room. Each of the
sigils matched oned of the Granite Blocks that Pious picked up. Under each
sigil on the wall is a small hole in the wall, which is the exact same size as
the blocks!

Although it doesn't matter where you start, for the sake of this guide, start
over on the far left where the blue sigil is. Walk right up to here and go into
your Invintory. Select the Granite Block with the blue sigil on it and then
select "Use" when prompted. Pious will place the blue Granite Block here and
the wall will start to light up. If you put the wrong block in the wrong hole
(for example, the purple block into the blue wall panel) then a Mantorok Zombie
will be summoned for you to fight. Pious will pick up the block once again, as
it won't fit into the wrong hole. Place the remaining three blocks into their
respected holes and a short cut scene will begin. Remember that door in the
previous room (3F, Room 1) that was barred up? Placing all four Granite Blocks
into their respected holes in the wall will cause the bars to drop down, giving
Pious access to this door and the rooms beyond it. Once the cut scene is over,
head out this large room.


~3F, Room 1~
Items Found: None

Simply walk forward to the door that was once barred up. Assuming you placed
all four blocks in the correct holes in the large hexagon-shaped room, then
this door is now accessible. Head on through to the next room.


~3F, Room 3~
Items Found: None

This is a small, circular room with a a red and gold interior. The room is
very well lit and there is a light mist on the ground. There is also a
life-sized statue of Pious in the very center of the room. This statue seems to
be made of a stone, however the stone must not be very strong. Your task is to
destroy the statue piece by piece. At the opposite end of the room, behind the
statue, is another door. This door is blocked by some bars, so you'll have to
destroy the statue first.

When you approach the statue a small tutorial on targeting will being. The
tutorial says that Pious must "prove his worth by destroying this statue."
Target the head or arms first. Once the head, right, and left arms are off,
target the torso. After each part has been destroyed, the door behind the
statue will now be accessible. Head on through the door to the next room.

Note: Remember destroying this statue... you'll see why in a few chapters from
now.


~3F, Room 4~
Items Found: None

This is another small room that is in the shape of a square. There isn't all
that much here except three Mantorok Zombies. This room can be fairly dark
(depending on the game's brightness controls), so taking down the Zombies can
be a little tricky. Once they are all gone, look for a small circular object
in the corner to the left of the door we used to enter this room. There is a
circle there on the wall that is glowing a weird yellow energy.

This seems to be the same energy that transported Pious into the Temple.
Examine this thing and you'll be faced with a question: Should Pious press the
center? Be sure to answer "Yes." Until you say "Yes," you'll be stuck in this
room without anywhere to go.

Once you push the button, three tall and skinny stone pillers will appear in
the center of the room around a circular thing on the ground. These pillers
look a lot like the ones we saw back before Pious entered the Temple. More of
the yellow-magickal energy will appear in the center circle. Once you have
control of Pious, works your way to the center of the room and step into this
energy. Once you step into here, the magick energy will once again transfer
Pious to another part of the Temple. This time you'll be transferred to the
very final area, which is also the most influential area in the game!


~Persian Temple 4F, Room 1~
Items Found: Essence of Chattur'gha, Xel'lotath, Ulyaoth (must pick only 1)

This is the final room that Pious must face, however what you do in here will,
more or less, determine the rest of the game that you'll be facing in the
near future. This long room contains three artifacts at the end of it. There is
a fast moving fog on the ground here. The three artifacts are hovering above
their own pedistal. They are all in different colours: red, blue, and green.
Look at all of them and think carefully: Which would I like to choose?

The choice of artifact will determine the rest of the game. Pious doesn't know
that this choice will turn him into an eternal beast that will represent the
Eternal Darkness here on earth, and here in this realm of the universe.
Remember those Granite Blocks we saw earlier? The sigils on each of them
represent one of the four great gods, all of whom represent the Eternal
Darkness. It is Pious' destiny and fate to pick one of these artifacts and
become the main servant for one of the ancients. Of course you get to pick
which servant Pious will choose to work with.

Note: If you already completed Eternal Darkness once, and you are using the
same game file and carried over information from the previous file, then the
artifact that you choose last time will no longer be available here to pick up.
So, for example, if you picked up the red artifact, you'll have to choose
between the blue and green artifacts. If you've played through this game file
twice, then you'll have only one artifact to choose from.

Of course this choice doesn't fully change the game. All puzzles, enemies you
face, characters you play as, and the story itself will be the same regardless
of which artifact you choose. This choice will determine the alignments of most
of the monsters that you'll be facing. The cut scenes between chapters will
also change, and all major bosses will also be different. You'll have to play
through the game a total of three times to finally beat the game, so this
artifact choice doesn't really matter. If this is your first time playing the
game, then I would suggest you don't pick the RED artifact. Chattur'gha
monsters are much stronger than both Xel'lotath (green) and Ulyaoth (blue)
monsters. Of course, the decision is yours.

Pick the artifact that you want and select it. This will end Pious' chapter,
however you'll see a short cut scene first. Pious will reach his arm out to
pick up the Artifact, but before he can tough it, the artifact sends out a very
strong bolt of magickal energy that will go right through Pious' body. This
energy is turning Pious into an undead minion of unimaginal power. He will now
work directly with whatever Ancient you choose.

***

Once the cut scene ends, Pious will say a few haunting words to you. His
fate is now assigned to him and it has taken effect. A "Chapter Complete"
screen will now come up. Once this screen fades away, you'll be back in the
Roivas Mansion in 2000 A.D. We now must find the next chapter page to begin
the next chapter and continue on with the game story!


~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Continued...

        ~--------------------------------------------------------------~
        |       7.2 A Death in the Family: Alex Roivas's Chapter       |
        ~--------------------------------------------------------------~

Playing as: Alexandra Roivas
Location: Roivas Family Estate, Rhode Island, 2000 A.D.
Items found: Tome of Eternal Darkness, Chapter Page #2

--Secret Study--
We don't have to travel far in order to find the next Chapter Page that will
give us access to the second story in the ongoing history of the Eternal
Darkness. The second Chapter Page is located inside of the secret study; we
simply have to find it within all of the trash and treasures located inside of
this dusty room.

Pious finishes his chapter by saying the following: "Face me, and you shall
surely parish!" Pious will be known for his taunting as the game goes on,
however you can't let it get to you. Alex is left a bit confused and seemingly
somewhat scared after reading this story, however she hasn't lost her mind
yet. She will receive the Tome of Eternal Darkness once Pious' final cut scene
ends, and it will be added to her Invintory.

Once you gain control of Alex, turn right around (she'll be standing now
behind the desk; she won't be sitting any longer) and look at the flashing
piece of paper inside of the picture frame on the wall directly behind the
desk (it's just to the right of the door that leads out of this room). Now that
Alex has the Tome, she will be able to decipher what the text on this Chaper
Page says. This is the second Chapter Page, known as "The Binding of the Corpse
God." Seems pretty interesting...

Once you pick up a Chapter Page, Alex won't use it right away. In fact, she
will not use it until you select it from the Invintory page on the start menu.
You can pick up the chapter page and keep on searching the mansion if you
wanted to, however there is nothing around that you can really find right now.
The only way to progress through the game is to start reading a Chapter Page
right when you find it. Also note that once you read and finish a Chapter, the
Chapter Page will no longer be in your Invintory. For example, when we finish
Chapter Page #2 (we are just about to start it), you will no longer see it in
Alex's Invintory after.

Before we go on any further, it is probably best to save the game. You can save
the game in nearly any room AS LONG as there are no enemies in the room. If
you ever die, you'll lost all unsaved information from after your last save.
It is always best to save your game before you start a chapter page so if you
do end up dying, you won't lose that much information. You should also save
before you start a major roll in a Chapter (such as a boss fight), or some
puzzle. Obviously, I'll tell you when these times are ahead of time, so you
will be able to save before you meet the said challenge.

Press the Start button and cycle through the pages on the start menu until you
find the Invintory menu. Select the chapter page, and then select "Use" when
prompted. Doing this will start the chapter page right away. Hopefully you've
saved the game!


~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

      ~------------------------------------------------------------------~
      |  7.4 Chapter 2: The Binding of the Corpse God - Ellia's Chapter  |
      ~------------------------------------------------------------------~
                                   [#5921d]

Playing as: Ellia
Location: Cambodian Temple, Angkor Wat, Cambodia, 1150 A.D.
Items found: Strange Necklace, Bronze Necklace, Metal Bar
Weapons: Short Sword (start), Blowgun

Introduction:

 "I cannot say what was the true beginning, nor am I sure of its end. So,
 perhaps here is the best place to start: I am reminded of ideas first
 encountered in Sir James George Frazier's book "The Golden Bough: A Study in
 Magic and Religion." We are overwhelmed by our very human need to weave a web
 of meaning where there may be none.

 Since time immemorial, ancient peoples have dressed up their lack of knowledge
 as gods and demons. I have discovered that sometimes, the forces of gods and
 mortals intertwine - and legens are born..."

***

Over 1000 years have passed since Pious was transformed into a being of
eternal damnnation, and over those last 1000 years things have been seemingly
silent along the lines of the Eternal Darkness. The Eternal Darkness is still
here however, in fact, they are about to make their first major move: take out
the one and only being that can stop them in the blink of an eye, Mantorok.

In this chapter you will be playing as Ellia, a young Combodian women from the
twelfth century. After Dr. E. Roivas finishes his short speech (located just
above), you'll see Ellia reading a large book inside of the main entrance way
to a large temple. The title of the book that she is reading is "The Binding of
the Corpse God." This book tells her the story of an ancient legend that she
doesn't really seem to like.

The scene switches now to Pious, who looks exactly the same now as he did at
the very end of his chapter when he was transformed into the undead being. He
is in the lair of a giant creature that is seemingly made up of many eyes and
a very thick skin. This giant creature, as Pious says in his speech, is
actually Mantorok himself, the Ancient who rules over all others, and the
Ancient who is able to stop the plans of Pious' master. Pious consideres it to
be a small threat, even despite its size.

Mantorok has kept Pious' master imprisoned in another dimension, making it
impossible for Pious' master to gain access to enter the earthly plain and
cause havoc among the planet and universe. Although Pious can seemingly not
kill Mantorok all at once, he casts a very powerful binding spell on Mantorok.
This giant binding spell causes giant, sharp poles to fall on the creature,
destroying eyes and piercing his flesh. This binding will make Mantorok stuck
to the confines of the room that he is currently in, unable to fully move, and
slowly die over the centuries. This is the binding of the Corpse God, which is
actually referenced to the book that Ellia was reading!

The cut scene will now return to Ellia in the temple entrance. She finishes
reading the legend, and closes the book in disgust. The book is actually the
Tome of Eternal Darkness. Ellia wishes that she would be able to go through
an actual adventure that would change the course of humanity. She is tired of
reading legends in books and wishes she could live one out. As soon as she
wishes this, the temple door slams shut, and she is now stuck inside of the
temple. It seems like something has heard her say she wants to be a part of a
legend... She is now playable.

***

~Cambodian Temple 1F, Entrance Hall~
Items Found: Strange Necklace

Unlike Pious, Ellia will play this level with the Tome of Eternal Darkness in
her Invintory (since the Tome has no record of anything that will allow Ellia
to cast spells, and since Ellia won't find anything that will allow her to
cast spells, then you, unfortunately, won't be able to cast anything yet), as
well as a Short Sword. Equip the short sword right away and then search around
this room to see what you can see.

There are four areas that you will wish to see while you are in here. First are
the doors located to the right and left sides of the hall. These both lead to
other rooms deeper into the temple, however you shouldn't leave this room yet.
Another area of interest is located at the very center of this room. Go there
and look at the large tile on the floor. Examine the tile and you'll notice
there is are some drawings on this tile. There drawing is a large triangle,
with a red, green, and blue sigil on each vertex of the triangle. In the middle
is a purple sigil. As you surely know, this represents the way that magick
works (this has been talked about extensively earlier on in this document).
There isn't anything you can do with this; just kind of interesting to point
out.

Ultimately, your goal is to head towards the large lit up statue in the middle
of the far wall (directly opposite the door where Ellia started this chapter).
This statue contains several arms, and it looks a lot like a goddess. If you
look around the neck of the statue you'll see a flashing Strange Necklace (all
items you can pick up are flashing). Examine the statue and, when asked, pick
up the Strange Necklace from the statue's neck. This will now go into your
Invintory.

Once you take this necklace, a short cut scene will show the the northern door
close (over to the right of the statue). Don't worry about this, however, as
we will be able to open this up later. You need the Strange Necklace anyway,
as it can be very useful to you in the near future. The necklace can be used to
cast a spell that will recover some of Ellia's health. If she takes any
damage from combat and is close to dying, then use this right away. Don't use
this item unless Ellia has less than half health (you'll be wasting the use of
this if you do that, and it doesn't have unlimited uses). Remember that while
you cast the spell you must stay COMPLETELY still; if you move at all, even a
little bit, then the spell will break and you'll waste a use of the necklace.
In other words, DON'T use the necklace while in combat! You cannot equip this
necklace, but if you want to use it, simply select it from the Invintory menu
and select "Use" when prompted. This necklace has a total of 10 charges. Once
they are all used up, the necklace will become useless (and there is no way to
recharge the necklace). Be sure to save it for when you need it!

Since the northern door is now locked tight, you'll have to go through the door
to the south (to the left of the statue).


~1F, Dusk Room~
Items Found: None

You're probably wondering why this is called the Dusk Room. You'll see why
soon. This small room will lead into a much larger room, the Sourthern Hallway,
but until we go there we should look around here. There are corpses of dead
Mantorok Zombies all around this room. Don't worry, however, as they will not
rise up to fight you. But I know you are craving combat; you'll get some soon!

Take a look at the floor in the middle of this room. There are some dead bodies
laying across it, however it is still very easy to see the image on the tiles
below. On these tiles you see a sun that is setting below the ground, which is
where this room get's its name. This room represents dusk, one of the four
positions of the sun. In the upper-left corner of the room are three candles on
a small pedistal in front of a image carved into a stone behind on the wall.
The image here, once again, is that of a sun setting to the right. The candle
over to the right is lit, whereas the other two are no lit. This candle is
representing the setting sun. There is nothing you can do with these, and there
is nothing else you can do inside of this room. Head through the door over to
the west that leads to the sourthern hallway.


~1F, Sourthern Hallway~
Items Found: None

As soon as you enter this room, Ellia will step onto a large block on the
floor. You have no control over her while she does this. When she steps on the
block, one of the temple's hall traps will be activated. All of the halls in
the temple are littered with traps ranging from swinging swords to darts. This
trap that she steps on will causae large blades to swing across the hallway
directly in front of you. Exit this room (back to the Dusk Room), and then,
from there, re-enter the Sourther Hallway (the blades will be stopped this
way). Carefully look on the ground for blocks that seem lighter or darker than
the majority of the ones around (stepping on these will causes traps to start).
The only way to stop traps is to hit them or when you exit and re-enter the
room. Getting by the blades is easy: simply wait for them to go back in the
wall, and then quickly run by. They all follow the same timelapsed pattern. If
you hit one, then it will stop moving until you step on the trap block again.
Be very careful and you should get through this hall with little problem.

You'll see other corpses in this hallway that have seemingly fallen to the
traps located in this room. They have been here for a while, as all of the
corpses have been through heavy rotting. Half way through theh allway you'll
see small alcoves in the walls. There is nothing of interesting in here, so
just walk by them. Head all the way through this corridor while walking slowly
to avoid the traps. At the very end of the hallway go through the door that
leads to the Noon Room.

It is a damn good idea to save right now. You are about to fight your first
alignment-based Zombie, and although you should have little trouble, you never
know what may happen.


~1F, Noon Room~
Items Found: Bronze Necklace

There are lots of things to do in this room, so get ready! Ellia will also be
fighting her first enemy in here, and it is one you havn't seen yet. Get ready
to fight a specifically-aligned Zombie! Like the Dusk Room, the Noon Room get's
its name from the image in the center of the room on the floor. The sun is high
in the air, representing another location of the sun during a day. There is a
Zombie lying down across the floor. This is not a Mantorok Zombie. It is either
a Chattur'gha, Ulyaoth, or Xel'lotath Zombie. This one is usually the same
alignment as the Ancient that Pious serves (if you are serving Chattur'gha,
for example, than this Zombie will be red). As soon as Ellia enters, the Zombie
will rise and drain some of Ellia's sanity. This is the first time Sanity will
play a roll in the game. A short message will come up talking about sanity. The
Sanity meter will now appear, with some of it drained. The door that Ellia used
to enter here will not slam shut, and it will not open until you defeat the
Zombie.

This room is tight, so fighting the Zombie can be a bit of a pain. While
fighting alignment Zombies you must take off the arms first. The faster you do
that, the greater the chance that you won't get hurt. Note that if this is a
Ulyaoth Zombie (blue), then be SURE to take the head off first before it
explodes. Once the Zombie falls from enough hits, be sure to have Ellia run
on top of it and then perform a Finishing Move. Once you perform this, a small
note will pop up saying that you have recovered some Sanity from doing this!
You will often recover the same amount the enemy took from you when they first
spotted you. Finishing this Zombie should make your Sanity meter go full again.

Now that the Zombie is gone, it's time to explore the room! Examine the candles
in the foreground of the room (the camera won't let you see them until you walk
right towards them). These candles will represent Noon, just like the ones in
the other room represented Dusk. This time there are two candles lit, however,
and that doesn't represent Noon! You'll now play a small game of lighting or
putting out the candles.

Examine the candles and the game will start. The buttons on the screen show
what you can do. X represents the candle on the right, A is the candle in the
middle, and Y is the candle to the left. You can extinguish or light a candle
as many times as you want. Right now, however, you only have to worry about
the candle on the right. Press the X button to extinguish this candle, and
leave the center one alone (the candle to the left will be out by default,
which is what you want). Once you extinguish the candle on the right, a small
cut scene will start up. The sealed door leading to the northern hallway will
open by a small amount, as does a door somewhere else in the temple. Ellia can
not fit through this opening, however, so we'll have to find another way to
finish opening the doors.

Finally you should find the Bronze Necklace in this room. It is sitting on top
of an urn (it's hard tot miss). Examine it and, when asked, be SURE to pick it
up! You will need this to continue on with the adventure. Once you have it,
head back through the door you used to enter this area (the door will open once
you have killed the Zombie, which you should have done by now) and head all the
way back through the Southern Hallway and Dusk Room to the Entrance Hall.


~1F, Dusk Room~
As you head into this room, several of the Zombies that were on the ground will
now rise up and try to get you. They will all start draining your Sanity. Since
they are of Mantorok alignment you should have very little trouble here. Like
you did with Pious, target the heads first and then the arms. Be SURE to
perform a Finishing Move on them so you get your Sanity back!


~1F, Entrance Hall~
Items Found: None

Once you have backtracked all the way to the Entrance Hall (the room we started
Ellia's adventure in), head towards the statue that originally had the Strange
Necklace on it. Remember how when you took the Strange Necklace the door over
to the right, leading to the nothern area of the temple, closed? You can open
this door by simply placing the worthless Bronze Necklace on the neck of the
statue (there must be some sort of pressure point inside of the neck that
triggers this door). Be sure to place the Bronze Necklace here and NOT the
Strange Necklace! Both will work, but the Bronze Necklace does not have any
healing properties! Placing this here will open the door over to the right,
which leads to the Dawn Room.


~1F, Dawn Room~
Items Found: None

You will surely know why this is called the Dawn Room after you look at the
tiles on the ground. The sun is rising from the east, meaning that the day has
just started. Like the other two rooms you've seen like this, there is a small
shrine of three candles located in a corner. The left candle is lit, whereas
theo ther two are unlit. This is exactly what you want, so there is nothing to
really do here. There is actually nothing else of interesting in this room,
so simply go through the door leading to the Northern Hallway.


~1F, Northern Hallway~
Items Found: None

This hallway is a lot like the Southern Hallway. It is the same length, width,
and filled with just as many traps. Like in the Sourthern Hallway, they are
activated by Ellia stepping onto the triggers located on the ground, which are
hidden under stones. Move very carefully down the hallway, avoiding the
miscoloured stones on the ground (by this I mean any stone that is a different
colour from the majority of the stones). If you wish, press and hold the X
Button to walk very slowly automatically, regardless of how you press on the
Control Stick. There are some annoying traps here that cause darts to fire
across the hallway. These will go off eventually by themselves (unlike the
swinging blades, which will only stop if you hit them or if you exit and
re-enter the room). Despite them stopping by themselves, dodging them is nearly
impossible, and they will stay activated for a good while. Head all the way to
the end of the hallway until you get to the door that leads to the Night Room.


~1F, Night Room~
Items Found: None

This is the final room of the four 'sun' rooms. This one, as you see on the
tiles on the ground, represents night. This room is fairly dark since it
represents night, and there is a alignment based Zombie in here. When you enter
it will start walking towards you (while draining a dose of Sanity) and the
door you used to enter will slam shut. Like you did the alignment-based Zombie
in the Noon Room, take this one out using the same means (head, arms, and
torso), and be sure to remember to finish it off after it has fallen to gain
back your sanity! Once you kill the Zombie, the door leading to the Northern
Hallway will open up. The other door leading to the Western Hallway is still
slighly closed, however...

There is a small alter of candles in one of the corners of this room. Examine
them while close to them, and then you get to play with them. Like you did
previously, you can use the various buttons shown on screen to light up or
extinguish the candles. Since this is the night room, your goal is to
extinguish all of the candles here. Do that, and this small puzzle will be
completed. The door leading to the Western Hallway in this room will finally
open, and the door leading to the Western Hallway over in the Noon Room. Now
with this puzzle finally solved, head on through the door leading to the
Western Hallway to continue on with Ellia's adventure.


~1F, Western Hallway~
Items Found: Blowgun (weapon)

This is the final room of the first floor that we will be exploring in the
Cambodian Temple. Like the Northern and Sourthern Hallways, the Western
Hallway is also littered with wall-mounted traps. Like they were before, these
are activated by stepping on the discoloured blocks on the ground. There are
swinging blades at both ends of the hallway, and darts near the middle of the
hallway. You'll want to avoid them at all costs! There are corpses of dead
Mantorok Zombies here, however they will not regain life to fight you; the
traps in this hallway must have taken them out for good.

Head to the very middle of the hallway and look over to the small alcove in the
wall. There is a podium here, and there is something worth checking out on top!
Examine the podium and Ellia will notice that there is a Blowgun on here! When
asked to add it to your Invintory, stop and make sure of one thing: Do you have
the Strange Necklace? If you don't, head back and pick it up. If you do, pick
up the Blowgun. The reason as to why I ask you this now is because once Ellia
picks up the Blowgun, a short cut scene will start. The Blowgun is actually
attached to a floor trap. Once she picks it up, the floor beneath her feet
opens up, and she falls right down a secret hidden passage into a deeper part
of the temple. There is no way in getting back up, so if you don't have the
Strange Necklace (needed for its healing powers), then it's gone for good.

You'll fall all the way down to the second floor of the Cambodian Temple. This
is the last floor to search, however it is fairly large, filled with Zombies
and traps! Falling down here is needed though, so don't worry about falling!


~Cambodian Temple B1, Western Hallway~
Items Found: Short Sword (broken/fixed)

As soon as you fall, you'll be greeted with some excitment! Ellia will land
right on her Short Sword, breaking it to pieces. Ellia will automatically
equip the Blowgun as her weapon (unfortunately in comparison to the Short
Sword it kind of sucks, since it isn't a melee weapon). There are 100 darts
that came with the Blowgun, and each time you blow the gun you'll lose 1 dart
(they cannot be picked up again, whether you hit an enemy or not). The darts
are tipped with a powerful poison, however, so they will take out enemies.
Actually... you'll have to use them right now!

A cut scene will show that there are two alignment-based Zombies in this room
just up ahead from where Ellia is. They have spotted a Temple guard who has no
means of defense. He is huddling in a corner, hoping for help. I cannot put
this in a more direct way: THIS GUY YOU MUST SAVE! If you don't, this Chapter
has become a lot, and I mean a lot, harder.

Once you gain control of Ellia, quickly walk up to the Zombies. Run in front
of them to take their eyes off the guard and onto you. You will lose a good
deal of Sanity from them, but disregard that. Aim at their heads and fire a
dart into both of their heads. Walk back now, away from the guard (ESPECIALLY
IF THEY ARE ULYAOTH (blue) ZOMBIES, WHICH EXPLODE AFTER A SHORT WHILE), and
keep on firing darts at their head. Don't walk down the Western Hallway, as
there are traps down there. Walk into the small alcove Ellia fell into.
Eventually the poison on the darts will do the trick, and the Zombies will
fall to the ground. Be sure to finish them when they are done there (even
though you lose a dart, you'll want the Sanity refill) on the ground. If these
Zombies were Ulyaoth-based, then they will explode before the poison gets
them. Be sure to stand back when they shake, and if they are near the guard,
bid the poor man fairwell.

Hopefully he is still alive after the Zombies have been defeated however, as
this guard will prove to be your best friend. Ellia has already picked up the
shards of the broken Short Sword. Walk over to the guard and talk to him. He is
very thankful to you for saving his life (he should be), and he offers to
repair your sword. He casts a special magickal spell (you'll be learning the
spell he casts in the next Chapter) that repairs your Short Sword! Using the
Short Sword is MUCH easier than the dart gun, especially in the fights up
ahead. Equip it right away and head down the Western Hallway. Oh, and don't
kill the guard if you want to keep your Sanity.

This corridor is larger than the ones ahead. The stones here are much larger
and take up a larger part of the corridor, so be sure to watch out for them.
Again, the stones you DON'T want to step on are a different colour (often
lighter) to the majority of the stones on the ground. There are giant swinging
blades here, so try to keep them in the walls by walking carefully! At the end
of the hallway head into the next room.


~B1, South West Room~
Items Found: None

The majority of the rooms in the second floor of the Cambodian Temple look like
this one: large and round. As soon as Ellia walks in here she notices that in
the small firey stone thing at the center of the room contains a switch. It
seems like something must be inserted into this switch to activate it. Remember
this for later...

There is also a giant mural on the far wall of this room that has the following
information while examining it: "a skeleton demon befriending the ancient
Khmer people by denouncing one of their fertility gods." It is fairly easy to
interpret this: The "skeleton demon" is Pioius, and the "fertility god" is
Mantorok. There is also a door leading to the Sourthern Hallway over to the
eastern wall. There are no enemies in here, and aside from the switch and the
huge mural, there is nothing else in this room of interest. Head on through
the door on the eastern wall leading to the Sourthern Hallway.


~B1, Sourthern Hallway~
Items Found: None

Another long hallway filled with traps; fun! This is by far the heaviest-filled
trap hallway yet. It starts with swinging blades, followed by arrows, followed
by more swinging blades, then a giant crushing wall, more swinging blades,
more arrows, more swinging blades, and finally a final patch of arrows. Yep,
lots of traps in here, which means we must be getting close to Mantorok's
lair! Although it is VERY highly recommended that you avoid all of the traps
on the floor, some of them cannot be avoided (such as the trap that sets off
the crushing blocks about half way up the hallway, as the stone extends the
entire width of the hallway). Once you see one of these, step on it and look
carefully to the traps that it activated up ahead. These can be annoying, but
there aren't many. For the giant crushing blocks, wait for them to open up
(just after slamming shut) and then run by them. You don't want to get caught
between these things. Head all the way to the doorway at the end of the hall
leading into the South East Room.


~B1, South East Room~
Items Found: None

This room is quite an interesting one, as you'll get to see Zombies of
different alignments fight each other! As soon as you walk in here, you should
see a Mantorok, Chattur'gha, Ulyaoth, and Xel'lotath Zombie fight it out near
the door you used to enter. Simply stand beside the door and wait for them to
fight it out. Remember that Zombies of different alignment hate each other.
Best to stand back and wait them kill each other off, or else they may all go
after you, and you'll lose LOTS of Sanity. Eventually only one will be left
(usually the Chattur'gha one, since they are the strongest). The Ulyaoth Zombie
will usually take all of them out after it explodes, but take out anyone left
after this happens. Be sure to finish the Zombies after they have been taken
out for some Sanity (especially if you failed to get some back in a previous
fight).

There is another mural in this room located on the far side from the door you
used to enter. This mural has the same skeleton god (Pious) killing off an
ancient Khmer god (probably Mantorok). This is the only area of interest of
this room (the pit of fire in the center has nothing of any interest). Take a
look at the mural on the wall if you wish, and then head through the northern
dorway that leads to Mantorok's Lair!


~B1, Mantorok's Lair~
Items Found: Metal Bar

Once you enter this room, you'll be met with a large hallway that curves over
to the left. Eventually you'll get to Mantorok's room, the large, circular
area that Mantorok is trapped in. Pious isn't here, but Mantorok is, slowly
dying. As Ellia enters, two temple guards will warn Ellia to keep away from
Mantorok, the Great Ancient. Mantorok quickly picks the guards up and eats
them whole.

Pious now enters the room and laughs at Mantorok seeing that the Great Ancient
now must feed on flesh and bone for food. He tells Mantorok that the spell he
cast on him will cause Mantorok to stay here and rot for mellennia to come.
Pious warns Ellia to leave here right away, or else she'll become food for the
dead god. When Pious leaves, a mysterious man enters. Ellia opens her eyes
and barely sees his face. The mysterious man tells Ellia that she has been
chosen to fight the Eternal Darkness, and he gives her a gift. This is actually
more than a gift... it's something very important that Alex will use centuries
later in the future: one of Mantorok's Hearts. The man places the Heart inside
of Ellia's chest for safekeeping so Pious cannot find it. Ellia now passes
out.

Once Ellia wakes up, you'll gain control of her once again. Take a look at the
multi-armed statued right in front of Mantorok (Mantorok won't actually eat
you, as it knows your roll in the fight against the Eternal Darkness). There
is a Metal Bar located in the hands of the statue. Have Ellia examine the
statue and, when asked, pick up the Metal Bar. This can be used inside of the
South West Room.

Make your way back to the South West Room (there are some Zombies here and
there in the rooms before it, so be sure to take them out with your Short
Sword if you see them). Once you get back to the South West Room, walk towards
the switch and head to your Invintory menu. Use the Metal Bar here and Ellia
will insert the bar into the switch and activate it.

The Metal Bar and the switch will open a sealed chamber behind Mantorok's Lair.
Head all the way back to Mantorok's Lair and head around this room. There is
a large bridge-like structure going around this room overtop Mantorok's body.
Head across the room and go on through the the now open door to the Sealed
Chamber.


~B1, Sealed Chamber~
Items Found: None

There isn't actually anything to do in here. Entering this room will finish
off the chapter, but there's an interesting cut scene that comes with it. Once
in the Sealed Chamber, walk forward to the statue in the distance. The cut
scene will start now.

Pious enters the room and tells Ellia that she made a big mistake in not
leaving the Temple when he gave her the chance before. Pious demands that she
give him the essence of Mantorok, even though she probably can't get it out
of herself right now. Ellia, knowing that she has an important roll in fighting
the Eternal Darkness, refuses Pious each time that he asks. Pious eventually
gives up trying, and casts a spell that fires a large bolt of magick at her,
dropping her to the ground, dead. The essence is still inside of her despite
being dead. Her chapter now comes to an end, and the Chapter Complete screen
will now appear.

You will now be back at the Roivas Mansion with Alex.


~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Continued...

        ~--------------------------------------------------------------~
        |       7.2 A Death in the Family: Alex Roivas's Chapter       |
        ~--------------------------------------------------------------~


Playing as: Alexandra Roivas
Location: Roivas Family Estate, Rhode Island, 2000 A.D.
Items found: Message Tube, Chapter Page #3

--Secret Study--
The first major thing that you'll notice after Ellia's chapter ends and you
are back in the Secret Study with Alex is that she now has a Sanity meter.
Alex has a fairly large one, however after reading about Pious and Ellia, some
of her Sanity has already dropped. Although it hasn't fallen enough yet for
her Sanity to drop below a level where things start to happen, it's still good
to keep a look at it (even though there is nothing you can do right now to
raise it up again). Three candles will light up on the table near where Alex
is, and that is where your attention should be directed.

The arrangement of these candles looks a lot like the arrangements found
inside of the sun rooms in the Cambodian Temple during Ellia's chapter. Have
Alex examine the candles and you'll learn like, back in the Temple with Ellia,
you are able to light or extinguish the candles. Take a look at the image of
the sun on the small picture behind this table. The sun is over to the left,
rising up. This is the rising sun, so you'll need to make the candles appear
in a "sun rising" fashion. All three of them will be lit up from the start,
and you only want the candle on the left to be lit up. Press the A and X
Buttons to extinguish the centre and right candles to solve this easy puzzle.

Once you do this the cabinet under the candles will open up, revealing a hidden
Message Tube. Alex will pick this up and automatically add it to her
Invintory. Once you can, go into your Invintory menu and select the Message
Tube. Have Alex examine it and she'll see that it can be opened. Have Alex
open it up and she'll find yet another Chapter Page, this time Chapter Page #3,
titled "Suspicions of Conspiracy."

The moment that Alex opens the message tube, a cut scene will start up. This is
one of the cooler and probably one of the most important cut scenes for the
story of the game, so be sure to pay attention. Pious is metting with the
Ancient that he serves. Although the Ancient is in another dimension, it is
still able to communicate with Pious via some communication stone. The Ancient
will depend on which Artifact Pious picked up at the end of his chapter. Each
Ancient has their own unique features (such as Ulyaoth's booming voice, or
Xel'lotath's freaky laugh). Regardless of the Ancient, the overall subject of
the conversation will remain the same. This conversation takes place during
Chapter #3 (back in that time period, NOT in Alex's time period). Pious and
the Ancient are talking about the death of Charlemagne, the King of the Franks.
I will not spoil this cut scene, so be sure to watch it for yourself (you can
always rewatch it through the start menu whenever you want).

Once the cut scene ends, the focus will appear back on Alex inside of the
Secret Study. You have control of her and you will now be able to begin the
next Chapter, Anthony's chapter, titled "Suspicions of Conspiracy." Be sure to
save before you start his chapter!


~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

        ~--------------------------------------------------------------~
        |  7.5 Chapter 3: Suspicion of Conspiracy - Anthony's Chapter  |
        ~--------------------------------------------------------------~
                                   [#5921e]

Playing as: Anthony
Location: Oublie Cathedral, Amiens, France, 814 A.D.
Items found: Alignment Rune, Alignment Rune Codex, Antorbok (Project) Rune,
             Antorbok (Project) Codex, Bishop's Key, Blue Urn,
             Circle of Power (Three Point), Enchant Item Spell, Green Urn,
             Magormor (Item) Codex, Magormor (Item) Rune, Message Scroll,
             Red Urn, Tome of Eternal Darkness
Weapons: Scramasax, Torch, Two-Edged Sword

Introduction:

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

***

Anthony's chapter is one of the most memorable, as you will be able to use
Magick and the Tome of Eternal Darkness for the first time here. The background
behind Anthony's chapter is also quite interesting (from a historical
perspective, one could argue). The story of the game will also start to
develop quite deeply in Anthony's Chapter, as we will really start to see what
the Eternal Darkness is looking to do in order to gain control of what they
want.

Charlemagne the Frank was an emperor of the Holy Roman Empire during 814 A.D.
Anthony's chapter takes place right during the time in which the Holy Roman
Empire was at its strongest. Of course, this strength did nothing in trying
to stop the stealthy mission of the Eternal Darkness.

Anthony is a young man who is in the service of the empire, specifically
Charlemagne. One day, Anthony receives a message scroll from a monk-looking man
in a robe. The man says that this scroll, which is wrapped up tightly, is for
Charlemagne to see, and for Charlemagne only. He warns Anthony that no one else
can view it except Charlemagne.

The robed man leaves after giving Anthony the warning, and Anthony watches him
go. Once the man has left, Anthony goes into a small alcove in the wall and
his sense of discovery gets the worst of him: Anthony disobeys the monk and
opens up the scroll. He does this to investigate the contents of the scroll, as
Anthony found the man in the robe to be rather mysterious, and Anthony wanted
to make sure that the scroll contained nothing that could harm the emporer.

The moment Anthony opens the scroll, a very powerful bolt of yellow Magick
comes out of the scroll and, in a lightning-like fashion, strikes Anthony and
makes him fall to the ground in pain. Once he gains sense of his head again,
Anthony realizes that, if he had given this to Charlemagne, it would have been
him who would have suffered from this attack. Anthony is confused about what
is going on here, and he decides that it is best for Charlemagne to know about
this right away. Anthony heads off through the town to the Oublie Cathedral.
Once Anthony arrives at the Cathedral, he will become a playable character,
and chapter 3 is about to begin!

***

~Oublie Cathedral 1F, Chapel~
Items Found: None
Weapons Found: Scramasax Sword

The very first room that Anthony will explore, which is the main Chapel for the
Cathedral, is shaped in a horseshoe and it is only lit up by the rays from the
lowering sun coming in through the windows. Walk around the area and talk to
some of the monks (the people in the dark robes... they are the only people
around here) to gain some background information about what they are doing
here. There are a total of six monks around the area. Some of them are praying
for the soul of a brother (term used for a fellow monk) who has recently died
and lies inside of a casket near the altar of the Chapel (the alter is the
the place at the very front of the room, opposite from where we started the
chapter).

Some of the monks will have other information for you. One of the monks will
tell you that Charlemagne is currently in a conference with the local Bishop
of their order and cannot be distrubued under any circumstances (this seems to
be somewhat fishy). Some other monks will speak about a distrubing lack of
faith in the order. The monk near the casket will tell Anthony that the
recently deceased monk (currently in the casket) died due to a fall from the
cathedral tower (which we will visit soon), which doesn't make much sense
considering that the tower contains no openings to fall from (which you'll see
soon).

There are a total of three exits from this room, however, at this time, we can
only use one of them. One of the exits is the door that leads outside (this is
located opposite the altar, right where Anthony started the chapter). Anthony
refuses to leave the cathedral until he warns Charlemagne about the attempted
treachery against him. Near the door, just to the right, is a staircase that
leads up to the tower. Don't bother going up here yet, but we will soon.
Finally, the door that leads to the Bishop's quarters is just to the right of
the staircase that leads up to the tower (this is currently locked, and will be
for some time, but if you walk near it you can hear chattering coming from the
other side of the door, but you can't make any of the voices out).

In order to advance the chapter, walk up to the altar of the Chapel and head up
to the casket. Have Anthony investigate the casket and, when prompted, have him
open it (it isn't sealed shut, which again is rather weird). Be prepaired for
a bit of a gruesome sight...

Once Anthony opens the casket, you will see the brutilated remains of the monk
who, apparenly, fell out of a window (from the moment you see his injouries you
will know this is not true). There is a giant opening in his chest. The monks
in the Chapel all look in and cannot believe the sight that they see. As stated
before, it doesn't look like this poor monk fell to his death; it looks like
something burst out from inside of him.

A monk, full of fear, comes up to Anthony and talks to him. The monk says that,
when he can, he will inform the Bishop of this gruesome discovery and he
cautions Anthony to use brutal caution while inside of this cathedral. He
decides to give Anthony a Scramasax Sword for his own protection, and then
he leaves Anthony alone in the Chapel. Once you receive the Scramasax, be sure
to equip it right away. Save your game now and head towards the staircase to
the right of the door that leads outside of the Chapel. As you walk up to the
top, an interesting effect will start to take place...


~The Hall of The Tome of Eternal Darkness~
Items Found: Tome of Eternal Darkness

As Anthony starts to reach the top of the stairs, he will freeze in place. The
screen will start to turn all shakey, as if everything has just gone under a
bunch of water. Anthony is then transported to another world, the world of
the Tome. This place is known as the Hall of the Tome of Eternal Darkness, a
freakish place full of screams and the Tome itself. You will not be able to
view any of the maps (on the start screen) from Anthony's original chapter
because we are no longer there (but we will go back to the Cathedral soon).
This is a place that you should get to know quite well, as nearly every
character from here out on will be visiting this Hall once, and only once,
during their chapter. Normally I won't give much description for this place,
but since this is the first time being here, I'll explain what is going on.

You will notice that there is a single pathway in here leading across the hall.
First you may look at the path and think that it is made up of grey stones,
however if you look very carefully, you'll notice that the path is made of
screaming human heads! These heads are in absolute agony, and they are the
faces of people who have fallen to the Eternal Darkness.

Head forward a bit and you'll notice two statues on both the left and right
sides of the path. The one on the right is a statue of Ellia, who has given her
life to fight against the Eternal Darkness. She is now placed here for future
generations to know. Over to the left is a broken statue of Pious Agustus
(notice that his head, arms, and torso are gone... remember the statue that we
destroyed back in his chapter... hmm...?). This could represent that statue
that Pious destroyed, or represent how Pious didn't fully give himself to
fighting the Eternal Darkness... he became a part of it.

After examining the statues (you're probably getting annoyed by those screams,
aren't you?), head to the end of the hall where you will see a giant hand made
of only bones. In the palm of the hand is the Tome of Eternal Darkness. The
hand will open up once Anthony approaches it, giving him access to picking up
the Tome. Examine the Tome and, when prompted, have him pick up the Tome.

Each time a character picks up the Tome, the following event will happen 
(which is one of the coolest and most interesting events in the game). You will
see a series of quick flashbacks from previous chapters (in this case only
Pious and Ellia's Chapter, as only those have happened before Anthony's time).
These scenes, which flash through quick, are often representing something
important (such as the first Zombie Pious sees). These flashes fill the
character's mind about what has been going on, representing the spiritual link
between all of the people who have held onto the Tome in the past, and have
used it to fight against the Eternal Darkness.

Once this flash event finishes (it lasts about 3 seconds), Anthony will be
right back in the Oublie Cathedral at the top of the stairs, right where he
was when he was transported to the Hall. Now that we have the Tome, you will
hear the groaning of a monster the moment Anthony is back in the Cathedral.
There is no monster here, but here's a general rule: until a character finds
the Tome, no monsters will be present in their chapter. Of course, once they
find it...

Go into the pause menu, and then to the Magick subscreen. A brief tutorial on
how to use the Magick screen will come up (READ IT WELL). Once finished with
that, head up to the top of the stairs and, finally, into the tower.


~Oublie Cathedral 2F, Tower~
Items Found: Green Urn, Circle of Power (Three Point)

The moment that Anthony walks into this next room, a weird event starts to
happen. Anthony will be at the top of the stairs inside of the room high up in
the Tower, but things aren't all well. A weird yellow magickal pulse circles
around Anthony's body, which makes him fall to his knees in pain from the
intense Magick. The effect only lasts for a few seconds, however, once it
finishes, the camera will zoom in on Anthony and show that he now looks a
little bit different. Anthony has seemed to age: his face looks older, he is
kind of leaning over, and his eyes look dark. This Magickal effect seems to be
the same thing that hurt Anthony back when he opened the scroll at the start of
his chapter. Maybe that spell that was cast upon Anthony hasn't fully gone
away yet...

The room inside of the Tower is fairly small, however there are some very
important things in here. This is the only room in the second floor of the
Cathedral. There are three bookcases at the far end of the room, lining the
perimeter. There is a single bookcase on the wall opposite this, just to the
left of the staircase leading back downwards (where we just came from). Firstly
head over to the single bookcase near the stairway downwards. You will notice
that there is a single Blue Urn here on the lower shelf. Have Anthony examine
it and, when prompted, have him add it to his Invintory.

Head over to the center of the room now where you will see a single desk. This
desk is near the bookcases on the far wall. Take a look at the desk and you
will see a circular, golden, flat object on the desk. There is a triangle
etched into the object. Have Anthony examine it and, when prompted, pick it up
to add it to Anthony's Magick Invintory. This is a three-point Circle of Power,
one of the ingrediants needed to cast Magickal Spells! This item will allow
you to cast three-point Magickal Spells (once you find the right Runes, and
once you have learned how and which Runes you use to create a Spell, which is
something that we will be doing quite soon). Once you pick up Circle of Power,
a brief tutorial will appear in the Magick section of the pause menu, telling
you the importance of this item. This item will carry onto the rest of the
characters in the game now: unlike Anthony's other items, such as his sword,
all Runes, Codex, Scrolls, and Circles of Power that a character finds will be
available from now on, as they are stored in the Tome of Eternal Darkness
(which is passed down through time). So, for example, once you finish this
chapter and are back in the Roivas Mansion with Alex, she will have access to
the Circle of Power, as well as any Runes and Spells that Anthony creates.

Once you have picked up the Blue Urn and the Circle of Power, head over to the
three bookcases on the circular wall in this room. Have Anthony walk over to
the middle bookcase and investigate it. Anthony will notice that there is a
book is out of place, and he ponders whether he should put it back into place.
When prompted, have Anthony move the book back into place. This will trigger
the bookcase over to the left to open up, revealing a path downwards into the
basement of the Cathedral. Head over to the now open path and have Anthony
select the ladder leading downwards. SAVE YOUR GAME NOW. Once you've done that,
head on down the ladder to the Basement.


~Oublie Cathedral B1, Room 1~
Items Found: Antorbok (Project) Rune

This will be a rather interesting area, mainly because Anthony will be fighting
against his first enemies, plus you will also receive your very first Rune,
something needed to create Magickal Spells! The first room of the Basement of
the Cathedral is long and quite dark. As you walk down the hallway you will
run into a giant Zombie (this one will be aligned the same colour as the
ancient Pious serves) with a transparent torso: the Rune is inside this part of
the Zombie's body. The question is this: how do you get the Rune out of the
Zombie's body? Well, the answer is simple: hack the Zombie to pieces!

Walk down the hallway and have Anthony slice off the head of the large Zombie.
Since this one is so large, it will take a few hits to slice off the
limbs of this thing. It will often take 2 or 3 slices of your sword to take off
its head (even more if it's a Chattur'gha aligned Zombie). Be sure to take the
head off first so it can't find you. Next, focus on the swinging arms, mainly
because they will take off more damage than normal. BE SURE TO USE VERTICLAL
SLICES! If you use horizontal, you will more often than not hit the side of the
hallway, which can get very annoying quickly. Once the arms are off, slash
away at the torso of the Zombie. After sevreal more hits the large thing will
fall. The moment it does, the Rune will come free and Anthony will
automatically pick it up. These large Zombies take off more Sanity than
normal, so be SURE to finish this thing off as it's flailing on the ground to
recover all of the lost Sanity. Once Anthony picks up the Rune, another short
tutorial will appear in the Magick section of the pause menu teaching you what
this thing does (Runes were talked about earlier on in this guide).

Once you are finished reading the tutorial (I highly recommend reading the
tutorial, as the visuals that the game gives you are better than reading pure
text in this guide, especially for you visual learners!), head down the hall.
There are two smaller Zombies down here, which will be of the same alignment
that the large one was of. Be sure to destroy both of them and finish them off
to recover any Sanity that they take off of you. Once they are dead, head to
the end of the hall and head on through the door. Before doing this you may
wish to save your game since you got that important Rune (remember that you
CANNOT save your game in a room in which there are enemies present). This leads
to the second room of the Basement.


~B1, Room 2~
Items Found: Torch, Green Urn Shards (Green Urn once fixed)
Weapons Found: Torch, Two-Edged Sword

This room should remind you of something that Ellia did in her chapter just
before. Remember the part after she fell down the hole and, once in the
Basement, saw two Zombies heading towards a guard? Same deal here, however the
Zombies are Mantorok aligned, and they are heading after a monk. As you enter
the room you'll see a short cut scene showing off what the Torch can do. The
monk is holding a torch in his hand. Three Zombies head towards the monk, and
he swings the Torch at one of them. The fire catches the Zombie and makes it
fall back to the ground, burning away (this is the way to automatically kill
Mantorok and Xel'lotath aligned Zombies). The flaming Zombie will fall all the
way back to a large piece of cloth hanging on a wall. The fire will transfer
to the cloth, having it burn away (and revealing a door that will lead to the
next room).

The cutscene will end now. Quickly run towards the monk and kill the two
remaining Zombies before they kill the monk (THIS IS VERY, VERY IMPORTANT). If
you fail to save the monk, you'll lose out on picking up a very useful weapon
that will be used in Anthony's chapter, plus a chapter later on in time. If the
monk dies, revert to your last saved point (hopefully it was in the last room,
as I mentioned you should do). If the monk was saved, talk to him (oh, and be
sure to Finish the Zombies to get your Sanity back).

The monk and Anthony will get into some conversation. He tells Anthony that he
was carrying a Green Urn filled with water from a baptismal fountain. While
carrying the water back to the main room of the Cathedral, he saw the Bishop
of the church run past him in a weird state, acting almost crazy. The Bishop
had a very concerned look on his face. The monk, being frightened about what he
just saw, dropped the Urn and it shattered on the ground into three pieces.
The monk will also thank you for saving him from the Zombies. Like the guard
did in Ellia's chapter, the monk will help Anthony out. He won't, however,
repair a sword: he'll give you one. The Bishop had dropped his Two-Edged Sword
while running past and the monk picked it up. He gives it to Anthony happily.
The Two-Edged Sword is MANY TIMES more powerful than the Scramasax, however it
also has a major flaw: it is so long that Anthony will have a hard time using
it in tight corridors without it hitting the walls. Of course, you know how to
fix this (by using vertical slashing instead of horizontal). If you are new to
the game, I would suggest using the Two-Edged Sword in large rooms, and to
continue using the Scramasax in the tight hallways. It's up to you, however.
The Two-Edged Sword is so powerful that it will let you cut through the limbs
of nearly all enemies in one hit (except the torso). Even the large,
Rune-carrying Zombies cannot stand up to the power of this sword.

You aren't done in this room yet. Once you finish talking to the monk, be SURE
to pick up the Torch near him that he dropped while swinging it at the Zombie
(which has now burned away). The Torch, while not being the most useful weapon,
has two relatively useful purposes. Firstly, swing it in the face of all
Mantorok or Xel'lotath aligned Zombies to take them out in one hit! The Torch
can also be used to illuminate dark rooms or corridors so that Anthony can see
while he is searching (since you, well, kind of need to be able to SEE while
you are searching). The Torch can also burn away carpets or cloths that are on
the wall, such as the one that the flaming Zombie burned away earlier by
bumping into it. DO NOTE that you CANNOT use the Torch to perform a Finishing
Move on a downed enemy. Once an enemy falls from being burned to death, head to
your Invintory menu and select either the Scramasax or the Two-Edged Sword to
finish off the enemy to recover your Sanity. I highly recommend you take the
few seconds to do this, as you don't want to lose much Sanity.

The final thing to do here is to investigate the floor of the room over to the
right of where the cloth was once hanging on the wall (and has been replaced by
the sighting of a door leading to Room 3). Use your Torch to light up this
dark corner since there is very little lighting here and take a look around.
You should see three pieces of Green Urn scattered around here on the floor
and shelves. Once you pick up two of them, the Mix option will now be available
in the Invintory menu. Head to the Invintory menu, select one piece of the
Green Urn, select Mix, and then select the other piece of Green Urn with the
red select square. Anthony will piece the two pieces together. Look around some
more to find the final piece of Green Urn. Once you have it, mix it with the
two pieces that you did before to create a Broken Green Urn. This has no use
yet, but Anthony will be able to fix it later thanks to a Spell that we will
learn soon!

Everything is done here now. Save your game if you wish (I suggest it), and
then head through the door that appeared from behind the cloth that was burned
away from the flaming Zombie.


~B1, Room 3/Staircase to B2~
Items Found: Codex (Magormor), Magormor (Item) Rune

There is another Rune inside of a large Zombie here (a Mantorok aligned Zombie
this time, so killing this one will be a bit easier than the one before). This
room is a large, winding staircase leading downwards to B2. There are a total
of two goodies in here that you won't want to miss! Once you enter the room, a
short cut scene will show the Rune-weilding Zombie at the base of the
staircase. Once the cut scene ends, it will start walking up to you. You won't
see it for a little while though, as it climbs the stairs slowly.

Walk down the first flight of stairs to your right. Be sure to have the Torch
equipped so you can see where you are going. On the first plateau you'll see a
stone tablet wit ha sigil placed on it in the corner of this area. This is what
is known as a Codex: these will identify the Runes that you pick up so your
character understands it. For example, the Rune you get in the Zombie is the
Magormor Rune, however this will not be written in the Tome until you find the
Codex (meaning you won't know what is what until you identify the Rune, making
the quest of coming up with spells nearly impossible, especially for first time
players of the game). We havn't picked up the Magormor Rune yet, so keep on
heading down the stairs until you meet up with the large Zombie!

Once the Zombie takes away Sanity, that will mean it's close enough for attack!
Head towards it, Torch equipped, and swing the fire in its face! The Zombie
will catch fire right away, falling back to the ground. The Magormor Rune will
escape the flames and Anthony will automatically pick it up like he did
before with the previous Rune. Since you already have the Codex for the
Magormor Rune, Anthony will be able to understand what this Rune is (to you
and me, Magormor stands for "Item"). Be SURE to switch to either the Two-Edged
Sword or Scramasax to finish off the large Zombie before it burns away.

Once you have both the Magormor Rune and Codex in hand, head all the way down
the stairs to the bottom. There are no more Zombies in here, so you shouldn't
have any problem. Head through the door here to begin the quest through the
second level of the Basement.


~Oublie Cathedral B2, Room 1~
Items Found: None

On your map, the first room of B2 is actually the lower section of the
staircase we were just in (where we got the Magormor Rune and Codex). I'm
just putting this here in the guide to stay consistant with the map in the
game. Head through the door. Essentially, Room 3 of B1 and Room 1 of B2 are the
same thing.


~B2, Room 2~
Items Found: Codex (Alignment Rune), Alignment Rune, Red Urn

As you walk into this room, Anthony will undergo another weird attack of the
spell that pulsed through him during the start of the room in the Tower. The
attack will last for roughly the same amount of time, and once again Anthony
falls to his knees in pain. As the attack wears off, the camera will zoom in on
Anthony once again: it looks like he has aged even more. His skin is starting
to turn pale (whitish), and he is starting to get slower while moving. He also
is getting some rotting cuts around his body. It seems that with each pulse of
magick his body starts to rot away... how nice.

Anyway, he won't let this stop him from his quest. There are three Zombies in
this room, each with different alignments (from what I've seen, it's USUALLY
a Mantorok, Chattur'gha, and Xel'lotath Zombie in here). All of the Zombies
will start fighting against each other at the far end of the room when you
enter. Stand back and let them take each other out. The Zombies will take each
other out. Once one is left standing, head over towards it and finish it. Be
sure to perform a Finishing Move on Zombies that have been downed by other
Zombies (you can get some free Sanity this way, which will be great if you lost
some Sanity before and didn't finish the foe). Since the Zombie never had a
chance to look at you and notice you, it never had a chance to drain your
Sanity. As mentioned though, using a Finishing Move on them will let you gain
back some Sanity, even though it hasn't taken any away from you!

Once all of the enemies are gone, head towards the very center of this room
(where there are a few steps around the room). In the middle is a short piller
with a Codex on it. This is the codex for an Alignment Rune. This Rune will
depend on which ancient Pious serves. The Codex will be the same Alignment as
the ancient Pious serves, so if he serves Chattur'gha, then this Codex will be
for explaining the Chattur'gha Rune. Essentially, this can be a Chattur'gha,
Xel'lotath, or Ulyaoth Codex.

Now that you have a Codex for an Alignment Rune, you may want the Alignment
Rune (since they are so important, as each spell requires the use of an
Alignment Rune in the receipe)! Head over to the far left corner of this room
and you'll see a small fountain. This thing has been tampered with: it is
normally a baptismal fountain, where only the purest of pure water pours
(however now it is filled with, as Anthony says after examining the fountain,
a "foul smelling liquid"). Right beside the fountain is a filled Red Urn. This
Urn has been filled with the gross liquid. This is a good thing, so pick it up
and have Anthony add it to his Invintory.

It is fairly obviously that, now that we have all three Urns, we must fill them
all up with this liquid. Of course, we can't do this, mainly because the Green
Urn, while assembled, is still filled with cracks (that will allow all of the
liquid to fall out if Anthony tries to fill it). Of course, the Blue Urn seems
to be okay, so select it from your Invintory and have Anthony use it. Anthony,
while being clumsy, drops the Blue Urn on the ground and it shatters. This
isn't a bad thing though, because inside of the Blue Urn was an Alignment
Rune!!! This Rune will depend on what the Codex in this Rune had on it: if it
was a Codex for Chattur'gha, then this will be Chattur'gha's Alignment Rune.
Anthony will automatically pick up the broken Blue Urn (no, you won't have to
search for the pieces on the ground this time). Like the Codex, the Alignment
of this Rune will be the same as the Ancient that Pious serves. Remember that
each spell requires an Alignment Rune in its recipe so the Magick Spell can
have an Alignment; this was a great discovery.

We are nearly done in here. If you look around you will notice there is no
clear exit to this room (minus the door we used to get in here). Look around
to the right side of the room and you'll see a large piece of cloth hanging
over the wall. Head over to the cloth and have Anthony equip the Torch. Stand
beside the cloth and swing the Torch at it, which will cause the cloth to burn
away automatically and quickly (oh, and don't worry about Anthony getting
burned: he can stand right beside it while it's burning up and he won't get
effected by it). Behind the cloth is another door leading to the next room.
Head on through! You may wish to save your game here too since we got some
useful stuff in this room.


~B2, Room 3~
Items Found: None

This is a very short hallway with very little in here except a single Mantorok
Zombie. Simple take down the Zombie with whatever method you want (got to love
using that Torch to burn the thing away, don't you think?) and simply head
through this L-shaped hallway to the door leading to Room 4.


~B2, Room 4~
Items Found: Spell Scroll (Enchant Item), Codex (Antorbok)

This small book room has several interesting things in it. FIrstly, as you
first head into this room, Anthony will look across to the other side of the
room and see the Bishop slowly walking through a door that is disguised as a
book shelf (lots of those in this Cathedral). The door will seal shut behind
the Bishop, and Anthony won't be able to get through until he completes a
rather easy puzzle.

Take a look around the room (which is quite well lit). There are no enemies in
here so you won't have to worry about doing any battling in this tight area
(for now, at least). On the ground right in front of the door that you used to
get in here is a small stone pannel with three circles in it in a triangle
pattern. Firstly, no, this has nothing to do with the Circle of Power. The
Step onto this pannel and you will see that the bookcase-door that the Bishop
used to get through into the next hallway opens up! Step off of it and the door
will close, locked up tight. This is a pressure pad. Anthony must find a way to
keep this pressure pad down while he is able to get over to and through the
door leading to the next area. Anthony needs three things (hense the three
circles on this pad that are engraved), and they need to be heavy. Catching on
yet? Examining the pannel will reveal that there are dry splashes of a dirty
liquid on here near each point of the triangle, meaning that the dirty liquid
from that fountain saw a few rooms back must have been here! The task here is
to fill up the urns with the liquid and then place all three back here, which
will provide enough weight to weigh down this pad and open the door. Of course
we can't do this yet, as the Urns are still broken...

Look over to the table in the center of this area with all of the candles,
books, and pieces of paper on it. There is one piece of paper here (it's
flashing) that you should really pay attention to. This is a Scroll, a piece
of paper that tells Anthony how to create a Spell! Pick it up to learn how to
make the Enchant Item Spell. Of course, we can't make it yet, as Anthony has
still not identified the Antorbok Rune which we got a ways back. Once you pick
up this Scroll, a Spell tutorial will follow. This will inform you of how to
use the Spell Scrolls, and that you can create and cast the spell written on
the Scroll once you have found the proper Runes and identified them. If you
have identified the Runes needed on the Scroll before picking it up, then the
character you are playing as will learn the Spell automatically. Read the
Scroll and youll learn that the Enchant Item Spell requires both the Antorbok
and Magormor Runes (plus an Alignment Rune). We have both the Magormor and
Alignment Runes (identified and ready to go), but we still need to identify the
Antorbok Rune that we have. We will do this now.

Over to the left of the table in the center of this room is yet another Codex.
Pick this one up to identify the first Rune you found as the Antorbok
(project) Rune. Now that you have a Circle of Power, the Antorbok and
Magormor Runes (and having identified them), and finally an Alignment Rune,
Anthony will automatically learn the Enchant Item Spell from the Scroll that
we just picked up! Finally we have learned a Magick Spell, and finally we can
cast Magick!

Read up on the Spell and you'll find out that it can be used to repair broken
items, as well as sharpening your sword (if you cast the Enchant Item on your
Two-Edged Sword, for example, it could do double the damage). Remember that the
Enchanted Item will only benefit mostly against enemies who have a weaknesses
to the Alignment of the Enchantment. Right now you can only Enchant under the
Alignment that we found earlier. If it was Chattur'gha, red, then while
casting the Spell on your Sword, it will glow red after! Cast the Enchant Item
Spell on both the Broken Green and Blue Urns to fix them up once again.
Anthony will be careful this time and he won't drop the Urns.

Head all the way back to Room 2 of the Basement Floor and fill up the Blue and
Green Urns with the putrid liquid coming out of the fountain. This will only
take a few seconds. Now you have a filled Red, Blue, and Green Urn! Head back
to Room 4 and stand in front of the panel on the ground. Select and Use the
Filled Red, Blue, and Green Urns on it. Placing one of the filled Urns will not
compress the pad by the amount needed. Even two will not work properly. Place
all three of them here and the pad will finally have enough weight on it so
that it can be fully pressed down by the weight of the three Urns. The door
that the Bishop used will now open up, allowing you to head on through the
secret passage to the next area. Do that now.


~B2, Room 5~
Items Found: None

This is another short hallway in the shape of an L. It is essentially the
exact same as Room 3 on the same floor, however there is no Mantorok Zombie
(no Zombie at all, to be exact) in here. It's a free ride to the door at the
end of the hall. Before going through this door, however, SAVE YOUR GAME! The
hardest battle yet is coming up in the next room. Head in through the door to
reach Room 6. I also HIGHLY recommend casting the Enchant Item Spell on your
TWO-EDGED SWORD (don't even bother using the Scramasax, as the fight will take
forever with it) to give it some extra slicing power, something that you will
REALLY want.


~B2, Room 6~
Items Found: Bishop's Key

This room is the Bishop's sanctuary, which has turned into a devil-worshipping
room as it seems. On the floor you will see the corpses of two Zombies. They
have no life in them right now, and they will be aligned the same as the
ancient that Pious serves. The Bishop stands at the shrine at the opposite end
of this small room. The moment that Anthony enters, a short cut scene will
start. The Bishop walks towards Anthony and gets into conversation. The Bishop
has many open, bloody cuts on his face, and it looks like he is turning into a
Zombie (although he isn't fully one yet). He has been harmed by the Eternal
Darkness. He thanks Anthony for bringing back the Tome of Eternal Darkness to
him and says that Anthony will go through a quick and merciful death as a
reward for returning the Tome. That isn't very nice, is it?

I hope you casted the Enchant Item Spell on your Two-Edged Sword, as this
fight will be long and deadly if you don't (I also hope you saved your game,
as for beginnings, you may die here a few times). Anthony will not go down
easily in this fight, and he will kill the Bishop without hesitation. Head to
the center of the room (stay away from the corners and walls of this area so
your Two-Edged Sword has room to work) and fight the Bishop when he walks up to
you. The Bishop has a very annoying skill (some enemies in the future will also
have this skill) that will piss you off: The Bishop will slowly, but
constantly, drain your Sanity (eventually draining health). The longer that the
Bishop is alive, the higher your chances of falling to him. Attack his head
over and over again with your sword. The Bishop will punch you. Try to dodge
these by simply moving out of the way before he punches. After about 7 or so
hits in the head with your sword (his head will NOT fall off until he dies),
his head will fall off and the Bishop will fall to the ground dead. Be sure to
finish him to regain much lost Sanity.

Once the Bishop falls (even before you finish him), the two lifeless Zombies
will suddenly become very lively. They will rise up and start attacking
Anthony. Take them out quickly and finish them when you can to regain Sanity
lost from them. You know how it works now. Be sure to perform the Finishing
Move on the Bishop before taking care of the Zombies, as his body will vanish
rather quickly (making you lose the chance to regain LOTS of Sanity).

Examine the ground near to where the Bishop fell. There isn't much around here,
but you should be able to see the golden Bishop's Key lying on the ground.
This must have fallen out of his pocket when he fell to the ground. Well, it is
yours now, and this Key will give us access to the room that was locked back in
the main room of the Cathedral that had Charlemagne in it. Now that you have
the Key, you are done in the Basements of the Cathedral. It is now time to
head all the way back to the room in the Tower where we will face our next
big challenge. I won't specifically cover each room as you backtrack because
nothing has changed in them with the exception of the appearance of many
enemies (including some new ones). Before leaving this room, be sure to cast
the Enchant Item Spell once again on your Two-Edged Sword (since the Spell is
only three-point, it will only last for about 4-5 minutes). Be sure to cast
this regularly, as the extra attack power of the Enchantment really does help.


~Return to the Chapel~
Items Found: None

There are a few things you should know about while you make your way back to
the Chapel. In this little section I'll go over them clearly so you know what
to expect.

Anthony the Zombie: More Spell Attacks
Even through all of his good deeds, the strength of the spell that was casted
against Anthony just won't go away. On his way back to the Chapel, after
entering some rooms, Anthony will suffer from the strong yellow magickal attack
after and after again. He will undergo a total of two more transformations:
when he leaves Room 6 (the Bishop's room) in the second floor basement, and
when he enters Room 1 of the second floor basement. During the second
transformation down here, Anthony will become nearly dead. He walks very
slowly, his skin is rotting away, he has very little stamina, and he can barely
stand up without seemingly falling over. These transformations make the game
much harder for you, as you will still have to fight many enemies on your way
back to the Chapel, and the low agility and stamina will really start to get in
your way. There isn't much you can do here except try hard to keep Anthony
alive (it can become somewhat difficult at times, especially after the second
transformation).


The flow of Zombies:
There are many Zombies on the way back to the Chapel. In fact, nearly every
single room in the Basement now has at least one Zombie in it. They range from
Mantorok to aligned-based. Room 4 of the second basement (this is the one where
you placed the Urns to open the secret door) is probably one of the hardest.
There are three Mantorok Zombies in here, however, since the room is so small,
it can be a huge pain to fight them. Be sure to use vertical slices instead of
horizontal by targeting the head/torso. The main problem with fighting so many
enemies relates to losing Sanity. The more Sanity Anthony loses, the greater
the chance he will experience Sanity effects that will end up making his
journey back to the Chapel even worse. Remember that some effects will cause
more enemies to appear than there really are. Although they are fake and
simply imaginatory, they will hurt Anthony like normal Zombies do. While
fighting Mantorok of Xel'lotath Zombies, I highly recommend that you use the
Torch to take them out quickly (especially in Room 4 of the second basement,
as mentioned before). Remember to perform a Finishing Move on all downed
enemies (also remember you'll have to switch to a sword to finish them; the
Torch doesn't do it) to keep your Sanity level as high as possible. It is also
important to Enchant your main fighting weapon at all times for a little extra
power.


Enter the Trappers:
You will finally meet with Trappers, the most annoying enemy in the entire
Eternal Darkness universe. The amount you actually see will completely depend
on your Sanity level: the lower it is, the more you'll see. You'll want to keep
your Sanity level high just to avoid these annoying things. YOu will be
confronted by at least one Trapper, regardless of Sanity level. I hope you have
read the enemy section earlier on in this document, however if you havn't, I'll
review how to take these enemies on. Firstly, remember that Trappers are blind,
and that they cannot see you directly. Trappers, however, have unbelievable
hearing, so they don't need vision. They can hear you walking very easily, and
if you pass near them while you are walking, they will suicide themselves in a
large magicakal attack that will send you to the Trapper Dimension (also
discussed earlier, so I won't go on about it here). The best thing to do is
simply sneak by them (Anthony cannot kill them with any weapons he currently
has) by doing a near crawl. To do this, press and HOLD the X BUTTON while
pushing the control stick. Regardless of how hard you press the stick, Anthony
will walk very slowly, making nearly no foot noise. When you see Trappers
(you'll know by their loud shreek sounds, and loud footsteps - remember that
they are very short and can be easily missed through visuals), simply manuver
your way around them. If they do send you to the Trapper Dimension, simply
escape from this place and you'll be returned to the exact area where you were
caught (however the Trapper will be dead; like a Bee, a Trapper can only
sting once).

Note: Before you head up the ladder to the Tower be SURE TO SAVE YOUR GAME!!!
Your toughest challenge yet in the game is about to come...


~Oublie Cathedral 2F, Tower~

Enter the Horror:
When you head back up the ladder and finally leave the Basement, you'll arrive
back in the Tower on the second floor of the Oublie Cathedral. This is where
you got the Blue Urn before, and where you got the Circle of Power. Not much
has changed around here except one thing: This room is now haunted by a Horror,
one of the largest and most destructive enemies you will have to face. All
Horror's, regardless of alignment, all fight in the same way, and they all have
roughly the same amount of health (with Chattur'gha (red) Horror's have a bit
more Health than the others). This Horror will be the same alignment as Pious'
master.

The Horror will cast a magickal shield spell over beside the stairway that
leads down to the Chapel. That's right - either Anthony or the Horror will
leave this room alive. In order to proceed you must defeat the Horror (as this
is the only way to dispel the magickal shield that it cast). The Horror will
take a major chunk out of Anthony's Sanity, however it will not continously
take away Sanity (unlike what the Bishop did). Be SURE to Enchant your
Two-Edged Sword for some extra stopping power (even though the enchantment will
be of the same alignment as the Horror). Have Anthony run up to the Horror and
slash at each of its three heads. There are two ways to kill a Horror: either
slash over and over again at its arms or torso, or, the better way - take out
each of its three heads. One strike from the Two-Edged Sword will take out a
head in one hit. Three swings of this sword will take this Horror out, assuming
you get a new head each time.

Since Anthony's health and physical strength has fallen to a very low level,
this fight will be difficult (fights against Horror's won't be this hard in
the future). Thanks to the spell cast on Anthony, however, he can't fully die.
Like Zombies, if the Horror takes away all your health, Anthony will rise back
up again from the ground and continue to fight for a little longer. He won't
be able to do this forever, only a few times, so don't rely on it! Once the
Horror has fallen the magickal shield will dispel over the stairs. Head on down
to the Chapel, where we will finish Anthony's chapter.


~Oublie Cathedral 1F, Chapel~
Items Found: None

Head down the staircase. Once you're at the ground level head over to the right
and over to the door that is on the wall of the staircase leading up to the
Tower. We were here before when we searched around the Chapel the first time,
however we could not open this door as we didn't have the needed Key. The
muttering voices can still be heard from just outside the door. Finally,
however, Anthony can open this door and warn Charlemagne about the scroll. Use
the Bishop's Key here from your Invintory menu (hopefully you picked it up from
the Bishop's quarters - if you didn't, head all the way back there) to finish
Anthony's chapter!

***

**Major Spoiler Warning**

A short cut scene will play now. Upon first entering this room Anthony will
see the dead corpse of Charlemagne over by some steps. Mysterious looking monks
(like the one who gave Anthony that magickal-trapped scroll at the very start
of his chapter) have surrounded the dead emporer and are looking at him. If you
look carefully, you'll see that the robed man who gave Anthony the scroll is
also here, standing right above the dead emporer.

Anthony, in his near Zombie state, runs over to the emporer and yells
"Charlemagneeeeeeeeeeeeeeeeeeeeeee!" A final burst of the magickal power that
has been stalking Anthony takes effect, and Anthony falls to his knees, finally
dead and smoking. This final burst has rotted away Anthony's body so that he
can no longer properly move, and that is the last of Anthony that we will see..
for now...

The robed man who gave the scroll to Anthony so long ago tells Anthony that he
was a fool for trying to save Charlemagne, saying that his fate was decided a
long time ago. The robed man now pleges his allegiance to the same Ancient that
Pious currently serves under. Then a rather disturbing image bursts forward:
a large Bonethief bursts out of the man's chest, destroying him. For those of
you who havn't pieced it together, the monk who was found dead at the beginning
of Anthony's chapter was actually killed when a Bonethief jumped out of his
chest. Remember how one monk who saw the dead body stated that it looked like
something had "burst out of his chest?" Anthony was unsuccessfull in his
mission against the Eternal Darkness; they have won this fight.

Following the end of this cut scene and the overall conclusion page of
Anthony's chapter, you'll see another brief cut scene. Various planets of our
solar system are in motion, all moving towards each other so that they appear
to be in one long line. That is all that you see of them now, as the scene now
shifts back to Alex in 2000 A.D. She is still in the Secret Study of the Rovias
Mansion. It is time to find the next chapter page, which can only be done
through some searching of the upper floors of the Mansion!


~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Continued...

        ~--------------------------------------------------------------~
        |       7.2 A Death in the Family: Alex Roivas's Chapter       |
        ~--------------------------------------------------------------~

Playing as: Alexandra Roivas
Location: Roivas Family Estate, Rhode Island, 2000 A.D.
Items found: .38 Revolver Ammo x2, Chapter Page #4

--Secret Study--
Alex's Sanity has now dropped even more after reading about Anthony and the
troubles that he has gone through. Her Sanity is now around three-quarters
full (there is no way for you to repair your Sanity right now, however there is
no way for you to lose it either at the moment). These stories about people
fighting against the Eternal Darkness is really starting to get to her, and
just think that things have only begun!

There is nothing much more that we can do in the study right now, however I'll
go over a few interesting things you can see around here. Since we have been
through some places in the game now you will be able to notice a few intersting
pieces of furniture and objects around the area. Take a look at the picture of
the Gothic cathedral on the wall, near to where Alex found the Gladius. This
cathedral is obviously the one that Anthony was just in, where he played out
his chapter. The painting of the Asian temple is clearly where Ellia played out
her chapter. The Gladius that Alex found looks very similar to Pious' own
sword - maybe it is even his? The wooden face also looks like it's something
that has come from oen of the areas that we have played in: with the eyes
being in the shape that they are, this statue has probably come from the
Cambodian area. Edward, Alex's grandfather, must have collected all of the
items in this room. As you play through the game you'll spot some locations of
more items that are inside of the Secret Study.


--Secrets of the Roivas Mansion: First Floor--
Before we head off to find the next chapter page, you may wish to explore the
Mansion a little bit to get the most out of the game. In this small section
I'll go over a few currently unknown objects or areas (things we don't know
much about around the Mansion, but know that they will be important later) on
the First Floor of the Mansion.

Alex does have the second floor key, but let's explore a little bit first.
Firstly I should warn you about Sanity effects that may pop up from time to
time. As mentioned earlier, Alex has lost about a third of her Sanity from
reading Ellia's and Anthony's chapter pages. Alex will start to experience a
few weird Sanity effects as she makes her way around the Mansion. The most
common one you'll experience right now is a constant knocking on doors. It will
sound like something is trying to burst through doors near her, however you
shant be afraid, as there is nothing actually there. Shey may also spot
bleeding walls (walls with blood dripping down them), muttering voices (like
Anthony heard while near Charlemagne's room), laughing, and shrieking. Just
remember that it is all in her head, and nothing bad is actually happening.

Most of the Mansion is still unavailable to Alex, thanks to locked doors and
puzzles that she cannot yet solve with her current magick ability or current
quest status. She can still search most of the first floor, however. We have
already searched the library, so head back through the library to the main
foyer. As Alex reads the chapters of other characters, she will be able to use
techniques that they used to get through puzzles in her own chapter and in her
own ways. Until Alex experiences these techniques, she will not be able to do
them herself (such as certain magick spells). Alex couldn't use the Enchant
Item Spell before Anthony's chapter, but she can now, for example. Here are a
few things that Alex cannot yet do on the first floor, despite having been
through Pious, Ellia, and Anthony's chapter.

1) The Locked Basement Door:
Once back in the main foyer, head over to the right side of the staircases
leading up to the second floor of the Mansion. There is a door at the far end
of this short area, and it is locked tight. This door leads to the Basement,
and we won't be able to open it for some time (not until we find the Basement
Key to be exact). We will find the key in good time.

2) Pantry Door:
Head into the Kitchen and you'll see a door near the entrance doors. There is a
weird symbol on the lock on the door leading into the Pantry. This lock has a
narror slot in it with a Rune inscribed into the area above it. If you look
carefully, this Rune is of the same colour and shape of the Ancient that Pious
serves. If you take a look at the description on the wall you'll see there is a
picture of a sword here. It seems like you must insert a long, thing sword into
the opening here while it being aligned to Pious' ancient. If you try using the
Gladius, you'll be met with a problem: you can't yet enchant the Gladius to the
proper alignment to break the lock. You'll have to come back here once you can
enchant your Gladius to the alignment that defeats Pious's ancient's
alignment. We won't be able to do this for a little while.

3) Piano Puzzle:
Head into the Dining Room of the Mansion. This large, dark room is only being
lit up through the dying sunlight coming through the large windows. There is a
beautiful grand piano in perfect working condition in here. Alex isn't able to
really play the Piano, however she can surely play a few keys. In order to
solve a puzzle she must play the piano in a certain way, however she doesn't,
and we currently, don't know what to do. Once Alex finds a piece of music,
then maybe she'll be able to solve this puzzle.

4) The Observatory:
This is located in a door just to the left of the door in the library that
leads back out to the main foyer. There is a fairly large telescope in here
that points to a rather small point in the ceiling. There are three mirrors
that can be adjusted around this room by using a crank. Each mirror is missing
one of two cranks, and there also doesn't seem to be a light source that can be
used to reflect off of the mirrors. We will not be able to do anything here
until we find an item that will allow us to position the mirrors in the way
that we want them, and also once a beam of light enters into the room.
Unfortunately, this will not happen until the near end of the game, so you will
be kept waiting!


--Roivas Mansion 2F--
Head back to the main foyer and head up either the left or right staircases
that leads up to the back of the room, and the second floor of the Mansion.
Both of the staircases lead to the same place, so which one you use doesn't
really matter in the end. There is nothing more that Alex can do on the second
floor so we must set out sights higher (excuse the play on words). The double
doors that lead to the second floor hallway are still locked, however we can
deal with this now.

You already have the Second Floor Key. If you have tried already, then you'll
know what happens when you insert the Key into the lock of the door and have
Alex turn it (it breaks into two pieces). If you havn't inserted the Key in
the door yet then do it now (you'll have to break it eventually to open the
door). Once the Key has broken, remember back to what Anthony did in his
chapter to repair the broken Urns.

Because Alex has experienced how Anthony is able to use the Enchant Item Spell
in his chapter to fix items, she will now be able to do it too. Alex
understands that this useful magickal spell can be used to fix the old, fragile
Key that broke in the door lock. Have Alex cast the Enchant Item Spell on the
Key (it works in the exact same way that Anthony did it) to fix it all up. They
Key will not break again, so you don't have to worry about that. Use the Key
again in the door lock and this time Alex will be able to use it without it
breaking. The door to the second floor hallway will not be open. Head on
through.


--Second Floor Hallway--
You will probably notice this hallway to be even more weird and eerie than the
entire first floor, mainly because some Sanity effects usually start to happen
when Alex gets in here. This hallway is fairly long, and it is also rather
dimly lit from the lamps on the walls of the hallway. One of the most common
effects that Alex will witness in this hall is blood dripping from the walls.
This happens about eight times out of ten, I would guess. Blood isn't actually
dripping down the walls - it's only in Alex's head.

Firstly, turn right and head down the hall. There is a bust of a face and
lower neck of some body on top of a cabinet here beside the wall. You will
notice that the face actually follows Alex as she walks by. The face isn't
actually doing this, as it is only in Alex's head that it is doing this (she
doesn't actually notice the face doing this, at least, she doesn't verbally
say anything about it, even if she examins it). The door at the end of this
hallway leads to the Master Bedroom. There are many paintings hanging from the
walls in the hall. You can have Alex examine all of them, as she has some
fairly interesting things to say about all of them. You don't have to examine
them if you don't care to.

Now, retrace your steps and this time go down the hall to the left of the
double doors that lead back to the main foyer. The doors to the Guest Room and
the Bathroom are down here. Both doors can be opened right now, however Alex
can only explore the Guest Room; a fuse has blown in the Bathroom and there is
no light in here at all, making it way to dark for Alex to explore. She will
not head into this dark room despite what you do, so don't bother trying. We
will light up this bathroom later on in Alex's chapter.

Turn around the corner of the hall now, just past the darkened bathroom door.
As you start walking down this hall, a weird cut scene will start to play.
Whether this is a Sanity effect or not isn't fully known. Alex will see the
ghostly figure of a man (who looks like they are dressed in Revolutionary War-
ear clothing) walk right through a wall to the right. This is actually
Maximillian Roivas, Alex's great grandfather, however she doesn't recognize
this right now. The ghostly figure turns to look at Alex and than simply walks
through the wall.

Head over to where you saw the ghostly figure walk into the wall. Have Alex
examine the part of wall where Max walked into (the wallpaper is slightly
discoloured where he was, so this is the part you must examine). Alex thinks
that this must have once been a doorway, however it has been wallpapered over
and completely sealed, so she cannot get in yet. Of course, you know that we
will be able to solve this later on in her chapter. We must find a way to break
down the wallpaper and get through the sealed doorway.

Head to the very end of the hallway, right to where you see a stained-glass
portrait of a woman holding a piece of paper. Have Alex examine this stained-
glass window and see what she has to say. Alex feels that this window isn't
actually here (how could that be?), and she notices that a magickal barrier
of the same alignment of Pious's Ancient master to be on the window. Whatever
you do, do NOT get close to this window. There is a strong magickal barrier on
this window, and Alex will get a horrible shock that will drain some health if
she gets too close (and you don't want to have her lose anything health, since
there is no way for her to recover health right now, and there won't be for
some time). It isn't a big deal if you do lose some health here, as Alex won't
face off against any enemies anytime soon.

Aside from everything mentioned above, there is actually not all that much to
do on the second floor right now (as far as searching goes). All you can really
do in the hallway is examine the paintings on the wall, and nothing can really
be gained by doing this, except some background information on some things
around the Mansion.


--Master Bedroom--
The Master Bedroom contains some goodies that Alex should take right now. There
is some .38 Revolver Ammunition lying around here (specifically on the
nightstand next to the bed) that she can use inside of a Revolver that she will
find later on in her chapter. You will want to pick up as much ammunition as
you can, so be sure to get this; it's the flashing thing on the nightstand.
You can also examine some of the portraits on the walls if you wish to do so.

The final object of interest inside of the Master Bedroom (for now) is the
dresser in the far corner. There is a three-pointed magickal design on here.
In fact, it looks almost exactly the same as the Circle of Power that Anthony
found in his chapter. There are also Runes etched into the dresser on both
sides of the Circle of Power symbol. These are in the shape of the Rune that
corresponds to Pious' master. You may notice in your Invintory that you have
something called a Dresser Key. Yes, it is used here, however if you examine
the dresser carefully, you'll notice that there is no keyhole. We'll have to
come back to this later.

Head over to the door just to the left of the dresser that has the three-point
magickal sigil on it. This is the only other door in the Master Bedroom aside
from the one that leads back to the Second Floor Hallway. Head through this
door to enter the Master Bathroom.


--Master Bathroom--
This beautiful, rustic coloured bathroom contains a few interesting things
inside of it. Unlike the one on the Second Floor Hallway, this one is fully
lit up with a nice, calming glow.

The first item of interest is right on top of the toilet. Head over to it and
pick up the flashing piece of paper that is here. This is the first of a few
pieces from Maximillian Roivas's journal. Here is how it reads:

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

These pieces of journal notes that Alex finds around the Mansion don't have
any actual purpose in the game aside from giving you some haunting thoughts of
what has gone on around this mansion in the past. I have written a document,
located here on gamefaqs, that analyzes all of the journal pages that Alex
(plus other characters) find around their adventures. If you are interested,
please visit this link:

http://db.gamefaqs.com/console/gamecube/file/eternal_darkness_letter.txt

Read the note and then continue on with your quest. Do note that Alex will
store all of the pieces of journal papers that she finds in her Invintory, so
you will be able to go back and read them whenever you wish to do so. Read them
and take your own thoughts on them (many of the journal entries that Alex finds
actually foreshadow events that will happen in the future, maybe not to her,
but to events that you, the player, will eventually find out).

***LARGE SPOILER WARNING***
I am placing a large warning here because this is probably one of the most
"in the face" scenes in the game. Obviously I'm spoiling this here, so if you
want to find this yourself, then please skip on to the next paragraph (after I
end the large spoiler warning).

Firstly, head over to the bathtub inside of the Master Bathroom that is near
(just to the left) of the toilet where we found the journal page of Max's. This
is considered to be one of the most in your face moments in all of video
gaming, so be warned. When you get near the bathtub, have Alex examine it. A
very quick Sanity effect will take place showing a dead woman, who looks almost
exactly like Alex, in the bathtub full of blood. Alex screams very loudly and
the whole scene returns to normal. The way this small cinema scene plays out is
actually what makes it so "in your face." Note that this effect will only
happen once, and it will only happen if Alex has lost Sanity. So, if you don't
play this effect out now and you come back later will full Sanity, then you
won't see the effect. I recommend you view it for a good jump.
***END LARGE SPOILER WARNING***

That is all that we can do inside of the Master Bedroom and Master Bathroom.
Leave the Master Bathroom from the door we used to enter here (you can examine
a few more things here in the Master Bathroom, however none of it is important
or interesting). Once back in the Master Bedroom, head back to the Second Floor
Hallway.


--Second Floor Hallway--
Have Alex walk all the way across the first part of the hallway, past the
moving bust of a head, and all the way until the bend that leads towards the
stained-glass window. Stop where you see the two wooden doors. As mentioned
previously, one of the doors (the left-most one) will lead to the Guest
Bathroom; you can't enter this yet. Head through the door right beside this one
to enter the Guest Room, which is the place where we will find the next chapter
page.


--Guest Room--
We have finally reached our target room. The Guest Room is a room that is
actually rather large (I would say it is roughly the same size, maybe just a
little bit smaller, as the Master Bedroom). The Room isn't furnished in quite
the same way as the Master Bedroom, and it is much brighter in here. There are
a few things of interest in here, but we mainly came in the Guest Room to find
the next chapter page to continue on our journey through the past.

Firstly, head over to the dresser at the end of the bed. Take a look at the top
of it and you'll see a flashing box. Like in the Master Bedroom, this box
contains some .38 Revolver Ammunition. Be sure to pick this up, as you'll want
all the ammo you can get (this is all the ammo you'll find - Alex does NOT
have infinite ammunition, so pick up everything you see. I really can't stress
this enough). There are a few paintings on the walls in this room. Most of them
contain little information. You can also examine a few other things, such as
the windows, tables, bed, and the other large cabinet at the far end of the
room near the windows. None of these really contain anything useful, except for
one painting...

Examine the painting of Napoleon, which is located to the left of the bed,
just on the wall above the small wooden desk. Have Alex examine this painting
and she will notice something special about it. The painting of the
post-French Revolution figure actually contains a chapter page behind it. This
page is titled "The Gift of Forever."

There is nothing else you can do in the Mansion right now, so that means you
might as well continue on your quest with the chapter pages. Be sure to save
your game right now, as this chapter that you are about to play is the hardest
one yet (by far, in my opinion, thanks to the introduction of a few new
enemies). Open up Alex's Invintory menu and select the chapter page titled
"The Gift of Forever." This is Karim's chapter, and it is one that will
probably leave your Sanity most depeleted. You will see what I mean... onwards!


~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

           ~--------------------------------------------------------~
           |  7.6 Chapter 4: The Gift of Forever - Karim's Chapter  |
           ~--------------------------------------------------------~
                                   [#5921f]

Playing as: Karim
Location: The Forbidden City, Persia, 565 A.D.
Items Found: Alignment Rune, Alignment Rune Codex, Effigy, Essence of Ancient,
             Narokath (Project) Rune, Narokath (Project) Codex, Recover Spell,
             Santak (Self) Rune, Santak (Self) Codex,
             Statuette of a Man (Black), Statuette of a Man (White), Talisman,
             Tome of Eternal Darkness
Weapons: Chakrams, Ram Dao Broadsword, Torch, Tulwar, Dual Tulwar


Introduction:

 "Dreams: Modern psychology offers only unproven theories. Some see them as the
 meaningless tossing and turning of a brain settling into a restful sleep.
 Others see them as laden with symbols of our unconscious desires. To still
 others, dreams represent the upwelling of the archetypes normally hidden deep
 within the recesses of the human collective unconscious.

 Of one thing I am certain: after a brush with the Ancients, our dreams
 metamorphosize into nightmares..."

***

The haunting introduction read out by Dr. Edward Roivas gives a good
introduction to what this chapter is all about: dreams. Karim's chapter takes
place in Persia, 565 A.D. Yes, this is the same place that Pious was journying
across many years before, and not all that much has changed. At least, nothing
we have seen yet has changed that much. If you think this chapter will be as
easy as Pious', then you better start thinking different. This chapter gave me
more problems than any other chapter in the game (even the later ones, with one
small exception).

After Edward reads out the introduction, you'll see the introductary cut scene.
You see a man walking through, well, slowly walking, the hot Persian sands
exactly 70 years before the prophet Muhammad is born. As Karim struggles
through the intense heat and sandstorm, his memory flashes back to why he is
even out here in the first place.

The scene shifts into a memory, where Karim is inside of a fairly large, lavish
tend of a Persian woman named Chandra (her name actually dates back to an
ancient Hindu myth, in which Chandra rides his chariot across the sky each
night as the moon; he is also the god of fertility). Karim is talking to
Chandra, confessing his love for her. He desires her greatly, but Chandra has
little interest in him. Of course, she tells him that there can be an exception
to this. Chandra tells Karim of an ancident treasure that has been showing up
in her dreams. This treasure is located in the general area, and she promises
that if Karim locates and brings the treasure back to her, then she will be
Karim's forever. For those who can't figure it out, the treasure is actually
the essence of an ancient. The ancients have been calling to her in her dreams,
wanting her to make Karim go to their temple.

The memory in Karim's head will now end, and we will be watching him once again
treck through the sands of Persia. The sandstorm has dropped, however the
horrid heat is still all around. Karim seems like he can't take much more,
however, right when he starts to look sick, he approaches the ring of stones
that Pious saw so long ago. Like Pious heard, Karim also hears voices, ones
sounding strangly like Xel'lotath, call out his name. Karim follows the voices,
where they lead him right into the center of the stone circle. The stones start
to glow yellow again with the strong pulsing yellow magick as Karim walks into
the center. The spell that transported Pious into the ancient Persian temple,
hidden below the sands, will also get Karim, pulling him under the sand to the
great temple below.

***

~Persian Temple 1F, Room 1~
Items Found: Tome of Eternal Darkness
Weapons Found: None

The cut scene for the start of the chapter will now end, and Karim will be in
the exact same room that Pious started his chapter in at the very top of the
underground temple. The room looks very different now, however. There are some
large beams supporting the room, the ladder Pious went down is gone (Karim
starts right where the hole downwards was), and the room has some new torches.
It's been 600 years since Pious was here, so it looks like the Eternal Darkness
has been working on beautifying the place.

Firstly you should take a look at Karim's Invintory so you know what he has.
Karim starts off his chapter with a few weapons. His main weapon is a sword,
known as a Tulwar Sword. Karim also has 19 Chakrams, which as very shark disks
that can be thrown a long distance (this is the first long-distance attack
that any character has found), however cannot be retrieved after thrown, so be
SURE not to waste them (I'll tell you when to use them, as you need to save
them for certain times, such as fighting Trappers; your sword can't kill them,
but the Chakrams can). Finally, Karim has a Talisman that has 5 charges. This
useful item will restore some of Karim's health if he starts to get low. It
works in essentially the same way that Ellia's Strange Necklace worked,
however you can use it only half the amount of times. Be sure to save this for
when you really need it (aka, the very end of the chapter).

Once done looking through your Invintory, take a look around the room. This
room is still in a rectangle shape. There are also the corpses of dead Zombies
lying across the floor, and they will not arise to attack Karim at this
moment. Head over to the western part of the room, where you will see a ladder
leading downwards to the lower part of the temple. Don't head down here yet.
There is a corpse of an Arabian soldier lying here on the ground. Examine it
and you'll find out that his armour has "failed him" while in a fight, maybe
against the Zombies in this room (even through they seem dead right now).
Remember that characters (with the exception of Pious and Ellia) cannot fight
enemies UNTIL they have the Tome...

There is nothing else in this room to do right now, so head over to the ladder
and try to climb down when prompted. This ladder leads down to the second floor
of the temple. Head on down now...

...oh, right, we need to visit the Hall of the Tome of Eternal Darkness first.
As you try climbing down the ladder, the screen will start to get all muffled
again like it did in Anthony's chapter, and Karim will appear in the Hall. The
Hall looks exactly the same as it did in Anthony's chapter, however there is
one interesting difference. The statues of Pious and Ellia are still standing
at the start of the pathway that is made up of human faces, however you will
also notice that Anthony's statue has also been added here, just past Pious
and Ellia's statue. This shows how Anthony has given his life to fighting the
Eternal Darkness, even though he was technically unsuccessful.

Head to the very end of the Hall again, where you will see the same boney hand
with the Tome of Eternal Darkness in the centre of it. Walk near the hand and
it will open up, giving Karim access to the Tome. Examine it and have Karim add
it to his Invintory. Now with the Tome in hand, Karim has access to magick. He
can perform the Enchant Item Spell, but that's all at the moment.

The scene will now take place back in the first room of the temple, where Karim
started his adventure. Unfortunately, now that we have the Tome, the Eternal
Darkness can now direct their attacks at us. The five Mantorok-aligned Zombies
that were lying lifeless on the floor now gain life, and they will all rise up
and attack Karim. If you can, enchant your Tulwar Sword for some extra chopping
power (remember it takes about 5 seconds to do this, so make sure that the
Zombies are far away first so they don't attack you while casting the Spell,
as you'll lose the casting plus some health. Take out all of the Zombies (be
sure to Finish them, as you will be losing enough Sanity soon enough). Once
they have all been taken out, head down the ladder to the second floor of the
temple. Save your game now if you wish.


~Persian Temple 2F, Room 1~
Items Found: Statuette of a Man (White), Santak (Self) Rune

This underground hallway is in the shape of a large L. Head forward through the
dark corridor until you get to the bend that is lit up by a small torch on
the ground. There are two Zombies down here that will be aligned to one of the
three ancients. They are usually the same as Pious's alignment. Be SURE to have
Karim's Tulwar enchanted before going into this fight, especially if they are
Chattur'gha (red) Zombies, as you'll want to take them out fast (since the
corridor is so small, it's easy for them to surround you).

Once they have been taken out and you've Finished them, take a look at the
statue on the ground in the middle of this bend. The Zombies were guarding this
small statue of a man, which is coloured white. Examine the Statuette and,
when prompted, have Karim pick it up. Continue along the hallway in the
corridor going down to the left.

Head to the very end of the corridor, past the ladder leading upwards on the
right side of the corridor (you'll see a ligh shining down from the top, so it
is hard to miss the ladder). At the very end of the corridor are two more
Zombies aligned to the same alignment as the two you saw guarding the
statuette. One of them has a magick Rune inside of their torso. Destroy the
Zombie to pick up the Rune, and then kill the other one that is roaming around.
This is the Santak (self) Rune, however Karim won't know this until he finds
the Codex for it (which we won't find for quite some time). Once you have
finished off both Zombies, retrace your steps and head up the ladder that we
walked by just a moment ago to reach the second room of the first floor.


~Persian Temple 1F, Room 2~
Items Found: None

This is a large square room with a fairly large shrine in the centre (it's
faller than Karim). You can have Karim examine the Shrine, however he cannot
do anything here quite yet. We'll have to come back later once we have another
Statuette, which is something that we'll be getting quite soon.

Take a look at the opposite side of the room in relation to the ladder we used
to get in here from the previous corridor back on the second floor. There is a
large yellow barrier here with a sigil inscribed in the very centre of the
barrier. This barrier looks roughly the same as the one Anthony saw that was
created by the Horror, however you couldn't destroy that barrier; you can
destroy this one. The sigil shown in the centre of the barrier is actually
the exact same as the one we just got from the Zombie in the previous room
(the Santak Rune). That must mean something...

We havn't found the Codex for this Rune yet, so Karim doesn't know what Rune
this is. Regardless, we do have the Rune in our presence, meaning that it
still has some influence over the area around us. Walk right up to the barrier
and the power of the Santak Rune will destroy the barrier right before your
eyes. If nothing happens, then that means you forgot to kill the Zombie in the
previous hallway, so go back and do that. You will see a ladder that leads
down into another pathway beyond where the barrier was. This ladder leads down
to Room 2 of the second floor.


~Persian Temple 2F, Room 2~
Items Found: Codex (Alignment Rune), Statuette of a Man (Black)
Weapons Found: Torch

This area is somewhat like the corridor we were in just a little while ago that
contain the White Statuette of a Man. This one isn't shaped in an L, however,
it is straight. THe ladder will lead into this narrow hallway carved out of
stone. Walk down the hallway and, after a few steps, you'll see a Torch on the
right side of the corridor. Have Karim examine it and, when asked, be sure to
pick it up. Karim will add the Torch to his Invintory (always a good weapon to
have for lighting things up and easy killings of Xel'lotath and Mantorok
Zombies).

As you walk down this long hallway, you will start to hear a voice calling
Karim's name. The voice sounds exactly the same as the voices we heard calling
Karim back at the surface of the temple, just before he was transported in
here. Eventually the hallway will end and you'll appear in a small, circular
room. There are three aligned Zombies in the room, usually the same as Pious,
and they are all lying on the floor. Before entering the room be sure to cast
an Enchant Item spell on your Tulwar for some extra slicing power. Take out all
three Zombies (they will LOVE to surround you in here, plus it is also
difficult to fight in this small room without having your sword hit the walls;
always horizontal chop). Finish off the downed Zombies and explore the room.

THere is a Codex over on the wall to the left. This is one of the few times
that you'll get the Codex for a Rune before you actually even find the Rune.
You will not be finding this Rune for a little while, however once you do,
Karim will automatically understand what it is. The sigil on the Rune
represents the alignment of the Ancient that Pious serves. If Pious, for
example, serves Chattur'gha, then this sigil will be that of Chattur'gha.

Another thing you should definitely spot is the black Statuette of a Man in
the very centre of the room. It is almost impossible to miss, so you shouldn't
have any trouble finding it. Have Karim examine it and add it to Karim's
Invintory when asked to do so. There is nothing else in this room except a
rather sharp cliff, and Karim won't wonder near it. All you can do now is head
back through the small corridor that we used to get here (where the Torch was),
and climb back up the ladder to Room 2 of the first floor.


~Persian Temple 1F, Room 2~
Items Found: None

Once you are back here, take a look around the room. You'll see several large
golden circles on the ground (a total of three of them), all of them being
pressure plates. This puzzle is somewhat like the one we saw in Anthony's
chapter where we had to put the filled Urns onto the pressure plate to open
up a secret door. We do the same thing here: place pressure on each of the
three plates to open up a secret passage. When you have Karim walk on top of
one of the pressure plates you'll hear a large rumbling sound. It sounds like
when you step on each one you are triggering something over by the shrine, as
some candles on the shrine also light up when you step on a pad. Of course,
when you step off the pad, the candles fade away. Here is your task: cause
pressure to appear on each of the three pressure pads, all at the same time.
We don't have Urns filled with a mucky water to work with here, however we do
have something else: Statuettes and Karim!

Head over and stand on any of the three pads. Go into the Invintory menu and
select either the black or white Statuette (where you place each doesn't matter
in the least). Select, for example, the black Statuette and have Karim Use it.
Assuming you are standing on top of a pressure pad, Karim will place the
statue on the ground (you cannot pick it back up, but you wouldn't want to
anyway). When he places the Statuette here and walks off, you'll see that the
candles stay lit! The Statuette's are heavy enough to keep the pressure pad
down!

Walk over to another pressure pad and, this time, set down the white Statuette
(or the black one if you used the white Statuette before). Now two of the
pressure plates have pressure applied to them, however one of them is still
left without pressure. You don't have another Statuette, and there aren't
anymore. This is fine, however, as we know Karim is heavy enough to activate
the pressure plates. Go have Karim stand on the pressure plate that doesn't
have a Statuette on it, and when he steps on this, the machinery will activate.

The alter in the centre of the room will start to rise upwards towards the
ceiling. A platform from below the ground will now appear as the alter rises
up, and there are four Trappers on it! Once you have control of Karim again,
DO NOT MOVE! They will almost always trap you here, even if you move slowly.
The game is teaching you the importance of knowing when to use the right items,
and will punish you if you don't think. Bring up your Invintory and select the
Chakrams. You don't have to Enchant these to make them work properly; they
will kill the Trappers in one hit as long as you make contact. Have Karim face
a Trapper and then press and HOLD the R button. If Karim has a Trapper in his
sights, then it will flash white (like how body parts flash white when you are
targeting them on a Zombie or other creature). Once you have a Trapper in
your sights and there is nothing obstructing you (between Karim and the
Trapper), throw the Chakram at the Trapper to kill it right away. Do this with
the three other Trappers. You should only use up 4 Chakrams here (leaving you
with 15 left, which you'll want to save for later).

Once all of the Trappers are gone, head over to the platform that appeared
from under the altar that had all of the Trappers on it. This is actually a
small elevator that will take Karim to another part of the temple: the third
floor. When prompted, have Karim activate the elevator to move downwards.
I cannot stress this enough: SAVE YOUR GAME HERE!


~Persian Temple 3F, Room 1~
Items Found: None
Weapons Found: Tulwar

This room is a fairly long corridor that is filled with lots of fun surprises!
There are bodies all over the floor of dead soldiers who must have died from
fighting against all of the Zombies and other horrible things that are in this
temple from the Eternal Darkness. If you take a look at the first two bodies
you come across and examine them, you'll find out something somewhat weird.
It seems that these soldiers didn't die from the workings of a beast because
their wounds are too precise. Their deaths were not caused by beast, but
instead by man... Be sure to Enchant your Tulwar now.

Head all the way down this hallway (there isn't much to do here except walk
through the whole place) and you'll see a door near the end. Just before the
door is a third deal soldier lying on the ground. If you look closely you'll
see that the death of this soldier is obvious: there is a Telwar sticking out
of his back! Have Karim examine his corpse and he will be able to pick up the
Tulwar, giving Karim the ability to wield two of these bad boys at once. The
game will recognize you having the two Tulwars in your Invintory (you cannot
equip only one; you must equip both), and the game will call them "Dual
Tulwar."

Now that you have two Tulwar's, you'll be able to test them out right away.
Once you walk past the corpse you'll see it raise from the ground, full of life
once again. You will also hear a weird sound coming from the corpse, as if
there is something inside of it. Quickly run past the corpse, running down the
hall from where you came from, and Enchant your second Tulwar. Head back to the
corpse (it walks and attacks quickly) and start swinging away at its head. The
soldier can only throw punches, and he is much easier to take down than the
Bishop was. The soldier cannot take off any Sanity, however something else can.

Once Anthony destroys the soldier (by chopping off the head), a Bonethief will
jump out of the soldier's skin. The corpse will simply evaporate away. You must
now take on a Bonethief, the most annoying enemy in the game. These damn things
love nothing more than to grasp onto Karim and start digging into his body,
something that will kill him quickly. Here's the key to defeating it if it is
a Chattur'gha or Ulyaoth aligned Bonethief: take off the head! When the
Bonethief jumps out of the body it will dance around for a quick second, giving
off a loud scream that will drain Karim's Sanity. Like the Bishop, Bonethief's
have the ability to constantly drain your Sanity, and Bonethief's do it at a
much faster pace that the Bishop. As the Bonethief is somewhat dancing around
and screaming, CHOP OFF ITS HEAD! It won't be moving while it is screaming, so
this is your only clear chance. Taking off the head will kill it right away.
BE SURE TO FINISH IT! You'll get a lot of Sanity back. Now, if this is a
Xel'lotath Bonethief, you'll notice it has no head. Simply swing the two
Tulwars at it (don't target the body, just swing the swords) and keep pressing
A to knock the Bonethief over. While on the ground, approach it and slash it
while it's down. Eventually you'll take it out. Finish it. Remember: the longer
the fight against a Bonethief, the better the chance Karim will lose. Once you
have killed the Bonethief, SAVE YOUR GAME. THIS IS DAMN IMPORTANT. Head through
the door near to where the corpse of the Tulwar soldier was.


~3F, Room 2~
Items Found: Recover Spell Scroll

This room is known as the Sanity Drain. Consider this to be the most
difficult challenge yet, even more so than the Horror that Anthony faced. Be
sure to have your Tulwar's enchanted, as you will need the extra power of
them. There are two Zombies in here that are the same alignment as Pious. One
of them contains a Bonethief (which one it is seems to differ between game
files, so I can't say if it's the one on the right or left).

This room is shaped in a small oval, so there isn't much room to fight. They
key here is taking on only one Zombie/Bonethief at once. Both the Zombies will
drain Sanity, plus the Bonethief will also take down a bunch of Sanity. Even
after finishing all three enemies, Karim will probably be dangerously low.
Take out the two Zombies and the Bonethief that follows one of them in the same
way that you killed the Bonethief in the room before this one.

After fighting two Bonethief's, your Sanity may be low. This is normal for any
player, and you may start seeing some rather weird effects. Once you've
defeated all three enemies in this room, take a look at the fallen soldier
on the ground near the door used to enter this room. The man must have been
holding a Scroll when he fell and died, as there is a Scroll right under his
hand on the ground. Have Karim walk up to it and pick it up through examining
the area. This is the Recover Spell, one of the most useful Spells in the
game. This spell requires both the Narokath and Santak Runes in order to cast.
We only have one identified Rune at the moment, and that is one of the Runes
needed to cast this spell. Since you don't have the proper Runes and knowledge
of what you have, you won't be able to cast this Spell yet, however we will be
able to later in this chapter. After picking up this Scroll there is a chance
that Karim will undergo a small Sanity delusion due to Karim's low Sanity.
Sometimes it will happen, sometimes it won't; depends on his overall level.

Head over to the other end of the room to the door fathest from the one used to
enter this room. There is a sigil on this door that corresponds to whatever
Ancient Pious serves. You will also notice that this sigil is the same as many
others you've seen, such as the one on the pantry door back in the Mansion that
Alex saw a little while ago... remember this. Below the sigil is a slot for a
fairly large sword. The Tulwar is too small to put in here, so you'll have to
come back here later. Fortunately it isn't to far from now. This puzzle must
be remained unsolved for now.

Head over to the door just to the left of this one to enter Room 3 of the
third floor. Be sure to save your game before moving into the next room, as
there are more enemies ahead.


~3F, Room 3~
Items Found: None

This room is nearly the same as a room that Pious once visited. He had to fight
against several Mantorok Zombies in this room, whereas Karim will have to fight
against several aligned Zombies, usually of Pious's Ancient. Because Karim's
Sanity is so low, you may see more Zombies than there actually are in here.
Those imaginary Zombies, while imaginarly, will still hurt and drain more
Sanity from Karim. The imaginary Zombies will fade away after being hit once
by a sword. Be sure to finish all of the Zombies when they fall to the ground
to get back your poor lost Sanity. The last thing you want for the upcoming
rooms is to experience fierce Sanity effects, as they only make your quest even
more difficult. Fortunately for you, none of the Zombies here have Bonethiefs
hiding within them.

Once all of the Zombies have been destroyed by your blade, it is time to
search around this room. There are some bloodstains all over the floor, plus a
giant yellow magickal barrier with a sigil in the centre of it. This one is a
lot like the one we saw just a few rooms back, however the sigil on this one is
different. We havn't seen this sigil yet as we havn't found it. We cannot
destroy this barrier until we find that Rune, so keep on searching through the
room.

Head to the very opposite end of this room in comparison to the door we used to
enter here. There is a door at the very end of Room 3 that is unlocked. This is
the only way forward right now, so head on through into the next room. If your
health is low, be sure to use the Talisman once to replinish it before
entering. It is also very important to save your game here (remember that all
enemies must be dead in a room before you can save), as the next room contains
one large fight. Be sure to enchant your dual Tulwars too!


~3F, Room 4~
Items Found: Narokath (Absorb) Rune, Codex (Santak Rune)

This is a small, circular room with a small corridor just before it (which is
what you must go through before you get to the small circular part). There is
a HUGE Horror at the end of the hall in the circular part of this room. This
giant monster has a Rune stuck in its chest, and it will protect it very,
very well. This is a very difficult fight, mainly because there is very little
space to fight in since this room is very tiny. The best thing you can do is
to simply rush it and try to take out the heads as fast as possible. Rush in,
slice a head, and then quickly run back to avoid the swing of its massive arms.
Be sure to keep moving, or else the Horror will take you down in no time with
its long range magick attack. Once you finally defeat it and it falls to the
ground, the Rune will come out of the Horror and Karim will add it to the
collection. You don't have the Codex yet, Karim won't be able to figure out
what Rune this is. Fortunately we know it is Narokath, and this does mean
something important (view last paragraph of this room for more info on this).
The Rune is in the same shape as the sigil on the barrier inside of Room 3 of
the third floor. Be sure to finish the Horror too so you can regain lots of
lost Sanity (remember that Horror's, especially this one, give back quite a
bit). You may wish to use your Talisman too if you are low on health.


Take a look at the alter in the room, behind where the Horror originally was,
and in the exact opposite position as the door used to enter and leave this
room down the hall. There is a codex here for a Rune here. This codex will
identify the Rune that you found from the Zombie in Room 1 of the second floor.
This Codex will identify that Rune as Santak (Self).

Now that you have identified the Santak Rune, and now that you have Narokath,
you are able to do something pretty amazing: you can create a Spell without
having the Scroll do it for you! We are going to create the Recover Spell by
our own ways. We already have and identified the Santak Rune, however we havn't
identified the Narokath Rune, and that is the only thing that is stopping the
Scroll from teaching us the Recover Spell. Head into the magick section on the
Pause screen and head over to the New Spell section. You will have to pick
three Runes to place here from the available list. Select the Alignment Rune
that you got back in Anthony's chapter (since each spell needs an Alignment).
Then select the Santak Rune from the list. Finally, select the unknown Rune
from the list. The recipe is this: Alignment, Santak, Narokath, or Alignment,
Self, Absorb. Basically this spell is saying this: Absorb Chattur'gha energy
and apply to Self. Chattur'gha is used for example, as the alignment could be
also Ulyaoth or Xel'lotath, depending on the Alignment you found. You have now
created the Recover Spell! If you can't figure this out, wait for a little
while until we find the the Codex that identifies Narokath. Leave this room and
return to the previous room.


~3F, Room 3~
Items Found: None

Simply walk over to the yellow barrier in this room. Now that we have the
Narokath Rune in our posession, the barrier will shatter the moment that Karim
gets near it. Once it is broken, head over to the ladder that leads downwards
from behind the barrier. You know what to do.


~Persian Temple 4F, Room 1~
Items Found: Codex (Narokath Rune)

We are now seemingly following the route that Pious took. This small T-shaped
room is in the exact same area that Pious came by 600 years before. There are a
few Zombies in this area (there may be several thanks to Sanity effects), so
try your best to take them all out. There are two normal Zombies down here,
usually of the same Alignemnt as Pious.

Head to the very middle of the room, right at the joint of the "T." This is the
Codex for the Narokath Rune which you got from the Horror on the third floor
of the temple in Room 4. Now that you have the ingredients required to create
the Recover Spell, Karim will automatically learn the Recover Spell (assuming
you havn't already created it as I mentioned earlier, and assuming that you
picked up the Recover Spell Scroll a little while back). Here is how the
Recover Spell works. If you have the green Xel'lotath Alignment Rune, casting
Recover will allow you to regain lost Sanity. If you have the red Chattur'gha
Alignment Rune, casting Recover will allow you to regain lost Health. If you
have the blue Ulyaoth Alignment Rune, casting Recover will allow you to regain
lost Magick, however the casting of the spell and recovering will cancel the
the two things out. If you have Xel'lotath's Alignment Rune, then I highly
recommend that you recover lost Sanity right away to make your journey easier.
You can also recover lost health now if you have the Chattur'gha Alignment
Rune, which is great because you won't have to worry about the 5 charges on the
Talisman.

The door to the left of the Codex has been blocked by rubble. This is the path
that took Pious to a room where he had to destroy a statue that looked like
him. Head over to the path going to the right of the Codex, where there is a
door that leads to the second room of the fourth floor. SAVE BEFORE YOU ENTER!


~4F, Room 2~
Items Found: Alignment Rune
Weapons Found: Ram Dao

There are two giant fights that Karim must complete; this is the first one.
This is the same large room that Pious was in during his journey, where he
placed the four granite blocks into some holes on the wall. The blocks are
still inside of the holes. Head to the very center of the room and you'll see
that some things have changed. In the very center is a torch, plus a Ram Dao
Broadsword sticking out of a pedestal. Be sure to heal yourself (especially
your Sanity if you can) and save your game if you havn't done it before you
entered this room. Pull out the Ram Dao from the pedestal and be prepared for
one large fight.

Quickly equip the Ram Dao as a weapon and Enchant it, as you are about to go
through something big. The only exit to this room slams shut, and it will not
open until you defeat several waves of Zombies. There will be a total of four
waves of Zombies. The first three contain a mix of Mantorok and Pious aligned
Zombies. The Ram Dao is the perfect weapon to use here. It is so sharp and so
big, it will slice right through limbs of any type of enemy. Even the
Chattur'gha Zombies cannot stand up to this, as any limb of theirs will be cut
off in one large swipe. Be sure to take the heads off of all enemies first,
and then take on one at a time. A hit to the head and body will kill any
enemy (in fact, it chops the Mantorok Zombies in half). Take on one Zombie at a
time so that once you take it down you can finish it right away to regain
lost Sanity. The first three waves are fairly easy, especially if your Sanity
is at a good level.

The fourth wave is by far the most difficult, as the Bonethieves are back!
Two Pious aligned Zombies will appear, and both of them have Bonethieves
inside of them. Fighting two of these aren't difficult with the Ram Dao. One
slice to the body will kill it regardless. Take on one Zombie/Bonethief at one
time, and leave the other Zombie following. DO NOT kill both Zombies at once,
and then take on two Bonethieves at once. They will surround you all the time
and take Karim down easily. Once the Zombie's and Bonethieves are gone, focus
on the large Zombie with a Rune inside of it. Take it down to get the Rune.

Once you kill off this last Zombie the fight will be over. The Rune you get
from the second Zombie is actually the second Alignment Rune that you will
find (Anthony got the first). You can now cast all spells under two different
alignments. For example, the Recover Spell can be cast under both (for example)
Chattur'gha (red) and Xel'lotath (green) Alignments now, however you will have
to change up the spells to do this, and you'll have to cast the spells twice
for the two effects (each casting of a spell can have only one Alignment). You
already found the Codex for this Rune, so you can use it right away without
problem. You can now enchant your sword under (for example) both red and green.
Head out of this room.

In the "T" shaped hallway, go up the ladder leading back to the third floor.
From there, head through the door that leads back to the small oval room that
had the Recover Spell Scroll and the door with the sigil on it. You will meet
no monsters on the way back.


~Persian Temple 3F, Room 2~
Items Found: None

Examine the sigil once again on the lock of the door. The sigil is exactly the
same as the Alignment Rune we just found from the large Zombie. The picture of
the sword also looks exactly the same as the Ram Dao, which is a long, thin
sword. Enchant the Ram Dao so that it is the same alignment as the one on the
lock. In other words, enchant the Ram Dao so that it is the same colour as the
sigil on the lock.

Examine the lock again and, when asked, have Karim insert the enchanted Ram Dao
into the lock. If you aligned the Ram Dao properly, then the lock will
disappear and the door will be fully unlocked! If you did it incorrectly then
the Ram Dao will bounce out. Head on through the door once it is unlocked.


~3F, Room 5~
Items Found: None

This is a long, rocky corridor that will be completed in two parts. This
corridor will curve towards the left as you run through it, and it is also lit
up quite well. There are three Zombies in here. Simply destroy them and
continue onwards. Just past them is a ladder that leads up to Room 3 of the
first floor. Don't go up here quite yet, keep on running through the corridor.

Eventually you will run into a dead end, or so it seems. The far end of the
corridor is blocked by rubble. If you have Karim examine this wall then you'll
notice that Karim can climb over. Don't do this quite yet though. Head back to
the ladder that we passed by just a little while before and climb on up.


~Persian Temple 1F, Room 3~
Items Found: Effigy

This is a rather small, squarish room that is quite dark despite having a
torch in the very centre. There are three Trappers in here, and it is nearly
impossible to see them thanks to the room being so dark. Have Karim equip the
Chakrams, and then move around a tiny bit while pressing R over and over again.
Eventually Karim will be able to spot a Trapper (even if you can't see it;
Karim must have nighttime vision or something). Throw a Chakram at each Trapper
until all three of them have been killed. Try not to get trapped in the Trapper
Dimension!

Once all of the Trappers are gone, head towards the torch at the very centre
of this room. There is a small, red statuette on here of a soldier on one knee.
Have Karim examine this, and when prompted, have him pick it up. Be sure to
pick this item up, as it is the first step in getting an item that Alex will
receive centuries later. Picking up this Effigy is the first step to defeating
Pious, in a way.

Head back to the exit of this room (the ladder leading downwards, the only
exit for this room) and climb down the ladder to get back to the previous
hallway. Head forward to the part of the hallway where the beams have fallen
down. From here, have Karim climb over the rubble to move into the next area.


~Persian Temple 3F, Room 6~
Items Found: None

This room is simply a continuation of the long, curved corridor that is just
a continuation of the previous room that we were in. The hallway is actually
one, but broken up by some fallen rubbel in the center. Head all the way down
the hallway and eventually you'll notice that there is a Horror near the very
end of the hall. Enchant your Chakrams and throw them all (whatever you have
left) at the Horror. Be sure to enchant them to both alignments to do some
extra damage, and also be SURE to aim at the heads. If you see the Horror lean
backwards, quickly move to the left or right of your position, as the Horror
is about to create a long distance magickal attack. If the Chakrams do not kill
the Horror, simply move in and finish the Horror with your Ram Dao. Each slice
from the Ram Dao will finish a head in one hit. Do this as a last resort,
however, as you'll need your health (unless you can recover health now). Finish
off the Horror and head to the very end of the hallway.

There is a ladder here that leads even further downwards. This leads to the
first room of floor 5, the final floor that we will have to tackle. Head on
down to the fifth floor. You should save your game now, as that second large
battle that I mentioned before is just around the corner now.


~Persian Temple 5F, Room 1~
Items Found: None

This room is actually very small with a small shrine made of bones in the
very middle of the room. There is a iron gate blocking the path out of this
room, so have Karim go over to the shrine made of bones and examine it to see
if this can open up the door. As you examine this shrine you'll see it being
described as a "nightmarish book stand, beckoning to be used." We do have a
book in our hand, and it can contain nightmares, so head into your Invintory
and Use the Tome of Eternal Darkness here. Karim will place the Tome onto the
bones, and this will cause the iron gate to open up. BE SURE TO PICK UP THE
BOOK! If you don't you won't be able to cast spells, and that won't be a good
thing as the final large fight is coming up. The book will be added to your
Invintory once again, and you'll be able to cast spells. Before heading
through to the next area, save your game, especially if you didn't before in
the last room. Get ready for the final fight.


~5F, Room 2~
Items Found: Essence of Ancient

This hallway leads right to where Pious came through many, many years ago in
which his soul was taken for eternal damnation. This is, in many ways, the most
deadly hall in the entire world, as the essence of the ancients came from
here. Pious took one, and that must mean that there is another one, or two,
down the hall. Karim doesn't know this - could his soul be taken here too?

Approach the pedistals that once held the essences of Xel'lotath, Ulyaoth,
and Chattur'gha. You will notice that the hallway you just walked through will
be sealed shut by a large magickal barrier that is aligned in the same colour
as Pious. This one cannot be despelled, and the second giant fight is about
to begin. Quickly Enchant your Ram Dao (do NOT use the Tulwars, stick with the
big swords here) and take a deep breath.

You will be facing wave after wave of Zombies here, some of them containing
Bonethieves. In order to complete Karim's story, you must defeat every single
monster that comes out of the barrier. Most of the Zombies are damn slow, and
you do have quite a bit of room to work with. If you need to Enchant your
Ram Dao again, simply walk back to the area with the pedistals and cast your
spell here.

After about 3 waves of normal Zombies, several Zombies will appear with
Bonethieves inside of them. The main problem here isn't exactly your health,
it's your Sanity meter. Remember that when your Sanity is depleted, you will
start to lose health constantly. The other problem is that the enemies spawn
so quickly that you won't always have time to finish off the Zombies that
you've downed. Be sure to finish off downed Bonethieves so you can regain lots
of Sanity.

After this wave of Zombies with Bonethieves in them, you'll get one final
challenge: a massive Horror. If you stand in the very center of the hallway,
you can slash away at the horror (simply press A over and over again to swing
the sword at the Horror without targeting it). Knock it over and run over to
it, chopping at the heads while it's down. After the heads are gone the Horror
will fall, signiling an end to the onslaught, and the end really of the
chapter. Once the Horror is gone and all of the other monsters have been
destroyed, the Essence of an Ancient will appear on one of the pedistals in
the round area of the hallway. If Pious serves Ulyaoth, then this will be the
essence of Chattur'gha. If he serves Chattur'gha, then this will be the essence
of Xel'lotath. Finally, if he serves Xel'lotath, then this will be the essence
of Ulyaoth. Have Karim approach the essence and, like you did with Pious, have
him take it. This will end the playable part of his chapter.

***

The ending cut scene will not start to play. Karim reaches out to get the
artifact, however he is interrupted by the ghost of the girl he did this all
for: Chandra. Chandra tells him to stop, and Karim asks what has happened to
her. Chandra tells a spooky tale of what happened. When Karim left, she got
restless and didn't want to wait for Karim anymore. She gave herself to a
nobleman with a jealous mistress who ended up slashing her to pieces. The
visuals of Chandra then quickly change to show all of the knife slashes on her
face and the rest of her body as she goes through a fit of anger while telling
the story to Karim. She tells Karim that after she died, she had a great
understanding of the artifact that she asked Karim to go for, and she decided
that it is something that neither of them should have. She obviously knows the
danger of the artifact.

Chandra wants Karim once again, and she tells him that the only way they can
be together is through death, and only through sacrifice. Karim's sacrifice is
to stay in the temple, even after death, and guard the artifact from any evil
forces that may come looking for it. Karim decides to agree to making the
sacrifice, and he decides to accept his fate. Karim kisses the ghostly figure
of Chandra. The scene will now freeze, with Karim kissing Chandra, as a giant
blue ball of energy appears between their two mouths, followed by the screams
of Karim that eventually die away.

The chapter will now finish. After the Chapter Complete screen fades away, a
short cut scene will start to play once again. You will see the plants in our
solar system rotating around once again, still starting to get closer to
aligning themselves in one giant line. The scene will then shift to Alex back
in the Roivas Mansion, where she is inside of the Secret Study. We continue on
our journy there.


~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Continued...

        ~--------------------------------------------------------------~
        |       7.2 A Death in the Family: Alex Roivas's Chapter       |
        ~--------------------------------------------------------------~

Playing as: Alexandra Roivas
Location: Roivas Family Estate, Rhode Island, 2000 A.D.
Items found: Spice Jar, Chapter Page #5

--Secret Study--
One thing you'll find out right now is that, regardless of where Alex was when
you started a chapter, she will always end up back in the Secret Study after
completing it. If Alex was in the Guest Room while starting Karim's chapter,
then you will find her back in the Secret Study (she must take the book here to
read it, as it is a rather comfy room). Another thing you should notice is that
Alex has now lost even more Sanity. Her meter is now about two thirds full.
Alex will always have a drop of Sanity after reading a chapter, even if your
meter was full before reading the chapter. For example, let's consider Alex's
meter is full before starting the last chapter in the game (Michael's). Once
you complete the chapter, her meter will be nearly depleted after the chapter
is over. This is actually a simple side-effect of reading about the horrors
that the individual went through in his or her chapter. After reading Karim's
chapter and learning what happened to him, Alex's Sanity will fall due to
experiencing the horrors. Make sense?

You can wander around the mansion as much as you like, however there is nothing
new around the Mansion. All of the doors, for example, that were locked before,
are still locked even now. Alex won't find any new items in this part of her
chapter, so you must think hard in what to do next. To find the next chapter
page, you will almost ALWAYS have to do something that a character did in the
chapter you just read (such as casting the Enchant Item spell on the broken
Second Floor Key after Anthony's chapter; he did the same thing to the Urns).
So, what did Karim do in his chapter that we can find around the Mansion?


--Kitchen--
Remember that during Karim's chapter, he found several new Runes, spells, and
even obtained another Alignment Rune (the same Alignment as Pious's ancient).
Since Karim has found these Runes, Alex is now able to use them in her chapter,
as she discovers them automatically once Karim finds them thanks to her reading
about Karim and his discoveries. The Tome of Eternal Darkness has all of the
Runes that Karim finds, and we are now able to complete a puzzle in the Kitchen
of the Mansion. From the Secret Study, head back to the Main Foyer, and then
head over to Kitchen from there.

Note: As Alex makes her way from the Secret Study to the Kitchen, she will
probably start to experience some new, and rather interesting Sanity effects.
Assuming you havn't recovered her Sanity through the Recover Spell, we will
have some fun while making our way to the Kitchen, especially in the Main
Foyer. Remember that Alex will not fight any creatures (even though she has
the Tome, the creatures of Eternal Darkness are not after her yet), and none of
the effects that Alex experiences are potentially harmful; they are only here
to trick your mind and play with you. You will probably hear some knocks on
the doors and walls and maybe some heavy breathing (ESPECIALLY in the Library,
the room right before the Secret Study that you must go through to get back to
the Main Foyer). You will also probably see blood dripping from the walls and
maybe even pictures on the wall.

Probably the best effect that you will witness is right inside of the Main
Foyer. You will start to hear the phone on the small table near the Kitchen
start to ring (over to the left side of the room). Have Alex pick it up if you
wish. Alex will hear a voice that sounds strangly familiar to Alex's
grandfather Edward (we hear his voice at the start of each chapter). Remember
back to the very start of the game, when Alex was dreaming and saw the ghostly
image of her grandfather? Here, over the phone, Alex hears the same phrase:
"Do you remember me, Alex?" The line will go dead, and the screen will flash
white for a quick second. Alex is still standing in front of the phone as the
screen returns to normal, and it is on the hook again. She mutters a few words
and you can then continue onwards with your journey. As far as I know, like the
bathtub Sanity effect you saw in the Master Bathroom before Karim's chapter,
this Sanity effect will only happen once.
End note.

Once you get into the Kitchen, take a look over at the door near leading to the
Pantry. You will notice that there is a sigil on the door, acting as a lock for
the door. This sigil is the same one that Karim found on a door in his chapter
(in that oval room that contained the Recover Spell), as well as the same sigil
of the Alignment Rune that Karim found in his chapter. Do exactly what you did
in Karim's chapter: Enchant your Gladius to the same Alignment as the one shown
on the door. Stand near the door and Use the Gladius here. Alex will insert the
Gladius into the slot under the sigil on the door, and assuming you aligned
the Gladius properly, the lock will disappear, and the pantry door will open!
If you aligned the Gladius improperly, simply align the Gladius to the other
Alignment that you have (since you only have two, it is easy to fix this if you
got it wrong the first time by just Enchanting to the other Alignment).

Head into the small pantry, where you will find a Spice Jar over on the right
side of the room. Have Alex examine the Jar after it is in her Invintory and
she will mention that it is filled with Arabian spices (which is actually a
pure reference to Karim's chapter). Alex will also notice that inside of the
Spice Jar is a Chapter Page! This one is called "The Lurking Horror," and it
will tell the tale of Alex's great grandfather, Max Roivas. Once Alex picks up
the Chapter Page, she will state that there is no longer a use to keep the
Spice Jar, so she discards it and places it back on the shelf. Of course, she
will keep the Chapter Page in her Invintory.

Save your game now before you start the next chapter. There is nothing else for
you to do around the Mansion right now, so, to continue on with the game,
select "The Lurking Horror" Chapter Page from Alex's Invintory.


~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

             ~-----------------------------------------------------~
             |  7.7 Chapter 5: The Lurking Horror - Max's Chapter  |
             ~-----------------------------------------------------~
                                   [#5921g]

Playing as: Dr. Maximillian Roivas
Location: Roivas Family Estate, Rhode Island, 1760 A.D.
Items Found: Alignment Rune, Alignment Rune Codex, Bankorok (Protect) Rune,
             Bankorok (Protect) Codex, Basement Key, Damage Field Spell,
             Letter #1, Letter #2, Letter #3, Letter #4, Medical Journal,
             Pump Handle, Redgormor (Area) Rune, Redgormor (Area) Codex,
             Reveal Invisible Spell, Tome of Eternal Darkness
Weapons: Flintlock Pistol, Flintlocks Dual, Sabre


Introduction:

 "I will not argue that I was shocked by the sudden mention of one of my
 ancestors - the distinguished Dr. Maximillian Roivas! It chilled me to my
 bones! Where had this ancient book come from? How had my ancestor stumbled
 upon it?

 I feverishly began to read more, eager to learn his story. It seems that
 Maximillian had inherited his father's mansion, just as I had. Alone since
 the death of his wife, and since his children had their own adult lives, he
 explored the house to discover his family roots."

***

Unfortunately for Max, exploring the house to discover his family's roots would
ultimately lead to his end. Max's chapter is somewhat unique, as he will
discover nearly every enemy in the game (including your first true boss fight,
in a way). This is also the longest chapter so far, so sit back, and get ready
to fight off the Darkness right in the Roivas Mansion.

As we see from Edward Roivas's voiceover, Max had inherited the Roivas Mansion
from the death of his father (just like how Edward received it from the
the death of his own father). Max's wife had died several years before his
chapter starts (we never get any information about Max's wife, with the
exception that she is dead). Since his wife's death, Max has had little
contact with the outside world. He has been spending his time studying, making
discoveries, and overall acting in a depressed mood. This is something that
will catch up with him soon (his depressed and ill mind).

Max's chapter will start with a short cut scene, introducing the area that he
is in (the Mansion looks very different, considering we are in the mansion
some 240 years before Alex's chapter) as well as what Max does: he is a doctor.
He is sitting at his large, wooden desk, recording ideas into his handy
medical journal (something that Max will carry around during his whole
chapter). He seems to be rather depressed, saying that the mansion is more of a
burden than an inheritance. Despite what his mind seeminly wants, Max does
decide to make the most of his new life, and will try to make his new life
useful. He will explore the mansion and try to discover some information about
his family's past.

There are several differences between the mansion Max and Alex adventure
through. Since there is a difference of nearly 250 years between the two
time periods, some major and minor elements of the mansion have changed. Here
are a few good examples. Firstly, the entire eastern wing of the first floor,
which, in Alex's time is the entire Library, Observatory, and Study, has not
even been built yet. It won't be built yet for a little while, so the mansion
that Max plays through is actually smaller to the one Alex adventures through.
Max will explore a few areas of the mansion that Alex has not yet seen. For
example, Max will adventure through the basement, and even somewhat beyond...

***

~Roivas Mansion 2F, Max's Study~
Items Found: Flintlock Ammunition

Once the cut scene finishes, Max will become playable. Bring up the pause menu
and head over to the map. You will notice that we are currently in the room
titled "Max's Study," however, in Alex's time, this is actually the Guest
Bedroom (you'll notice that the room looks roughtly the same, minus the
furniture and some other elements being different). Max will start his chapter
with only two things: his Medical Journal and a single Flintlock Pistol. Both
of these are available in the Inventory. Don't bother equiping Max with the
Pistol yet, as there will be no enemies for a while.

Walk Max around to get used to his body - you will notice he is different to
other characters. Max, since he has been a hermit in his house recently, has
become rather fat and bulky. He, in a way, is actually the toughest character
to use in the game. Walk around the room and examine all of the portraits and
pictures on the walls around the room. The bookshelves here are filled with
Max's medical journals and medical reports. There is also some Flintlock
Ammunition on the desk right in front of Max (this is actually easy to miss).
Be SURE to pick it up (you'll want all the ammo you can get for later), and,
once ready, head out into the Second Floor Hall via the only door in this room.
You may wish to save your game just so, if you do end up dying later, you'll
start back in Max's chapter instead of Alex's (so you can skip the cut scene).


~2F, Second Floor Hall~
Items Found: Flintlock Ammunition

The Second Floor Hall is, physically, exactly the same as it is in Alex's
chapter. Of course, there are a few differences, such as the furniture and
the beautiful green carpeting on the floor is still in one piece, instead of
it rotting away in Alex's chapter (although, in Alex's chapter, the carpet is
red instead of green so it must have been changed). The pictures on the wall
are also different. All of the doorways in this hall are the same as in Alex's
chapter. Right next to Max's study is the door that leads to the Bathroom
(the Guest Bathroom in Alex's chapter). This room is too dark for Alex to enter
in her chapter (at the current moment at least), however Max will be able to
enter it. Head on down the hallway here to the left of the Bathroom.

One major difference to Alex's chapter is that the door leading to the
Servant's Quarters is here (this door is wallpapered up in Alex's chapter).
Max cannot open it up, and he also senses great evil from behind the door. His
mind might just be playing tricks on him. If you remember back to Alex's
chapter, when she first came down this part of the hall in her chapter, she saw
the ghost (or, at least we think it's the ghost) of Max walk through the
wallpaper into the Servant's Quarters. Yes, there is a bunch of foreshadowing
there as to the purpose of this door...

At the end of this hall is the stained glass window, and it is also different
in comparison to Alex's chapter. In Alex's chapter we saw a portrait of a woman
holding a piece of paper. This time we see a sunny landscape with a small
village in it. The sun is in the very centre of the sky. Examine this and Max
will find that the arrangement of the colours and shapes are somewhat unusual.
There isn't anything we can do down this hall right now, so head back to the
Bathroom and Study doors.

Once there, head down the hallway leading to the Master Bedroom. You will see
some differences down here too. Firstly, the clock you see in the centre of the
Main Foyer in Alex's chapter is now on a desk. Max cannot examine the clock.
The bust who's head follows Alex isn't here either. Instead, on the same table
you'll find a bunch of unimportant books and paper. There is also some
Flintlock Ammunition here, so be sure to examine the area and pick it up.
The double doors leading to the Main Foyer are in the exact same location.
Don't go there just yet. Instead, head to the end of this hall to the door that
leads to the Master Bedroom. This door is unlocked, so head on through.


~2F, Master Bedroom~
Items Found: Letter #1, Codex (Redgormor Rune)

The Master Bedroom looks almost the same in Max's time as it does in Alex's.
Head over to the nightstand beside the bed. There is a letter on here. Have
Max examine the table and, when asked, have him pick up the letter. The letter
will be added to your Invintory. This is the first of four letters that Max
will find throughout his adventure through the mansion. Go into your Invintory
and select the letter to read it:

 "Dear Friend,

 The antiquity of which you ask is indeed the Tome of Eternal Darkness, or a
 copy of it at least. Its secrets are still hidden from me, for I have been
 unable to read it, as have most scholars who have tried.

 It will remain within the sanctity of the mansion, for in the wrong hands it
 would be a powerful weapon.

 Peruse it if you will, but beware its magick... It is a harsh mistress.

 -Aaron Roivas"

This letter is written in longhand with some nice precision. It was written by
Aaron Roivas, who is actually Max's father. Max enherited the mansion from him
after Aaron died. This letter reveals that the Tome of Eternal Darkness is or
was in the mansion, and that Aaron was fully aware of the history behind the
book. Unlike Max, however, Aaron was not chosen by the Tome to use its power in
the fight against the Eternal Darkness, so the book just arose curiosity. For a
full diagnosis and opinion of this letter, please view my Letter FAQ right here
on gamefaqs.

Once you are finished with the letter, head over to the fireplace opposite the
end of the bed. Take a look at the mantle of the fireplace (the wooden beam
located just over the fireplace) and you'll see that Aaron had placed a Codex
here. We havn't found any Runes yet, so when you pick this up, Max will have no
idea what it is for. This Codex is actually for the Redgormor Rune, which Max
obviously hasn't found yet. In fact, you don't even have the Tome of Eternal
Darkness yet, so you can't cast any spells. Once you find the Redgormor Rune
and the Tome, the Tome will be able to identify the Rune for Max. We will be
getting both rather soon.

If you look around the room you'll also see a servant who is hard at work. He
is currently scrubbing the posh wooden floor right near the fireplace. Talk to
the servant to get some rather eerie information. The servant feels oblivious
to Max's presence in the room, and he also feels overworked. Aside from that,
this servant will do nothing more right now. Once you have picked up the letter
and the Codex, go over to the right of the fireplace. There is a door here,
just like in Alex's chapter, that leads to the Master Bathroom.


~2F, Master Bathroom~
Items Found: Flintlock Ammunition

There is very little for Max to do in here but explore, and pick up some more
Flintlock Ammunition. The Master Bathroom does look different now that it did
in Alex's chapter. Max won't suffer any Sanity effects from looking into the
bathrub unlike Alex, however he can examine the mirror overtop the sink. While
looking at himself, Max thinks that his face looks tired and worn with a small
glimmer in his eyes, "the beginning of a growing madness." The bathroom does
look quite nice now in comparison to Alex's time, thanks to the wooden decore,
and it actually looks clean. Do also notice how the room contains candles
instead of electric lights (since electricity wasn't yet around during Max's
time). At least the game follows to historics.

Head over to the shelf beside the bathtub. There is a bag of Flintlock Ammo
here, which is something that you will want. Have Max pick it up and then
head back into the Master Bedroom, and from there, back into the Second Floor
Hallway, so we can continue on with our adventure. Once there, head all the
way down the hall to the Bathroom, which is where you must explore next.


~2F, Bathroom~
Items Found: Flintlock Ammunition

At least you can see what this room looks like now (the physical parts of the
room at least, since it is fernished differently in Alex's chapter). You can
look around the bathroom to see what there is around here, which isn't all that
much. There is some Flintlock Ammunition on a shelf. There is also a lone
servant in here cleaning the room up. Max can try talking to him, however the
servant will not respond as he is preoccupied with his duties. Exit the
Bathroom to get back into the Second Floor Hallway.


~2F, Second Floor Hallway~
Items Found: None

Simply head down the hall here, back towards the Master Bedroom, however stop
at about the halfway point. Once you see the small alcove in the foreground
wall, head in there (directly across from the counter-top clock) and go through
the double doors leading to the Main Foyer. They are unlocked, and we must head
here next to continue on.


~Roivas Mansion 1F, Main Foyer~
Items Found: Letter #2, Flintlock Ammunition

You will be at the top of the double staircase right now, just like you would
be in Alex's chapter if you left the double doors from the Second Floor
Hallway. There is a maid here who is running around. If you have Max talk to
her, she will make some chat. She mentions something about the temperature in
the room, and how it isn't quite right. Aside from that, she has no importance.
Head to the other side of the landing up here and look down to the first floor.
There is a servant who is working here. Decent down these stairs to the first
floor.

Head to the area between the two staircases leading up to the second floor of
the Main Foyer. There is a clock here on a table, just like ther was in Alex's
chapter. Eerily, the hands of this clock are stuck at the time of 3:33, which
seems to be the number of the Eternal Darkness (we've seen this number several
times now). There is also a letter here, the second one from Aaron Roivas.
Have Max pick it up and add it to his Invintory. You can read it from there:

 "Dear friend,

 The House has been forsaken by the Ancients - I dare not enter it for my fear
 of my mortal soul. I would suggest that you leave also. Bring the book. It is
 a far more potent tool that you have learned, and may well swing the balance
 in our favour.

 - A. Roivas"

Max describes the letter being written in "scrawled" and "panicked"
handwriting, which is different from the first letter (which was written with
a calm hand). It seems that Pious and the rest of the Eternal Darkness have
found out about Aaron Roivas, and they are probably going to have it in for
him (so that's probably how Aaron died). A better diagnosis of this letter can
be found on my Letter FAQ, located here on gamefaqs.com.

Head over to the servant in the main area of the Main Foyer. Talk to him. This
servant is in a rather good mood in comparison to the others Max has talked to.
He bids Max a good day, and then resumes his cleaning of the Foyer. Have Max
examine the windows near the front door of the mansion. You can see that the
landscape outside is quite different to that of Alex's time. Firstly, the sun
isn't setting here. Secondly, the landscape actually looks rather nice, instead
of the dull, yellow shine you see in Alex's chapter. Max will notice that,
despite how hard the servants of the mansion work, the mansion never seems to
get clean for any amount of time.

You can also have Max examine the front door of the mansion (right near to
where Alex started her chapter, and it's to the left/right of the windows at
the front of the mansion down a small hall, so it's hard to miss). You can try
to open the door, which is unlocked, however Max refuses to leave the mansion
right now (unfortunately for him). The growing sense of adventure and the
overall mystery of the mansion has struck Max's attention, and he will not walk
away from this mansion until its mysteries are fully solved and documented
into his books.

Head over to the left of the Main Foyer now, to where the telephone was in
Alex's chapter (that contained the weird Sanity effect with Edward's voice).
The two doors that lead to the Kitchen are still here, and the one that leads
to the Dining Room is also here. Both of these doors are unlocked for Max.

Head over to the right side of the Main Foyer now. This side of the mansion is
quite different. Firstly, there is no door leading to the Library, as it has
not yet been built (as I mentioned earlier). In the place of the door is a
table and a picture on the wall. Head to the end of this small path, where you
will find another large difference. There is a magickal sigil on the wall here,
glowing in the dimish light. If you remember back to Alex's chapter, the door
that leads down to the Basement is right here! Hmm.. that's weird. The sigil is
surrounded by a three-point triangle of the same alignment to Pious's master.
We cannot do anything with this yet, however we will be returning here once we
have learned the Reveal Invisible Spell, which we will be rather soon.

To the right of this glowing sigil is a completely photo-realistic painting of
the Main Foyer (this doesn't make much sense, as no painting can be this
accurate, and photos weren't yet invented at this time in history, so something
is weird about this picture). What makes this picture even more interesting is
that you can see there is a door in the painting where the magick sigil is
right now! Some more foreshadowing to the future... If you have Max examine
this, he will wonder why anyone would put so much detail into an inaccurate
painting.

On the wall opposite the weird painting is a picture of the hierarchy of the
alignments (the rock-paper-scissors formation). There isn't anything important
about this, at least not yet. We will return here later. Finally, take a look
at the shelf near the picture of the alignments. There is some Flintlock Ammo
here in a bag. Be sure to pick it up!

There is nothing else to do inside of the Main Foyer right now (unfortunately,
this is the only time this place will be peaceful, so say goodbye to it), so
head over to the left side of the Main Foyer and enter the Kitchen. This is
done by going through the double doors at the end of this hall, in relation to
the same wall where the magickal sigil is over to the right of the Main Foyer.


~1F, Kitchen~
Items Found: Codex (Alignment Rune), Pump Handle, Flintlock Ammunition

There is lots of good stuff inside of the Kitchen. Take a look at the area
between the two doors that lead back to the Main Foyer. There is a Codex for
an Alignment Rune that we have not yet found (we are about to be able to cast
our spells to all three major alignments!), but we will soon. Since Max doesn't
have the Tome of Eternal Darkness yet, Max cannot yet examine what is on this
Codex. Once we do have the Tome, however, you can have Max examine the Codex
as much as you want. Of course, the best part of this is that as soon as we
find that next Alignment Rune, it will be discovered right away. Pick it up
for now.

Head over to the pantry, which is in the same location as it was in Alex's
chapter. Alex found the Spice Jar here which gave us access to Max's adventure.
There are some spices still in here (including the same Spice Jar as in Alex's
chapter surprisingly), but the main item of focus is the barrel over to the
left. There is a Pump Handle on the top. Have Max pick it up, and then leave
the Pantry and continue exploring the Kitchen.

Head over to the opposite side of the Kitchen in relation to the Pantry. There
are some shelves here with all sorts of items, including some more Flintlock
Ammunition! Pick it up. You should have quite a bit of ammo right now... get a
feeling that the game is setting you up for something yet?

There are two maids inside of the Kitchen who are working hard to try and keep
the place clean. One of them will ask Max if he is hungry; she is currently
making dinner for Max. The other maid will not be so happy, despite talking
without problem. She mentions that there is a strange air inside of the room.

This is all you can do inside of the Kitchen for now. Have Max exit the Kitchen
and head back into the Main Foyer via either door leading out there. Make sure
that you have picked up the Codex (for Alignment Rune), Flintlock Ammo, and
the Pump Handle (very important to get this Pump Handle) before leaving. There
is only one door that you havn't yet been through in the mansion, and that is
the one that leads to the dining room. Head on in.


~1F, Dining Room~
Items Found: None

Personally, I find this to be one of the most graphically stimulating rooms in
the game, especially if you have the brightness of the game set to a medium
level (this can be adjusted in the pause menu). The room looks a lot like it
does in Alex's chapter, however there is no piano and the main dining table is
different. There is a servant cleaning over by the windows. Talk to him, and he
will simply ask Max if he needs anything. You can't answer this question.

The only area of interest in this room is actually the area that will advance
Max's adventure. Head over to the fireplace, which is currently lit by a nice,
warming fire. Above the fireplace is another image of the hierarchy of the
alignments. This image looks exactly the same as the one you saw in the Main
Foyer near the magickal sigil covering up the entrance to the Basement. Below
the image are four more sigils carved into stone plates. From left to right,
the sigils represent the following alignments: Ulyaoth (blue), Mantorok
(purple), Chattur'gha (red), and Xel'lotath (green). There is a statue of a
raven (the classic bird of mystery and death, as if it is warning you that
something is coming soon) sitting in front of the plates. Have Max examine the
fireplace. A message will say the following: "When darkness spreads its wings
in front of [name of Pious's ancient], the path to truth will be opened."
The name inside of this message will vary depending on which Ancient Pious
serves. If he serves Chattur'gha, then Chattur'gha's name will be in the
message.

Once you have read the message, Max will be able to move the Raven statuette
in front of any of the alignment sigils on the plates. The puzzle here is
simple, as the answer was given in the previous message. If Pious serves
Chattur'gha, then you must move the Raven to the sigil that opposes Chattur'gha
(so it would be Ulyaoth, blue). If he serves Ulyaoth, then position the raven
in front of Xel'lotath (green). Finally, if he serves Xel'lotath, position the
raven in front of Chattur'gha (red). Mantorok will never be used here, as
Mantorok opposes all of the other Ancients.

Press the A button once you feel you are right. If you are, the puzzle will be
complete, and the back wall of the firepalce will drop down, blowing out the
fire and revealing a passage secret passage to the Secret Study. Do be warned,
however, that if Max choses the wrong sigil, then he will take a small amount
of damage to his Health meter, and you must try again. Once the passage has
opened and you've regained control of Max, have him enter the secret passage
to enter the Secret Study! Surprising he can fit through this small passage
considering he is so damn fat!


~1F, Secret Study~
Items Found: Reveal Invisible Spell Scroll, Tome of Eternal Darkness,
             Letter #3
Weapons Found: Sabre, Flintlock Pistol

Been wondering where this was, havn't you? Unfortunately, entering here was
easy, however leaving and going back to the main parts of the mansion will not
be so fun. Like in Alex's finding of the Secret Study, Max will find plenty of
great items in here. To the exact right of the fireplace (as you are facing it)
is the Reveal Invisible Spell Scroll. Be sure to pick it up, or else you won't
be able to learn this damned important Spell (you could learn it by playing
with your Runes, however this way is obviously easier). Of course, since you
don't have the Tome of Eternal Darkness yet, you cannot examine this Scroll
any further.

Let's go around this room in a clockwise rotation. Eventually you will find a
Sabre, a very long, thin, but sharp sword, hanging on the wall in a small
stand. Have Max examine it and pick it up; this will be his main fighting
weapon. Next, continuing to move clockwise around the room, you will see a few
other interesting pieces of information. The picture of a gothic cathedral that
Anthony visited is still on the wall (as it is in Alex's chapter), and there
is also another Flintlock Pistol on the wall. Pick it up, and when Max does, he
will automatically add it to the other Flintlock Pistol in his Invintory. Max
will now be able to wield two of these badboys at once, just like how Karim
could use two Tulwards (even though these guns are damned stronger). You will
also find a portrait on the wall of Mantorok's sigil in the centre of it.

Of course, the most important item in this room is the Tome of Eternal
Darkness. This sits on the large wooden desk that is in the exact same position
in the room as it is in Alex's chapter. This is the same wooden desk as in
Alex's chapter, too. In fact, even the position of books looks the same. The
only major difference on the desk if the fact that candles, not an electrical
light, are located on the top. Pick it up to continue Max's story. Max will go
through the typical flashbacks (this short cut scene is now starting to get
longer) before coming back to his senses. Once you have the Tome, you can now
examine your Reveal Invisible Spell Scroll, and the two Codices that you have
found earlier in the Master Bedroom and Kitchen. The Reveal Invisible Spell
requires both the Redgormor Rune and Narokath Rune. We already got the
Narokath Rune in Karim's chapter, and it is in the Tome's invintory, however
Max hasn't yet found the Redgormor Rune. This Rune must still be somewhere in
the mansion...

After you pick up the Tome, the real fun starts to begin. Remember that a
character will start meeting up with the minions of the Eternal Darkness once
they have the Tome, and that is no different here. Upon picking up the book,
a shot cut scene will occur. Back in the Main Foyer, a giant Horror will appear
right out of thin air, and there is a Rune inside of it! It is obvious where we
must be heading next: back to the Main Foyer!

The scene will now shift back to Max in the Secret Study. A piece of paper will
fall out between two pages in the Tome and onto the desk. Max will
automatically pick it up and add it to his Invintory. You can read it from your
Invintory:

 "Dear friend,

 As I suspected, the Ruins of Ehn'gha - that blasted necropolis - lies deep
 under the site of the mansion! The occursed servants of [Pious's Master] are
 so close I can almost hear their chittering!!

 There is a secret opening in the basement, and from there we can gain access..
 I urge you to gather some men and seal it, or better still destroy the whole
 damned place!!

 I have stowed something that you will find useful on the upper level. Look to
 the light, and you will find it.

 I wish that I could be at your side, but my ailment worsens daily and I know
 that my time is short...

 -A.R."

Max notes that this letter is written in handwriting that is nearly impossible
to read properly, however he is able to decipher it properly. Aaron Roivas has
discovered the plans of the Ancient whom Pious serves, however it is quite
evident that Aaron had no luck in fighting the Eternal Darkness off, since a
Horror just appeared in the Main Foyer, and the door to the Basement is
currently sealed off.

We must now head back to the Main Foyer and take care of the Horror in there,
however the Horror is the least of your troubles. We must take out a few other
issues on the way there, some that aren't very fun to complete. Be SURE to
cast an Enchant Item on both your Sabre and Flintlocks, and cast a Recover
Health if you have lost any (and assuming you can do that). Do all of this
while you are in the Secret Study, as you won't have proper time later. Oh,
AND SAVE YOUR GAME!!!! Head back through the fireplace entrance to return to
the Dining Room.


~1F, Dining Room~
Items Found: None

And now the fun starts. Remember the whole Bonethieves inside of humans in
Karim's chapter? Well, that has happened again here, however we are no longer
fighting possessed soldiers, we are fighting possessed servants! The friendly
servant that was inside of the Dining Room before is no longer so nice. Once
Max has climbed out of the fireplace, the servant will attack! They can only
attack with their fists for now. Target the poor man's head, and keep attacking
it to destroy the human shell containing the Bonethief. Once the shell is gone,
the Bonethief will burst out, murdering Max's Sanity meter. QUICKLY slice off
the head while it is still screaming (and standing still) before it can start
running around. DO NOT USE THE FLINTLOCKS!!! They take a long time to kill the
Bonethief, and you'll want to save the ammo for later. The Sabre is best!

Once you defeat the Bonethief, don't finish it! Head over to the side of it
and you will see a different option here this time. Max has the chance to
attempt an Autospy on the fallen creature to find out about it. This has been
put into the game for players without a guide, as they can learn about the
creatures this way. Max will scan the Bonethief for its strengths, weaknesses,
and characteristics (he will do this for any enemy once). Of course, these
Bonethieves are the same alignment as Pious's master, so in order to gain info
on all types of Bonethieves (each alignment), you'll have to play through the
game three times, having Pious serve a different master each time! More on this
much later (at the end of the walkthrough section of this document). Once Max
has performed the Autospy, he can perform a Finishing Move (do it to regain
your Sanity).

When Max performs an Autospy for the first time, a short tutorial will start up
showing you how they work inside of your pause menu. Instructions on how to
view Max's findings will be shown here. You can select Autospy from the Journal
submenu to see a complete list of the creatures that Max has scanned. Max will
see all creatures in the game except for Gatekeepers, so you'll get a great
list of Autospies in time. You can select any creature at any time to hear
Max's vocal diagnosis'. Once finished doing the Autospy and Finishing the
Bonethief, head through the door back to the Main Foyer. Save your game too if
you wish. If you health and sanity are low, I suggest recovering them now
(if you can for either/or/both) before entering the Main Foyer.


~1F, Main Foyer~
Items Found: Redgormor (Area) Rune

You'll have to put up with quite a fight in here. There were two servants in
the Main Foyer before. One of them is huddling over in fright, whereas the
other will automatically rush you. This servant (who rushes you) obviously has
a Bonethief inside of her. Take off the shell and quickly destroy the Bonethief
with your Sabre. Of course, the giant Horror and its long distance magicakal
attacks can make this difficult, so do your best to keep moving at all times,
and always stay away from the giant beast!

Once the maid/Bonethief have been destroyed, focus your attack on the Horror.
It is important to take the maid out first, as she will trap you in a fight
against the Horror if you don't take her down first. Defeating this Horror can
be done in two ways. I highly recommend you use the Dual Flintlocks on the
HORROR'S HEADs (NOT THE BODY), as each shot will take off a head in one hit,
meaning you'll need 3 shots to down this thing assuming you hit a head each
time. Using the Flintlocks is awesome, as you will be able to keep your
distance from the Horror. Remember to keep moving, so that the Horror's long
range magickal attack will not hit you. Remember that the Flintlocks can fire
only ONCE before requiring a reload, and this takes some time, so make sure you
are standing at a safe distance from the Horror (who just recently let off a
Magick Attack so it won't again for a while) while reloading. Press B when
prompted to reload your guns.

If you don't want to use your Flintlocks, head over to the stairs and move
upwards. The Horror won't really follow you, as it can't fit up the stairs.
You will be more online with the heads of the Horror from up here, plus you
will be able to dodge some of its attacks. I still recommend using the
Flintlocks, however (don't waste more than 6 bullets on the Horror, however, as
you will need a lot of ammo later on).

Once the Horror has been defeated, it will fall to the ground and Max will get
the Redgormor Rune from its chest. Since you have the Redgormor Codex, Max will
be able to identify this Rune right away. Also, since you have the Nakorath
and Reveal Invisible Spell Scroll, Max will automatically learn the Reveal
Invisible Spell upon picking up the Redgormor Rune! This spell will be added to
the list of spells in the Tome's magick pages. This spell can be cast in the
two alignments that you currently have. We must still find that last one...

Once the fight against the Horror ends, be sure to Finish him off (and perform
an autospy!). A scared servant will run up towards Max, BUT DON'T ATTACK HIM!
There is no Bonethief inside of him, and he is just running to Max for some
help. He is frightened stiff, as he is imagining that there are demons all
around him. And we thought Max was going crazy... Anyway, your Health/Sanity
may be low right now, so cast some Recover Spells along those alignments if
you can. Head up the stairs that lead to the second floor now, and head through
the double doors that lead to the Second Floor Hallway.


~Roivas Mansion 2F, Second Floor Hallway~
Items Found: Sealed Envolope, Basement Key, Letter #4

Letter #3 told us something about going to a place where Max can "look up into
the light." Remember the stained-glass window, and the sun setting over the
village? You can look up into the light there, so that is where Max must head.
Upon entering the Second Floor Hallway, turn to the left and walk down the
hallway, past the double doors to the Bathroom and Study, and turn left again,
so you arrive to the stained-glass window. Unlike in Alex's chapter, there is
no magickal barrier here, so Max won't get hurt by touching the glass. There is
a small table on both sides of the stained-glass window. Head over to the one
on the left and examine. Max will find a Sealed Envolope here that was
previously hidden (obviously by Aaron Roivas).

The moment Max picks up the Sealed Envolope, a Bonethief will shatter the
stained-glass window from the other side and will start to attack (get a heart
attack from this break and enter?). Again, target the Bonethief's head and
sever it with one chop of the Sabre to kill it right away, or the body and a
few extra hits if it's Xel'lotath aligned. Since you have already performed an
autospy on a Bonethief of the same alignment, you won't be able to do it again.
Simply have Max finish the Bonethief to regain the Sanity it stole from you
while bursting through the window.

Head into your Invintory Menu and Check the Sealed Envolope. Max will open it
up and find a Basement Key plus Letter #4 inside of it. This letter was also
written by Aaron Roivas, and it is the last one that you will find from him.
Here is what it says:

 "Dear friend,

 As I expected, the beasts are drawing closer to our discovery. They want the
 book for themselves, it seems, and do not want us to have it in our
 possession. I have taken steps to ensure that their ilk will not touch the
 key in this envolope, should you fall prey to their claws.

 The envolope containing the Basement Key has been sealed with a corrosive
 magick - if one not aligned to us tries to open it, it will be release,
 inflicting pain, suffering, and a grievous blow to their sanity, should they
 have any left!

 Be swift with your task!

 -A.R."

Max mentions that this letter has been written in "scrawling" handwriting, so
Aaron has obviously been writing faster while under more and more pressure,
as he knows his life is coming to an end. Aaron's corrosive magick must have
been working, as no enemy has been able to get the Basement Key from inside the
Sealed Envolope. It is fairly obviously now that Aaron was killed by the
Eternal Darkness, since it seems he knows that they are out to get him now.

Searching through the Second Floor:
Bonethieves - everywhere. Now that the Eternal Darkness has attacked the house,
many of the servants are now possessed. If you remember properly, many of the
floors in the second floor actually had servants in them, and most of them are
now possessed. I highly recommend not visiting any of the rooms I'm about to
list because, not only is there nothing in here of interest (hense why it was
so damn important to search the mansion before we got the Tome, so we could
search before the Eternal Darkness could come), but they are filled with
Bonethieves.

~Kitchen - One of the maids inside of here is possessed by a Bonethief. The
other one, who was cooking Max's dinner, has seemed to gone insane, as she is
now cooking with human organs. Yummy!

~Bathroom - The single servant inside of here has been possessed by a
Bonethief. 

~Master Bedroom - There is one servant in here, and he has NOT been possessed.
Unfortunately for him, he is starting to lost his mind. If you talk to him,
he will tell Max how he is convinced that there is some unseen creature
brushing up against his leg (this is actually intense foreshadowing to
something that will play out in Edward's chapter, which takes place in the
Roivas Mansion hundreds of years later).

Okay, so now that we have the Basement Key and the final letter, it is time to
head back to the Main Foyer (simply avoid the other rooms up here). Be sure to
save before you head back into the Main Foyer!


~1F, Main Foyer~
Items Found: Alignment Rune

This is probably one of the weirdest effects that any character will witness
during their adventure. As Max exits the Second Floor Hallway through the
double doors and gets back into the Main Foyer, the screen will drain into a
serpia-tone (this is a sort a bland-reddish colour, seen mostly in old
photographs). There is yet another Horror here on the first floor of the Main
Foyer, right where you fought one not to long ago (and got the Redgormor Rune
from). What makes this interesting is that it is impossible to know whether
what is going on is just in Max's mind or not. The screen will turn to serpia-
tone regardless of Max's Sanity level. Of course, how would this be fake if
Max ends up getting an Alignment Rune from the beast? This is for you to
decide!

Head down to the stairs until you reach about a quarter of the way from the
bottom. Use the same techniques here that you used against the Horror in the
last fight. Stand on the stairs so the Horror can't directly reach you (but
keep moving to avoid the magick attack that it has), and fire some shots at
each of the three heads from your Flintlock pistols (remember to Enchant your
shots so they do some extra damage). If you wish to save some more ammo, which
might be a good idea, simply stand at the bottom quarter of the stairs (the
Horror will approach you, but can't physically reach you) and use the long
reach of the Sabre to take down the heads. Once the Horror has fallen, you will
get the third Alignment Rune. This Rune is the same one as described by the
Codex that Max found a little while ago in the Kitchen. You will not be able to
cast all of your spells under Chattur'gha, Ulyaoth, and Xel'lotath Alignment!

This is where things get weird, and you question about what just happened. Once
the fight is over, the screen will flash white, and Max will appear right
at the double doors leading to the Main Foyer in the Second Floor Hallway. The
serpia-tone effect is now gone, and the game colours have gone back to normal.
Max still has the Alignment Rune inside of his Spell menu, however, it seems
that this was only a dream. Weird...

Head back into the Main Foyer and go down the stairs, over to the right side
of the room. Head down the small hallway that contains the sigil on the wall.
Examine it and you'll notice that the sigil is of the same alignment of
Pious's Ancient, and that the triangle pattern around it looks like the
Three-Point Circle of Power that we cast all spells under. You will see sigils
on walls like this in the future, so read carefully here what to do. In order
to get rid of this sigil and reveal what is invisible, you must cast a
Three-Point Reveal Invisible Spell while near the sigil (standing right in
front of it). Here's the catch though: You must cast the spell in under the
Alignment that Pious's Ancient is MOST VULNERABLE TO! If the sigil is red, then
you must cast a blue Reveal Invisible. If blue, then you must cast a green
spell. Finally, if green, then you must cast a red spell. Take a look at the
small picture to the left of the sigil on the wall if you can't figure out
which alignment to cast the Reveal Invisible spell under.

Once you cast it properly, the Reveal Invisible Spell will destroy the digil
on the wall, and the illusion of there being a wall there will now dissipate.
The door that leads to the Basement is now revealed. If Max tries to open it,
however, he will notice that it is locked. We have already gotten the Basement
Key from the Sealed Envolope that we got near the stained-glass window in the
Second Floor Hallway. Head into your Invintory menu and Use the Key here to
open up the Basement Door. Once it is unlocked, head on down to the Basement!

Note: Before you head down there, you may wish to go to the Kitchen. There is
a maid in here who is possessed by a Bonethief, however there is also a Trapper
in here. Shoot the Trapper with a single Flintlock shot, and then have Max
perform an Autospy on it. It isn't really a big deal, and dealing with that
maid/Bonethief can be a pain, so only do this if you really care about it.


~Roivas Mansion B1, Basement~
Items Found: Damage Field Spell Scroll, Codex (Bankorok Rune), Flintlock Ammo

Head down the stairs here leading to the main area of the Basement, which is
actually quite a small area. We havn't explored this in Alex's time as the
door leading down here is locked, so this will be a first time adventure. At
the bottom of the stairs you'll see a few Zombies, one of which has a Bonethief
inside. Have Max perform an Autospy on a downed Zombie so he can record his
findings of Zombies. Perform one on the Bonethief if you havn't yet done so
elsewhere in the Mansion. Getting good at fighting these creatures yet? I hope
so, as you will be meeting many, many more in later chapters of other
characters.

Head over to the lower right part of the room, where you will see a small water
well. There is a Damage Field Spell Scroll on the side of it. Have Max pick it
up, and then examine the Scroll inside of the Magick menu. One of the Runes
required to cast you currently don't have: the Bankorok Rune. We will be
finding this soon, so you will be able to cast this useful Spell in a short
period of time.

Head over to the other side of the well, where you will find a Codex. This
Codex is for the Bankorok Rune that we will find soon. Be sure to pick this up
so Max can identify it when he gets it.

Now, head over to the other side of the room, over to the left of the well.
Head into the corner of the room here and Max will find some Flintlock Pistol
Ammo in the very corner; this can be easy to miss. That is all of the ammo
that you will find, so I hope you have saved some up for the boss fight that
is coming up!

It is now time to head even further downwards, into a place of true mystery.
Head over to the well (where you found the Damage Field Spell Scroll and the
Bankorok Rune Codex) and have Max examine it. He will notice that the well has
a pump to drain the water, however the Pump Handle is missing, so he cannot
use the pump. Fortunately, we already have the Pump Handle! We found this in
the Pantry of the Kitchen (hopefully you picked it up when we did, otherwise
you must head all the way back up there to get it, and deal with the Bonethief
and Trapper in there if you havn't already done so). Head into your Invintory
and Use the Pump Handle here, which will drain all of the water from the well.
This also reveals a ladder leading downwards into a unknown passage. This will
take you to the second floor of the Basement. Have Max climb on down!


~Roivas Mansion B2, Lower Basement~
Items Found: Bankorok Rune

As you climb down the ladder, Max may experience a rather scary Sanity Effect,
especially if your Sanity is quite low. I won't spoil this effect as it is
quite unique. If you do experience the effect, simply climb back down once
Max has regained control of his mind.

Once you have reached the bottom of the ladder successfully, Max will see a
Mantorok Zombie approaching from the path to the left. There is a giant
spiriling staircase leading downwards in this giant room, and it is fairly
evident that this Basement wasn't created by those who built the mansion.
There is a very large Mantorok Zombie down here with a Rune inside of its
chest. Take it out easily to retrieve the Rune. Max will be able to identify it
immediately since we just got the Codex for it back in the first level of the
Basement. This is the Bankorok Rune, and you are now able to cast the Damage
Field Spell, something that you will be using quite soon.

Start going down the stairs now. About half way down Max will see a small break
in the wall, leading to a balcony. This is probably the most increadible
vision that any character will see (both Edward and Alex will eventually be
here). This balcony overlooks a HUGe underground city with a very bright light
shining from the centre. This is the Runes of Ehn'gha, a city that is the
headquarters of the Eternal Darkness here on Earth. This is where all of the
enemies that you fight come from. Aaron Roivas referred to this place in his
third letter. On the floor of the balcony that Max is standing on is a giant
sigil of Mantorok. In fact, the pattern on the ground here looks almost
exactly the same as the picture we saw in the Secret Study of Mantorok's sigil.
It is quite evident that Max isn't the first member of the Roivas family to
make it down here and witness this increadible view. You can examine the view
to hear what Max has to say about this place. Be SURE to cast Recover Spells to
fill your Sanity and Health meter to their fullest! Also make sure to cast
Enchant Item Spells on your Flintlock Pistols in the Alignment that OPPOSES
Pious (this is VERY important). Oh, and SAVE YOUR GAME!

Once you are finished looking, head back out to the staircase and head all the
way down, where you will reach your final target...


~Ruins of Ehn'gha, Entrance~
Items Found: None

A short cut scene will start when Max reaches the end of the staircase and
enters the entrance of the giant Runes of Ehn'gha. Unfortunately for Max, the
Runes are guarded well. The Darkness has placed a Guardian, the strongest
being in their army, to keep you out. The Guardian will appear behind him and
will cast a very powerful Damage Field Spell, blocking the way to the staircase
that leads up. It is evident that only one person will be leaving here alive.
You cannot escape regardless of how hard you try (you cannot break the Damage
Field that the Guardian casts), so you will just have to fight this thing.
Firstly, fighting Guardians will become a second nature, as Edward and Alex
will fight several of them in their chapters. Fighting one for the first time,
however, is difficult, because there is a pattern in fighting these things
(especially since we don't have a magick spell that will really help Edward and
Alex out in fights against Guardians).

Guardians have no physical attacks, which is actually a bad thing. Guardians
rely on their ability to cast powerful magickal spells, and this is something
that Max cannot compete with. They can cast Damage Field (creates a circle of
magick, aka protection, that will cause damage to Max if he walks into it),
Summon Zombie (will create a Zombie that is loyal to the Guardian, and of the
same Alignment), and Magickal Attack (sends a large wave of pure Magick energy
towards Max in a large bolt along the ground, however this has limited range).

Hopefully your Flintlocks have been Enchanted to the alignment that the
Guardian is weak to. If the Guardian summons any Zombies, then I highly
recommend that you take the Zombies out first! It isn't fun having them walk
after you, draining Sanity. If you fail to Enchant your guns in the opposing
alignment of the Guardian, then this fight will, quite literally, take
forever, as these things have LOTS of health. If the Guardian is Chattur'gha
(red) aligned, then make sure your guns are Enchanted under Ulyaoth (blue).

Here is how you fight these things. Never get to close to a Guardian, as you
don't want to get trapped in a spell. On the contrary, if you see the Guardian
starting to cast a spell, FIRE AWAY! If you have a bullet from your Flintlocks
strike the Guardian while it is summoning, it will cause the Guardian to move,
therefore destroying the casting. The worst possible scenerio during this
fight is if you let the Guardian cast a Damage Field, which it will do when it
is starting to lose health. If it casts a Damage Field, it WILL NOT move from
behind it, and it will continue to cast Magickal Attack spells over and over
again. So, how do you get rid of this spell? Simple: fire shot after shot from
the Flintlock pistols (PROPERLY ALIGNED) at the Field until it falls. A few
shots will destroy it. You can cast a Damage Field of your own to protect
Max (which you may wish to do if you have to Enchant your weapons so you can
stand still and avoid the Magickal Attack spells from the Guardian). You can
run in and out of your own Damage Field as often as you like. Oh, and be sure
to cast the Damage Field under the alignment that the Guardian is weak to
(the same alignment as you are Enchanting your weapons).

This fight is all about patience and strategy. After a good amount of time, and
after about 5-8 shots from your Enchanted Flintlocks (it could take as many
as 15 if you don't Enchant them), the Guardian will fall. I also want to note
that you cannot target the different parts of the Guardian, considering some
of them don't even have certain body parts (such as Xel'lotath Guardians having
no heads). While pressing R to target, Max will simply target the whole being
at once. It's hard to miss when firing a shot at the Guardian, assuming it is
not hiding behind a Damage Field. Once the Guardian has fallen, Max's chapter
will be over.

***

A cut scene will now take place. Max walks up to the dead Guardian and expects
it, adding it to his Medical Journal. Max is starting to lose his head from
what he has been seeing, with the massive Guardian finally striking a final
blow to his Sanity. Max will walk away from the corpse, heading back up the
staircase that leads to the Mansion.

The scene will now shift to a rather weird view. We are now in a dark, rat
infested jail cell that looks like it is right inside of a sewer. We see a
head-shaven man looking into the corner of the cell. The man is standing over
by the corner inside of a straightjacket, and he is also talking to himself.

The man will turn around, and, to our surprise, it is Max! He has become
completely insane thanks to the high doses of Bonethieves and aweful sights of
the Guardian. Max runs up to the door of his cell, screaming something that you
have probably heard before: "May the rats eat your eyes! I am now lost to you
cause! The Darkness comes! It will damn us all!" These are actually the exact
same words, said in the exact same tone, that Alex hears at the very beginning
of her chapter when she is finishing up her dream in which she is shooting
Zombies. The two scenes also parallel, as Alex is inside of a room in which she
cannot leave, and Max is also inside of a room in which he cannot leave (and
they are both leaning on doors when these phrases are muttered, so the two
events parallel each other perfectly). 

The Chapter Complete screen will now come into view and fade away. If you look
carefully at the inscription on the bottom of the screen, you will see the
words "The Jefferson Coombs Sanitarium, Rhode Island." I havn't done any
research on this, however I assume that this is an actual place that mentally-
ill patients went to during the same time period in our own world. The screen
will fade to black, and we will now return to Alex, who, once again, is inside
of the Secret Study in the Roivas Mansion.


~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Continued...

        ~--------------------------------------------------------------~
        |       7.2 A Death in the Family: Alex Roivas's Chapter       |
        ~--------------------------------------------------------------~

Playing as: Alexandra Roivas
Location: Roivas Family Estate, Rhode Island, 2000 A.D.
Items found: Note From Edward**, Chapter Page #6
Weapons Found: Model 37 Revolver

--Secret Study--
As always, Alex will be back sitting at the large wooden desk in the Secret
Study after Max's chapter page finishes. You will also notice that Alex's
Sanity has dropped to about 1/2 of its capacity. She will also have all of the
Runes and Spells that Max discovered, however. Since your Sanity is starting to
get low, you may wish to cast a Recover Spell under Xel'lotath to gain some
Sanity back; really depends if you wish to witness Sanity effects or not
(remember that none of these will actually hurt her, as Alex won't witness any
enemies for a little while longer).

So what do we do next? Remember the sigil that was hiding the Basement Door in
Max's chapter? Well, if you remember carefully, we saw one of these earlier in
Alex's chapter while searching around the Second Floor, more specifically the
Master Bedroom. From the Secret Study, have Alex make her way to the Main
Foyer, up the stairs to the Second Floor Hallway, and then turn right, head
down theh all, and enter the door at the far end of the hallway to enter the
Master Bedroom.

**The Note from Edward will not appear to all players. After Max's chapter, as
Alex gets up from reading a book, she may find the Note inside of the Tome
as long as this following condition is met: You have not yet picked up the
Dresser Key from the clock in the Main Foyer. If you havn't, here is the note
that she will find:

 "My dearest Alex,

 I wish you didn't have to follow this goose chase, but it is necessary to
 slow down the enemy. The timepiece in the foyer hides a secret. A story to be
 told....

 Your Loving Grandfather,

 Edward"

So, if you havn't gotten the Dresser Key from the clock between the double
stairs in the Main Foyer leading up to the Second Floor, be sure to do it now
once you get to the Main Foyer (simply examine the clock and Alex will find
it).


--Master Bedroom--
Head to the left side of the bed to see the dresser (it's near the door leading
to the Master Bathroom) that contains a three point sigil on it. There is an
illusion here that hides the lock from Alex's sight, just like the illusion
that hid the Basement Door from Max's vision. Fortunately, we are able to
easily dispel this by the same methods we used in Max's chapter.

Stand beside the Dresser and cast a three-point Reveal Invisible Spell of the
alignment that opposes Pious's ancient. This will be the exact same Alignment
as the one you used to destroy the sigil in Max's chapter, so simply remember
back to there. Assuming you've done this right, the sigil illusion will fade
away, revealing the keyhole behind. You are now able to open the dresser, or
are you?

If you try and have Alex open the dresser, you will notice that it is locked.
Thanks to the letter that you may have received from Max, or thanks to your
own adventure and observation skills, you should have found the Dresser Key on
the clock in the Main Foyer. Head into your Invintory menu and use the Dresser
Key here, which will unlock the dresser for Alex (the key will not break in
the lock, unlike the Second Floor key). Inside of the dresser you will find
two things: A Model 37 Revolver (.38 caliber) and a Chapter Page titled "A
Journey Into Darkness." The .38 caliber of the Revolver gives you a hint as to
which ammunition it will use: the .38 bullets we found earlier in this very
room on the bedside table.

As soon as Alex picks up the chapter page a cut scene will start to play. This
is the second cut scene of its kind that shows Pious in conversation with the
ancient whom he serves by the communication portal. Pious will say that "the
heart" is nearly within grasp, and he says that it will be in his possession
within months. Of course, we know that this "heart" is that Mantorok Heart that
Ellia received from the mysterious man in her chapter.

The Ancient isn't so confident over what Pious is saying. The Ancient knows
that, even if the heart is close to them, it is still protected by Mantorok's
great power. Despite Mantorok slowly dying inside of his room in the Temple,
the power that Mantorok wields still is way beyond Pious's ability. Pious has
no chance at duking it out with Mantorok, so the Ancient warns that Pious must
not be too cocky over the situation.

Regardless of what the Ancient says, Pious simply refuses to be discouraged by
this and will promise victory under whatever odds. The Ancient will accept this
speech of Pious, saying that it wishes Pious to be correct in his statements.
The Ancient reminds Pious that, without it, Pious is simply a feeble being of
flesh and bone.

The cut scene will now end, and you will regain control of Alex in the Master
Bedroom right beside the dresser. Since Alex has found the next chapter page,
it is time for her to read it to continue on with her quest. There is nothing
else to do inside of the Mansion right now until she completes the next
chatper, so you must do that now. Save your game. Head into your Invintory
menu and select "A Journey Into Darkness," which is Lindsey's chapter.


~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

        ~--------------------------------------------------------------~
        |  7.8 Chapter 6: A Journey Into Darkness - Lindsey's Chapter  |
        ~--------------------------------------------------------------~
                                   [#5921h]

Playing as: Dr. Edwin Lindsey
Location: Angkor Wat Region, Cambodia, 1983 A.D.
Items Found: Archaeologist's Brush, Aretak (Creature) Rune, Aretak (Creature)
             Codex, Bronze Bracelet, Bronze Necklace, Dispel Magick Spell,
             Gold Bracelet, Gold Necklace, Mantorok Alignment Rune, Mantorok
             Alignment Codex, Metal Bracelet, Nethlek (Dispel) Rune, Nethlek
             (Dispel) Codex, Silver Bracelet, Silver Necklace, Summon Trapper
             Spell, Tier (Summon) Rune, Tier (Summon) Codex,
             Tome of Eternal Darkness
Weapons: Colt Automatic Pistol, Kukri, Marine Shotgun, Torch


Introduction:

 "The Ancient's influence was increadible. From all walks of life, to all parts
 of the world, their tendrils crept and wrought their incidious damage. Their
 prisons decayed constantly as their Guardian's work continued.

 I discovered a mention of a breakthrough in satellite RADAR imaging that
 revealed the presence of a hitherto unknown temple mount in the Angkor Thom
 region of Cambodia. As archaeologist of some repute, Dr. Edwin Lindsey, took
 it upon himself to investigate the area to reveal the secrets of history.
 Unfortunately, the local government at the time thought differently, requiring
 that Lindsey find other means into the country and to finance the expedition.
 He found help in Paul Augustine, a collector of rare items who professed an
 interest in the discovery and agreed to help.

 After a dysentery-riddled, two-week venture Lindsey and Augustine located the
 remains of an ancient City Temple, dating back to the 12th century."

***

Get ready for what is arguably the largest chapter in the game, but also one
of the best in regards to the weapons that the character will find. No
character is better prepared to fight the Eternal Darkness right off the bat
than Dr. Lindsey. Lindsey will have a loaded Colt Automatic Pistol and 48
extra bullets in his Invintory, plus a Marine Shotgun and 30 shells in a box.
He also has a Kukri Sword that can be used to chop away at enemies from close
range. He has a Torch which can be used to illuminate the dark halls, an
Archaeologist's Brush that can be used to brush away dust and debris covering
items. One of the most important things about this chapter is to conserve your
ammunition for his two guns, as you will not find any more in the Temple from
what you have started the chapter with.

The starting cut scene is rather interesting. Edwin and Augustine walk into
the Temple, right where Ellia started her chapter so long ago. We are playing
in the 1980's now, so we havn't been here for centuries. The scene will shift
to Augustine, who is deadly pale (you should have caught on already, especially
with the Roman last name, that this is actually an old friend of ours). He
tells Lindsey that the artifact that they are looking for has been in the
temple for a long time. Augustine isn't interested in researching the temple;
he is using Lindsey to find the ancient artifact.

Lindsey gives him some information and Augustine is very pleased over this. In
fact, he is so pleased, he wishes to give a thank you with a bullet in the back
of Lindsey's head. Lindsey is able to knock Augustine down and hide behind a
piller in the room, where he hides from a few more shots Augustine fires.
Lindsey is able to pull out his gun and exhange shots, hitting Augustine in
the left arm. This doesn't even harm Augustine in the smallest way, and Lindsey
is amazed at this. Augustine now drops his disguise and reveals his true self:
Pious. Who would have known?

Pious promises that this temple will end up being Lindsey's final resting
place, just like it is Mantorok's. Pious opens up a door in this room exposing
a brand new enemy, one that he calls a "Less Guardian." To you and I, these are
Gatekeepers, one of the most difficult enemies to defeat in the game. Pious
leaves the room, and only the Gatekeeper and Lindsey are left. The door leading
out of the temple, and the one the Gatekeeper came from, close. Time to start
the chapter!

***

~Cambodian Temple 1F, Entrance Hall~
Items Found: Bronze Bracelet

You will now be able to control Lindsey, which starts off with quite an amazing
fight. The ground has a mist on it, which is the same colour of the Gatekeeper
Alignment. Whenever you see this mist in a room, you'll know that there is a
Gatekeeper within it. Gatekeepers are able to cast Summon Spells (usually
Zombie) and create monster after monster for Lindsey to fight. The longer the
battle with a Gatekeeper, the worse. Gatekeepers will, like the Bishop in
Anthony's chapter, constantly drain Sanity from you at a slow rate. While the
wings of a Gatekeeper are down, they will not be able to attack you, but they
can cast spells. Their wings are vulnerable, but hitting them with any weapon
is nearly useless. When its wings are up, the head of the Gatekeeper will be
visible, however it is able to attack this way, with it's giant tail. If you
are standing near a Gatekeeper while its wings are up, it will charge with its
tail. If it hits you, it will automatically cast a spell. Of course, while the
wings are up, you can aim and hit its head, which is the most vulnerable point
on a Gatekeeper by far.

Fighting a Gatekeeper is done like this. Equip your shotgun (you can't Enchant
it yet since you havn't found the Tome) and walk near the Gatekeeper. Once it
raises its wings and stands fully upward, QUICKLY aim for its head and QUICKLY
shoot. Do NOT give it time to strike with the tail. A single shot to the head
will make it fall back, but it isn't dead yet. Shoot at the head three more
times following the same technique and it will fall. Be sure to finish the
Gatekeeper off with your Kukri sword to avoid wasting a bullet, but be sure to
finish the thing off to take back all the Sanity it stole.

Finish off any monsters that it Summoned and then have Lindsey examine the
room. The entrance is open, but Lindsey will not leave until he finds the
artifact, hopefully before Pious is able to get it. Oh, and by the way, the
artifact is indeed Mantorok's Heart that Ellia held.

The north and south doors of this room are sealed shut, and there is no way for
Lindsey to open them. Head over to the western end of the room where Lindsey
will find a statue of a goddess. This is the same statue in which Ellia found
the Strange Necklace. That item isn't here now, but Lindsey can still examine
the statue. He will notice that it once wore bronze jewerly around the neck and
wrist. Remember this.

Head to the centre of the room. Have Max use his Archaeologist's Brush on the
tile covered in dust to reveal a Bronze Bracelet that is right on top of the
hierarchy of the alignments stone. Have Lindsey pick up the Bronze Bracelet
and head over to the goddess statue. Once standing near it, have Lindsey Use
the Bronze Bracelet (found in the Invintory menu) on the statue. Lindsey will
place it on the wrist of the goddess which will open up the door to the South
East of the room. To Ellia, this was the Dusk Room.

Head over to the door and try to head through. The moment that you do, Lindsey
will be transported to the Hall of the Tome of Eternal Darkness so he can pick
it up. You should notice that the statues of Karim and Max are now on the path
leading to the Tome. Pick up the Tome from the hand made of bones and it will
be added to your Invintory. Once again, the cut scene of flashbacks from
previous chapters will appear in Lindsey's head, telling him what has been
going on. You will now return to the Entrance Hall with the Tome in your
Invintory. Go through the door to the Dusk Room now.


~1F, Dusk Room~
Items Found: None

There are two Zombies in here, one Mantorok, and one other aligned one. Once
you have defeated them both (be sure to simply use the Kukri blade here instead
of guns, as you don't want to waste your bullets on simple Zombies; save them
for Gatekeepers). If you take a look at the candles in the small shrine, you
will notice that they are still lit, from Ellia's chapter! Lindsey doesn't know
how it is possible for candles to be lit this long. If you head to the center
of the room and examine the setting sun, Lindsey will remark that this
represents the peak of human culture and society, right before the end of the
human race. There is nothing else to do inside of this room, so head through
the door to the west that leads to the Sourthern Hallway.


~1F, Southern Hallway~
Items Found: Metal Bracelet, Codex (Tier Rune)

This place looks somewhat different to what it did in Ellia's chapter. Firstly,
there are some vines growing from the ceiling. Secondly, since Lindsey has a
Torch, it is easier to get through these halls (which seem to be darker now).
The floortraps are still here in the same places as they were in Ellia's
chapter, and they all trigger the same effect. Remember that it is the
discoloured tiles, usually the brighter ones, that will cause the traps to go
off, so be sure to avoid standing on those. There are swinging blades and dart
traps in this hallway. Be sure to use the Torch to see where you are going.

There is a single Trapper in this hallway, and, unfortunately for Lindsey, the
weight of the tiny thing is enough to trigger the traps of the hall. Equip
Linsey with his Colt Automatic Pistol (don't bother using the shotgun here) and
fire at the Trapper (remember to hold R to target the Trapper, as it is far in
the distance). Eliminate it the moment you get into the Hallway, before it has
the chance to set off traps. If traps are set, return to the Dusk Room, and
then back to this Hallway to reset the traps.

About halfway down this Hallway, on the eastern side, is a small alcove in the
wall containing a Metal Bracelet on a tiny podium. Before you try, don't bother
going back to the Entrance Hall and putting the Metal Bracelet on here. This
statue can only wear Bronze jewelry, but this will come in handy later.

Once you get to the very end of this hall, you should see a corner filled with
spiderwebs. Have Lindsey use the Archaeologist's Brush here to brush them
away, revealing something useful beneath. The Codex for the Tier Rune, one we
will be finding soon, is under here. Have Lindsey pick it up and then keep on
walking down the hall into the next room, known as the Noon Room.


~1F, Noon Room~
Items Found: Bronze Necklace

The moment you walk into this room you may get a quick startle. There is a
Horror in the corner of this small room, however it is surrounded by a three-
point Damage Field. It will not come out and attack you, but at the same time,
you cannot hit it. The door leading to the Western Hallway is sealed shut, and
you cannot open it up yet. We can't go any further in this direction around
the temple, so we must search this room for an item.

Head over to the door that leads back to the Sourthern Hallway, but don't go
through. There is a large urn near the door, and if you examine it, you will
notice that there is a Bronze Necklace on it. This can be used on the goddess
statue in the Entrance Hall, so backtrack through the Southern Hallway and
Dusk Room until you get to the Entrance Hall.


~1F, Entrance Hall~
Items Found: None

Once you are back hear, run over to the goddess statue (the one which we put
the Bronze Bracelet on it), and Use the Bronze Necklace here. This will open
the northern door that leads to the room that Ellia knew as the Dawn Room. This
will also open up the door in the Noon Room that contains the Horror; the door
that leads back to Hallway that we can't yet searched. The Horror will still be
there when you return here, so don't worry about it leaving. Head through the
newly opened door to get to the Dawn Room.


~1F, Dawn Room~
Items Found: Silver Necklace

There is a small statue of a three-headed Naga, a serpentine monster, in the
corner of this room. There is a Silver Bracelet on the front of it, but this is
actually a trap. Once you take the Silver Bracelet, all of the doors in the
room will close tight, and the Naga statue will start following Lindsey around,
firing many venom darts at you, and it even hisses "give it back."

Fortunately for Lindsey, the Naga statue cannot tell the difference between
a valuable Bracelet and a worthless Bracelet. The moment you pick up the Silver
Bracelet, head into your Invintory and Use the Metal Bracelet. Lindsey will
place the Metal Bracelet in the Silver Bracelet's place by the Naga statue. The
twin doors in the room will now open, and the statue will stop attacking you.
If you are fast enough, you'll be able to make this switch before the Naga
statue can fire a single shot at you. We now have the Silver Necklace!

For interest, have Lindsey examine the floor in the center of the room. Lindsey
will interpret what is on the ground. He says that the rising sun is the birth
of humanity in the universe. Once Lindsey examins this, you will find that
there is nothing else in this room of utter interest. Head through the door
that leads to the Northern Hallway.


~1F, Northern Hallway~
Items Found: Codex (Nethlek Rune)

This hallway is completley ridden with traps as well. Be sure to use the Torch
to lighten this Hallway up, so you can see the discoloured tiles on the ground
in a much easier fashion. There are a few Zombies in this Hallway. All of them
are aligned to Mantorok, so you can use your Torch to burn them away (be sure
to Finish them with your sword, however). Be sure to destroy them before they
are able to step on the tiles and activate the traps. If they do, you can head
back to the Dawn Room, and then back into this room, to reset the traps.

Head all the way down this hallway until you are at the very end. Before you
head through the now open doorway that leads to the Night Room, you should take
a look at the corner just before the door. There are some spiderwebs here and
dust covering an item up. Use the Archaeologist's Brush to clear away the
stuff. Pick up the Codex for the Nethlek Rune. Since you don't have it yet,
nothing will be identified, but we will pick it up soon enough. Once you have
picked up the Codex, there will be nothing else for you to do in this
Hallway, so head through the door just after the spiderwebs here to head into
the Night Room.


~1F, Night Room~
Items Found: Nethlek (Dispel) Rune

Upon entering this room you will notice that it is filled to the brim with
Zombies, all of the same alignment of Pious's Ancient. There is one giant
Zombie in here that contains a magickal Rune inside of its chest, and it turns
out to be the Nethlek Rune (we just picked up the Codex for this in the
Northern Hallway from under the spiderwebs). Since this room is so small, and
since there are so many enemies, you may wish to use the Marine Shotgun
(ESPECIALLY if these are Chattur'gha (red) Zombies) to clear them out in one
big blast. Instead of targeting a specific Zombie, wait until they are all
coming up to you in a group, and then fire one blast in their general
direction to take them all out. You will lose quite a bit of Sanity at first
in here since so many Zombies see you at once, so be sure to finish off all of
the Zombies once they are on the ground.

Once you destroy the giant Zombie, Lindsey will pick up the Nethlek Rune.
Assuming you found the Codex for the Nethlek Rune in the Northern Hallway,
Lindsey will be able to identify this Rune right away. It is known as the
"Dispel" Rune... which is a hint for something.

You can also have Lindsey examine the floor tiles in the very centre of the
room, like you have in the other small square rooms. These tiles show no sun;
instead there is a night sky here. Lindsey will interpret this as the
decline of humanity into nothingness and torment, which represents our current
time. There is nothing else to do in this room, so head through the southern
door that leads to the Western Hallway.


~1F, Western Hallway~
Items Found: Dispel Magick Spell Scroll

This hallway is loaded with traps, including some poison arrows in the northern
end and some swinging blades at the centre and southern end. There is also a
single Zombie (aligned to Pious's Ancient) in this corridor. It will walk
towards you the moment you get into the Hallway from the Night Room, and it
will trigger traps as it walks down the hallway. The blades will often kill it
before it can get to you. Once it is dead, simply head back into the Night Room
and then back into the Hallway to reset the traps so you don't have to put up
with them.

Walk slowly through the Hallway with the Torch in hand so you can easily see
the different coloured tiles on the ground that activate the traps. At the
centre of the hallway are two alcoves in the wall, to the east and west. The
eastern door has a sealed door that cannot be opened yet. There is also a
corner that is covered with dust and spiderwebs. Use the Archaeologist's Brush
to clean away the debris, revealing the Dispel Magick Spell Scroll. Since
Lindsey recently found and deciphered the Nethlek Rune, and since we have the
Redgormor Rune, Lindsey should automatically learn the Dispel Magick Spell. If
he does, then you have missed a Codex somewhere. Regardless, you can create
this spell yourself with the New Spell function.

Turn around now and head into the western alcove, where you will find a statue
of a goddess that looks exactly the same as the one in the Entrance Hall. If
Lindsey examins this one he will notice that there are shards of silver on the
wrist and neck of the statue, indicating that a Silver Bracelet and Necklace
must have been here. We already have the Silver Bracelet, so head into your
Invintory menu and Use it here on the statue. Lindsey will place it on the
wrist of the statue, however this won't trigger anything. The Silver Necklace
must be put on here too, and it won't be easy to get, as the Horror in the
Noon Room is guarding it.

Walk down the rest of the Western Hallway until you get to the doorway that
leads to the Noon Room. Before you go in here, be sure to save your game and
Enchant your Marine Shotgun to the alignment that opposes the Horror in the
Noon Room (if you don't remember what it was aligned to, simply walk into the
Noon Room from the door here, look at it, head back into the Western Hallway,
and Enchant properly).


~1F, Noon Room~
Items Found: Silver Necklace

We now have the Dispel Magick Spell, so you are now able to dispel any
three-point magick that you come across. In order to dispel the magick in this
room, you must be sure to align your Dispel Magick Spell to the alignment that
opposes the one surrounding the Horror. For example, if the Horror and the
Runes surrounding it are red (Chattur'gha), then you will have to cast your
Dispel Magick spell under Ulyaoth (blue). Make sure your Marine Shotgun is
aligned to the opposition alignment of the Horror, and then cast the spell.

Once the magick shield is gone, the Horror will roar out to fight you. It will
take off Sanity right away. Fighting the Horror in this room is very tought
since it's such a small room. You might remember how difficult it was to fight
that Horror in a very tiny, circular room in Karim's chapter. Fortunately for
Lindsey, unlike Karim's chapter, we got a very powerful Shotgun. Two blasts to
its heads from the properly aligned Shotgun will kill the Horror, so things
here won't be that, that bad. Once the Horror has fallen, switch to your sword
to finish the being off to recover the Sanity it stole from you.

You can now properly have Lindsey examine the floor in this room. The sun is
high up in the sky in the picture. Lindsey interprets this as humanity being
in its highest point, when it dominated the world. This was humanity in its
best of days.

Head over to the corner of the room that the Horror was once in. Behind where
it was is a small shrine of candles. The candle in the centre of the shrine
is still lit from Ellia's chapter, and there is also a Silver Necklace around
it. Have Lindsey examine the candle and pick up the Silver Necklace. This is
the last item we need to gain entry to the next part of this chapter, the
large second floor of the Temple. Head back into the Western Hallway.


~1F, Western Hallway~
Items Found: None

Head back to the alcove in the centre of the hallway that contains the goddess
statue. You should have already placed the Silver Bracelet on here. Now that we
have the Silver Necklace, head into your Invintory menu and Use it on the
statue. Lindsey will place the Silver Necklace around the statue's neck, which
will trigger the sealed door across the room in the other alcove. The door here
will now open, giving you access to the second floor of the Temple. Head on
down there now.


~Cambodian Temple 2F, 1F-2F Stairway~
Items Found: Aretak (Creature) Rune

The second floor is absolutely huge. Ellia never found this place, as she
dropped right by the second floor when she fell from picking up the Blowgun.
When you enter the Stairway from the door you just opened in the Western
Hallway, you will technically be on the second floor of the temple. There is a
Zombie that will greet you right away. Take it down and finish it, and then
begin walking down the stairs to the bottom.

On the way down the stairs (they are quite dark, as there aren't any torches on
the wall to light up the room) you will meet several other Zombies, all
aligned to Pious's Ancient. If they are Xel'lotath Zombies, then I suggest
using the Torch. You can take Xel'lotath Zombies out with the Torch, and you
can light your way too. One of the Zombies is rather large and contains a Rune
inside of it. Destroy the Zombie to pick up the Rune (this is the Aretak Rune,
however since Lindsey doesn't have the Codex for it yet, he will not know what
this Rune is).

You will also encounter a Gatekeeper on the staircase (hence all of the mist
around the area). Be sure to Enchant your shotgun to the alignment that
opposes the Gatekeeper (all Gatekeepers that Lindsey faces will be of the same
alignment of Pious's Ancient, there are NO exceptions here), and get close to
the front of it so that it will open its wings, revealing the head. Quickly
aim at the head and fire a shotgun shot at it. Do this again to down the thing,
and then finish it with your sword to regain Sanity.

The very base of the staircase is filled with a fog (which will be coloured if
you didn't kill the Gatekeeper) and a yellow barrier at the end with a sigil
on it. We have seen some of these in Karim's chapter. The sigil that is on the
magickal barrier is the same as the one we got from a Zombie earlier on in this
same room, the Aretak Rune. Simply walk into the barrier to dispel it (assuming
you got the Rune) and reach the door that leads to the next room.


~2F, Western Hallway~
Items Found: None

The hallways on the second floor are MUCH larger than the ones on the first.
Of course, this means larger traps, but it also means more enemies. The moment
you walk into this hallway you'll be met with several Zombies. Many of them
will step on the floor traps that trigger gigantic swinging blades to appear
from the walls. Avoid the blades and stand your groud, only taking out Zombies
if they get near you. You don't want to fight them in parts of the Hall that
contain the swinging blades, and the blades will finish most of them off
anyway! You can cast a Recover Spell under Xel'lotath to recover the Sanity
that they take if you wish. You don't want to suffer any Sanity effects down
here, especially ones that cause more enenmies to appear, as even imaginary
Zombies will cause the traps in the room to trigger.

To the south of the entrance is a giant crushing wall trap that is fairly easy
to get by, so long as you time your movements right. Across the hallway from
the entrance from the Stairway is a large stone mask. This looks almost exactly
like the mask in the Secret Study to the left of the desk Alex found the Tome
on - Edward Roivas was one large collector. Head south down the hall to enter
the next room.


~2F, South West Room~
Items Found: Gold Bracelet

There is a large, life-size statue of a guard (it looks almost exactly like
the guards that Ellia saw in her Chapter) made from stone. The guard is in a
position so that it looks like it is guarding the statue of another goddess in
the middle section of one of the walls in this room. Examine the goddess
statue and you'll notice that it is holding something under its hand, however
you cannot take it.

Head over to the corner of the room in the opposite direction of the statue.
There is a round tile on the floor here, and it will act as a pressure plate
(like how the round floor tiles acted as pressure plates in Karim's chapter).
Have Lindsey step on top of this tile, the statue of the warrior will turn to
face you and the arm of the goddess statue will rise up, giving you access to
the item that was underneath it that you couldn't get before. Keep standing on
the floor tile until the warrior is facing you completely and then step off.

Quickly run over to the goddess statue and examine it. The warrior statue will
start to turn around towards the goddess statue once again; if you aren't fast
enough, the arm will fall on the item once again, and you'll have to repeat the
process of lifting it. Lindsey will be able to take the Gold Bracelet from the
statue if he is fast enough.

Head over to the southern wall where you will see a large stone button in the
wall. These are very, very useful, as having Lindsey press it will cause all
of the traps in the hallways connecting to this room to temporarily disable
themselves. They will not stay disabled forever, so you will have to be quick
about your duties. You will hear a click when the traps are active once again.
Of course, if they do activate again and if/when you return to this room, you
will be able to press the button once again, as it will always work. Head into
the Southern Hallway.


~2F, Southern Hallway~
Items Found: None

Many things will be happening in this hallway, as you will be opening the
entrance that leads to one of the most useful items in the game in here. This
hallway is filled to the brim with traps, but they won't be a problem assuming
you turned them off in the previous room. The first trap is one that cannot be
avoided (unless you have turned them off) that will cause a green, poisonous
gas to fill the hallway for a short amount of time. Be sure to disarm this.
The next traps will cause a crushing wall to appear, followed by darts.

Head towards the middle of the hallway where you will see an interesting
puzzle that must be solved over the course of adventuring through the second
floor. There is a purple barrier made of magickal energy in front of a giant
pile of rubble blocking a doorway to a room. Above the floor, just in front of
the barrier, are red, blue, and green magickal Alignment Runes, representing
Chattur'gha, Ulyaoth, and Xel'lotath. Have Lindsey examine the rubble and he
will discover that there is a hole in the wall only large enough for something
the size of a "small dog" to pass through it. Be sure to have Lindsey stay
away from the barrier, as if he touches it, it will damage him. We cannot
dispel it under our powers; we must solve a giant puzzle to dispel it.

Continue down the hallway, where you will find more arrow traps. It is very
possible to avoid most of the floor traps on the ground here, however it is
impossible in other areas (such as the tiles that span the entire width of the
hallway, and you can't hover over them, nor will you ever be able to). There is
also another crushing wall trap and some swinging blades up ahead. Enter the
doorway at the far end of the hall to get to the next room.


~2F, South East Room~
Items Found: None

This is part one to finishing the puzzle of the purple barrier. This room is
filled with blue; consider this to be Ulyaoth's room. In the very centre is a
pedistal with surrounded by a three-point Ulyaoth-aligned Damage Field. There
is also a single Ulyaoth Zombie in the room (if you don't usually fight them,
remember to take off the head first to stop its self destruct attack). Once
you have destroyed and finished it off, cast a three-point Xel'lotath (green)
Dispel Magick spell when you are beside the Damage Field (remember NOT to walk
into the Damage Field, as it will hurt Lindsey) to take it down. If you don't
use Xel'lotath, which is Ulyaoth's weakness, then the Ulyaoth Damage Field will
stay active.

Once the field has been brought down, a short cut scene will start playing. You
will see the purple magickal barrier in the Southern Hallway, and the Ulyaoth
Rune beside it will fade away, weakning the barrier. Once you have dispelled
the Chattur'gha and Xel'lotath Runes from this barrier, then it will also fade
away, giving you access to the rubbel behind it.

Once you have control of Lindsey, head over to the southern wall of the room
where you will find a circular basin with a button. If you have Lindsey press
the button, he will see the basin get filled to the top with a very strong
acid. This doesn't have any function now, however you know it will in the
future, so remember about this acid-filled basin (the acid will drain after it
is inside of the basin for a few seconds, so you will have to press the button
again next time we come here to refill the basin, which can be done as many
times as needed).

Finally, head over to the eastern wall of this room to find a large button in
the wall. This one looks the same as the one we saw in the South West Room,
meaning it will deactivate all of the traps in the halls beside this room.
They will only stay deactivated for a short amount of time, so be quick with
things! Save your game if you wish (good time to do it) and head through the
other exit in this room that leads to the Eastern Hallway.


~2F, Eastern Hallway~
Items Found: None

There are three wall traps at the first part of this hallway, followed by
several traps that cause the Hallway to be filled with the green gas that will
sufficate Lindsey, harmimg him to great deals. As long as you deactivated the
traps, these will be no problem.

Once you get to the middle of the hallway take a look around. There is yet
another statue of a goddess here with the many arms. Have Lindsey examine this
statue and he will notice that there this statue once had gold jewelry around
its neck and wrist. We've seen this puzzle before, so hopefully you know what
will have to be done here: you will need to place a Gold Bracelet and Gold
Necklace here to activate something later on in our adventure. You can place
the Gold Bracelet here that we found a little earlier, which will fit perfectly
on the wrist. Since we don't have the Necklace, however, we cannot activate
whatever this statue will do for us, so we must come back later once we have
the Gold Necklace.

Keep on moving north through this hallway, where you will find more traps that
cause gas to fill the room, and some more crushing blocks to start crushin'.
Hopefully the traps are still off, or else the rest of this Hallway might be a
bit of a pain. Eventually you should get to the end of the hallway where you
will find the door that leads to the next room. You may wish to use the Recover
Spell to recover Health and Sanity (especially this for the next room) before
you enter the North East Room. Once ready, head on in.


~2F, North East Room~
Items Found: None

Alex will often see a cut scene between her and her grandfather when Lindsey
enters this room. Once it finishes off, Lindsey will finish walking into this
room, which can be called Xel'lotath's room. There are two Xel'lotath Zombies
in here, which can be taken out with your Torch or Sword (using the Torch is
great fun, just to see them burst into flames). The Zombies in this room will
start attacking the moment you walk in here, so be sure to take them down the
moment you get in here. Once you have taken them down, finish them off to take
the Sanity that they took from you. Head to the center of the room now.

Like in Ulyaoth's room, there is a Xel'lotath Rune on top of a small platform
in the very centre of this room, and it is surrounded by a three-point Damage
Field under Xel'lotath alignment (green). We will do the same thing that we
did in Ulyaoth's room here: cast a Dispel Magick Spell (under Chattur'gha (red)
alignment instead of Xel'lotath like last time) to destroy the Damage Field and
the Rune.

Once again you will see a short cut scene showing the purple barrier back in
the Southern Hallway, with the Xel'lotath Rune fading away. The barrier must
be getting weaker! There is only one more Rune to destroy in order to destroy
the purple barrier and, unfortunately for Lindsey, it is the hardest one to
destroy. Once the cut scene ends and you have control of Lindsey, head over to
the northern wall where you will see a large stone button in the wall. Like the
others you have pressed, this one will deactivate all of the traps in the halls
joining this room. Quickly head through the western doorway that leads to the
next hallway. You may wish to save your game here.


~2F, Northern Hallway~
Items Found: None

There is actually very little to do in this hallway aside from knowing the
traps, and watching out for the Zombies that will rush you. Here are the sets
of traps that Lindsey will face if he didn't turn them off: gas, arrows,
blades, gas, arrows, blades, arrows, gas. Simply run down this hallway as fast
as you can before the traps reset themselves, as this hallway seems to contain
more traps than any of the previous ones. The Zombies in here will also trigger
traps if you didn't freeze them, or if you don't kill the Zombies. Kill them if
you wish, or just run by them if you can. At the end of the hall is the doorway
that leads to the next room, the one where you will finally disable the purple
barrier.


~2F, North West Room~
Items Found: Dirty Necklace (Gold Necklace)

There are no Zombies in this room, which I can label as Chattur'gha's room.
Instead, there is a Horror guarding the magickal Rune in here. The alignment
of the Horror seems to change upon game files, so head in here, see what
alignment it is, Enchant your Shotgun to whatever alignment the Horror is weak
to, and then fire two shots at the heads to finish it off in little time.
Remember to finish it off with your sword once it is down. Once the Horror is
down, we are safe to explore the room.

Obviously, our main point of interest is right in the centre of the room, where
you will see a three-point Damage Field under Chattur'gha (red) alignment
protecting the magickal Rune at the centre. This time we must cast a
three-point Dispel Magick Spell under Ulyaoth alignment (blue) to destroy the
Chattur'gha Damage Field, and the Rune that it is protecting. This is the
final step in solving the puzzle, and a final cut scene will start playing from
the Southern Hallway. The Chattur'gha Rune here will fade away, and the entire
purple barrier will fade away too. The doorway is still blocked with rubble,
however, so this is only step 1 of the puzzle.

We aren't done in this room yet. Head to the nothern side of this room and look
carefully at the floor (use the Torch if you can't see very clearly) until you
see some spiderwebs and dust in a pile on the ground. Use the Archaeologist's
Brush on the spiderwebs to brush them away, revealing a Necklace. Lindsey says
that, thanks to sitting here for centuries, there is a bunch of dirt crusted
onto the Necklace. Lindsey must find something that will burn the dirt off of
the Necklace. Hmm... I believe we have found something that may help: acid?

Once you have picked up the Gold Necklace, head over to the western wall and
press the large stone button on the wall to cause the traps to disable
themselves in the two halls joining this room. It doesn't matter which hall
you go through, as you will need to head to the other side of this floor, which
will require going through two hallways anyway. Make your way back to the
South East Room, the one with the acid basin.


~2F, South East Room~
Items Found: Gold Necklace (from the Dirty Necklace)

Once you get to this room, head over to the acid basin and head into your
Invintory menu. Select and Use the Dirty Necklace so that Lindsey will place it
in the basin. Have Lindsey examine the basin and, when prompted, have him hit
the button that causes the basin to fill up with acid. The acid will stay in
the basin for a few seconds, which will burn away all of the dirty and other
garbage that has been crusted on. Once the basin starts to drain the acid, you
will see that the acid has removed all of the garbage that was stuck on the
Necklace earlier. Have Lindsey pick up the Gold Necklace now. We can now place
this on the goddess statue in the Eastern Hallway, so head back there now.


~2F, Eastern Hallway~
Items Found: None

Head through the hallway until you get to the goddess statue located at the
very centre. Head into your Invintory menu and Use the Gold Necklace on the
neck of the goddess. Since the goddess statue has both the Gold Necklace and
the Gold Bracelet on it, a door will open directly across from where Lindsey
currently is, in the same hallway. This will lead down to the third floor
through the 2F-3F Stairway, which gets you down to the very final floor of the
temple.

We havn't been back to the Southern Hallway that contained the purple barrier
that we dispelled a little while ago, however we can't do anything here yet, so
we must continue on to the third floor in the temple to find a few things that
we need in order to cast a new spell that will give us access to that small
hold that "only a small dog could fit through." Head on through the now open
doorway that leads to the staircase leading to the third floor.


~Cambodian Temple 3F, 2F-3F Stairway~
Items Found: None

Sometimes when you enter this doorway you will see a shot cutscene. Othertimes
it will play when you enter the North East Room on the second floor. This
cut scene will show Alex reading the Tome in the Roivas Mansion. Edward's ghost
will appear and it will ask Alex if she remembers him. She says that she does,
and that he had meant everything to her ever since her parents had died in the
car crash. Edward replies saying that, ever since that accident with her
parents, Alex had been his precious little girl. We don't know if this is
actually a spirit, or if Alex is just experiencing another hallucination. She
will return to reading the chapter page once whatever is going on ends.

The scene will shift back to Lindsey at the top of the staircase. There are two
Zombies along the stairway, and a Horror at the very bottom. The monsters are
all differently aligned, so there may be some fists flying. Be sure to stand
back if you see some of them fighting, as it is better to fight the winner
(since they will be already weakened) then rushing in and fighting all three
at once, as the moment they see you they will go after you instead of each
other. This stairway is exactly the same as the one that lead you down from
the first floor to the second floor, so there are no surprises here. Head all
the way down to the bottom, destroy the Horror with your guns, and then head
through the door that leads to the East Hallway.


~3F, East Hallway~
Items Found: None

Ellia searched all of the third floor, and we will go through what she searched
now as Lindsey. There are several changes. We will start in the East Hallway,
which is the same hall that Ellia fell into and saved the guard from the two
Zombies. There is no door at the end that contained the door (the south end),
but there is a door at the far end of the hall. Head down there, but watch out
for the traps. First you will spot a crushing wall trap (you cannot escape
hitting this trap, so you must put up with getting by this). There are also
some swinging blade traps down the hall, but they should cause little problem.
If you do activate them by accident, you should be able to time yourself well
enough to get by them safely. If you do end up getting hurt by them, then you
can always cast a Recover Health Spell. Head through the door at the end of
this hallway to reach the next room.


~3F, North East Room~
Items Found: Codex (Aretak Rune)

There are several Zombies in this room that will start walking towards you once
you enter. Simply use your sword to take them all down one by one, or, if you
want, use the Pistol or Shotgun (although I would recommend saving the Shotgun
for when you really need it, as there are still some more Horrors that we must
face in good time). Once all of the Zombies have been destroyed, you can start
looking around the room, trying to see whatever you can find.

Head over to the northeastern wall, where you will see a giant mural going
across most of the room, just like there was in Ellia's chapter. There is a
large tribe pictured here, bowling before a giant god. Lindsey isn't able to
recognize which god this is, as he probably doesn't know anything about the
Eternal Darkness of the Ancients (even though he should have known by picking
up the Tome at the start of his chapter). Of course, we know that the god
pictured here is actually Mantorok.

Head to the very centre of the room, where you will see something that wasn't
here in Ellia's chapter. There is a large stone head lying on the ground here
with fire coming out of the eyes and mouth. On the southern side of the stone
head are some spiderwebs and dust. Have Lindsey Use the Archaeologist's Brush
here to clear away the spiderwebs and dust, revealing what is underneath. You
will find the Codex for the Aretak Rune! We found the Aretak Rune from a large
Zombie on the 1F-2F Staircase. There is nothing more to do in this room, so
head through the doorway that leads to the Northern Hallway.


~3F, Northern Hallway~
Items Found: None

There isn't much in this hallway except traps. Unlike on the second floor of
the Temple, you cannot turn these traps off for a temporary time, in fact,
you can't turn them off at all. You will face the following traps in the order
of which you would hit them, as if you were moving from east to west: arrows,
blades, crushing walls, arrows, crushing walls, gas, arrows, crushing walls,
arrows, blades. There is a single Zombie in this hallway, and it will set off
MANY traps. The one you don't want it to hit at any costs is the one with gas,
and it likes to touch this one all the time. The moment you head into this
hall, equip your Pistol and fire away at the Zombie in the distance. If it does
step on any traps, simply navigate by them. If it touches the poison gas, head
back into the North East Room until the gas settles, which takes a few minutes
of waiting around in the North East Room. Once you successfully get to the
far wast side of this hallway, you can enter the North West Room.


~3F, North West Room~
Items Found: None

There are quite a few Zombies in this room, and they will all start moving
towards you the moment you enter. If you have quite a few shotgun shells left,
and if these are Chattur'gha Zombies, then you may wish to use the Shotgun
here to clear them out quickly (you do NOT want to get surrounded by Zombies,
especially Chattur'gha ones), but make sure you save several shells for later
when you have to face a few more Horrors.

Once all of the Zombies have been killed and finished off, you can search this
room. Examine the northwest wall to view another large mural of an ancient
civilization giving tribute to the fertility god Mantorok. Mantorok will give
the civilization great crops and good weather in exchange for the tribute that
the civilization gives Mantorok. Lindsey still doesn't recognize the god, but
he does interpret this as being the Golden Age of man (good reference to the
"Golden Age" in Greek History, where the civilization made purely of men paid
much tribute to the gods). There is nothing else to do in here, so head through
the door in the south part of this room to reach the Western Hallway.


~3F, Western Hallway~
Items Found: None

There is very little to do in here as well, minus staying away from the traps.
There are swinging blade traps, a gas trap, and several more swinging blade
traps in here to keep Lindsey busy. There is also a large crushing wall that
Lindsey will have to dodge in order to get through this hallway. Simply head
down the hall with the Torch in hand (so you can easily see what you are doing
and where you are stepping). Once at the end of the hall, head through the
doorway that leads to the next room.


~3F, South West Room~
Items Found: Tier (Summon) Rune

There are several Zombies in this dark room, and one of them contains the
much needed Tier Rune, something we need to finally solve the puzzle for
gaining access to that place behind the pile of rubble back on the second
floor of the temple. You should already have found the Codex for this, so
Lindsey will be able to identify this as the Tier Rune right off the bat. You
should also recognize that this Rune has the title of "Summon" to it, which is
a big clue to something. If you are good at creating new Spells, or if you have
already read the Spells section earlier on in this document, you may know what
to do with this Rune. Otherwise, continue reading here to know what to do.

There is a yellow barrier in this room with a Tier sigil on it. Since we just
got it, you are able to walk into the barrier and dispel it. This will give
you access to a doorway that leads out of this room and into the Southern
Hallway, where we will continue our adventure. Head on through the door now.


~3F, Southern Hallway~
Items Found: None

This is the final trap-filled corridor that Lindsey will face (well, somewhat,
as you will have to backtrack all the way to the second floor quite soon if
you havn't already figured out what to do with the "small dog" puzzle). From
east to west, here are the traps that you will face: blades, arrows, blades,
crushing walls, blades, arrows, blades, arrows. Once you get by the final
patch of arrows (remember to use your Torch so you can easily see where you
are walking, especially if the brightness of your television is quite low) you
will see the door that leads to the final room before Mantorok's Lair. Head on
through this door.


~3F, South East Room~
Items Found: Summon Trapper Spell Scroll

This room looks nearly identical to the South West, North West, and North East
Rooms of the third floor, however it contains a very useful item. There are
a lot of Zombies in here, usually 6, and that can prove to be trouble. The room
is quite large so there is a lot of area to fight in, especially if you wish to
use your sword. You may be getting low on ammunition now, especially Shotgun
Shells, so save them if you have fewer than 10 left - you WILL need these
later. Use your Pistol or Sword to take them all down. Once they are all gone,
equip your Torch to take a look around the room to find that special item that
I was talking about before.

First you may wish to look at the giant mural on the wall in this room. This is
the last one that you will see, and it is really the most interesting. Examine
it and Lindsey will notice that here is pictured the binding of the fertility
god by the "skeletal demon." The Tome of Eternal Darkness will make Lindsey
aware of what has been going on, such as of Mantorok's binding in this temple
at the hands of Pious. Lindsey will now realize that the fertility god is
actually Mantorok, and that Paul Augustine is actually Pious Agustus, the
skeletal demon.

Head over to the centre of the room, where you will find a Spell Scroll sitting
on a ledge. Pick it up, and assuming you have picked up the proper Codices,
Lindsey will automatically learn the Summon Trapper Spell, assuming you havn't
already figured it out yet. If you have already discovered this through your
own research, then the spell name of "Spell 6" in your Magick menu will be
replaced with "Summon Trapper." Since Lindsey can now summon Trappers that will
follow his orders, and since trappers are the size of a "small dog," it is
fairly evident in what you should do next.

You now have to, unfortunately, do some long backtracking, but it is very
worth it. Head all the way back through the trap filled corridors until you get
to the Second Floor. Once there, find your way back to the Southern Hallway,
the one that contained the purple barrier that you had dispelled earlier. We
will pick up our adventure there. A warning first: DO NOT HEAD INTO MANTOROK'S
LAIR! If you do, the chapter will finish, and you will miss a VERY important
item!!!


~Cambodian Temple 2F, Southern Hallway~
Items Found: Mantorok Alignment Rune, Codex (Mantorok Alignment Rune)

Once you have tracked all the way back to the Southern Hall on the Second Floor
of the temple (have fun getting back up here?), you will now be able to solve
the puzzle. Head near the small opening in the wall and have Lindsey cast a
Summon Trapper spell under any alignment that you wish (however I recommend
using the same alignment that Pious is aligned to, as this will probably help
you out a little bit later). This Spell will summon a Trapper for you. These
things are weak, slow, and dumb, however they are very small, and very short.
They are the size of a "small dog," and that is exactly what we are looking
for! Remember that while a Trapper is being summoned, Lindsey will constnatly
lose Sanity from his meter, SO MAKE SURE that your Sanity meter is FULL before
you Summon the Trapper. Use Recover under Xel'lotath to refill your meter if
you have to.

Once the Trapper has been summoned, the game will give you a short tutorial on
how to use these things. Be sure to pay close attention, as you don't want to
end up sending yourself to the Trapper Dimension! Control the Trapper to go
through the small hole in the wall and into the secret room at the centre of
this entire floor. There are two Horrors inside, ALMOST ALWAYS of the same
Alignment of Pious. Hope that they are, or else they may attack your Trapper,
unless it is of the same Alignment of them. If you Trapper is of the wrong
Alignment, then don't even bother trying to do what you must do, as the Horrors
will kill it before it can reach its goal. Self destruct to return to control
of Lindsey, and then cast another Summon Trapper Spell, but this time under
the same alignment of the Horrors.

Have the Trapper run across the nearly-destroyed suspension bridge and onto the
circular tile on the platform with a sigil of Mantorok etched into it. Once the
Trapper steps onto it, a secret alcove will open up behind Linsey in the
Southern Hallway. Once you have control of the Trapper again, kill it so that
you will regain control of Lindsey.

Once you have Lindsey's control again, head into the now open alcove and pick
up the Mantorok Alignment Rune! This will give you a whole new way to cast
Spells, since Mantorok beats all other Alignments, doing certain things has
just become much easier. Casting certain Spells under Mantorok will also have
some different effects on what the overall Spell does. Of course these will be
discussed when the effects will be useful to your adventure.

The moment that Lindsey picks up the Mantorok Rune, a Horror will burst out of
the rubble that is blocking the large entrance to the secret room that the
Trapper was just in. This will open up a passage for Lindsey to get through to
the Secret Room, however you should take care of the Horror first. Enchant your
Shotgun under the alignment that opposes the Horror (or under Mantorok if you
wish to try it out) and fire a few shots at the head to take it down. Finish
the Horror off and enter the secret room to pick up one final item that we need
for Lindsey.

Once inside the secret room you will notice that one of the two Horrors is
gone, which makes perfect sense since you just fought it. Use a gun (don't
bother using the Shotgun) on the Horror here, Pistol being best bet, to take it
out. The Pistol will require more shots to the heads (less if you have aligned
it properly) of the Horror, but the Shotgun is useless at medium to long range.
Walk across the suspension bridge (don't worry, it won't break apart, even
though it looks like it will) until you get to the platform at the end. Use
the Archaeologist's Brush to dust away the spiderwebs on the platform here to
make the Mantorok Alignment Rune Codex appear. Be sure to pick it up so Lindsey
recognizes the Mantorok Rune (as do other characters in the future). That
completes this small puzzle, and we can now finish the chapter.

I hate doing this to you, but you must make you way all the way back to the
third floor, and then to the South West Room. You will have to make your way
through all of the trap filled corridors once again, but this will be the last
time, as no character will visit this Temple again. I'll meet you down there!
Once you are back in the South West Room of the third floor, head into
Mantorok's Lair, where our chapter will end.


~Cambodian Temple 3F, Mantorok's Lair~
Items Found: None

Once you enter the Lair, you will know that there is nothing here for you to
do except approach Mantorok, like how Ellia did so long aog. This will start up
a cut scene. Pious will appear, and he will tell Lindsey that the power of
Mantorok cannot easily be controlled. Lindsey responds asking Pious why he
thinks that he would want to control it? Pious will laught, and at the same
time do something that no other character in the game can do: summon a
Gatekeeper - two, actually. Pious will order the Gatekeepers to kill Lindsey,
however Mantorok has other ideas. Despite the Ancient lying here, dying, over
the past centuries, it is still disgustingly powerful. Mantorok will unleash
a giant wave of magickal energy that will vaporize the Gatekeepers and even
nearly kill Pious. Pious, greatly weakened from being hit from the magick
(Lindsey wasn't even harmed by the magick), states that "the Darkness shall
prevail," and he will then transport himself out of the temple once and for
all, not wanting to visit Mantorok ever again.

Mantorok will cast another spell of magickal energy that opens up the sealed
door at the northwestern part of the room, where Ellia finished her chapter.
You will resume control of Lindsey. Like Ellia, have him run around this room
(Mantorok still looks exactly the same as he did centuries ago, maybe the
binding is taking longer than thought?) until you get to the final door that
leads to the Sealed Chamber.


~3F, Sealed Chamber~
Items Found: Mantorok's Heart

Remember the statue that was inside of this room at the far end? Well, it
isn't alone. For the past centuries, Ellia has been inside of here on the
statue, sprawled out. She is no longer fully living, however. The heart has
not fully preserved her body (all that is left is a bunch of muscle and bones),
however her mind is still fully alive. A final cut scene will now begin, which
ends Lindsey's chapter.

***

The eyes of Ellia will start to glow, and she will tell Lindsey about the
heart. She tells him not to allow the heart of Mantorok, the corpse god, to
touch his bare skin, or else he will end up in the same state as her. She will
tell Lindsey of her own story, of how Mantorok's heart has transformed her
into her current state. Pious and the rest of his army never suspected that
the heart was actually hidden inside of Ellia, and she has been hiding inside
of this sealed chamber for 800 years, waiting for someone like Lindsey to come
by. She then rises up from the statue and gives Lindsey the heart of Mantorok,
telling him to take it to the "Gathering of Light." That is the last we will
see of Ellia and Lindsey in the Cambodian Temple, as the scene now shifts to
an image outside of the Roivas Mansion.

We are now in the Library, where Lindsey has met up with Edward. He gives
Edward the Heart of Mantorok that has been sealed away inside of a air-tight
glass jar. Edward, Alex's grandfather, will take it, and place it behind a
book titled "The Demon of the Khmer" in the library. Remember where this book
is placed, as Alex will be coming by here soon in her own chapter! The chapter
is finally complete!

The Chapter Complete screen will now show up and eventually fade away. Another
cut scene of the plants slowly aligning up will now execute, but it will be
over in a few second. We will now shift the scene back to Alex in the Secret
Study of the Roivas Mansion to continue on in her adventure. Be happy knowing
that the trap filled corridors will not have to be adventured through again!!!


~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Continued...

        ~--------------------------------------------------------------~
        |       7.2 A Death in the Family: Alex Roivas's Chapter       |
        ~--------------------------------------------------------------~

Playing as: Alexandra Roivas
Location: Roivas Family Estate, Rhode Island, 2000 A.D.
Items found: Essence of Mantorok, Chapter Page #7

--Secret Study--
We will start in the Secret Study once again as soon as Lindsey's chapter
finishes off, regardless of where Alex was in the Mansion when she started to
read Lindsey's chapter. Even if you entered his chapter will full Sanity, it
will automatically have been drained down to about a little less than half.
It is now between one-half and one-third full, so you can expect some weird
things to start happening when you are going around the mansion. I usually
leave it up to you whether you use the Recover Spell to regain your lost
Sanity, however I do suggest that you keep your Sanity low this time to
experience a few funny effects that she will see at this stage in her chapter.
Remember that Alex will face no enemies with her Sanity effects, so nothing
bad can really happen as far as hurting her physically. These effects will only
take place now, and only if her Sanity is the way it is when she starts this
part of her chapter, so leave it the way it is! Head into the Library, the room
near the Secret Study with all of the round bookcases.


--Library--
Head over to the area of the Library where you saw Edward and Lindsey hide the
Essence of Mantorok in the tightly sealed jar. Remember that Edward placed it
behind a book, so keep searching around the same section of books until you
find it (simply examine them and Alex will eventually find the right book).
When Alex first enters the Library, assuming that her Sanity is still low, she
will see a book floating around. This is actually quite funny to see how it
floats around.

This floating book actually gives you a clue, however. Head over to where it is
and examine the bookshelf near it. This is the same shelf where Edward hid the
Essence at the end of Lindsey's chapter. Examine the book titled "The Demon of
the Khmer" (you will notice that this book is written by Dr. Edwin Lindsey) and
it will slide away, revealing the Essence of Mantorok from behind. Have Alex
pick it up, as we will need this much later in order to finish her chapter.

Leave the Library now and enter the Main Foyer. You may witness the odd Sanity
effect in here, usually the knocking of doors of loud screams, or, in memory of
Max's chapter, the roaring of a Horror (even though there isn't actually one
here). Head up the stairs to the Second Floor Hallway.


--Second Floor Hallway--
Once you are up here, turn left to head down the hall towards the Guest
Bedroom, and then turn left again to head towards the stained-glass window.
Another thing you will notice when you first enter the hall is a pair of Dual
Flintlock Pistols floating down the hall. This is purely a Sanity effect, as
Alex must be thinking back to Max's chapter. Follow the Pistols (notice how the
Sanity effects that she is witnessing are actually helping her, as they are
guiding her to the places that she must be in order to continue her quest) as
they travel down the hall. THey will disappear right in front of the sealed
door that has been wallpapered shut. The question is whether these Pistol's
were Max's, and if Max's ghost was even carrying them (we did supposidly see
his ghost earlier on in Alex's chapter). Why these Pistols would be going into
the Servant's Quarters (we know that, from Max's chapter, the wallpapered door
leads to the old Servant's Quarters), what does this represent? We will find
out the answer to this soon.

Once you get to the stained-glass window, take a good look at it. You should
remember from Lindsey's chapter that he had to put up with a purple barrier
blocking the entrance to something important. The barrier actually seems quite
familiar to the one that is guarding the stained-glass window. Once you are
right beside the barrier, it will really become visible. There is a Rune at
the bottom of the barrier now, representing Pious's Ancient. This is nearly the
same type of situation we saw in Lindsey's chapter (not directly in relation to
the purple barrier in the Hallway, as there were three Runes there, but to the
rooms that contained the single Rune that we had to destroy with our Dispel
Magick Spells). We must dispel this barrier in the same way that we did in
Lindsey's chapter. Cast a Dispel Magick Spell of the alignment that opposes
Pious's ancient (for example, if the Rune represents Chattur'gha, red, then
you would cast Ulyaoth, blue, Dispel Magick).

The entire window will shatter away once the Spell has been properly cast.
Unlike in Max's chapter, however, no Bonethief will be hiding behind the window
on the small balcony. Instead there is something much better: Chapter Page #7!
This one is titled "Heresy!" Walk forward and have Alex pick up the chapter
page.

A cut scene will now start playing, showing Pious inside of a giant, blue room.
I'll mention a spoiler warning here incase you want to see this scene yourself,
as a large new part of the game's story will be revealed here. Pious is casting
a very powerful Spell in front of a rather large pit inside of this giant room.
Once the Spell starts to finish, you will see a huge, and I mean huge, creature
arise from the pit. The overall appearance of the creature will depend on
which Ancient Pious serves (however I still think that the Ulyaoth creature
looks the best - everyone loves huge jellyfish with legs). The creature will
snarl, thinking that Pious is food. Pious orders the creature to keep quiet, as
Pious is no food for this great beast. Pious orders the creature, known to us
as the Black Guardian, to guard an artifact. This artifact will very depending
on which ancient Pious serves as well. The artifact is another Essence of an
Ancient that is hidden inside of a small alcove behind the creature and the
giant hole in the ground. It seems like getting this will be no easy task...

Spoiler warning over. The cut scene will now end and the scene will shift
towards Alex in the Second Floor Hallway still standing on the balcony where
she found the chapter page. This is all that we can do inside of the Mansion
right now, so you might as well save your game and start up the next chapter.
Head into your Invintory menu and select and Use the chapter page titled
"Heresy!" This is Paul's chapter, and it is the one that really starts to show
the power and destruction of the Eternal Darkness.


~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

                 ~-------------------------------------------~
                 |  7.9 Chapter 7: Heresy! - Paul's Chapter  |
                 ~-------------------------------------------~
                                   [#5921i]

Playing as: Paul Luther
Location: Oublie Cathedral, Amiens, France, 1485 A.D.
Items Found: Book of Reliquaries, Circle of Power (Five-Point), Diary Page 1,
             Diary Page 2, Diary Page 3, Emerald, Meditation Rod,
             Old Tower Key, Pargon (Power) Rune, Pargon (Power) Codex,
             Podium Key, Ruby, Sapphire, Sheet of Music, Shield Spell,
             Sacrificial Knife, Tome of Eternal Darkness
Weapons: Crossbow, Mace, Torch, Two-Edged Sword


Introduction:

 "In Europe, during the time of the Inquisition, paranoia and corruption ran
 deep. With the fear of devilry running rampant, the Ancients' corruption
 extended far beyond mortal knowledge, corrupting all who could be corrupted.

 My research uncovered an interesting incident: A Franciscan monk named Paul
 Luther was traveling through the region of Amiens during the witch-hunts of
 the Inquisition. Now under martial law, the Inquisition prevented anyone from
 leaving the town and its nearby cathedral, for everyone was suspect."

***

Paul Luther is a monk of the Fransiscan Order, whose story turns brutally
tragic very, very quickly. His story begins when he arrives at the Oublie
Cathedral in Aimens, France. This is the exact same place in which we played
out Anthony's chapter in which we tried to save Charlemagne, but failed at it.
The cathedral has changed quite drastically in the course of the years, and it
is much larger now than it was in Anthony's chapter. We will have to search
all of Anthony's chapter plus the new parts of the Cathedral that have been
build in Paul's chapter, so things here may take a little while. When arriving
at the Cathedral, Paul is greeted by a mysterious hooded man who actually looks
a good deal like the man who gave Anthony the scroll filled with the deadily
yellow magick spell.

Fortunately for Paul, he does not get zapped by magick. For those of you who
don't take French, it might be a good time to explain the name of the
Cathedral to you. "Oublie" in French means "forgotten." So, in translation,
this is the "forgotten cathedral." Paul has come here to see a sacred "relic"
that the church has in its grasp, something called the Hand of Jude. The hooded
man tells Paul that he must be cautious during his stay in Amiens and around
the Cathedral as the Inquisition is in town. He says that the Inquisition seeks
to destroy the wickedness in Aimens. Unfortunately for Paul, the Inquisition is
the last thing that he will have to worry about...

Paul tells the hooded man that the Inquisition shouldn't have much problems
while in Amiens, as this small town doesn't seem to contain any evil. The
hooded man gets angry by this, and tells him that there is evil well hidden
and that it must be found. The man will now walk away, leaving Paul in the
Entrance of the Cathedral. This is where our chapter starts.

***

~Oublie Cathedral 1F, Cathedral Entrance~
Items Found: None

Once the hooded man is gone from giving Paul the warning, we will gain control
of the religious monk. One of Paul's worst features is that he has VERY little
Sanity (how can a religious man put up with seeing Zombies), and he also has
a rather small health meter. His magick is quite high though, so you will be
able to cast Recover Spells frequently (and you will, too). We begin the
chapter in the cathedral entrance with a Meditation Rod, an item that will
cast Recover Sanity Spells at no cost to your magick meter. To the west of us
are stairs leading up to the second floor of the cathedral. To the east is a
single door, and to the north are the double doors that lead to the main
Chapel. The door over to the east is locked, and you cannot get through it
quite yet. There is no point going up to the second floor yet either, so head
into the Chapel via the double doors to the north.


~1F, Chapel~
Items Found: None

What will happen here will most likely remind you of what took place in
Anthony's chapter, as the same sort of event will take place. The Chapel is
very difficult from Anthony's time. In fact, this isn't even the same Chapel.
This one is brand new, filled with beautiful architecture and great furniture.
Walk north down the new red carpet between the pews towards the altar at the
far north of the Chapel.

Once Paul nears the altar, something from Anthony's chapter will ring up.
Paul will turn to his left and look between two pews (the pews are the long
seats that are inside of this hall) where he will see the corpse of a murdered
monk. Paul cannot fully take the sight and he calls for guards right away to
take care of this matter immediately. Three Inquisitors will arrive on the
scene. Paul tells the Inquisitors that he discovered the scene here and that
he has no touched/tampered with it. The Inquisitors tell Paul that he is their
first suspect of this act. Paul argues with this, however the red robed man
will tell Paul that, if he is indeed innocent and believes in God, then he
should have nothing to worry about at all for the murder. Of course, we all
know how corrupt the officials are at this time, so anything can happen. The
Inquisitors will not allow Paul to stay out of sight, so they will lock him up
inside of the holding cell, which is located to the east of the Entrance Hall.
Remember that locked door? The holding cell was behind this. We will resume our
adventure there.


~1F, Holding Cell~
Items Found: Emerald

For a holding cell, this room is actually quite nice and cozy. The room is in
the shape of a rectangle, and there are portraits of monks on the north and
south walls. The door is locked, so there isn't any escaping right now.
Although you won't face any enemies right now, I do recommend saving while you
still can (the entire chapel will fill with monsters soon enough, and since you
can only save in rooms that are free of the Darkness, it is best to do it now).
Head over to the northern portrait and have Paul examine it. There is an
Emerald, a green stone, on the portrait. Pick it up when prompted.

The moment that Paul takes the Emerald, a shot cut scene will take place. The
door to the room from the Cathedral Entrance will open up. Paul obviously
expects to see those who accused him (the man in the red robe and the other
two that were with him), however he sees a Custodian instead. This Custodian is
from this cathedral, and we will be working with him throughout the chapter.
He says that he has come to free Paul. The Custodian will also tell Paul that
the corpse that he found in the Chapel was someone by the name of Brother
Andrew, and he was killed in order for a secret to be kept. There is something
weird going on here.

The Custodian will start telling paul about the "darkness" that has been
spreading over the cathedral for the last little while. The Custodian wishes to
figure out what is going on around here too, so he asks Paul for some help, as
he knows he can trust Paul. He asks Paul to find the pages of Brother Andrew's
Journals, as Brother Andrew was researching the cause of the Order's fall into
corruption and decay. Once Paul finds the pages, he asks Paul to meet him in
the Bell Tower so that the Custodian can give Paul the key to the Old Tower.
He must make sure that Paul is useful to this task before he gives access to
the Old Tower. Brother Andrew conducted research in the Old Tower.

The Custodian will now leave the room via the same door he used to enter (it is
the only door in here), and he will leave it unlocked. Once you have control
over Paul again, head to the door and exit into the Entrance Hall. Of course,
now that Paul has been given a quest, the Tome will come to his aid. The screen
will go through its usual glimmering phrase before sending Paul to the Hall of
the Tome of Eternal Darkness. There are now statues of Pious, Ellia, Anthony,
and Max. Lindsey isn't here because the Eternal Darkness never actually
killed him. In fact, Lindsey is really the only full success so far, as he
assumingly was killed from natural causes or some other cause (if the Eternal
Darkness got him, his statue would have been placed here). You know what to do
in here. Run to the end of the Hall and pick up the Tome from the hand made of
bones. Once you pick it up, the cut scene of flashing memories will appear
(getting longer now, isn't it?) and we will be back in the holding cell, right
at the door.


~Oublie Cathedral 2F, 1F-2F Stairway~
Items Found: None

Once you have the Tome and are in control of Paul back in the holding cell,
simply exit and climb up the stairs in the Entrance Hall that leads to the
Second Floor. Remember that, since we have the Tome, the Eternal Darkness will
now try to stop us, so assume that anything can happen now; it will. There is
not much of interest here except for one door that leads to the Chapel
Balcony. Head on through this door to enter the Balcony. You may wish to save
your game here, as we will be facing some enemies in the next room.


~2F, Chapel Balcony~
Items Found: None

Take a look at the windows on the Chapel Balcony, where you will see several
stained-glass windows of holy persons. There are also several pews up here,
lining the room. Approach the front of the pews and the railing that looks out
over the lower part of the Chapel. You can examine this here, as it is quite a
nice sight.

Head east to reach the door that leads to the Bell Tower. Paul will meet his
first enemy here, however it isn't anything much. There is a single Zombie here
that will rise from the floor and it will start to chase you right away after
stealing some of your Sanity. Simply avoid the Zombie for now (you do not want
to kill this thing yet). Simply run by it and enter the Bell Tower. Don't worry
about the Zombie, as it CANNOT chase after you up the Bell Tower (this isn't
Resident Evil).


~2F, Bell Tower~
Items Found: Old Tower Key

Climb up the stairs here at the nothern end of the Bell Tower until you reach
the very top. In the very corner you'll see a rope that, when pulled, will
activate the bell and ring it. Have Paul examine the rope and, when asked, have
him pull on it to ring the bell. This will summon the Custodian that we saw
earlier in the holding cell.

The two will now go into a chat. The Custodian will tell Paul that the Old
Tower, which is the place that Brother Andrew made all of his studies and
research of his given topic, has been closed since the Inquisition had arrived
in the town and blocked off many parts of this area. The Custodian still needs
proof that there is something going on in the Order, most specifically a
conspiracy. He tells Paul that, if he is able to gather enough evidence that
there is indeed a conspiracy in the Order, then he will do everything that he
can do in order to aid and assist Paul. The Custodian will give Paul the Old
Tower Key so he can gain access to the Old Tower, and the old part of the
Chuch that Anthony explored in his days. Once you have the Key, save your game,
and run down the stairs back to the Chapel Balcony. Once there, quickly run by
the Zombie that is still walking around this area (again, DON'T kill it yet,
as Paul isn't properly equiped to take this thing out yet). Head all the way
back down the 1F-2F Stairway so you reach the Entrance Hall of the Cathedral.
Once there, head through the double doors to the north that lead into the main
Chapel. We will be continuing the quest there.


~Oublie Cathedral 1F, Chapel~
Items Found: Crossbow Bolts

There is still not all that much to do here, but it is VERY important that we
explore around the Chapel now before anything can come in here later and
interrupt our search. The Chapel is still clear of enemies, so you won't have
to worry about getting jumped by anything that wants to take Paul's head off.
Once you enter the Chapel, head north past all of the pews towards the altar.
To the west of the altar is a hallway with a Torch hanging from the wall (it is
actually hidden quite well; it is right beside some stained-glass windows). The
door at the end of this hall leads to the Western Chamber, but don't go in
there yet.

Head back out to the altar area of the Chapel and then head to the left of the
altar. You will find a large organ down here, a rather beautiful one from the
time period. Paul knows how to play the organ, however he will not play unless
he has some music. We don't have any music yet, and there is none near the
organ or on the organ, so we will have to return to this later.

Head to the altar and examine it carefully. You will notice something very
suspicious about this, especially if you are one who goes to church on a fairly
regular basis. You will notice that there is no Bible, Christian sacrament,
or crucifix here, which makes Paul start to wonder what faith this Order
practices. How would this Order practice anything if there is nothing on the
altar except some cloth? Behind the altar are some stairs that lead to the
basement, however we cannot go down here yet. There is a podium that is right
in front of the altar and to the side. Have Paul examine the altar like he
should, and he will notice that there is a locked drawer inside of it. We have
no key yet to open this, so this is something else we must return to later.

Now head over to the east side of the room from the altar. There is a
mahogany cabinet here, however it is locked shut, and there doesn't seem to be
any keyhole in it either to open it. Take a look at a pew near the the cabinet
and Paul will find some Crossbow Bolts. Be sure to pick these up, as they will
come in handy later on when we need some useage of a long-distance weapon. Of
course we have nothing that can fire these yet, but we will find things all
in good time...

Now head over to the northeast side of the Chapel, where, down a short
hallway, you'll find the locked door that leads to the Old Tower. It is locked
but Paul does have the Old Tower Key, the item we got from the Custodian in
the Bell Tower just a few moments ago. It is a stupid idea to enter the Old
Tower right now, however, as there are many things in here that Paul cannot
currenlty put up with, as we don't have any weapons! Walk to the west and enter
the Western Chamber, which is the first place we visited while exploring the
Chapel just now (it's down the same hallway in which we got the Torch).


~1F, Western Chamber~
Items Found: Podium Key
Weapons Found: Crossbow

This room actually looks rather similar to the holding cell, especially in
the physical look of the room. It is in the shape of a rectangle, and there are
some portraits around here. Head over to the corner of the room that has a
chest in it. Open it up (it is unlocked) and Paul will find his first true
weapon: A Crossbow. Be sure to pick this up, as we will be able to use it
against any Trappers we see at whatever point in the this adventure. Hopefully
you picked up the Crossbow Bolts from the Chapel near the mahogany cabinet.

There are two framed woodcuts on the wall (these are carvings in a wooden
slab). One of them shows a rather evil scene, with a bunch of people
participating in domestic violence. The other one shows an image of a
skeletal figure of Death (this probably represents Pious, and if his picture
is around here, then that must mean that he must be somewhere around this
Cathedral...).

head over to the small closet that is filled with hanging robes for monks.
Examine the closet and Paul will find the Podium Key from one of the robes,
probably the robe of the monk who used to give the masses here. Be sure to pick
this Key up so we can open up the locked drawer on the podium. There is nothing
else to do in this room, so leave through the door we used to enter, and return
to the podium at the altar in the Chapel.


~1F, Chapel~
Items Found: Diary Page 1

Once at the podium, use the Podium Key to open up the locked drawer under the
podium. Inside is Diary Page 1, the first of three that we will find in Paul's
chapter. It is a very good idea to read this (Paul will place it in his
Invintory upon picking it up), especially if you wish to know what is going on
around here (a large part of the game story will be revealed in this chapter,
so be sure to read this). This was written by Brother Andrew, the dead monk
we found in the Chapel earlier. Here is what the letter says:

 "I have finally arrived at Amiens, and my pilgrimage to see the Hand of Jude
 draws to a close.

 I cannot wait to lay eyes upon the sacred relic. My journey here has been
 arduous, and it shall be good to relax for awhile in this peaceful village.

 Aimens is full of good people, strong in their faith and their role in our
 world. If the blight of witchcraft is present in this world, then I doubt it
 is in Amiens."

It seems that Brother Andrew came to the Cathedral under similar circumstances
as Paul, to see the Hand of Jude. What is great about this letter is the amount
of irony that it contains, especially the final paragraph. Once you have read
the letter, go down the stairs to the basement floor of the cathedral, which is
the next place we must search.


~Oublie Cathedral B1, Hallway~
Items Found: Crossbow Bolts
Weapons Found: Steel Mace

The Basement is fairly large, but all of the rooms are connected through this
hallway. You may wish to use the Torch to light up this dark place, unless you
can see with relative ease. This hallway will lead to the Visitor's Quarters
and a place that contains the bellows (air pumps) for the pipe organ, which
is direcly above this area on the ground floor of the cathedral.

Head over to the bellows. On the northern wall next to the bellows is a Steel
Mace hanging on the wall. This is the first melee weapon that Paul will find,
so we can finally fight monsters when we see them. For some players, especially
those who didn't pick up the Two-Edged Sword in Anthony's chapter, will be
using this item fairly often. Unfortunately for those players, this weapon more
or less sucks. Regardless, you will want to pick up the Mace regardless, even
if you got the Two-Edged Sword in Anthony's chapter (as you will require use of
the Mace in order to get the Two-Edged Sword a little bit later). 

Head over to the other side of this room where you will find some boxes. There
are some Crossbow Bolts on top of them. You will want these, so be sure to
pick them up right now. There is a door on the south wall that leads to the
wine cellar, but don't enter it right now. Instead, backtrack to the door that
leads to the Visitor's Quarters.


~B1, Visitor's Quarters~
Items Found: Crossbow Bolts, Book of Reliquaries

The Visitor's Quarters is the room in which Brother Andrew stayed while he
made his pilgrimage at the Cathedral. The room is fairly cozy, despite being in
a basement and being made out of stone. It is also quite spacious for a room in
the basement. Anyway, on the shelf right beside the door you'll find some
Crossbow Bolts. Head over to the table near the bed and examine it. Upon
examining the table, Paul will find an item called the Book of Reliquaries. Be
sure to pick this up. Once you have it, Paul will add it into his Invintory.
The book doesn't have a real purpose aside from giving you some background
information about his story. I suggest you give it a read, here is what is
written in a few pages:

 "Doubtless, many obsure Orders, requiring more income than can be garnered
 from the tithe, resorted to forging ancient relics to bring people from
 outside their religion to their diocese, and thus become more lucrative. While
 it could be said that a false hope is still hope, relics such as Cuthbert's
 Jawbone, the Hand of Jude, and the infamous Thighbone Flute of Connaught,
 while being forgeries, deceive the righteous unjustly. Their existance as
 "true" relics is the utmost heresy."

The final sentence in this passage actually tells you why this chapter is
called "Heresy!" Here we read that the relic that both Paul and Brother Andrew
were looking for is actually nothing more than a cheap forgery, and it has
only been used in order to bring peoples from another religion to this Order.
There is actually an artifact here, and Paul will come to find it eventually..

Once you have finished reading the Book of Reliquaries, be sure to pick up
the Crossbow Bolts if you havn't already and head back into the Basement
Hallway. Head to the area with the bellows and enter the door here that leads
to the small Wine Cellar.


~B1, Wine Cellar~
Items Found: None

Paul will be facing his first enemies in here (if you didn't count the Zombie
that we saw earlier on the Chapel Balcony). Fortunately, there are nothing
more than a few Trappers in here, no Zombies or other creatures yet. You will
hear their sounds the moment you walk in, and Paul will be looking at them.
Thanks to the cameara angle, you can't actually see the Trappers, so you'll
have to rely on Paul's targeting while pressing and holding R. Fortunately
we have the Crossbow and hopefully you have picked up all the Bolts that have
been lying around. Equip the Crossbow and shoot at the Trappers. Remember that
as long as Paul has the Trappers in his own sight, he will be able to hit them
each time. There are no obstacles in this room, the pathway is straight, so
you should have no worries about hitting anything but the Trapper you are
targeting. Of course, if you fire and hear a scream, then you know you hit the
Trapper. If you fire and hear nothing, then you must have (somehow) missed.

Once all of the Trappers have been destroyed, examine each of the large
casks of wine boarding the central path in this room. Paul will knock on each
one when you examine it. Most are filled with wine that are aging within the
barrels. However, hit the second one on the left from entering the room and
Paul will hear a hollow thud. Examine the casket and turn the spigot. This will
cause the southern wall in the Wine Celler to open, revealing a secret passage
to the Mausoleum. Be sure to Enchant your weapon (to either Mantorok or the
alignment that opposes Pious), and also make sure that you have enoug magick so
that you will be able to cast a Damage Field Spell when you enter the next
room. You may wish to save your game here too, as we are about to have a little
bit of a battle, something Paul is NOT good at, especially with the way that
he is currently equipped.


~B1, Mausoleum~
Items Found: Sapphire

Paul is a simple monk who spends most of his days praying, not fighting. There
is a large Horror in here with something inside of its body. It isn't a Rune
for once. Instead, it is a Sapphire, the second precious gem that we will be
finding. Fighting this Horror will be more or less impossible with your Mace,
as the weapon can't even chop limbs of Zombies off properly. The Horror will
surely finish you off if you try to fight with your own physical self, so you
should rely on Magick to do the fighting for you. The moment you walk in the
room, step forward a bit and quickly cast Damage Field Spell to the alignment
that OPPOSES the Horror (this is KEY). Have Paul hide inside of the Damage
Field (the triangle of Runes will stay on the ground instead of going away
right away, unlike most Spells; stay within this triangle). The Horror will
often walk towards the Damage Field, which will damage him whenever he tries to
strike you. Be sure to align your Mace to the same alignment as the Damage
Field, and when the Horror has finish attacking, quickly step out and smash it
in one of the heads with the Mace. Quickly step back in after you attack before
the Horror counterattacks. Recast the Damage Field if it starts to fade away;
it will normally last a few minutes at three-point strength.

Once the Horror has been defeated, Paul will be able to collect the Sapphire,
which is a blue stone. Be sure to finish off the corpse too so Paul is able to
regain the Sanity that the beast lost. The Horror itself may make Paul's
Sanity drop to below half, especially if it is a Xel'lotath Horror. Head over
to the south wall of the Mausoleum where you will see a small altar with a
triangular design on it. There are three points on the design, each with a
small hole in them. The hole is large enough to fit a small stone inside of it.
Fortunately, we have already found two!

Use the Emerald (green) and Sapphire (blue) stones here from your Invintory.
Paul will place them into the correct order, and they fit into place perfectly.
Paul will leave them here, and you cannot pick them back up (which is fine).
There is still a spot for a third stone, however, and we do not have it yet.
We must come back here when we do find it.

Head over to the large granite valut in the very middle of this room. Examine
it and Paul will notice that there are scraps on the floor. He figures that it
is faily obvious that this granite piece has been moved several times. It is
also quite obvious that, upon placing the third stone in the altar, it may
activate something that will cause this granite block to be pushed away. All
and all, remember this puzzle for later.

There are some alcoves in the walls around the Mausoleum. Examine them and Paul
will find out that the remains of brothers who have died are in the casks here.
These are brothers who were a part of the Order here. There is nothing else we
can do in this room right now, so it is time for you to backtrack through the
Basement and up to the Chapel, where we will be heading to our next goal.


~Oublie Cathedral 1F, Chapel~
Items Found: None

Once you are back in the Chapel from the Basement, head over to the hallway
that leads to the Old Tower. I know I told you not to go in here earlier, but
that was before we had the Mace and Crossbow. At least we are able to defent
ourselves now, so head up to the door, use the Old Tower Key to unlock it, and
head on through to revisit the place Anthony visited during his time. It is a
good idea to save your game before heading into the Old Chapel.


~1F, Old Chapel~
Items Found: Shield Spell Scroll

We are now in the Chapel that Anthony visited during his time. It is much
darker in here now, mainly because it is night outside. There are a few
torches around here to light the room, however it is still quite dark in here.
The moment that Paul enters the Old Chapel he will see a rather disturbing
sight, especially for a monk: A Bonethief will jump into a monk's body. What
the monk was doing inside of here is beyond my knowledge, considering the door
was locked. When Paul sees this, his Sanity will deplete, usually, to an empty
meter.

Normally the best way to take down a Bonethief is to slice off its head. The
Mace has problems slicing any limb off, so we will have to fight this Bonethief
like how some players reading this guide would have to fight every Bonethief
(since those playing with Xel'lotath Bonethiefs must deal with these creatures
having no heads each time). Enchant your mace while the monk runs towards you.
Once it's ready, head towards the monk and finish it off. When the Bonethief
jumps out of the skin, strike it in the head several times, and then move
backwards before it can jump on Paul. Be sure to finish off the Bonethief once
you have taken it down, and then head towards the altar of the Old Chapel.

Look at the old tabel here. There isn't all that much here except a cup and
some books. Fortunately, there is something quite useful here: the Shield Spell
Scroll. Fortunately for Paul, since he already has all of the required Runes
needed to cast the Shield Spell, he will learn it the moment that he picks up
this Scroll. The Shield Spell will allow Paul to take three hits from any
enemy (Gatekeepers being the exception, however Paul doesn't face any) before
he starts to lose health (even more if the shield is in the opposition
alignment of the enemy who is hitting you). Be sure to take advantage of this,
with any character, but especially with the feeble Paul. You will also notice
that there is a casket near the altar, roughly in the same place as the casket
that held the dead monk in Anthony's chapter. Examine it and Paul will wonder
if Brother Andrew's death has been prearranged. Head into the old Bishop's
Room, which now holds the corpse of Anthony...


~1F, Anthony's Tomb~
Items Found: Ruby
Weapons Found: Two-Edged Sword*

This room has been Anthony's tomb for the past 671 years. He has no leaved this
room since the end of his chapter. All of the furniture has been taken out of
here, and the room is quite dark. Anthony's body is now completely zombified,
and when he starts to rise from the ground to fight Paul, who is tresspassing
on his space, you will see that same yellow magick spell resonate around him.
Anthony will get up and, *assuming you picked up the Two-Edged Sword in his
chapter, fight you with that. If you didn't pick up the Two-Edged Sword,
Anthony will not have any weapon, making this fight easy, however it will make
the rest of Paul's chapter VERY difficult, as he won't have the Two-Edged
Sword to help him out.

Anthony doesn't have any alignment, and he is also resistant to damage. Of
course, however, he can only take enough beating before he finally falls. If
you can, cast a Shield Spell (under whatever alignment you wish) for safety.
Also, it is important if you Enchant your Mace to Mantorok alignment. Anthony
moves very slowly in his Zombified state, thanks to his weakened body and
weight of the Two-Edged Sword. Wait until he swings, and then walk in and smash
him on the skull with your Mace (be SURE to target the head). Once you hit his
head once, quickly move back a far way until he swings the sword again (he is
slow at doing this, but it still hurts like hell if he hits you). After he
swings the sword, move back in and smash him again. Keep doing this until he
falls to the ground. He will shout "Charlemagne!" while falling.

Once Anthony has fallen to the ground, wait a few seconds. That annoying yellow
Spell will give more life to him, and Anthony will rise once again to fight,
this time with some more speed. Like in his own life, Anthony will keep on
fighting. Continue doing what you were doing before, smashing on head with
Mace, and moving away to avoid his swing. After a few more hits Anthony will
fall one final time, dead. Anthony's soul can now finally go to rest.

Once Anthony has been defeated, head over to where he fell the final time and
pick up the Two-Edged Sword and Ruby. We finally have a blade weapon! Also,
since we have that final stone, we can head back to the Basement and finish off
the puzzle that was down there. Before doing that, however, you must finish
exploring the Old Tower. Leave Anthony's Tomb and head back into the Old
Chapel. Once there, head up the stairs that lead to the Old Tower (where we got
the three-point Circle of Power in Anthony's chapter).


~Oublie Cathedral 2F, Old Tower~
Items Found: Sheet of Music

You will see a Bonethief (it isn't inside of a body here, it's just roaming
around this room) the moment that you walk inside of the Old Tower. Bring up
your Two-Edged Sword and slice off the head in one simple slice while
targetting the head. These Bonethieves should pose no threat anymore now that
you have this amazing sword.

Head over to the bookshelf near the staircase leading back to the Old Chapel.
Examine the bookshelf and Paul will find a Sheet of Music, something that Paul
will need to play the organ back in the Chapel. We will go back and do that
soon, once we return to the Chapel. Don't bother heading back to do it now.

Head over to the far side of the room now, where you will find a desk near the
rounded bookshelves. Diary Page #2 is located here. Have Paul pick it up,
where he will add it into his Invintory. This one was also written by Brother
Andrew. Here is what the letter says:

 "I suppose it is understandable that they will not show me the Hand of Jude,
 on such little notice, but I must confess that the preparations they make are
 most unsual.

 No acts of consecration, no daily prayer or worship are demonstrated by this
 strange Order. One wonders if they are holy at all, let alone being under the
 auspices of the Grand Inquisition.

 Perhaps it is my naivete of our faith. There are many practices associated
 with it, and they differ greatly from region to region. Perhaps Amiens is
 merely more eccentric than others."

This letter makes it quite obvious to us that Brother Andrew is questioning
the faith in this Order. He doesn't understand what is going on here, aside
from the possibility that the faith here is quite different to the one he is a
part of. This is still not sufficient enough proof to show the Custodian of
the Order's corruption, so we must keep on searching. We can now return to the
Chapel, so head out of this room back to the Old Chapel and through the door
that leads to the new Chapel.


~Oublie Cathedral 1F, Chapel~
Items Found: Five-Point Circle of Power

You knew we were going to get this eventually. We are going to have the ability
to power up all of our Spells with the item we find here. Walk to the organ and
head into your Invintory menu. Select the Sheet of Music we just found in the
Old Tower and Paul will be able to play it. Each note on the music (which comes
up on screen) will represent a button on the controller. This is simple enough,
as the button is stated right on the paper. Here is something very, very
important: WRITE DOWN THE BUTTONS IN THE SAME ORDER AS THEY ARE ON THE PAPER!
Doing this will make something MUCH easier in Alex's chapter. Unless you have
a good memory and remember what these notes are, write it down on a spare
piece of paper now!

Playing the organ correctly, as shown on the Sheet of Music, will open up the
mahogany cabined on the other side of the altar. Once you can control Paul,
head over to the cabinet and pick up the item found inside: the Five-Point
Circle of Power! You cannot power up your items yet, as we currently havn't
found the Pargon (power) Rune. Once you have the Pargon Rune, you will be able
to add two of these to each Spell to cast a much stronger Spell. Of course,
this takes up more magick from your meter, however the spells are much stronger
than the three-point Spells that you currently cast.

Now that we have this item, we can head back down to the Basement (via the
staircase that leads there behind the altar) and place the Ruby inside of that
puzzle in the Mausoleum. Head back there now.


~Oublie Cathedral B1, Mausoleum~
Items Found: None

We are about to head even deeper into the Basement with help of finishing the
puzzle. Head over to the small altar where you should have already placed the
Emerald and Sapphire (blue and green) stones. If you havn't, place them here
now. Since you have the Ruby from Anthony's eye, place it in the final spot on
the altar. The triangular pattern will now be complete. This puzzle somewhat
resembles the Blue, Green, and Red Urn puzzle that Anthony had to put up with.

The granite stone will now move away from its position, just as we figured
before from examining the area around it. Underneath the granite block was
a stairway leading to a second Basement. The door down here will lead you to
the next basement, where we will continue our quest. Have Paul save his game
here, and then head down the stairs and go through the door.


~Oublie Cathedral B2, Hallway~
Items Found: None

If you had tried to head into the Basement that Anthony went through in his
chapter via the secret passage in the Old Tower, then you would have been
dissapointed: the bookshelf can no longer move away. This passage lead us to
the same place, however, as this Hallway is the first one that Anthony faced
while he was in the Basement. Like in Anthony's chapter, there are three
Zombies down here for Paul to face. Use your Torch to take them out (the
Two-Edged Sword doesn't work very well in here since the Hallway is so damned
skinny), and be sure to finish them too. Head through the door at the end of
this hall to continue onwards.


~B2, Room 1~
Items Found: Pargon (Power) Rune

There are four Zombies inside of this room, all of them (usually) aligned to
Pious's Ancient. One of the Zombies is of the giant-class, mainly because there
is a Rune inside of it. Be sure to use your Two-Edged Sword to finish the
Zombies off quickly. The sword is even more potent with you Enchant it for some
extra chopping power. Once you destroy the Zombie that holds the Rune, Paul
will be able to pick it up. This is the Pargon Rune, however Paul doesn't yet
have the Codex for it. You can use it if you wish to strengthen your Spells
(you must re-create your Spell in the New Spell section by adding the same
three normal ingredients plus two Pargon Runes; the spell is the same with
the addition of two Pargons - view the Spell section in this document for
more information on this), however you may want to wait until you get the
Codex. The point is you can now power up all of your Spells to five-point
(with the exception of Summon Trapper).

Head to the room's centre where you will see a bust of a head on a small
piller. If you examine this, you will actually notice that this is the same
bust that is on the Second Floor of the Roivas Mansion in 2000 A.D. during
Alex's chapter. What's even better is that if Paul's Sanity is low, he will
also imagine that the bust's head is following him, just like how Alex does!
There isn't anyting else of interest in this room. Save your game if you wish
and head through the door leading to the next area.


~B2-B3 Stairway~
Items Found: None

There is nothing in this stairway except a Mantorok-aligned Zombie. Use your
Torch on it to burst it into flames if you wish, or use whatever means you
feel comfy with. Aside from this single Zombie there is nothing, so simply
head all the way down after finishing it off and go through the door at the
bottom. Save your game before heading through the door (remember that you must
have defeated and finished off the Zombie).


~Oublie Cathedral B3, Room 1~
Items Found: Crossbow Bolts

This room is filled with enemies, however things aren't quite as bad as they
may originally seem. There are two Horrors in here, however they are of
opposite alignments. The moment you walk in, simply stand in the corner and
cast a five-point Damage Field (if you have already created this, otherwise
stick with a three-point) and wait for the two Horrors to kill themselves.
Cast your Two-Edged Sword to Mantorok and wait for the victor. Once one of the
Horrors falls,  it will turn its attention towards you. There is also a
Bonethief in this room, so you may wish to take it out before going after the
remaining Horror (as the damn things will always jump on you while you are
fighting the Horror). Once you have the Bonethief down, finish the remaining
Horror (it should take one or two hits from the Two-Edged Enchanted Sword, as
it would have been quite weak from the previous fight with the other Horror).

Once both monsters have been defeated and finished off, look around the room
with Torch in hand. There are three doors in this room, one of them being
the door that you used to enter this room. The door with the circular design
on it to the east is locked tight, and we cannot get through it yet. There is
a third door over to the west.

There are some Crossbow Bolts on top of the small pedistal in the centre of
the room. Head over to the southwest of the room to find a rather weird thing.
There is a sarcophagus here with a sculpted image of the Custodian that we
have been talking to in the Bell Tower. There is a long slit near the heart
of the sculpture. Examine the sarcophagus and the following will be read, "Only
when thy friend is sacrificed, when his cries fill the air, will the great
doors be open to thee." This gives you a clue of what must happen here, a task
that isn't so holy. Head through the western door.


~B3, Northwest Hallway~
Items Found: None

There is nothing much in this L-shaped hallway except two Zombies, aligned to
Mantorok. Use your Torch to slay them and then finish them off in whatever
fashion you wish. You may wish to keep up a Shield Spell (aligned to a five-
point spell for some extra protection) in order to prevent the Sanity loss
that monster's usually take (each time an enemy sees you, you will lose one
point of your shield, so you'll have to cast it often if you care about using
the Shield to keep yourself from losing Sanity, which in Paul's case, thanks to
his small meter, isn't a bad idea). Once the Zombies have been killed, head
through the door at the end of the hall to reach the next room.


~B3, Room 2~
Items Found: Crossbow Bolts

This is the room where Anthony placed the Urns in his chapter. There are two
Zombies in here, usually aligned to something other than Pious's Ancient.
Finish them off with your Torch (if they are Xel'lotath) or Two-Edged Sword.
Head near the western bookshelves and look around. Examine the area and Paul
will find some Crossbow Bolts.

Not that much has changed inside of this small room since Anthony's chapter.
Head to the table in the centre of the room and examine it. There are more
unholy documents here that give even deeper proof that something isn't quite
right inside of this Order. There is now a bookshelf in the place where the
Urn-activated door once was. The Urns aren't here anymore, as they were
probably removed a long time ago. The pathway to the Bishop's study is still
there, however we must trigger a different mechinism. Head over to the books
on the south wall and examine. Paul will find a book that will move the
bookshelf away from the doorway, revealing the path to the next hall. Go there
now.


~B3, Southwest Hallway~
Items Found: None

This is the second L-shaped Hallway that Paul will discover. There are two
Zombies down here. Kill both of them and head to the end of this hallway, where
you will find a door leading to the final unexplored room of the Basement:
the old Bishop's Quarters.


~B3, Old Bishop's Quarters~
Items Found: Diary Page #3, Codex (Pargon Rune)

This is the room in which Anthony fought the Zombified Bishop. The Bishop has
long been gone from this room, considering he disappeared after Anthony
destroyed him. There is only a single Zombie remaining in this room right now,
so finish it off first so you can search around the room without having to
worry about it.

Head over to the altar that the Bishop was at in Anthony's chapter. The weird
voices still surround this unholy place, however, unlike in Anthony's chapter,
there is a very useful item here: Diary Page #3, the final one that Paul will
find, and the one that will expose the Heresy of the Order. Here is what the
long Diary says:

 "...with a shudder my heart turned to ice. I came to the brutal realization
 that the entire Order were heretics and that I was in incredible jeopardy!

 Who knows how long they had kept their dark secret - masquerading as
 custodians of the Hand of Jude, when in fact, they guarded their own damnable
 relic, the essence of their dark lord and used it to lure potential victims
 to their hideous sacrifice! I felt sick and, despite my faith, I felt intense
 fear and hopelessness. I know that I must escape this place before they
 suspect my knowledge.

 I must warn the world and notify the real Inquisition of their presence.
 Knowing death is just around the corner and fearing every moment, I commit
 these words to paper. Augustine will find this book.

 I will remove certain pages and hide them, so that all who may follow might
 discover the truth before it is too late."

That piece of paper sure tells us a lot, and it is enough information to give
to the Custodian back in the Bell Tower. This letter proves that there is a
great deal of currption in the Order, and also reveals that there is a essence
within this church, something that we know about, and something that Paul
should know about from viewing the memories when he found the Tome. We also
know that Pious is at work here, so we must watch every step. We know that
Pious is around as Brother Andrew referred to the evil man as "Augustine,"
which is the same name that Dr. Lindsey describes Pious as.

Head over to the small alcove in the wall beside the unholy altar in this room.
Examine it and Paul will find that there is a Codex here. This one will
reveal the Pargon Rune to him, so we can finally create those five-point
Spells by viewing the Rune in the Tome (even though you could have done it
before without the Codex). Take some time now, since this is a safe room, to
go through all of your spells and create a bunch of New Spells, this time
aligning them to five-point. You may wish to place a five-point Enchant,
Shield, Damage Field, and Recover (under Health and Sanity) in your Quick
Spell buttons. Once you pick up the Codex, you will be given a brief tutorial
on how to power up Spells, so if you didn't understand how to do it from the
explinations givin in this guide, then you should be able to understand how to
do it from the tutorial.

There is nothing else we can do in the Basement, so it is time to do some
backtracking. Head all the way through B3, B2, and B1, and finally up to the
Chapel. From there, head back to the Cathedral Entrance and head up the stairs
that lead to the Chapel Balcony. You can destroy the Mantorok Zombie there
now, just so it won't get in your way anymore. Head up to the Bell Tower.


~Oublie Cathedral 2F, Bell Tower~
Items Found: Sacrificial Dagger

Now that you have all three pages of Brother Andrew's Diary (you MUST have all
three pages, not just the third one that we just found, even though it is the
only one that gives any actual good information), you can finally prove to the
Custodian in the Bell Tower that there is Heresy going on in this Order. The
Book of Reliquaries is ALSO needed for the Custodian to advance the chapter,
so make sure you have that as well. Once you get to the Bell Tower and see the
Custodian, talk to him; he has been waiting here for our arrival. A cut scene
will now begin with the two talking. The evidence that Paul gives him is more
than enough to convince the Custodian that Augustine, who is the head of the
Order, is a true heretic and that he must be stopped as soon as possible.

The Custodian will also give us some unsettling news, not really for Paul, but
for the poor Custodian himself. Apparenly when he had awoke this previous
morning, a Sacrifical Dagger had bene placed on his pillow in the night while
he was sleeping. It seems that he may be the next to go. He is fearing that
the Order has deemed him unfaithful and that the Dagger is serving as a symbol
of death. Paul will now leave the Custodian alone in the Bell Tower. As the
Custodian watches Paul leave, and one he is fully gone, a flash of magick will
appear behind the Custodian. Seems that his days are done. The Custodian will
give you the Sacrificial Dagger.

You will regain control of Paul on the steps leading out of the Bell Tower. If
you head back up the Bell Tower in search of the Custodian, you will notice
that he is no longer here. He has completely disappeared, but this doesn't
make sense, as Paul never saw him go down the stairs, and there is no other
way out of the Bell Tower. You now must head back down to the Basement, to
that room that contained the locked door with a circle on it.


~Oublie Cathedral B3, Room 1~
Items Found: None

The Eternal Darkness is now out to get you, and I mean that. They have been
spying on us while in the Bell Tower. They have the Custodian, and they will
now try their hardest to pick off Paul too. You know this will not be an easy
way down to B3. Here is a small list of what you will be finding on your way
back to B3:

~1F-2F Stairway: Single Zombie
~Entrance Hall: Bonethief (no outter skin)
~Wine Cellar: two Zombies
~Mausoleum: two Trappers (use the Crossbow)
~B2, Room 1: two Zombies

Before leaving the Bell Tower, be sure to cast a shield, Enchant your Two-Edged
Sword (Mantorok is the best alignment to Enchant to), and save your game!

Once you arrive at B3, Room 1, head over to the door with the circle on it. It
is still locked shut, sealed by this circle. There is only one thing in this
room that will provide you with the path forward. Head over to the Custodian
sarcophagus and head into your Invintory menu and use the Sacrificial Dagger.
The inscription on the sarcophagus will say that your "friend" must be
sacrificed.. which is something that will make you question this sarcophagus.

As Paul stabs the dagger into the slot in the sarcophagus, you will hear a
horrible scream fill the room. Remember that this sarcophagus looks exactly
like the Costodian who has helped us, also known as our friend. It seems that
the Darkness has placed the Custodian inside of this sarcophagus and Paul just
killed our friend. Regardless, this was destined to happen, and killing him
has opened up a secret door. Head on through the door now and into a place
that was not known of before.


~B3, Mysterious Room~
Items Found: None

This is a very large cavern hidden underneath the entire Cathedral. Follow the
path down here until you locate a five-point Damage Field Spell that is under
the same Alignment of Pious's Ancient. Pious must have summoned this here in
attempt to block our path forward. Fortunately, since we have the five-point
Circle of Power, we are able to dispel this easily. Stand near it (remember to
not walk into it!) and cast a five-point Dispel Magick Spell of the opposing
alignment to destroy the Damage Field. Now that the Damage Field is gone,
continue down this pathway.

You will eventually get to a circular area lit by a few torches. There is a
sacrificial table in the middle of the area, and if you examine it, Paul will
notice that the Custodian's body, the one who we have been talking to in the
Bell Tower, is here! There is a large gash in his chest, in the exact same
area that Paul stabbed the sarcophagus. It is up to you in deciding whether
the Order (Pious and the rest of his minions) sacrified him, or if the
Custodian was placed inside of the sarcophagus (that had the same look as him)
for Paul to sacrifice, and then the Order transported his body here. I
personally think that he was inside of that sarcophagus, mainly because: a. It
looked like him and; b. we heard all of those screams when the Sacrificial
Knife was plunged in there by Paul.

Once Paul examines the Custodian's dead body, the Inquisitor who accused Paul
of Brother Andrew's murder (accusing Paul was clearly a cover up) will appear
behind him. As we already know, this is Augustine, the head of the Order. He
will now taunt Paul in a sinister way, asking Paul how he feels to see the
corruption within the Order that Paul once considered to be the purest thing.
Augustine, as Pious once promised Mantorok, will promise that Paul will go
through a slow and painful death. Augustine now leaves this hidden room, and
he leaves behind two Bonethieves (aligned to Pious's Ancient) for Paul to
fight.

Once you regain control of Paul, stay inside of the circular area with the
dead Custodian. Fighting two Bonethieves at once can be a major pain, mainly
because they love to surround you. One will try to jump on your back and eat
away at your head, whereas the other will slash away at Paul's front. They
key here to beating them is, of course, using the Two-Edged Sword. Be sure not
to stand close to any of the pillers that surround this platform so that your
sword doesn't clang off of them. Stand near the center and run around until
you got one of the Bonethieves in front of you, and the other a good distance
away. Quickly attack the Bonethief in front of you by chopping off the head
(you DON'T have time to use any Magickal spells here, so don't bother trying,
as the Bonethieves will get you first with ease), and then simply take out
the other one. There is nothing more to do in here, so head back on the
pathway we used to get to the Custodian and head back into the previous room
with the sarcophagus.


~B3, Room 1~
Items Found: None

Once you return to this room from the Mysterious Area, you will have caught up
to Augustine. He is walking through that sealed door that has the circle on it,
and he will leave it unlocked! I wonder if he knows you are coming after him..
Anyway, once the small cut scene is over, head through this room to the door
with the circle on it and head on through, following Augustine.


~B3, Secret Hallway~
Items Found: None

There isn't much more to do now, as Paul's chapter is nearly over. Augustine
has already gone through this small Hallway, so you will not find him in here.
He seems to be able to walk faily fast when he wants... Simply run all the way
through this hallway until you reach a staircase that leads downwards.


~Oublie Cathedral B4, B3-B4 Stairway~
Items Found: None

Nothing to do in here except head all the way down the stairs. There are no
enemies in here so you don't have to worry about getting ambushed. Once you are
at the bottom of staircase, you will notice that you are on B4, which is the
final floor that we will explore. Fortunately, there isn't much to do here, as
B4 is fairly small, minus one room that we won't get the chance to really
explore.


~B4, Hallway to Hell~
Items Found: None

This is the final Hallway that we will explore as Paul. His chapter is coming
to a close, so say a goodbye to controlling him. Once you find the door at the
end of this hallway, Paul will mention that he senses great evil from behind
this door. Paul senses so much evil that he doesn't really want to go through.
Save your game now if you wish (even though you won't be fighting anything)
and, when prompted, select "Yes" to head through the door.


~B4, Black Guardian Hall~
Items Found: None

This is it, we have reached the end of the road. The classic ending cut scene
to a chapter will now start to play, and this one will feature the most horrid
creature that anyone fighting the Eternal Darkness has seen yet! Paul will
enter the giant room housing the Greater Guardian, also known as the Black
Guardian. Paul will take a look around this beautiful looking room as he
walks forward. Soon, the ground will start to rumble, and the Black Guardian
will come crashing up from the floor at the end of this hall and focuses all
of its attention on the poor Paul, who is barely able to stay standing from
fear. Remember that the appearance of the Black Guardian, and its voice, will
change depending on which Ancient Pious serves, however the overall events of
this cut scene will still remain the same.

Augustine now appears from behind some rubble and, like he did in Lindsey's
chapter, will shed his disguise and reveal himself to be Pious, what a
surprise. Pious will tell the Black Guardian that Paul is of no worry, and that
he will finish him off himself. He tells the Black Guardian that he shouldn't
bother taking care of Paul at all.

Of course, the Black Guardian has other ideas. Despite pausing to consider
what Pious was saying, the Guardian decides to raise one of its huge limbs
(claw if Chattur'gha's Guardian, foot if Ulyaoth's, and.. well.. I'll talk
about Xel'lotath's in a moment) and slam it down on Paul with a huge force.
Paul stood no chance, as the limb has left Paul to be nothing more except a
large red stain on the floor. If you are facing the Xel'lotath Guardian, she
will make Paul's head explode, still having him fall to the ground in a pool
of blood. The Guardian tells Pious that if it is to guard the Artifact, then it
will do it in the way that it pleases.

This will finally conclude Paul's chapter. One could say that he was somewhat
successfull at harming the Eternal Darkness, however he didn't find what he
was looking for (the Hande of Jude, or, as we know, the Essence of Ancient
Artifact), so it could also be argued that Paul was a total failure. The
typical ending cut scene will now execute, showing the Chapter Complete page
in the Tome of Eternal Darkness, and the planets aligning some more. We will
now continue in the Secret Study of the Roivas Mansion with Alex.


~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Continued...

        ~--------------------------------------------------------------~
        |       7.2 A Death in the Family: Alex Roivas's Chapter       |
        ~--------------------------------------------------------------~

Playing as: Alexandra Roivas
Location: Roivas Family Estate, Rhode Island, 2000 A.D.
Items found: Note From Edward, Chapter Page #8

--Secret Study--
Once the scenes shifts to the Secret Study, we will notice that Alex's Sanity
is quite low: around one-quarter is left, regardless of how much she had when
she started Paul's chapter. She will, as always, be in the Secret Study when
the chapter finishes, regardless of where she was in the Mansion when she
started reading Paul's chapter. Alex will find a Note From Edward in the pages
of the Tome right off the bat. Here is what the note says; be sure to pay
attention to it, as it will tell us where to go next:

 "My dearest Alex,

 I am glad that you have followed my paper trail thus far. I knew I could
 depend on you. This will be the hardest part of your journey. Look for the
 88 keys to continue your journey into the past.

 Your loving Grandfather,

 Edward"

For those of you who know a lot about musical instruments, you should be able
to tell automatically what the 88 keys refers to: a piano! We havn't really
found one yet, unless you have been searching around the Mansion already.
Before we leave the Secret Study, you may wish to cast a Recover Spell under
Xel'lotath to recover some Sanity, however it is your choice. Since our meter
is so damn low, Alex will probably witness some freaky Sanity effects, however,
at this point in her chapter, she will still not experience any dangerous
ones. Do what you wish to do (note that if you decide to keep your Sanity the
way it is, you will get to see a rather interesting Sanity effect quite soon).
Leave the Secret Study and go through the Study and Library until you get
back to the Main Foyer.

If you remember back to Paul's chapter, you should remember that he played an
organ to gain access to the five-point Circle of Power. Since he played the
organ, you can play the piano in roughly the same way, since the keys on an
organ and piano are, in some ways, the same. Once in the Main Foyer, head to
the left of the room and down the small path to the end where you will see a
pair of double doors that lead to the Dining Room.


--Dining Room--
Once you enter the Dining Room, you may hear some creaking from across the
room. If your Sanity meter has been refilled, then you will not hear anything,
so skip to the next paragraph. Have Alex look around the room and, once she
spots the grand piano, have her walk over there. You will see a man hanging
from the ceiling with a noose tied around his neck. The glow from the window
makes this scene even more uneasy. Have Alex examine this dead man, and after
looking at him for a few seconds, the eyes of the dead man will open up! The
screen will flash white, and you will notice that this has only been a great
Sanity effect (this one made me jump the first time I saw it, I admit). Gotta
love the creativeness of those working at Silicon Knights.

Once you are by the piano, have Alex examine it by the keys. Alex will remember
the music that Paul played on the organ perfectly (I know I asked you to
write the music down, the whole idea of that doesn't play out here, so keep
that note in a safe place). If you havn't already written down the music on
the screen here, BE SURE TO DO IT NOW! This is your last chance! Play the
piano in the exact same way that Paul did. Simply press the buttons, left to
right, in the same order as you see them on screen (this is the exact same
tune that Paul played). Remember that if you make a mistake anywhere while
playing, simply restart with the first note on the left and continue going to
the right once again.

Once Alex successfully finishes the song and, assuming she has played it
correctly, the lid to the piano will open up on top. Underneath the lid is a
Chapter Page! This one is entitled "The Forbidden City." Have Alex pick up the
page.

Like what usually happens, the moment that Alex picks up this page, a short
cut scene will begin playing. You see an armoured man in a sun-setting
desert surrounded by many other worries for protection. One of the worriors
is wearing an iron mask, who is the leader of the warriors. This is surely a
reference to Baldwin IV of Jerusalem, who also wore and iron mask to hide his
face, as he had leprosy and could not show his face due to the disease. This
warrior must also be hiding his face for some reason... Anyway there is a man
who is on the ground suffering from the heat. The prisoner looks up at the
masked warrior, who immediately sees the man with the iron mask to be Pious
Agustus. Pious is amazed that the man can see through his disguise. This isn't
a good thing, however, is this man could prove to be an enemy of the Eternal
Darkness. Pious orders his men to take the man and use him for the foundation
of the "pillar."

The scene will now return to Alex in the Dining Room. Since we have the next
Chapter Page now, and since there is nothing else for us to currently do in
the Mansion, save your game and then head into your Invintory menu. Select
the Chapter Page titled "The Forbidden City." This is Roberto's chapter, where
we will return once again to the city that Pious and Karim have already visited
in their own respective times.


~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

          ~----------------------------------------------------------~
          |  7.10 Chapter 8: The Forbidden City - Roberto's Chapter  |
          ~----------------------------------------------------------~
                                   [#5921j]

Playing as: Roberto Bianchi
Location: The Forbidden City, The Middle East, 1460 A.D.
Items Found: Effigy #1, Effigy #2, Essence of Ancient, Forgotten Corridor Key,
             Summon Zombie Spell, Tome of Eternal Darkness
Weapons: Crossbow, Saif, Torch


Introduction:

 "Much has been written about the exploits of conquerors. In the context of
 history, one man's champion is another man's nemesis - hero or murderer. Much
 has been written, but what has not is far more intersting. The Tome of
 Eternal Darkness mentions a venetian artist and architect of the Renaissance,
 named Roberto Bianchi. Roaming abroad to find inspiration, he was captured by
 a warlord expanding his empire. He forced Roberto to use his architectual and
 engineering skills to construct a monument to his greatness. To complete his
 task, he must survey the site."

***

One thing you may have already noticed about Roberto is that he finds nearly
no items, and he also has nearly no weapons either exept for a Crossbow and
Saif (which is a fairly long, bladed sword). This chapter is all about enemies
and exploration, as Roberto's main task here is to survey the site. Roberto's
chapter will begin with him being placed at the bottom of a deep hole looking
up at the masked warrior, who we know is Pious.

Since Roberto is one of the best architects around, Pious wishes to have his
services used on this old site to make sure that there are no weaknesses in the
ground and structure. If there are, the massive monument that Pious wishes to
erect may not be very study, and we may end up with another leaning tower of
Pizza. The soldiers looking down on Roberto from the top of the hole start
taunting him, saying that if he does his job properly then they MIGHT just pull
him up.

Roberto will begin his journey with only one item in his Invintory: A Torch.
You can use this to light rooms and hallways so that you can easily look
around, or burn away enemies that can be burnt (Xel'lotath and Mantorok
Zombies). Again, remember that Roberto's chapter is mainly about exploration
and looking carefully at your surroundings. Although there will be combat, this
will not be an item fest.

Roberto has the ability to survey rooms around the Forbidden City. Take a look
at your map sometimes, and you will notice that a few red X's have been placed
on top of certain rooms. When you are in a room with an X on it on your map,
then you will know that this is a room that Roberto must examine. You must head
over to the dust and rock that is falling from the ceiling and press B to
examine as prompted on the screen. Roberto will examine the structure of the
room and what must be done by the workers to make it safe to build on. Roberto
isn't a carpenter, so he won't have to do any repairs. Simply examining the
rooms is all that he was asked to do, so that is all that you will have to do.
If you miss some examinings, then this chapter will not end. Of course I'll
mention all of them in this walkthrough, but be sure to look carefully in each
room! If you miss surveying a room and head back to the entrance of the City,
the guards will not bring him back up, and will make him continue on with his
work. The moment that Roberto has examinied all of the red X rooms, then he can
head back to the entrance of the City to finish the chapter off.

There are many, many changes to the Forbidden City since Karim and Pious's
time. The entire city is starting to fall apart from its age, so Pious has a
bunch of workers trying to rebuild the City. The City is larger now since
Karim's time. Despite there being workers here, Pious has made sure that there
are many servants of the Eternal Darkness here too to make everything run
smoothly. Let's start!


~Forbidden City, 2F, Room 1~
Items Found: None

Roberto will begin on the Second Floor of the Forbidden City, as the whole that
he went down completely bypassed the First Floor. Of course, we will still
visit the First Floor, in fact, we will after this opening area. This room is
actually nothing more than a narrow hallway containing a ladder up to the
First Floor at the end of it. Examine the area right where Roberto starts his
chapter to find out that Pious has already started the foundation of the
monument, and that it has already been laid in the ground. I guess that poor
prisoner that we saw earlier is down there... Walk through this hallway until
you reach the ladder at the end. Climb on up to reach the First Floor. You may
wish to save your game here, as you should at the start of every chapter.


~Forbidden City 1F, Room 1~
Items Found: None

There are many torches in this square room, so it is pretty lit up. There is a
single worker in this room. You can talk to him. Upon doing so, the worker will
mention to Roberto that he hopes Roberto's presence is here to save him, as he
really wants to see his family. Unfortunately, Roberto can do nothing to save
anyone right now, nor will he ever, so nevermind about what this man says.
There really is nothing else to do in this room except climb down the ladder in
the nothern end of the room. Head over there now and climb on down to reach the
next area that we must explore.


~Forbidden City 2F, Room 2~
Items Found: None

This hallway is in the shape of a large L, and it has been cut right through
bedrock. The ladder that Roberto just came down will make him present in the
southern end of the hallway. There is another ladder at the southwestern end
of the hallway that leads back up to the First Floor. There is a single Zombie
in this room, which is usually aligned to Pious's Ancient. Note that if this
is a Xel'lotath Zombie, you can easily finish it off with your Torch (although
you won't get your lost Sanity back, however the Zombie will steal your Sanity
regardless of if you kill it or not). If the Zombie is Ulyaoth, you can always
wait in here for it to explode (you may want to do this, as you will be coming
back down this hallway again). The Ulyaoth Zombie will only explode if you are
in the hallway, so it will still be here when you come back later if you don't
have it destroy itself now. If it is a Chattur'gha Zombie, RUN! Roberto has no
weapon that can be used against Chattur'gha Zombies, so just run right by it
before it traps you in a corner.

Near the ladder at the opposite end of the hallway is the corpse of a slave.
This corpse must have tried escaping, however the Zombie in this hall had
different ideas. No wonder why Pious placed these minions here, to stop slaves
from trying to escape. Once you arrive at the ladder, use it to head back up to
the First Floor.


~Forbidden City 1F, Room 2~
Items Found: Crossbow Bolts
Weapons Found: Saif

The moment you enter this room you should see some Crossbow Bolts on the shelf
right beside the ladder that Roberto used to climb up into this room. Be sure
to pick these up! Press Start to go into the Pause screen and scroll over until
you see your map (unless you are already on that page). You will see that this
room is marked with the a large red X, meaning that this is one of the rooms
that Roberto must survey. Head over to the very middle of the room and you will
see some pebbles, sand and dust fall from the top of the ceiling, meaning that
the ceiling is slowly caving in (don't worry, though, as this won't actually
happen to us). The Examine command will appear at the top of your screen now.
The moment that you do, Roberto will start looking around; you will lose
control of him for a few moments. He will fully survey the room, and upon
doing it, the red X on your map will be gone. That's one survey done.

Take a look around the room to see what else you can find. There are two
workers in this room, however Roberto cannot speak to either of them. Head over
to the pedistal on the eastern wall, where Roberto will find a Saif, which is
a sword with a fairly long blade. Finally Roberto will be able to fully
defend himself. If you wish, return to Room 2 of the Second Floor via the
ladder we used to get in this room and take out the Zombie here before you
forget. Otherwise, head to the eastern side of the room and look for the
ladder. Once you can, climb down the ladder to reach the next area.


~Forbidden City 2F, Room 3~
Items Found: None

We will be in the nothern end of Room 3 on the Second Floor. This room is
shaped exactly like a cross, however there are some metal bars blocking our
way through this room, so we must do some puzzle solving. In fact, the western,
eastern, and southern gates are all sealed with iron gates. There is a leaver
over by the southern gate that you are able push. One the other sides of the
western and eastern gates are two more levers guarded by Zombies that are on
the ground, acting dead for now.

Head over to the lever near the southern gate and have Roberto pull it by
examining it. This will raise the gate to the east. The pathway to the north
that we just came through will seal with another iron gate. The Zombie inside
of the eastern gate will now regain life and will rise up to its feet, ready
to fight you. Use the Saif to destroy the Zombie and be sure to finish it off
so you can regain the Sanity that you lost. One you have destroyed and finished
off the Zombie, pull the lever inside of this eastern gate.

Pulling this level will open up the gate to the west, which contains two
Zombies behind of it. Upon pulling the lever and opening up the west gate, both
Zombies will rise to their feet, ready to fight. Again, defeat them with your
Saif (or Torch, if you want/can do it) and finish them off once you can. Once
both of the Zombies have been destroyed, pull the lever inside of this western
area. This will raise the gates to the north and south, meaning that all of
the gates in this room are now raised. Head through the area where the southern
gate once was.

There are three more Zombies down here in the southern passage. Once you have
destroyed all of them with your Saif and finished them off (there is plenty
of room for you to fight down here, so keep backtracking if they start to
surround you). Once all of the Zombies have been destroyed, head to the far
southern part of this room and climb up the ladder that leads to the next room.


~Forbidden City 1F, Room 3~
Items Found: Crossbow Bolts
Weapons Found: Crossbow

We are now in the northeast corner of the Third Room on the First Floor. Look
on your map and you will notice that this is yet another room that you must
have Roberto survey. There are a few Crossbow Bolts hidden in the very
northeastern corner near the ladder. Head over to the northern wall where you
will see some pebbles and dust falling from the ceiling. Once you are standing
under it, be sure to examine this area to have it checked off of your map.

Head over to a ledge near the middle of the room. There is a Crossbow on the
ledge here, the second, and final, weapon that Roberto will pick up. It will
be added to Roberto's Invintory (hopefully you have found the Crossbow Bolts
already mentioned in this chapter; you should have found two packs already).
You should now have a total of six shots available for you to use in the
Crossbow, which isn't all that much, so save them for when I ask.

There are two workers in this room who have seem to have both lost it. They
keep on talking about worms that have been eating their friends. They will
warn Roberto that he will be next, and that he should watch out. There is a
ladder over to the southwest corner of this room which leads back down to the
Second Floor of the room.

The Tome of Eternal Darkness has some different ideas right now, however.
Roberto has done enough so far to proove that he is the next one fight against
the Eternal Darkness, so before you are able to go down this ladder, you will
be warped to the Hall of the Tome of Eternal Darkness. Paul Luther's statue
has been added here to the Hall. Head to the end of this hallway and you will
find the Tome, as always, placed on the hand made out of bones. Have Roberto
pick it up so that he will now be able to cast Magick, so Roberto is now
officially a warrior against the Eternal Darkness. Of course, they will now be
after him, so the rest of our chapter may get a bit more difficult. Once you
pick up the Tome and see the quick flashback of memories (including Paul's
memories now), you will be back in Room 3 on the First Floor. Head back down
the ladder once again, this time getting down successfully to the Second Floor.


~Forbidden City 2F, Room 3~
Items Found: None

This hallway is in the shape of a curve, and it has also been cut out of the
surrounding bedrock of the area. Originally we will be in the southern end of
the hallway, and we will be working our way through to the next ladder. There
is a worker in here that will confess to Roberto that he could not find the
courage that would allow him to follow the rest of his workers deeper into the
tunnels here, as he fears for his life. He heard their screams from the
deeper tunnels and, because of this, he just could not go any futher. Maybe
there isn't just a Zombie infestation around here, that worker that mentioned
something about worms.. maybe there is a large infestation here?

Forther down this hallway you will find three Trappers. Use your Crossbow to
take out the three Trappers. After killing these three Trappers with your
Crossbow, you will notice that you have only three shots left, and you will
have to save them for later. Be sure to take out the Trappers though, even if
it will take nearly all of your ammunition, as you don't want to sneak around
this hallway each time you have to go through it. Once all of the Trappers
have been taken out, walk all the way to the nothern end of the hallway where
you will find a ladder that leads up to the First Floor once again.


~Forbidden City 1F, Room 4~
Items Found:

This is a rectangular room, and upon entering it, you should notice something
very familiar with it: there is a mist on the ground. You should know by now
what this means: There is a Gatekeeper in here! Fighting this thing is not
very easy, mainly because Roberto doesn't have the weapons that Lindsey had in
his time, mainly no guns. The moment you walk in here, be sure to cast a three-
point (you don't have enough time for a five-point) Enchant item in the
alignment that opposes the Gatekeeper. You may also want to cast a Shield Spell
since fighting a Gatekeeper can be tough. In Paul's chapter I mentioned that
the each orb of your shield will be taken off when you are damaged.
Gatekeeper's, however, will dispel it in one hit with their tail, whether you
have 5 orbs up or 1. The great thing is that the Gatekeeper must hit you with
the tail to cast a Spell, and as long as you have a Shield up, they will never
be able to hit you!

Since we only have a sword, you can only fight them in really one way. Walk up
to the Gatekeeper with your Enchanted Sword and, the moment it opens its wings
to strike, quickly hit its head and then move backwards (they don't get
stunned when hit, so you must move back before they strike with the tail).
It will take several hits to destroy the Gatekeeper, but the room is large
enough to move around and cast spells if you need to. The Enchanted Sword is a
MUST. Once you have destroyed the Gatekeeper, be sure to finish it off to get
your Sanity back (since Gatekeepers will always take down Sanity, you may need
to cast a Recover Sanity Spell to fully repair what the Gatekeeper stole from
you).

Upon defeating the Gatekeeper, you will be able to pick up the Summon Zombie
Spell Scroll. This Spell doesn't require any Runes that we don't have. In fact,
the only difference between the Summon Trapper and Summon Zombie Spells is
adding two Pargon Runes to the same Spell. You need to use the five-point
Circle of Power in order to do this, so, in other words, the Summon Zombie
Spell can only be used under the five-point Circle of Power. You may have
already researched this Spell, and if you had found it out, you would have
learned something called Spell 8, however now in the Tome it will be titled
"Summon Zombie." You will almost never use this Spell, as there is no point to
Summoning Zombies. The Zombie you summon will depend on the the Alignment Rune
that you use. If you use a Chattur'gha Alignment Rune, then you wil be able to
summon a Chattur'gha Zombie!

Once you have picked up the Scroll, there is nothing else for you to do in this
room. Climb down the ladder in the southern end of this room that leads to
the Third Floor of the City.


Side note: During Roberto's chapter, you will usually witness a Hallucination
as Alex's mind is starting to really hurt from reading these stories. You will
be in the Secret Study where Alex is reading the Tome. Her grandfather's ghost
will appear behind her again, where in Karim's chapter he gave her helpful
words to help her mind. Again he tells her not to give up, that her mind is
much stronger than she thinks. Unfortunately, his kind tone will start to
change, as he tells her that he didn't raise her to be a weakling. Alex gets
mad at this, and starts to talk to the ghost. She accuses Edward of keeping all
of these secrets from her. He replies that he just wanted Alex to grow up, to
"grow up and leave him alone." The cut scene will end with Edward saying that
he wishes Alex also died in the car crash that killed her parents. There will
be a flash of white light and Alex will be in the Library, saying the words
"this can't be happening." It seems that her mind is playing tricks on her once
again. The screen will flash once again and we will be back in Roberto's
chapter.


~Forbidden City 3F, Room 1~
Items Found: Crossbow Bolts

This hallway is a large, curving corridor. We are currently at the southern
end of the hallway. There are two Horrors that are fighting offscreen to us, as
they are of different alignments. They will not notice you as long as you don't
run into the middle of their right. This corridor is faily narrow, so fighting
a Horror in here won't be very much fun. You will start out in this room at the
very base of the ladder leading up to the previous room that had the
Gatekeeper. Cast a five-point Damage Field at the foot of the ladder and don't
move out of it. Look at the floor near the ladder and you should be able to
find some more Crossbow Bolts on it; pick them up. While hiding inside of your
Damage Field (the five-point Damage Field will last a good while), cast a
Shield upon yourself, as well as Enchanting your Crossbow and Saif.

Once one of the Horrors has fallen, fire a Crossbow bolt at the surviving one
(be sure to get the head) to get its attention over to you. You may wish to
get ouside of the Damage Field and move down the hall (towards you) so that
you can see the Horror. You can see its alignment this way, so you can
re-Enchant your weapons to make them stronger against the beast if you wish
(be sure to do this in your Damage Field, however, so the beast cannot hurt
you). You should reload your weapon inside of the Damage Field too, as you must
stand still while doing it, giving the Horror a prime opportunity to fire that
long distance attack at you. You may need to use all of your Crossbow Bolts at
the head of the beast to take it down, however it is much safer than using
your Saif. If you are out of ammunition, simply approach the Horror, slash a
head, and then run back. Eventually the thing should fall, especially since it
was being beaten by the other Horror that was here. Finish it off to recover
your Sanity.

Head all the way down this hall now, to the northern end. You will find two
bodies of slaves down here who must have been trying to escape. The Horrors
in this room have obviously killed them for doing so. Examine them and you will
notice that one of them was thrown against a wall with such force that it
killed him right away, whereas the other has a large gash on his back from
trying to run. At the very northern end of this hall is a door that leads to
Room 2 of this Floor. Head on through it (save your game too if you wish).


~3F, Room 2~
Items Found: None

This room is that Sanity Room that Karim had to face (the one that contained
the Recover Spell Scroll and the two Zombies with Bonethieves). There were
three doors in this room in Karim's chapter, and a few of them have changed
now. Over to the west of the room is the western door and a small alcove in the
wall. When you walk into this room, you will see a cut scene of a Zombie
carelessly walking into the alcove, and when it does, a giant stone from
above drops from the ceiling. This obviously crushes the Zombie flat in just
half of a second. This will cause an iron gate to block the ladder in the
southwest of the room, meaning we don't have access to it now. Once the gate
drops, this shot cut scene will end, and you will have control of Roberto once
again.

There are bodies of two more workers in this room who must have been killed by
the resident Zombie before being flattened. Upon examining them, Roberto will
note that some of them have already started to decompose, a vision that
Roberto doesn't really like to see.

So, how do you raise the gate that leads to that ladder. You must do exactly
what you saw when you entered this room. Summon a Zombie under any alignment
(although it is most fun under Chattur'gha so you can see those annoying things
get crushed) and have it walk (damn it's slow, eh?) into the alcove that you
saw the other Zombie get crushed under. Do NOT have Roberto step under here, as
the stone will also crush him, killing him right away, and you will be reverted
to your last savepoint. Once the Zombie you have summoned and controlled into
the alcove, the giant stone will crush it, killing it right away, however
activating the gate leading to that ladder. The gate will now open up, giving
you access. Don't go down this yet, however. Go through the west door (the
gate will stay up, so you won't have to summon anymore Zombies).


~3F, Room 3~
Items Found: Crossbow Bolts

This rectangular room dates all the way back to Pious's time and, like in
Karim's chapter, still has the reddish stains on the ground. There are four
Zombies in here of varying sizes. You won't have time to cast many spells
(except maybe a three-point Damage Field if you quickly run to the other side
of the room), so use your Saif to finish them off. Always take the head off
first so they cannot follow you, giving you time to cast Spells if you need to.

Head over to the shelf that is located on the southern wall. There are some
useful Crossbow Bolts here that you will probably want after that fight with
the Horror a few rooms back. At the very far eastern end of the room is a
locked double door. You cannot head through here yet, so don't bother trying
to open it. Go through the door to the right of it.


~3F, Room 4~
Items Found: None

This is the room in which you faught a Horror during Karim's chapter.
Fortunately there is no Horror in here now, so simply head to the circular
area and you will notice that there are some rocks falling from the ceiling.
Look on your map and you will notice that there is a red X on your map for
this room. Have Roberto examine the area where the rocks are falling to
complete yet another examination.

You may notice that there are three workers in this room and, before having
examined this room, they were very quiet. Once you finish surveying the room,
the three workers will charge towards Roberto. As you can guess, there are
Bonethieves within their bodies. There is NO point in fighting them, as you
will probably end up getting very, very damaged from taking on this fight.
Leave while the Bonethieves are still inside of their human skins, you really
don't need to fight them. Remember that the Bonethieves will not drain any
Sanity from Roberto while they are in the human skins, but they will once you
destroy the skin, so just run while you can. Once you return to Room 3 of the
Third Floor, go down the ladder that is just to the right of the door that
leads to Room 4, the one that had the Bonethieved-workers.


~Forbidden City 4F, Room 1~
Items Found: Effigy #1 (Blue)

PAY ATTENTION TO THIS SECTION! Very important information to come! If you
don't have your Gamecube Rumble Feature on, or if you are using the Wavebird
(which doesn't even have the rumble), you can easily miss a very, very
important item in here. This is that T-shapped room that leads to that large
circular room where Pious placed the Granite Blocks in the walls. There are
two Trappers in here, so take them out right away with your Crossbow (hopefully
you picked up those extra bolts in Room 3 of the Third Floor).

As you walk east in this corridor past the alcove in the wall, you may notice
that your Gamecube Controller, if it can, is rumbling like nuts. It took me a
while to figure out why this was happening. Here is the simple answer: cast a
Reveal Invisible Spell in the alignment that opposes Pious's Ancient (THIS IS
THE KEY, it MUST be the Alignment that opposes Pious, and you hopefully know
what that is by now, if not keep on casting Reveal Invisible under each of the
three regular Alignments until the right one comes up). Once done properly,
a Blue Effigy will appear on the small alcove shelf near the ladder that
leads back up to Room 3 of the Third Floor. BE SURE TO PICK THIS UP!!!!!!!!!!!!

Once you have picked up the Blue Effigy, head to the north end of this hall.
You will notice that this door is blocked by rubble. Head to the south and go
through the door at the end of this part of the room.


~4F, Room 2~
Items Found: Forgotten Corridor Key

You shoud know this room quite well by now. Karim faught a bunch of enemies in
here, wave after wave, and this is also where he picked up the Ram Dao
Broadsword. Pious also was in here, as he inserted the Granite Blocks into the
walls here. Those Grantie Blocks are still in their respected slots here,
however some parts of this room have gotten a makeover, specifically the very
middle of the room.

There are several enemeis in here, however you won't have to fight them all.
There is a Horror in here, plus some Zombies of different alignments. They will
all try to kill each other off, assuming you don't run into the frey. Simply
stand in the small hallway that contains the door leading back to the previous
room until all of the melee has finished. The camera angle will show the entire
room, so you will fortunately be able to see when the battle is over. Of
course, Zombies don't normally take down a Horror (however they do the odd
time), so you will probably end up fighting the Horror or maybe the odd Zombie.
If fighting the Horror, cast a Damage Field to protect yourself (use your Saif
here instead of remaining Crossbow Bolts). Use an Enchanted Saif to finish off
all remaining enemies. Remember that you can perform a Finishing Move on any
enemy that has fallen, even if you didn't destroy it, and you will still get
Sanity back even if they never stole it from you!

Once the room is clear of monsters, head to the centre of the room and examine
what you see. There is a pool of lava down here, but there is a platform in the
very centre of the lava. Unfortunately, there seems to be no way over to the
platform, and Roberto can't jump over there because (well, aside from making
the game too easy) he is a fat man and can't jump very far. There is a pedistal
with a gold key on the platform, so we must get over there somehow!

Examine the pedistal and you will notice that there is a five-point sigil of
Pious's Ancient on it. Like you did in the room before, cast a five-point
Reveal Invisible Spell under the Alignment that Pious's Ancient is weak to.
Assuming you used the right Alignment, an invisible path leading to the
platform and going across the lava will be revealed. Use it to cross the lava
and pick up the Forgotten Corridor Key from the top of the pedistal.

That is all we can do in this room, so leave through the only exit and you will
be back in the previous room that contained the Blue Effigy. Hopefully you have
picked it up (damn I can't stress this enough). Check your Invintory a second
time to make sure you got the damn thing! Head up the ladder that leads to the
Third Floor. Once there, head through the door that leads to the room that
contained that giant crushing stone that killed off two Zombies. Once there,
head down the ladder that we gained access to by lifing the gate from using our
summoned Zombie on the stone plate (if you did it back when I told you to, the
gate will still be up).


~Forbidden City 5F, Karim's Haunt~
Items Found: Essence of Ancient, Effigy #2 (Red)

This is a VERY large area, and it is one that you will come to remember quite
soon. Run east down this hallway until you find a path that branches off to the
north. If these directions are confusing you, be sure to use your map, as
these directions are coming from the map. There is a Gatekeeper and a Zombie
down this hallway. You must defeat both of them or else they will be a large
pain. I suggest taking out the Zombie first, ONLY if the Gatekeeper is at bay.
Be sure to have a Shield Spell cast so you can withstand a hit from the
Gatekeeper's tail (you don't want it hitting you and summoning more Zombies or
Horrors for you to fight, which is exactly what it will do). Use an Enchanted
Saif on the head of the thing to take it out. You should know how to take these
damned things down by now. Finish off the Gatekeeper (and Zombie if it was safe
to do so) to regain some lost Sanity.

Keep going down this northern passage until you find a place we know all to
well: the area where the three Essences were back in Pious's time, where this
entire story seeminly started. This is also the place where Karim made his
sacrifice.. hmm.. whatever happened to him anyway? As Roberto approaches the
podiums that once had the Essences on top of them, a cut scene will start.
Karim's ghost will now appear, and he demands to know Roberto's identity. For
the last several hundred years, Karim has been guarding the Essence and Effigy
that he found in his chapter.

Roberto is completely speechless from seeing this ghost and Karim decides to
attack him with the Ram Dao. The sword, however, passes right through Roberto,
leaving him without even a scratch or tear on his clothes. Karim tells Roberto
that he is clearly the Chosen One, as Karim was not able to hurt him. The Tome
must have let this happen.. that is one powerful book to keep Karim's Ram Dao
at bay! Karim knows that his time of guarding the Essence and Effigy has come
to and end, as Roberto must now continue the quest of holding these important
items. Karim has been guarding these items for 900 years, so he must be getting
sick of it. Karim will now fade away.

Once the cut scene ends, head over to the podium that contains the Essence that
Karim left Roberto to pick up. The name of this Essence will vary depending on
which Ancient Pious serves. If he serves Chattur'gha, this will be Xel'lotath's
Essence. If Xel'lotath, then this is Ulyaoth's. If Ulyaoth, then this is
Chattur'gha's. Since Roberto has been chosen to retrieve the Essence, touching
it will not harm him. Now, about the Effigy: ROBERTO WILL ONLY PICK IT UP IF
KARIM DID! If you don't receive any Effigy from him (and you WILL assuming
that Karim got it in his chapter), then you didn't pick it up as Karim, and
you have just made the final fight in the game MUCH more difficult. Don't
threat, however, as it is still possible to beat the game. You should now have
two Effigy's in your Invintory. Check it RIGHT now; you should have a red and
blue one. If you are missing the Blue, head back to the T-shapped room on the
Fourth Floor to get it. If you are missing the red one, forget this.

The area with the podiums that once had all of the Essences on them is yet
another room that must be surveyed by Roberto, so be sure to do this. Simply,
like the other times, stand under the falling pebbles, sand, and dust to
survey the room. Once Roberto has done this and the X is checked off of his
map, head back to where the previous hallway split into north and east ends.

Head down the path to the east this time. The Shrine made of skeletal bones is
still here. Karim placed the Tome of Eternal Darkness on here. There isn't any
point to it now, however, so there is nothing to do in this small area. You
must now backtrack all the way to the ladder leading back to the previous room.
Once there, head through the door to the left that leads to Room 5 of the
Third Floor (the one that contained those double doors that were locked).


~Forbidden City 3F. Room 5~
Items Found: None

There is only once place left to go, and that is through the double locked
doors in this room. Save your game here if you wish to do so (it is a good idea
to do that now while you still can) and then stand by the door. Head into your
Invintory and select the Forgotten Corridor Key. Use it on the door to unlock
it, which gives you access to the next room.


~3F, Forgotten Corridor~
Items Found: None

This is a long L-shaped room that has a large magickal field (made of yellow)
across most of the floor. Roberto cannot walk on this without getting VERY
damaged, so you must do something else. The entire magickal field runs to the
door on the far south, and we must get down there.

No, we cannot climb on walls or walk on the ceiling. There is no way for you to
dispel this strong yellow-magickal barrier, so you must use some brains: Your
Shield Spell! This is the only thing you can do. Cast a five-point Shield Spell
under any alignment. Have Roberto run as fast as he can down the magickal
barrier. The goop will fire a blast of pure magickal energy at you every few
seconds or so, however each bolt of your shield will absorb it for you. You
can only take five of these bolts before your shield will fail, leaving Roberto
open to attack from the barrier. You should have enough Shield, assuming you
are running the entire time down this hall, to just make it to the other side
of the barrier when your shield drops. You should be able to get across this
corridor without losing any health-- SHOULD. There is a doorway down here, so
head on through it!


~3F, The Worm Room~
Items Found: None

Once you head through this doorway, a large iron gate will fall behind you,
blocking the route you just took. Something obviously doesn't want us to leave.
Your pathway back to the Forgotten Corridor will be open soon, however we must
brave this final unexplored room first. Your Health may be low from the
magickal barrier in the previous room, so you will want to cast Recover Health
under five-point if you need to refill your meter. You will want to do it
before taking a single step in this new room. If your Sanity is also low, BE
SURE TO CAST RECOVER SANITY! You will want full Sanity, trust me.

The western floor in this room will drop down the moment you get near it, so
you can only go east. There is a large, round part of the room here to the
far east. There is a huge pit in the very centre of the room with a slave
worker shivering from fear over to the north side. Have Roberto talk to the
worker and he will tell you that some giant worms have eaten the rest of the
men that he was working with. He also says that Roberto will be next. I think
not.

There is a circular path going around the pit in the centre of this room. You
can head down here, however it is blocked on both sides from some large stones
with a picture of human skeletons being crushed by creatures that look a lot
like giant worms.

Look over to the pit and you will notice that there is a bridge going across
the pit, however it is hanging up kind of high in the air. There is a rope
leading to a pully over to the southwest side of the pit, so head over there
now. Have Roberto examine the pully and he will notice that the bridge can be
lowered into position over the pit. Use your Saif on the pully to attack it.
Once it is destroyed, the bridge will fall from its high point and stop right
at the top of the pit, giving you access to the small part of land on the
other side of the pit!

Have Roberto take out his Saif if it isn't already equipped and walk across the
pit. When you reach the very centre, two red worm creatures will shoot up from
the pit and start attacking you by quickly draining your Sanity and,
eventually, your Health! These things take off your Sanity fairly quickly, so
as soon as you gain control of Roberto, target one of the worms and slice it
once with your Saif. These things only attack by draining Sanity (they will not
eat you), and they will both take only one hit from the Saif before falling
back into the pit! See, they weren't that bad afterall!

Head to the very end of the bridge and you will notice that there are some
pebbles, sand, and dust falling from the ceiling. This is yet another area that
Roberto must examine, so be sure to do that now. A message SHOULD now appear
saying that Roberto has finished his surveying of the area, and he can now
return to the surface of the area to meet with his captors, giving them the
results. If you didn't get this message, then you somehow missed a survey
somewhere. If you were reading this, then you shouldn't have. If you didn't
get the message, read back to see what you missed. Walk all the way across the
bridge and you will see a lever at the end. Have Roberto push it to open up
the iron gate that dropped when we first entered this room. You can go back
through that door now.

In the Forgotten Corridor, simply cast another Shield Spell and quickly run
across all of the magick that is on the floor until you get to the other side.
Cast a Recover Health if you need to, or Recover Sanity if the worms took a lot
from you (since there is no way to finish them once you kill them).


~Time to Backtrack~

Assuming that, after surveying the previous room you got that note saying that
Roberto has surveyed all of the rooms that he was asked to do, we now can head
back to the exact spot we started this chapter off in. There is no point for me
to tell you how to get back there as you should easily remember now. Once you
get by the magick floor on in the Forgotten Corridor, simply backtrack all the
way from where we started, going up and down the ladders. Use your maps if you
get lost. There are no new enemies that you will find. The only enemy you may
find are ones that you didn't kill before, or a lone Zombie located in 2F
Room 2; remember that Roberto couldn't kill this Zombie originally as he was
unarmed, unless you already took it out (Torched if Xel'lotath Zombie, or self
destruct if Ulyaoth, so just be careful if it was a Chattur'gha Zombie so that
it doesn't jump out at you when you arrive there; you can finish it off if you
wish). The only other enemies you may face are ones that are in Roberto's head
(this is one of the many Sanity effects in the game). Before doing the
backtrack, you may wish to cast some Recover Sanity Spells on Roberto.

Once you get back to the first room, head to the hole that leads back up to
the surface and Roberto's chapter will end here.

***

The soliders that were guarding the opening down to the Forbidden City are
still here, and they will keep to the word AS LONG as you surveyed all of the
rooms. If you didn't, they will not pull you up regardless of what you do, and
the chapter will never end, so use your map to find the red X's and head to
those said rooms if you didn't survey them before! Once you have surveyed
everything, they will pull you out of the Forbidden City up to the surface.
Pious will appear, still as the soldier with the mask (Roberto cannot see
through the disguise). Of course, Roberto now knows to much about the Eternal
Darkness and what they are doing here, and since he has taken out many of the
Darkness's forces, Pious decides to eliminate Roberto once and for all. He will
promise Roberto, after being pulled out of the hole, that he is about to make
a very, very important contribution to the project, one that even exceeds the
importance of the surveying he just did.

The scene will now shift to a giant tower that Pious and his workers are
building on top of the Forbidden City. The camera will zoom in to the top of
the tower, where Pious and some workers stand. They are throwing heretic
prisoners down a hole into the tower! After a few are thrown in, Roberto will
come on the scene, and Pious's servants throw him right down the hole into the
tower too. Of course, we must wonder what happened to the Essence and Effigy
that Roberto picked up... we'll find out about this in a little while. The Tome
obviously escapes without problem. Roberto has completed his quest, and he has
succeeded (it could be proposed his whole purpose in the fight against the
Eternal Darkness was to pick up the Effigy and, especially, the Essence from
Karim's ghost).

The scene will shift once again, to a now completed tower made of human bodies
burried under cement. The camera will zoom into a body on the outside of the
tower, and the outline looks exactly like Roberto, who has been burried alive
and suffocated by the cement. All of the bodies have been mangled in with one
another - except for Roberto's. The screen will now fade away, and the Chapter
Complete message will appear. Roberto's Chapter is now done. The scene will,
like always, shift back to Alex in the Roivas Mansion in the Secret Study.


~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Continued...

        ~--------------------------------------------------------------~
        |       7.2 A Death in the Family: Alex Roivas's Chapter       |
        ~--------------------------------------------------------------~

Playing as: Alexandra Roivas
Location: Roivas Family Estate, Rhode Island, 2000 A.D.
Items found: Chapter Page #9

--Secret Study--
Just like Roberto's Chapter, this small section of Alex's Chapter is fairly
short. We will be finding the next Chapter Page right here in the Secret Study.
Like always, regardless of where Alex was when she started reading Roberto's
Chapter, once Roberto's Chapter ends she will be right back in the Secret
Study. The moment that you regain control of her, you will hear a rather
familiar sound; a sound that you heard all the time in Roberto's chapter. You
should have the sound of falling pebbles, sand, and dust! Look over to the
corner of the room near to where you found the Gladius and near the picture of
the human tower and you will see that there are pebbles falling from the
ceiling. This is the exact same sound and vision that you saw in every single
room that Roberto had to survey in his chapter. We know that it is somewhat
ironic that the falling pebbles are located right in front of the picture of
the tower made of human bodies, considering this is Roberto's death bed.

Head over to this corner and examine the painting of the tower made from human
bodies. Normally you view a closeup of the drawing followed by a description,
however things will be a little different this time. You will now have the
option to survey the area of the ceiling, just like how Roberto was able to
survey the areas he needed to. Have Alex do this, and when she surveys the
picture, she will notice that there is a Chapter Page hidden behind it! How
easy was that?! This Chapter Page is titled "A War to End All Wars."

The moment that Alex picks up the Chapter Page, a cut scene will start. We have
gone back in time to the days of Paul Luther, however we aren't sure if this
cut scene takes place before, during, or after Paul's chapter. We are inside of
the Mysterious Room that contained the murdered Custodian, where Paul had to
fight two Bonethieves. Pious is here, cutting up a body of a victim on the
altar, right where the Custodian once was. We don't actually see him cutting
the victim, as we only see a shot of his upper body, however we do see the
blood flinging from the Sacrifical Knife he is using. A monk in black clothing,
which looks like the monk who gave Anthony the cursed scroll, will walk up
behind Pious. He tells Pious that the Black Guardian, the giant beast that
finished off Paul with ease, is growing restless from being bored.

Pious will tell the monk that the Black Guardian must and will remain here to
guard the Artifact, and that it will only be able to return to its lair once
its job has been complete. The monk is fine with this, however he tells Pious
that they will need more flesh and bone in order to feed the restless Black
Guardian, as it is completely unsatisifed. The monk will walk away, and this
cut scene will end.

We are back in the Secret Study with Alex now, and we can start up the next
Chapter! There is nothing else we can do inside of the Mansion right now, so
save your game if you wish, and then head into your Invintory menu. Select the
Chapter Page titled "A War to End All Wars." This is Peter's Chapter, and it
is, in some ways, the most difficult and longest chapter in the game (however
others argue that Edward's chapter is longer, or Michael's chapter is harder,
but you will find out in time). We will find a great new item in Peter's
chapter, however, one that will make casting magick even more fun! Use the Page
to begin Chaper #9.


~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

          ~-----------------------------------------------------------~
          |  7.11 Chapter 9: A War to End All Wars - Peter's Chapter  |
          ~-----------------------------------------------------------~
                                   [#5921k]

Playing as: Peter Jacob
Location: Oublie Cathedral, Amiens, France, 1916 A.D.
Items Found: Binding Hall Key, Circle of Power (Seven-Point), Door Handle,
             Lucky Penny, Magickal Attack Spell, Magickal Elixir,
             Sealed Envolope, Sheet of Music, Soldier's Letter #1,
             Soldier's Letter #2, Soldier's Letter #3, Soldier's Orders,
             Tome of Eternal Darkness
Weapons: .303 Rifle, 8mm Revolver, Flash Pan, Torch, Two-Edged Sword


Introduction:

 "The "War to End All Wars" redefined how mankind looked at war, and the value
 of human life. Over 19,000 men lost their lives everyday in the trenches of
 the somme. Some say uselessly, some invoke a higher cause. I read accounts of
 the slaughter from many journalists who spent time in the trenches, but I
 found the account of a certain Peter Jacob to be the most horrible of all...

 His implication about the Ancients' involvement with the war was hideous, and
 so obvious... With the horror of the Battle of the Somme scant miles away and
 the distant echoes of pounding artillery, a young journalist named Peter Jacob
 researched his latest story from the frontlines. His grim task brought him to
 Oublie Cathedral, now transformed into a field hospital."

***

Edward, as always, will give the voiceover written above to introduce this
chapter. Once he finishes his voiceover, a short cut scene will being playing,
which will also introduce the chapter and surroundings to you. Peter is a young
journalist who has come to the Cathedral in order to write about the war, and
how the injoured are treated. You may remember that in the cut scene that was
shown right when Alex picked up this chapter page in her chapter, a monk was
telling Pious that the Black Guardian needed more flesh and bone. Well, the
Order decided that, thanks to World War I, this would be very easy to do.
World War I was known as the war to end all wars due to the destruction to the
world and civilization that it brought with it. The solution for feeding the
Black Guardian was to turn the Cathedral into a place where those injured from
the war could go, mainly so they could feed these poor souls to the Guardian.
This is a war that calimed over 20,000 lives a day, which is more than enough
for the Black Guardian. Having many of the deceased come to this Cathedral for
a proper "barrial" gave the Black Guardian everything it needed.

As mentioned before, Peter Jacob is a young journalist who was wounded while on
the front line covering the war. He was sent to the Oublie Cathedral to heal
his injouries, however he will find that this was the worst possible place that
he could have been sent. The Cathedral is now a field hospital, meaning that
many injoured and dead come here every single day. The Chapel is now a large
hospital, and the moans of all the wounded echo throughout this huge place.
It seems that each time you come to this Chapel and the Cathedral itself, there
is more and more pain. Peter doesn't like the atmosphere of this place, and he
doesn't not like it because of all the wasted lives he sees on the bed. There
is just something weird here. Peter decides that he will look around and see
what this old place contains. Peter decides that he will document his findings,
so he will go off into the Cathedral and see what he can see.

The Cathedral has changed a good deal since Paul's chapter, and obviously a lot
since Anthony's chapter. We now have some rather modern (well, in early 1900's
sense) items in here such as a power generator, so the whole place isn't lit
up with candles or torches anymore. You will easily see all of the changes
while you go through the chapter, however you will explore mostly the same
places as Paul, with a few differences in the rooms.


~Oublie Cathedral 1F, Chapel~
Items Found: Soldier's Letter, Soldier's Orders, Sealed Envolope

Peter will begin his chapter with only a Lucky Penny and a Flash Pan. The
Lucky Penny has no actual use to him right now, and he only has it because he
feels that it brings him good luck. Although it seems useless, it will be used
for a very important purpose later on in his chapter, so it seems like this
thing really is lucky afterall. The Flash Pan will cause a giant flash of light
to fill the room, as they used to be used with old fashioned cameras. It
already has a charge inside of it, and Peter has five more charges in his
Invintory. Since Peter doesn't have a camera available, and since we don't need
to be taking pictures, this Flash Pan can be used to stun certain enemies. It
will work against Zombies, but not against Bonethieves or other strong
monsters. I will state in this chapter when or if you should use the Flash Pan.
Aside from that, you do'nt have all that much in your Invintory.

Once you are able to control Peter, start out his chapter by exploring the
hospital inside of the Chapel. You will hear explosions from outside where the
war is raging (however none actually hit the Cathedral). Look on the table near
to where Peter starts his chapter. There is a letter on here that Peter is
able to pick up. This is the Soldier's Letter, and this is what it says:

 "I was admitted to this hospital on Tuesday. The damage caused to my legs was
 slight, but there is no way that I could ever walk normally again. I hate this
 place - every day I am reminded that I will never be abele to do the things I
 love.

 The hospital is a very strange place. Converted from an old cathedral, there
 is an odd atmosphere around it. Silent but for the words of the wounded,
 calling out in the night. There is no doubt it is haunted...

 What I find most odd in this place is that you never see anyone leave during
 the day. It's not right - no goodbyes of fairwells. Just an empty bed when
 you wake."

This letter was written by Pvt. Reginald Jackson to his love, Margaret. It
seems that Peter isn't the only one here who thinks that there is an odd
atmosphere to this place. Peter never stated he thinks it is haunted, however
he will find out soon that it sure as hell is. You will find several letters
from this Private, each of them getting dark and darker. Peter finds it
interesting that this Private notices there is no one who ever leaves the
Cathedral, and that they are never found the next morning when you wake up.
Interpret this letter as you will.

Once you have finished reading it, check out the rest of the hospital here.
There are many wounded soldiers lying on all of the beds around here, plus a
few of them have the covers over them, meaning that they are the corpses of the
war that is going on outside. The pews used to be here, however they have been
removed a while ago in order to place this hospital here, so the room does
look fairly empty and unwelcoming.

You can have Peter talk to all of the wounded soldiers. All of them will
remark on how meaningless this war is. Speaking to nurses will only get you
this message: go and lie down so you can get some rest. Obviously Peter cannot
do this now, as there is much for him to explore. There is nothing else for you
to do around the hospital part of the Chapel, so head to the front of the
Chapel until you get to the altar, where Paul found some hidden letters.

The altar has been cleared off and is now being used as an operating table if
it needs to be. There isn't anything here, however. No sheets, tools for
operation, blood, anything. The only thing that is here is a Sealed Envolope on
the same podium in which Paul used the Podium Key. Simply walk over to it and
have Peter pick it up. Head into your Invintory once you got it and Check it.
Peter will open it up and he will find some Soldier's Orders inside. Here is
what they say:

 "Pvt. Thompson,

 By order of Lt. Hargraves on behalf of H.R.H. Geoge V, you are to leave your
 post of duty and rally in the street outside Oublie Cathedral Field Hospital.

 Further orders wil be presented at the rallying point.

 God save the King!"

This is an official note from the Army. You may not know what to do with this,
however it serves a very important purpose. Show this note to any of the
guards inside of the Chapel and they will tell you that this note is intended
for a man guarding the Entrance Hall. We will head there soon.

Once you have picked up this letter (you do need this one to continue on the
chapter, it isn't something you can just blow off like the other letters that
are optional to pick up and read/use), you should continue looking around the
Chapel. There are several soldiers in here. One of them is standing right
in front of the organ. The organ is one of the few antiques that has survived
the war within this Cathedral, and he says that as long as he is guarding the
organ, no one will be able to get to it and touch/use it. So, we will have to
think about playing the organ later.

There is another guard that is standing near the entrance to the stairway that
leads downward to the Basement, located near the altar. If you try to get down
to the Basement, then he will block your way. Talk to the guard and you will
learn that civilians are not allowed to enter the Basement, and Peter is no
exception to this rule.

There is another soldier that guards the entrance to the Old Tower, and no
matter what you do, Peter will not be able to bribe him to get him to move from
the door. You will not be able to gain entrance to the Old Tower anytime soon.

Go over to the hallway that leads to the Western Chamber in Paul's time. You
will notice that the door leading to the Western Chamber has, for some reason,
disappeared. In its place is a seven-pointed sigil aligned to Pious's
Ancient. We have seen these several times before, and you will know that you
will have to cast a Reveal Invisible Spell here. Of course, we don't have the
ability to cast seven-point Spells yet, and we don't even have the Tome in our
poessession, so there is nothing we can do about this yet. We will be coming
back here later once we can cast seven-point Spells.

Well, this is all that we can do inside of the Chapel at this moment. I highly
recommend that you save your game right now, as the Darkness will not stay
away for very long. Nearly all rooms will be filled with enemies when the
monsters do arrive, so saving can be a bit of a problem, hence it is best to do
it now. Be sure that you have the Soldier's Letter and, most importantly, the
Soldier's Orders that we got on the altar. Head to the end of the Chapel, the
side opposite from the altar, and go through the double doors that lead to the
Entrance Hall of the Cathedral.


~1F, Entrance Hall~
Items Found: None

The Entrance Hall is pretty much unchanged since Paul's time, with a few minor
exceptions. There are some war and medical supplies on the ground. There is
also a guard watching over the door to the east. The stairs over to the west
side of the room lead up to the Cathedral's Second Floor (the Chapel Balcony,
just like in Paul's time). There is no reason to go up there yet, so you must
head over to the guard at his post at the eastern door.

The guard will not let you get past him to the door that he is guarding. There
is only one way to get him to leave, and that is by showing him the Soldier's
Orders. Assuming that you have used the Soldier's Orders on one of the guards
inside of the Chapel, Peter will know that these must be used to show the guard
inside of the Entrance Hall what his next job is. Once you have done this, and
once you have showed them to the guard in the Entrance Hall, he will leave his
post and quickly get out of the Cathedral, taking to the streets, just like how
the orders say. The eastern door is unlocked, so once the guard is gone, you
can head on through the door.


~1F, Supply Room~
Items Found: None
Weapons Found: 8mm Revolver

In Paul's chapter, this was known as the Holding Room. This isn't a prison
anymore. There isn't all that much in here except a bunch of dead soldiers in
body bags piled up in the corner. The floor is covered in blood that has been
oozing out of the bags, so they must have been here for quite some time. This
is somewhat surprising, and it is also kind of weird that dead soldiers would
be kept here for so long (it isn't very sanitary, and any hospital would know
that, even at this time). There are some posters on the south wall that are
patriotic French posters. Considering the contents of this room, doesn't this
seem somewhat ironic to you? I mean, this is a room full of dead corpses and
blood, yet there are posters with patriotic french sayings. Hmm...

There is a single pew in the room that must have been taken from either the
lower or upper Chapel. On the pew are some cases of medical equiptment that
Peter has no interest in. Fortuatenly, there is a useful weapon here that Peter
will definately want to pick up: the 8mm Revolver! The moment that you pick up
this Revolver, a VERY powerful explosion will land just meters away from the
outside of the Cathedral. Fortuatenly, the Cathedral is able to stay standing
so that Peter isn't burried under rubble, however the entire Cathedral will go
dark from a massive blackout. It seems that whatever generates the power has
been knocked out. Knowing what we do about the history of this Cathedral and
what hides inside of it, having no lights on isn't a very good thing,
especially when we are fighting a foce called the Eternal "Darkness." There
is nothing else for us to do inside of this small room, so head out the only
door that leads back to the Main Foyer.

When you do this, however, the Tome will decide that you are the next one to
fight against the Eternal Darkness, and you will be warped to the Hall of the
Tome of Eternal Darkness. Head up the path here like you have several times
before and you will notice that there is a statue of Roberto here now... all of
the places for statues to go in the Hall are starting to fill up. In fact,
there is only one place left. Like you usually do, head to the end of the Hall
and pick up the Tome from the hand made of bones. Once you pick it up, a series
of memories will start flashing back, now with Roberto's memories added to the
series. Peter now knows what he is up against, and he is the next one to fight
against the Darkness. Of course, the Darkness is ready for him, and this time,
they will really try to stop their enemy. Peter will not have an easy time.
Once you are out of the Hall with Tome in hand, and back inside of the Supply
Room by the door, head on through back to the Entrance Hall. You may wish to
save your game again here.


~1F, Entrance Hall~
Items Found: None

There is a Bonethief in here, lurking in the darkness. You should be able to
see it easily, and it will also be able to see you easily if you walk right
out in front of it. Peter doesn't have nearly enough ammunition to fight it,
so you have a few options. You can use the Flash Pan to try and stun the beast,
however I have realized this usually doesn't seem to work very well. Your best
bet is to wait until it has its back turned, and then quickly run across the
room to the stairway that leads up to the Second Floor of the Cathedral. The
Bonethief will not follow you up here, so you don't have to worry about that.


~Oublie Cathedral 2F, 1F-2F Stairway~
Items Found: None

Unfortunately, you will have to worry about the nurse in this room that has
been possessed by a Bonethief. She will begin attacking you with swings of her
fists the moment that you enter this room. Of course, sinse you have very
little ammunition to fight the nurse skin, let alone the Bonethief inside, you
will want to avoid her. Simply run past her and head through the door that
leads to the Chapel Balcony.

Things may be very dark for you here since all the lights are out, and we have
no Torch. If you really can't see, simply head into your pause menu and play
with the game's brightness controls. This isn't cheating, as some TV's make it
unfairly dark for you, as some players can't even see anything except the
windows.

Since Peter is more or less defenseless right now, you may wish to make good
use of Peter's large magick meter and your Shield Spells. Assuming you picked
up the Mantorok Rune in Lindsey's Chapter (if you didn't, you missed out on
something very, very special and useful), be sure to cast a five-point Shield
Spell aligned to Mantorok (purple). You can also cast a five-point Reveal
Invisible Spell under Mantorok, which will actually make Peter invisible to
many creatures (but NOT all of them, do note). If you cast it now, the nurse in
here, for example, will not be able to see you at all (even though you can
easily see Peter; he doesn't become transparent, or else, thanks to the
darkness of the Cathedral, you won't even be able to see the whereabouts of
your character).


~2F, Chapel Balcony~
Items Found: None

Unlike Paul's chapter, there are no enemies here, not even Zombies. All that is
here are some crates and the covered corpses of dead soldiers on beds. Since
there are no enemies to attack you, and since there are no items to pick up,
you can simply waltz on through here to the door that will give you access to
the Bell Tower. Go through that door now.


~2F, Bell Tower~
Items Found: Soldier's Letter #2

At the very foot of the Bell Tower is another Soldier's Letter lying right
on top of a supply crate (however we have no idea what is inside, nor does it
matter; I don't know why I mentioned this). Have Peter pick up the Soldier's
Letter, the second of three that you'll find. You can now use the stairs to
reach the top of the Bell Tower. This is where Paul met with the Custodian a
few times, and this is where the Custodian was finally captured by the Order,
or so we think. There isn't anything to do up here, as even the bell that was
in here during Paul's time (that he rang to summon the Custodian) has been
taken down (or maybe that large blast has just made it fall down to the ground
below - we don't know). You can read the letter now:

 "I've been here for over a week now, and there is no word when I will be
 allowed to leave.

 Strange things have happened. At night the sounds of the hospital change -
 echoes of voices that don't belong to anyone haunt the walls and corridors.

 The restless ghosts perhaps, or sounds of movement, or whispers. I have seen
 war firsthand, and the sounds at night in this hospital scare me more than I
 ever thought possible. What is going on here at night? Why do I feel so
 threatened?

 My fears are worsened by the talk of the other young soldiers... One said he
 had heard cries for help in the middle of the night - cries that were only
 answered by snarls of rage, and not compassion. Another said that Lance
 Corporal Haskill had not been discharged, but had gone missing...

 I stare at his empty bed, with a sense of unholy dread gnawing at my heart."

This letter is the second from Pvt. Reginald Jackson to Margaret. Here we see
that he is describing what seems to be one haunted Cathedral. It is quite
something if he describes the noises in this hospital to be even worse then
those out on the battlefield. We havn't really seen what Jackson is talking
about, however we will quite soon. Now that the power in the Cathedral is out,
the Eternal Darkness will be at their fullest strength. Leave the Bell Tower
and work your way back down to the Chapel (again, be very careful of that
Bonethief that is inside of the Entrance Hall and the nurse near the
stairway.


~Oublie Cathedral 1F, Chapel~
Items Found: None
Weapons Found: .303 Rifle

The Chapel is now completely full of creatures. There are two Bonethieves that
don't have any skin on them (human skin, that is), and there is a Bonethief
inside of a nurse and a wounded soldier. The moment that you enter the Chapel,
all of them will start to pursue you, and this could end up becoming quite
ugly if you don't pre-plan. The best thing to do is cast a Reveal Invisible
Spell under Mantorok-alignment so that none of the creatures in here can really
see you.

Peter doesn't have nearly enough firepower or strength to take all of these
creatures out right now, and since your Sanity is quite low, the best thing is
to stay invisible the entire time to help your chances to survive. Peter only
has a few bullets for his gun, and that isn't enough to take out four
Bonethieves.

Run right down the middle of the Chapel until you get to the altar. Take a look
at the altar and you will see that a .303 Rifle has been placed here. Seems
like someone is on Peter's side. Although the Rifle is very powerful, we still
don't have enough ammunition to take on all of the Bonethieves and hosts
inside of this room, so don't even bother trying. Run to the east from the
altar until you get to the door that leads to the Old Tower.

You may remember that at the start of Peter's chapter there was a guard here
who was not letting Peter pass him to get through the door leading to the Old
Chapel. He didn't stand a chance against all of the creatures that were
infested the Chapel, however, so the door is now free for Peter to go through.
The guard hadn't locked the door either, so it will be unlocked for you. Head
on through to the Old Chapel once again.


~1F, Old Chapel~
Items Found: None

Remember what happened to Paul the first time he entered the Old Chapel? For
those who have forgotten, a Bonethief jumped into a monk's body, and this
seriously harmed Paul's Sanity. Well, in Peter's chapter, we will have to put
up with the same thing. A Bonethief will jump into the body of a helpless nurse
who, obviously, stands no chance against the beast. Fortunately, unlike in
Paul's chapter, we have a weapon that can reach the Bonethief the moment we
walk into this area. Bring up your .303 Rifle from your Invintory menu and
QUICKLY fire at the Bonethief's head BEFORE it kills off the nurse. One shot to
the head from this rifle, Enchanted or not (you won't have time to Enchant
while in this room), will usually kill the Bonethief as it will blow off the
head. Once the Bonethief has been taken care of, have Peter head up the stairs
that lead to the Old Tower.


~Oublie Cathedral 2F, Old Tower~
Items Found: 8mm Ammunition
Weapons Found: Two-Edged Sword

There is nothing in here enemy wise, so you don't have to worry about being
jumped on by Bonethieves. There are three empty bookcases in here to the
eastern end of the room. Head over there now. Examine one of them and you will
find some 8mm Ammunition. You will also find the Two-Edged Sword that both
Anthony and Paul used. If you didn't pick it up with Anthony and then Paul, I
do believe that you will not have access to it now, making this Chapter THAT
much more difficult (as you won't have a clear way to kill all of the
Bonethieves, meaning you will have to do lots of running). Be sure to pick up
both of these useful items.

There is nothing else to do in this room, and the secret door behind the
bookcase that Anthony used is no longer here. We are about to do some fighting,
so be sure to follow these next few tips. Peter has a large magick meter, so
we best make use of it now. You will want full Health, so cast a Recover Health
(remember this is the Recover Spell under Chattur'gha (red) alignment) AND
Recover Sanity to make both meters full. If your magick is now really low,
simply have Peter walk/run around the room or in circles (simply twirl the
Control Stick around) to refill the meter. You will want to cast a Shield
Spell (under the alignment that opposes Pious) of five-point, and you may also
want to cast a Reveal Invisible Spell under Mantorok to make yourself invisible
to all of the Bonethieves (this will REALLY be helpful). Be sure to Enchant
your weapons (the Two-Edged Sword being at the top of that list). Save your
game here now, and head out of the Old Tower.


~Oublie Cathedral 1F, Old Chapel~
Items Found: None

Destroy all of the Bonethieves inside of here now. Be SURE to use the Two-
Edged Sword to slice off their heads in a single hit (if they are Xel'lotath
Bonethieves that have no heads, be sure to slice off their sycthes so they
cannot hit you with any attacks; it takes one hit from the Two-Edged Sword to
take off a syth). Remember that if you are invisible thanks to the Mantorok-
aligned Reveal Invisible Spell, the Bonethieves will not be able to see you,
BUT they can hear you (they will sometimes swing in mid air; watch out for
this, as if they swing in your direction, they will still hit you even though
you are invisible). There shouldn't be that much of a fight here assuming you
followed all of the steps before. Just be sure to not let them surround you!

One all of the Bonethieves have been destroyed, head to the old altar of the
Old Chapel. Have Peter examine this place, and he will note that there isn't
something right here. This part of the Cathedral was never used as a hospital
and hasn't been touched since the religious days of the Church. Peter finds it
strange that there are no religious icons here, and how it is so empty. He
decides that this is yet another reason for calling this place an evil
Cathedral. He believes the Order that was here probably wasn't an Order at all.
He is right in that one. Once you have finished here, head towards the north
and go through the single door that Anthony went through to finish his chapter,
and Paul went through to fight Anthony: The Bishop's Chamber, which has now
been turned into the Morgue.


~1F, Morgue~
Items Found: .303 Rifle Ammunition
Weapons Found: Torch

This room has never been in good occuption, maybe except for its original days
when the Bishop was here (even though he seemed to be rather evil). The room
also served as Anthony's Tomb (he is gone now, don't worry about that), and
now it serves as the Morgue, the place where dead bodies are kept. The room is
FILLED with blood on the ground (no, this isn't a Sanity effect, although you
may see blood dripping from the ceiling or walls if you are low on Sanity). It
sure as hell must smell bad in here. Anyway, there are four Zombies usually
aligned to Pious in here. Since we have been facing so many Bonethieves, you
are probably happy to face an enemy that is slow moving. Hopefully your
Two-Edged Sword is still Enchanted so that you can finish them all off rather
quickly. Remember to hit off the heads so that they cannot chase you (the room
is fairly large, however fairly small for fighting so many Zombies), especially
if they are Ulyaoth Zombies (blue)! Try to stay in the centre of the room so
that your sword won't clang off of the walls.

Once all of the Zombies have been downed and Finished, search around the room
to see what you can find. There are a total of three boxes of .303 Rifle
Ammunition sitting on top of crates inside of the Morgue. Head over to the
western wall where you will find a Torch which is resting in place on the wall.
You may wish to pick this up first considering the room is so damn dark, and
equpping the Torch will help you find the .303 Ammunition on the crates. The
ammo does flash like all items do, but it can still be difficult to see them.

Remember the Spells I asked you to do before you faught the Bonethieves inside
of the Old Chapel? I suggest that you do that again now, as we are about to
take on all of the Bonethieves inside of the main Chapel of the Cathedral. It
is best that you take them out, as we will be visiting the Chapel several
times. If you don't have the Two-Edged Sword, then you may wish to avoid this,
even though you picked up a lot of ammunition for the Rifle. You will want to
save that ammunition for a few fights that we will be facing later, especially
the final fight that Peter must get through... Head back to the Chapel now.


~1F, Chapel~
Items Found: Sheet of Music

Get ready for quite a fight. Well, it won't be as long as you cast the Reveal
Invisible Spell on Peter under Mantorok-alignment to make him invisible,
Enchanted your Two-Edged Sword (or Rifle if you don't have the Two-Edged Sword)
and, finally, cast a Shield Spell on yourself. Oh, and make sure your Sanity
and Health are full too!

You will want to take out the Bonethieves that are not inside of human bodies
first. These ones are faster and can cause more problems if your invisibility
dispels early. Once the two Bonethieves that aren't in human skins have been
taken out, focus on ONE human skin at once. You should have very few problems
here, especially if you have that Two-Edged Sword. Good at fighting Bonethieves
yet? Once all four have been taken down, be sure to Finish them off, especially
if you have lost any Sanity. If you have taken a beating, be sure to cast some
Recover Health and Recover Sanity Spells. Save your game now too (remember that
all Bonethieves bust have already evaporated away from the Chapel for you to
save, or else the game won't let you) if you wish. Head over to the altar and
to the right, towards the organ.

There was a guard here before, however it has been killed by all of the
Bonethieves that infeseted the Chapel. Note that the Bonethieves, now all
killed, will NOT come back, so the Chapel will be free of monsters from now on.
Have Peter examine the organ and he will notice that there are some tattered
Sheets of Music on here. The organ has been re-designed (even though the
ouside of it looks the same) so that it works on electric power instead of
through pure air like in Paul's chapter. Since there has been a power outage to
the Cathedral, you will have to wait in order to use the Sheets of Music here
on the organ, just like how Paul did. Be sure to pick it up however, as you
might as well.

Be sure to pick up the .303 Rifle from the altar if you havn't already done so.
Head over to the stairway that leads down to B1. There was a guard guarding
this stairway at the start of the chapter, however he has also fallen prey to
the Bonethieves that were once in here. Make sure that your Health and Sanity
meters are full, and make sure that you have saved your game. Once ready, head
down the stairway to B1.

Note: Now that you have the Two-Edged Sword, you may wish to backtrack to a few
previous rooms that contained Bonethieves, however we couldn't fight them when
we first went through them. This includes the Entrance Hall, the 1F-2F
Staircase (there is the maid here with the Bonethief inside, so you'll have to
destroy both), and the Chapel Balcony, where there is a single Bonethief with
no human disguise. You may wish to do this so that you won't have to put up
with them if/when you return to these areas. You can also recover lost Sanity
this way. Do this if you wish! If you decide to do this, head back to those
said rooms now, and then return to the Chapel and to the stairs that lead to
the Basement.


~Oublie Cathedral B1, Hallway~
Items Found: .303 Rifle Ammunition

This place looks almost exactly like it did in Paul's chapter with a few
structural improvements. Head to the end of this short hallway where you will
see doors that lead to rooms to the east and west of the area. Note that the
door that lead to the eastern room did not exist in Paul's chapter, so that
is a new area for us to explore. We won't head through there just yet, however.

Head down the main section of the hallway to the west. There is an open area
down here that contains the bellows for the organ which are now powered by
steam. They are located in the northwest corner of the room. Since there is no
power, there is no way for steam to be created to make the organ work. There
are two more boxes of .303 Rifle Ammunition down here on top of crates in the
northeast and southwest corners of this room. You may like to see these if you
had to use the Rifle against all of the Bonethieves inside of the Chapel if you
decided to use the Rifle in that fight. There is a door in this part of the
room that leads to the Wine Cellar, however we won't head in there yet.
Instead, return to the small section of the hallway that we saw earlier and
head through the new door to the east (your left).


~B1, Storage Room~
Items Found: 8mm Ammunition

There isn't all that much for us to do in here except pick up some 8mm bullets.
This is the Storage Room, where we see some supplies used for war and medical.
Head to the northeast corner of the room where you will see a barrel. Have
Peter examine this barrel and he will pick up the package of 8mm Ammunition
that you should welcome.

Head over to the desk now in the northwest corner of the room. There are some
papers here and a chair. Examine the area and Peter will note that the area
has been eeirly untouched. There is a letter here that has only been half-
written. It is like the writer had been interrupted from his work while writing
this letter, and he wasn't able to finish it and, by the looks of it, return to
finish the letter.

There is nothing else we can do inside of the Storage Room, so exit through the
only door to get back to the B1 Hallway. From there, go through the door
directly across from the one leading to the Storage Room; this is the door to
the west, which leads to what was the Guest Quarters in Paul's chapter.


~B1, Guest Quarters~
Items Found: .303 Rifle Ammunition

This room is still known as the Quest Quarters in Peter's chapter. Brother
Andrew stayed in this room during Paul's chapter, and that Sacrifical Knife
had made its precence here, so the room surely doesn't have a great history to
it. Fortunately for Peter, there are no enemies inside of this room, so all we
can do is explore. Peter finds that the room is in fairly good condition! This
is a first, as every room in this Cathedral seems to be filled with either
blood, dead bodies, enemies, lack of a presence, and so on. This is the room
that the hospital staff are supposed to be writing death certificates to the
families of all the dead soldiers that came through this Cathedral. We sure
have seen a lot of body bags within several rooms of the Cathedral, so you
would think that the staff have more than enough work to do. It seems like no
one has really had a presence in here.

Head over to the shelf on the eastern wall. Examine it and Peter will find that
there is a box of .303 Rifle Ammunition here. There is nothing else for us in
here, so return to the B1 Hallway via the only door in this room and head to
the organ bellows. From there, take the door that leads to the Wine Cellar.


~B1, Wine Cellar~
Items Found: None

Unlike the previous rooms we have searched down here, there ARE enemies inside
of the Wine Cellar, however they won't provide any problems. There are three
Trappers in here. Equip your 8mm Revolver and take out each of the three
Trappers one by one, shot by shot. Don't use your high-powered Rifle here, as
that would be a waste of ammunition. A single shot from your Revolver will take
a Trapper out.

Once all of the Trappers have been killed, explore the rest of the room. The
room is quite different from Paul's chapter, mainly because there is no hidden
door to the south end, and the wine casks seem to be lacking. There are two
new doors in this room, however, to the east and west of the door that leads
back to the B1 Hallway. Be sure to use your Torch to explore this room, as it
is very dark and foggy if you don't.

There is a body of a fallen soldier that lies on the ground at the southern
end of the room. Examine the corpse and Peter will note that this man had not
died from the war raging outside. Instead, this soldier died from the evil
forces that are inside of the Cathedral. Once you have investigated the room,
simply head through the door to the east of the door that leads back to the
B1 Hallway.


~B1, Generator Room~
Items Found: .303 Rifle Ammunition

This room has a large steam-powered generator inside of it. Have Peter examine
the generator and you can have Peter pull the lever that will start it, however
it will not start despite how many times you pull the lever. The generator,
since it is a steam one, needs steam in order to be activated. Since there is
no electricity currely heating water, there is no way for steam to be
produced. It will be easy to fix this, however.

On the eastern wall of the room is a fuse box. Have Peter examine it and he
will notice that one of the fuses is missing. This is weird, as there is no
fuse on the ground, and that huge explosion would only mislodge a fuse.
Perhaps this was not the doing of that large explosion? Perhaps someone took
the fuse so that Peter would have a harder time fighting the monsters? Who
knows, however, luckily, we have an item that can act as a fuse. Before you
leave the generator room, pick up the .303 Rifle Ammunition that is placed
atop a crate in the southwest corner of the room. Return to the Wine Cellar and
from there head through the opposite door to the west.


~B1, Boiler Room~
Items Found: None

There is a large boiler in here (there are no enemies in this room at all).
Have Peter examine the boiler and you will be asked if Peter should turn the
wheel. Have Peter do this. Even though there is no electricity, this boiler
must be activated through some other energy source (burning wood maybe).
Regardless, this will send steam pumping through the pipes around the
Cathedral. The bellows for the organs should now work.

Head to the western wall of the Boiler Room where you will see a door on the
wall. Peter cannot open this door, however, as there is something very heavy
pushing against it on the other side, and Peter isn't strong enough to move
whatever is there. Take a look to the side of the wall, where there is a small
hole large enough for a small dog to pass through. Hmm, if you think here,
didn't we see this "large enough for a small dog" back in Lindsey's Chapter?
We used a Trapper to get through the small hole to the secret chamber then, so
we sure as hell can do that now! Have Peter summon a Trapper (or any
alignment, it doesn't matter, but note you cannot summon Mantorok Trappers as
there are no such thing). Once you have control of the Trapper, send it
through the wall to the next room.


~B1, Coal Chamber~
Items Found: Seven-Point Circle of Power

Once the Trapper is inside of the Coal Chamber, have it head over to the door
to see what was blocking it. It turns out that there is a dead patient here
who had fled into this chamber to escape all of the creatures that were once
roaming around these areas before Peter took a blade to them. You will
finally be able to use the Trapper's "trap" weapon. Be sure to TARGET (you
MUST target the body) the dead body and then have the Trapper use the trap
skill. Assuming you did it right, the Trapper will self-destruct while sending
the dead body to the Trapper Dimension, clearing the door. You will now be
back in the Boiler Room in control of Peter. The door leading to the Coal
Chamber is unlocked, and it is now clear of obstruction, so head on through!

Once inside, you will find a Seven-Point Circle of Power on a small crate in
the very middle of the room! This is the final Circle of Power that we will
find, and it will allow us to create very powerful Spells (at the cost of a
lot of magick from our meter per Spell, remember this). You are now able to
power up all of your Spells to seven-point (with the sole exception of Summon
Trapper and Summon Zombie). You may wish to do all of that now. Casting a
seven-point Enchant Spell on any weapon will keep it Enchanted for a long,
long time. Casting a seven-point Reveal Invisible Spell under Mantorok will
keep us invisible for a long, long time. Casting a seven-point Shield Spell
will give us two more orbs of damage. See how it works? Simply add two more
Pargon Runes to your excisting Spells to power them up! This works the exact
same way as the five-point powerups did.

Once you have picked up the Circle of Power and you have powered up all of your
Spells, have Peter return to the Generator Room (leave the Coal Chamber, the
Boiler Room, and once in the Wine Cellar, go back through the door to the
east). Remember to have turned the wheel on the boiler!!!


~B1, Generator Room~
Items Found: None

There is now steam pumping through the vents of the Cathedral, assuming you
turned the wheel on the boiler in the Boiler Room. If you didn't, go back and
do that right now. Have Peter pull on the lever beside the generator again,
however it still won't work. The missing fuse from the fuse box will keep the
generator from working until it is fixed.

Head over to the fuse box and examine it. We still havn't come across an
actual fuse, however, there is something in our Invintory that will act like
one: The Lucky Penny! Stand beside the fuse box and head into your Invintory
and then, once selected, Use the Lucky Penny on the fuse box. Peter will
insert the Penny in the place of the missing fuse and BINGO! The fuse box now
has a proper connection.

Head over to the generator one last time and pull the level. This time, since
the circuit is fixed in the fuse box, and since there is steam pumping into the
generator from the Boiler Room, the generator will come to life! This will
restore all of the lights inside of the Cathedral (minus the ones in the Old
Chapel, mainly because there are no electrical lights there anymore). Finally
we have gained a large edge on the Darkness. The lights will stay on this time,
so you don't have to worry about searching through darkness again.

Now that power has been restored, backtrack through the Wine Cellar and
Basement Hallway until you get to the stairs that lead back to the Chapel. Head
up to the Chapel once again (hopefully you've killed all of the Bonethieves up
there). You may wish to cast a five or seven-point Reveal Invisible Spell under
Mantorok to keep yourself invisible, as there is a little fight coming up...


~Oublie Cathedral 1F, Chapel~
Items Found: Door Handle

A massive explosion will take place right outside the Cathedral, shatting the
beautiful, old stained glass windows at the front of the Chapel near the
altar. No enemies will jump in, however a few more Bonethieves have come to the
Chapel to try and take out Peter by surprise. The power will stay on this time,
so you don't have to fight them in the dark. There is another Bonethief in the
Chapel Balcony too.

First things first, equip your Two-Edged Sword and (hopefully you are invisible
from me telling you to do so before) take out the three Bonethieves in the
Chapel. Fighting three all at once is a HUGE pain unless you are invisible, as
they love to all surround and jump on you at once, which will take Peter down
in a matter of seconds. Once you have taken all of the Bonethieves in the
Chapel (you may wish to head up to the Chapel Balcony and take that fourth
Bonethief out too) and Finished them off, head over to the organ to the left
of the altar.

Since the power and steam have been restored, the organ will now work just like
it did in the days of Paul. Bring out your Sheet of Music that you picked up
on the organ earlier (if you didn't pick it up earlier, it will still be here
now, so simply pick it up from the keys on the organ). You will notice that,
from age, the piece of paper has ripped! Some of the musical notes are missing
as they have long faded and decaded away. Hopefully you wrote down what both
Paul and Alex played (DIDN'T I TELL YOU TO WRITE IT DOWN?). If you don't
remember, keep on guessing until you get it right. Once you play the proper
tune, which really is the same as what both Alex and Paul played, the
mahogany cabinet over to the right of the altar will open, just like it did
for Paul. Head over there now.

There is no Circle of Power in there (in fact, I forgot to mention earlier that
the Seven-Point Circle of Power is the last one that you will pick up, as you
cannot naturally create Spells strong than seven-point with one exception when
playing as Alex), however there is a Door Handle. It seems like a rather
useless item, however we will be putting it to good use soon.

Head to the end of the hallway to the west of the Chapel where Peter saw that
Seven-Point sigil on the wall at the start of his chapter. You should know what
to do now. Cast a seven-point (not five, it must meet the amount of points as
the sigil on the wall) Reveal Invisible Spell under the alignment in opposition
to Pious's Ancient (you should know what this is by now, I hope). This will
make the illusion of the sigil go away, and a door leading to the Western
Chamber will now appear.

Of course, there is no handle on the door, so you can't head through it right
away. Fortunately, we picked one up a little while ago by playing the correct
tune on the organ, opening up the mahogany cabinet that contained the Door
Handle on the inside. Someone clearly doesn't want us to be in here. Head into
your Invintory and Use the Door Handle on the door. Peter will correctly place
it in the slots, and you will now be able to head through the door; it is
unlocked.


~1F, Western Chamber~
Items Found: .303 Rifle Ammunition, 8mm Ammunition

There are no enemies inside of here, however there is lots of ammunition.
There is a reason for this. The game is hinting that there will obviously be a
time in Peter's chapter where you will be using your guns a lot. On top of the
crates near the northern wall are two boxes of 8mm Ammunition for your 8mm
Revolver. On a crate near the eastern wall is a box of .303 Rifle Ammunition.

You will also notice that there is a trail of blood on the ground leading to a
ladder that heads down to the Second Floor of the Basement. It is quite clear
that some bloody body bags have been dragged here and taken down to the
Basement, probably to feet the Black Guardian. I guess all of those body bags
that we have seen lying around with bodies inside are being kept here to feed
the large monster. They have been dragged all the way down the ladder, and this
is where we will continue our journey. You may wish to defend yourself with
Shields, Enchanted weapons, and even Reveal Invisible Spells under Mantorok
before you head down here. You can also save your game. You will not be coming
back up here once you head down, so say goodbye to the Chapel.


~Oublie Cathedral B2, Hallway~
Items Found: None

There are no enemies in this small hallway that looks very much like how the
Cathedral did in Paul's time (in other words, it hasn't been changed at all).
As you can guess, we are heading back to the rooms that were originally
explored while we were Anthony. Head through the door at the end of this
Hallway to enter the next room.


~B2, Room 1~
Items Found: None

There are several Zombies in here, all of them usually being aligned to
Mantorok. One of them will have a Bonethief inside of them, so watch out for
one to jump out of a Zombie right when it is about to fall from your blade.
Be sure to use your Torch (if you can) or Two-Edged Sword (hopefully it is
aligned to Mantorok or the opposition to the Zombies in here). Once all of the
creatures have been defeated, head through the unlocked door that leads to the
B2-B3 Stairway.


~Oublie Cathedral B3, B2-B3 Stairway~
Items Found: None

This stairway that leads to the Third Floor of the Basement contains no enemies
at all, so you simply have to have Peter run all the way down until you reach
the door at the bottom. This will lead you into the next room. Before going
through the door, be sure to recast your Shield Spell (if you have lost any
orbs), Enchant Item to your Rifle and Two-Edged Sword (be sure to Enchant the
Rifle that opposes Pious's Ancient), and you should also cast Reveal Invisible
under Mantorok, as being invisible in the next room will help. You may also
want to save your game in here too.


~B3, Room 1~
Items Found: None

This is the room that contained the sarcophagus of the Custodian in Paul's
chapter. It has long been removed from the room and replaced by several
enemies. There are two Zombies in the room and a Horror, all enemies being
aligned to Pious's Ancient. There are several things you can do to make this
fight easy. Firstly, assuming you are invisible, chop off the heads of the
Zombies (especially if they are Ulyaoth so they don't explode; they will even
if you are invisible and they can't see you) so that, if you do lose your
invisibility, they won't be able to see you. Quickly run over to the Horror
(these beasts can't see you while invisible, thankfully) and fire two shots
at it with your properly Enchanted Rifle to two heads to take it down. Finish
it if you wish. Then go back to the headless Zombies (unless they are
Chattur'gha Zombies and the heads have grown back already) and finish them off
with your Two-Edged Sword. Once all of the Zombies and Horror have been taken
down and Finished, explore the room.

There are a total of four doors in here, and it is easy to get a little
confused in knowing where to go. The northern door in this room is the one
that Peter just came through from the B2-B3 Stairway. Right next to it on the
eastern wall is a locked door with a large circular pattern on it, just like in
Paul's chapter. We all know where this door leads to...

TO the south is an unlocked door that leads to that hidden area that we found
in Paul's chapter (not in Anthony's chapter) that contained the dead Custodian,
and where Paul had to fight the two Bonethieves in relatively close spaces.
This is now the Sacrificial Altar Room and we will be heading in here rather
soon, but not quite yet. Head over to the western wall where you will find
another door. Head through this door.


~B3, Hallway 1~
Items Found: None

This hallway is in the shape of an L. There isn't much in here except for two
Trappers. Use the 8mm Revolver on them, as one shot from this weaker gun will
take a Trapper out in only a single hit. Do note that, even if you have a
Shield around you, this will not stop the attack from a Trapper and you will
still be transported to the Trapper Dimension, so be careful in these close
spaces to stand as still as possible. Trappers can even walk into Peter, but as
long as he doesn't move, they will not attack. Once you have shot both Trappers
and killed them with the Revolver, head through the door at the end of this
hallway.


~B3, Room 2~
Items Found: Soldier's Letter #3

This is the room that both Anthony and Paul visited. In Anthony's chapter we
placed the filled Urns on the pressure plate (which has long been gone; it was
not even here in Paul's chapter) to open the secret door to the Bishop's
Chamber. In Peter's time, there is a Bonethief in this room. This room is VERY
small for you to fight a Bonethief, as there is little room for you to run,
and these things are very fast. It will rush you the moment you come in here.
Quickly bring up your Two-Edged Sword and slice the Bonethief up. You have
fought so many, you should be a master at it now. Just be VERY careful to use
VERTICAL and not HORIZONTAL chops in here, as your Two-Edged Sword will almost
always clang off the wall, giving the Bonethief more than enough time to jump
on poor Peter.

Once the Bonethief has been finished off, head over to the bookshelves on the
walls (the east and west walls to be exact). There are a bunch of books here,
however none of them are holy. Peter will note that they are all rather
unholy and don't promote any traditional religious values. Take a look at the
table in the very centre of the room. There has always been something useful
here, and that will continue to Peter's chapter as well. Examine the table and
Peter will find the third Soldier's Letter. Here is what it says:

 "It's been two weeks since Haskill went missing, and I'm afraid to go to
 sleep.

 More than once I saw shadows of people moving past my bed, peeking through
 the blinds to see a wounded soldier being taken from his bed, drugged and
 delirious in the dead of night, never to be seen again... as Haskill was,
 perhaps as I will be...

 What happened to them, I don't konw... I am afraid to ask what happened, for I
 know that I would surely be the next one to be taken into the darkness."

This is the third and final letter that Peter will find from Pvt. Reginald to
his love, Margaret. This is by far the darkest letter so far. We now know why
the hospital staff never seemed to have written any death certificates - all of
the dead and dying soldiers are being taken from their beds at night and they
are never seen again. Is it Pious's soldiers that are doing this? Pvt. Jackson
seems to think that he will be next, and it seems that he has been, as we
havn't heard anything from this man yet in Peter's chapter (no physical contact
at least).

Head over to the bookshelf on the southern wall and have Peter examine it. He
will notice that there is a book here that, when pulled out, will cause the
door to Hallway 2 of B3 to appear. Head on through there now.


~B3, Hallway 2~
Items Found: None

This is another L-shaped hallway. There is a single Trapper in here, so have
Peter use his 8mm Revolver on it to take it out in a single and quick shot.
Once the Trapper has been eliminated, make yourself invisible and Enchant your
Two-Edged Sword to the alignment that opposes Pious. Head through the door at
the end of the hall to enter the Bishop's Room.


~B3, Bishop's Room~
Items Found: Binding Hall Key

We are once again inside of the room where Anthony faught the possessed
Bishop, our first real fight in the game. In Paul's chapter there wasn't much
in here, including no enemies. In Peter's chapter, however, there are enemies.
You will find a Zombie and a Trapper in here. The best thing to do is quickly
target the Trapper with your Revolver and shoot it before the Zombie can reach
your point of entrance at the door (it's fine since they move so slow). Once
the Trapper has been killed (they cause more problems that Zombies if left
untouched), pull out your Two-Edged Sword and finish off the Zombie. Head to
the unholy shrine at the far end of this room.

This small shrine contains the Binding Hall Key. Have Peter examine the shrine
and then have Peter pick up the Key once prompted. Now that we have this, you
may wish to save your game again just to be safe. Head back now through the
previous two hallways and the room that contained Soldier's Letter #3 until
you get back to Room 1 of B3, the one with all the doors. Once there, head
through the open door that leads to the Sacrificial Altar Room.


~B3, Sacrificial Altar Room~
Items Found: Magickal Elixer

There are three Trappers on the path inside of this room. Again, use your
8mm Revolver to take all three out by using only three shots. Walk carefully
along the path so that you don't bump into them. Note that if you walk close to
them they will warn you by flashing, so you will be able to see them in the
dark path (it is rather dark in here). Eventually you'll arrive to the area
that contained the table that had the body of the dead Custodian in Paul's
chapter.

The table contains no Custodian or dead body on it now, however it is filled
with blood stains from all of the sacrifices that Pious and, assumingly, Paul
did here. Examine the table and Peter will notice that there is a large bottle
of Magickal Elixer on the table. Have him pick it up, as you will REALLY want
this later. A single dose of this will completely refill Peter's Magick Meter.
Do NOT use this until I tell you to do so, however, as this item has been
placed in this chapter for a purpose. It will work as soon as Peter drinks it
and Peter can take it a total of 5 times, which isn't all that much considering
how much Magick we will be using soon. Return to the previous room.


~B3, Room 1~
Items Found: None

Make sure that you have the Magickal Elixer and are back in B3, Room 1, head
through the door with the circle on it. Peter has the Key that Pious used back
in Paul's chapter to get through this door. Stand near the door and head into
your Invintory menu and Use the Binding Hall Key. Once unlocked, have Peter go
on through the door.


~B3, Hallway 3~
Items Found: None

This is a straight rather longest hall that contains three Zombies, usually
aligned to Pious's Ancient. Have Peter pick them all off with the Two-Edged
Sword and finish them off. Have Peter run to the end of the hall and go through
the door into the next room, which is a staircase.


~Oublie Cathedral B4, B3-B4 Stairway~
Items Found: Magickal Attack Spell Scroll, .303 Rifle Ammunition

Head down the stairs here to the next floor. There are no enemies in here, so
you don't have to worry about getting into any fights. About halfway down the
stairs on the plateau is a small shelf near the Torch. Examine the shelf here
and Peter will be able to pick up a box of .303 Rifle Ammunition. There are
two fallen soldiers here, lying on the ground. Makes you wonder how they got
all the way down here.

At the bottom of the staircase you'll find an amazing item. Look on the wall
and you will find the Scroll that will make Peter learn the Magickal Attack.
Once he picks it up, assuming you've found all the Codices for the Runes
required, Peter will automatically learn the Magickal Spell Attack, assuming
you havn't already created it by yourself under the New Spell option. Peter
will learn a three-point Magickal Attack, but be sure to power this up to both
five and seven-point Spells (especially the seven-point, as you will be using
this very, very soon). Note that, in order to complete Peter's chapter, you
MUST have learnt this, SO BE SURE PETER KNOWS THE MAGICKAL SPELL ATTACK!!!
Head on through the door at the bottom of the stairs here to enter the final
normal room.


~B4, Hallway~
Items Found: None

This is the final Hallway that Paul explored in his chapter, and it is really
the final Hallway that Peter will explore too. It is in the shape of an L and,
at the end of the hall, is the fancy door that leads into the Black Guardian's
Hall. Before you head through the door that leads to the final boss fight
(which is truly your first boss fight) in Peter's chapter will begin right the
moment you head through the door, so before you do so, you will want to
pre-prepair for this large first. Firstly, and most importantly, SAVE YOUR GAME
especially if you havn't done it at all this chapter. I CAN'T stress this
enough. This is a rather difficult fight, and you may end up dying several
times. As long as you save, you can resume the game from this hallway before
even meeting the Guardian, so you'll have an infinate amount of times to beat
him now. Here is what you should do before heading through the hall:

1. Be sure to Enchant all of your guns, especially the Rifle and Two-Edged
sword to the alignment in OPPOSITION of Pious's Ancient. This is VERY
important, as if you enchant to the wrong Alignment, this fight can get that
much worse, especially if you will be fighting against Chattur'gha's Black
Guardian. Remember that this Guardian will be of the same Alignment of Pious's
Ancient, and it will ALWAYS be like this. Also make sure that all of your guns
are fully loaded. If they aren't and you don't see the 'reload' item on screen
(you won't if there are still some bullets in the gun), head into your
Invintory menu and select the bullets, then use the "mix" function on the gun
to have Peter reload them.

2. Be SURE to cast Recover Health (you will WANT FULL HEALTH!!!) and Recover
Sanity (especially if you will be fighting against Xel'lotath's Black
Guardian) so both those meters are full. The Black Guardian can drain both
(especially the Sanity if you are facing Xel'lotath's Guardian) very quickly,
so going in there with less than full meters will be a big mistake.

3. Cast a seven-point Shield (again, this MUST be opposite to Pious's Ancient
for it to really have any effect) no Peter so that we can take as many as 7
or more hits from Zombies that the Guardian will fire at you. We won't really
have time to cast a Shield in the fight, so make sure this is a seven-point
Spell so you can have a few more orbs than with the other castings.

4. You are probably very low on Magick right now, so run around the hall or in
circles to refill your Magick Meter. Peter's fills a little faster (or so it
seems) than everyone elses, so you shouldn't have to run around for a while
before your Meter is full once again.

5. Be sure to assign a three-point Magickal Attack Spell to one of your Quick
Spell buttons, easiest probably being the Y button. MAKE SURE THIS IS IN THE
ALIGNMENT OPPOSITE TO PIOUS'S ANCIENT. Using the Magickal Attack Spell is the
only way to hurt the Black Guardian (no, the Rifle doesn't even get close to
hurting it), and it will only harm it if it is aligned to the alignment that
opposes it!

6. SAVE YOUR GAME!

Once you have met all of these requirements, head on through the door to begin
the battle with the Black Guardian. This will be the largest and most difficult
fight yet, and some say it is even more difficult than the final battle against
Pious (although I don't believe this). Anyway, hold up your nerves and head on
through.


~B4, Black Guardian Hall~
Items Found: Essence of Ancient

Once you pass through this door that leads into Black Guardian Hall, he will
not be able to return to the rest of the Chapel. This is a do-or-die situation.
Hopefully it will be a do for you. A cut scene will begin, just like it did in
Paul's chapter (however, of course, Peter won't be such an easy target for the
Black Guardian as the feeble Paul was). Peter will walk down the hall, amazed
by its size and seeming beauty. Eventually he will be right near the northern
end of the Hall, right where the giant hole where the Black Guardian is
hiding. Steam from the Black Guardian arises from the pit and in seconds of
Peter getting close to the pit, the Black Guardian will rise up, ready to
defend the Essence behind the glass window behind the pit. It knows Peter is
a worthy advasary, and it will fight against him. The Black Guardian casts a
very powerful Spell that causes a VERY strong barrier of pure magickal energy
to block the entrance back to the door leading out of the hall to the south.
There is no escaping now. No matter how hard you try, Peter cannot get over
this. Oh, and while fighting the Black Guardian, DON'T TOUCH THE BARRIER!

The camera will zoom through the window that is behind the Black Guardian to
the furthest northern area of the Hall. Here we will see that the Essence of
an Ancient is being hidden away. This Essence will depend on which Black
Guardian we are fighting. The cut scene will now end, and the fight will
commence!

This is a three phrase battle, and it will change depending on which Black
Guardian you are facing. I will list each phrase, and then how you will be
able to defeat it under each Guardian.


--PHRASE 1--
The first phrase of this battle will be somewhat the same across all of the
three possible fights with a few noticiable differences. Since there is so
much room between the Guardian, Peter, and the magickal barrier at the end of
the hall, you can have Peter stay far back. The Black Guardian will use some
long-range attacks that it will fire one after another at Peter. The key to
this fight is to stay as far back from the Guardian as possible. The further
back you are, the more time you will have to move away from the attacks. If you
are close, then you will have a hard time dodging these attacks thanks to the
frequency of them being fired and to the velocity at which they move (which is
pretty damn fast).

There is only one way to injure the Black Guardian; this is the one and only
way to do it across all three phrases, across all of the three Black Guardians.
You must use a three-point Magickal Attack in the alignment that opposes the
Black Guardian. So, if the Guardian is Chattur'gha (red), use Ulyaoth Blue. If
Ulyaoth Blue, use Xel'lotath Green. If Xel'lotath Green, use Chattur'gha red.
If you use the wrong alignment, then the Magickal Attack Spell will not
damage the Black Guardian at all, and this battle will end with a loss in your
column. The Guardian is also invulnerable to ANY attack UNLESS it is flashing
white. Once it starts flashing white and it is safe for you to do so, you can
cast the Spell and hit the monster from ANY range (you don't have to be close
to it).

You will have to cast a three-point Magickal Attack Spell because they are cast
fairly quick. You will NOT have time, ESPECIALLY in the third phrase, to cast
a seven-point Magickal Attack thanks to how long the Black Guardian flashes for
your offensive opportunity. Remember the Magickal Elixer that we picked up
from the Sacrificial Altar Room? This can be used to completely refill Peter's
Magick Meter whenever he wishes. We will be doing a LOT of running in this
fight, however you will use magick fairly quickly. Use it if you see the Black
Guardian flashing and you have not enough magick to cast a three-point Magickal
Attack (these are best to use also because they take up less magick). Of
course, like most boss fights, or any fights in this game for that matter, the
greatest strategy is to keep moving, not only because you will easily avoid
attacks that way, however you will also constantly replenish Magick that way.
You will have to hit the Black Guardian with three properly-aligned Magickal
Attacks before you can move onto phrase two. Here are some tips for fighting
each of the three possible Black Guardians.


---Phrase 1: Chattur'gha Black Guardian---
Difficulty: 4/10

The Chattur'gha Black Guardian looks like a giant crab with two huge pincers
and a large body. It will act in roughly the same way as the Ulyaoth Guardian
in this phrase, however. It will fire four red magickal bolts of pure magick
energy at you from its claws, followed by a 'lick' from its long tongue. All of
these, especially the magickal bolts of energy, will hurt Peter upon contact.
Dodging the magick bolts is easy, especially if you are standing far back from
the Guardian. Simply move from side to side (you will have to run in order to
get by them, as they will home in on you and be successfull in it if you don't
RUN out of their way). Dodging the tongue can be a little more difficult, and
there isn't a great strategy to use here. Simply try to dodge it if you can by
quickly moving to the side once it appears. Once the Black Guardian has fired
four magickal bolts at you and used a tongue attack, it will have to lean back
to regain its magickal energy and breath. It will begin flashing now, SO
QUICKLY USE YOUR MAGICK ATTACK NOW! If you wait too long, you will give up the
chance, and you'll have to go through the attack phrase one more time. The
moment you see the Black Guardian flash, and I MEAN the MOMENT you do, press
your Quick Spell button (I recommended using Y) that has the Magick Attack
Spell aligned to it. Once you hit it once, you will have to go through two more
phrases of this attack pattern. Once you successfully hit it a third time, the
Black Guardian will move to Phrase 2.


---Phrase 1: Ulyaoth Black Guardian---
Difficulty: 2/10

The Ulyaoth Black Guardian looks like a massive jellyfish with legs. Great fun!
The Ulyaoth Black Guardian will give you the easiest first phrase out of all
the Black Guardians. It will summon three large balls of pure magickal energy
(much how like the Chattur'gha Black Guardian will summon balls of magikal
energy, however these will be blue instead of red, and you will only have to
put up with 3 with Ulyaoth's Guardian instead of 4 from Chattur'gha's) that
Peter will have to dodge. It will fire one at you at a time, however they move
fairly fast and WILL home in towards you. As long as you are running direclty
to the right or left, and you MUST be RUNNING, you will be able to dodge them
with no problem. Once the third shot has been fired, the Black Guardian for
Ulyaoth will have to rest and recharge its magick. It will begin flashing,
giving you a moment to attack! The moment the third ball goes by you, quickly
cast the Spell so you can hit it when it starts flashing. If you are to slow
you will miss the chance, meaning you will have to face another attack phrase.
If any of the magick balls hit you, they will drain your magick meter by a fair
size, so be sure to dodge them! Also note that you can fire a properly-aligned
Enchanted Rifle Shot at the balls to destroy them, however there isn't much
point at this as dodging is easy enough and you won't waste ammunition. Do this
if you have ammo to waste. Once you have hit the Black Guardian, the same
attack phrase will repeat (3 balls followed by flashing). Two more successful
Magickal Attack hits will move you on to Phrase 2.


---Phrase 1: Xel'lotath Black Guardian---
Difficulty: 5/10

I personally have found this to be the hardest first phrase out of all the
Black Guardians. The Xel'lotath Black Guardian looks like a giant body with
four arms and two legs, with no head! In the place of the head there is
Xel'lotath's alignment sigil. Seems that this thing and the Xel'lotath
Bonethieves have some things in common.

The attack that this Guardian fires at you are large magick bolts (like
lighting) from its four hands that will lock onto you. If they hit you, and it
is rather difficult to dodge these, especially if you don't run, they will
start draining your Sanity Meter at huge rates. They will keep on draining
Sanity until Peter is able to run away from the bolt. As long as you keep
RUNNING left to right, you should be just fine. Note that you have to run
directly left to right in order to properly avoid the bolts each time. This
attack will drain the magick that the Guardian has after a single firing, so it
will usually begin to flash right after the bolt finishes. One it starts
flashing, QUICKLY use the Magcikal Attack Spell to damage it. If you wait to
long, you will give up the chance, and you'll have to face an extra round of
this annoying battle. Once you successfully hit the Black Guardian once, it
will start firing another bolt at you. Simply dodge it and repeat the process
two more times. Upon damaging the Black Guardian with three successfull
Magickal Attack Spells, the Guardian will move onto Phrase 2. For those who
have already played against the Chattur'gha and Ulyaoth Black Guardians, this
Phrase 1 against the Xel'lotath Black Guardian is quite different, so watch out
for the difference!


--PHRASE 2--
This phrase is exactly the same against all of the Black Guardians, so there
isn't all that much to say here. There are a few odd differences, however. The
Guardians will summon several Zombies (there are NO Bonethieves hidden inside,
so you don't have to worry about those!) for you to fight. Another thing that
you will notice is that the Black Guardian will move the magickal barrier to
the south closer to it, meaning that there is less room for you to move now.
You will have to get closer to the Black Guardian, meaning this fight will be
a bit more difficult. There is still plenty of room to stay away from the Black
Guardian, however, so MAKE USE OF IT!


---Phrase 2: Chattur'gha Black Guardian---
Difficulty: 4/10

Fighting against the Chattur'gha Black Guardian in the Phrase 2 can be the
most difficult because it will summon three Chattur'gha Zombies, and these are
the hardest to deal with. Fortunately, you won't really have to deal with them,
and you will see why. They will almost always be summoned near the Black
Guardian, so as long as you stay all the way back near the southern barrier,
you should be safe from having to fight them. The moment this phrase starts,
the Black Guardian will summon three of these Zombies at fairly close times,
so simply stand back and wait for the THIRD to be summoned. The moment that it
is, the Black Guardian will begin to flash!

The Guardian was fairly easy to hit in the first phrase because it flashed for
a good long while; not so in the second phrase. It will not flash for a
shoter amount of time, so the moment the third Zombie has been summoned and is
rising from the ground, start casting your three-point Magickal Attack right
away. If you do it like this, you will hit the Black Guardian the moment it
begins flashing, which is perfect as you won't miss your chances to hit it this
way. The Magickal Attack is so strong that it will wipe out all of the Zombies
too! You may have lost some Sanity from the Zombies spotting you, however I
HIGHLY recommend that you don't head towards the Black Guardian to finish them
off, too dangerous. Once you have successfully hit the Guardian, simply wait
for it to summon three more Zombies. Again, right as the third Zombie rises,
cast the Magickal Attack again and repeat a third time. After three more
successful hits, the Black Guardian will move to Phrase 3, the final one!


---Phrase 2: Ulyaoth Black Guardian---
Difficulty: 3/10

Fighting against Ulyaoth's Black Guardian is much easier than Chattur'gha,
mainly because the Zombies are slower and weaker. You must stand at the far
end of the room, to the south, right near the barrier, so you won't be damaged
by the Ulyaoth Zombies self-destruct attack (more on this in a minute). The
Black GUardian will summon three Ulyaoth Zombies in relative succession. As
long as you are standing at the far south of the room (the Guardian summons
the Zombie fairly near it, so they have a way to travel to get you). They
Guardian will summon them the moment this phrase starts. Simply stand back and
wait for the THIRD to be summoned. The moment that is is, the Black Guardian
will begin to flash!

The Guardian was fairly easy to hit in the first phrase because it flashed for
a good long while; not so in the second phrase. It will not flash for a
shoter amount of time, so the moment the third Zombie has been summoned and is
rising from the ground, start casting your three-point Magickal Attack right
away. If you do it like this, you will hit the Black Guardian the moment it
begins flashing, which is perfect as you won't miss your chances to hit it this
way. The Magickal Attack is so strong that it will wipe out all of the Zombies
too! This is where the Zombies of Ulyaoth will differ to the other Zombies of
other Guardians: the moment that the Magickal Attack hits them, they will begin
their countdown to exploding. As long as you stand back, you should be safe
from their explosions. Once you have successfully hit the Guardian, simply wait
for it to summon three more Zombies. Again, right as the third Zombie rises,
cast the Magickal Attack again and repeat a third time. After three more
successful hits, the Black Guardian will move to Phrase 3, the final one!


---Phrase 2: Xel'lotath Black Guardian---
Difficulty: 2/10

This is by far the easiest Black Guardian to fight during the Phrase 2, mainly
because Xel'lotath Zombies are damn weak and slow. It is best to stand right
beside the barrier at the southern part of the room, far from the Zombies that
the Black Guardian will summon.

The Black GUardian will summon three Ulyaoth Zombies in relative succession. As
long as you are standing at the far south of the room (the Guardian summons
the Zombie fairly near it, so they have a way to travel to get you). They
Guardian will summon them the moment this phrase starts. Simply stand back and
wait for the THIRD to be summoned. The moment that is is, the Black Guardian
will begin to flash!

The Guardian was fairly easy to hit in the first phrase because it flashed for
a good long while; not so in the second phrase. It will not flash for a
shoter amount of time, so the moment the third Zombie has been summoned and is
rising from the ground, start casting your three-point Magickal Attack right
away. If you do it like this, you will hit the Black Guardian the moment it
begins flashing, which is perfect as you won't miss your chances to hit it this
way. The Magickal Attack is so strong that it will wipe out all of the Zombies
too! You may have lost some Sanity from the Zombies spotting you, however I
HIGHLY recommend that you don't head towards the Black Guardian to finish them
off, too dangerous. Once you have successfully hit the Guardian, simply wait
for it to summon three more Zombies. Again, right as the third Zombie rises,
cast the Magickal Attack again and repeat a third time. After three more
successful hits, the Black Guardian will move to Phrase 3, the final one!


--PHRASE 3--
This is the final phrase and, as you can guess, it is by far the hardest one
yet. The Black Guardian was playing with us in the first two phrases, and I
really do mean that (especially Chattur'gha's). The main reason for why this
Phrase is so difficult is because of the magickal barrier. The Black Guardian
knows that it is being beat at long range, so it will now use its size to its
advantage. The magickal barrier will be moved very, very far north, so that you
are more or less right beside the Black Guardian now. There is very little room
for Peter to move around now, so this will not be easy. The key to winning
this phrase is to NEVER STOP MOVING! If you do, you are toast, and I really do
mean that. The Black Guardians will all do roughly the same thing: they will
fire five to six attacks that require constant dodging (as the attacks are
fired off one after another in complete succession). After the fifth or sixth
attack, the Black Guardian will tire and sit forward to rest for a brief
moment, which is when it will flash for a simple two seconds or so. Since it
rests for such a short amount of time, you will have to LITERALLY cast the
SECOND it STARTS FLASHING. Once you hit it three more times successfully, the
Black Guardian will finally be finished.


---Phrase 3: Chattur'gha Black Guardian---
Difficulty: 8/10

Yes, it is that difficult. At least, I found this pretty difficult. The
Chattur'gha Black Guardian has two giant claws, and it will swing them at you
time after time again, smashing them on the ground and through the air. Peter
will have to dodge all of these, as getting hit will more or less end it for
him. As long as you KEEP MOVING LEFT TO RIGHT (Peter may start to tire, but as
long as you are going at a good pace, you should be just fine in dodging).
Count the amount of times it slams the claws down. After five claw attacks
(between successful hits one and two), it will begin to flash. The MOMENT that
it does, and I mean the MOMENT THAT IT DOES START TO FLASH, begin casting your
Magickal Attack Spell. If you are off doing this by a second, you will miss
your chance.

Once you successfully hit it once, repeat what was said in the previous
paragraph. After a second successful hit, the Black Guardian will start
swinging faster and will flash for a few brief milliseconds less. After the
sixth slamming of the claw (note that it is NOT five, don't make that mistake
or else you'll get clobbered while casting), cast the Magickal Attack right
away. Assuming you hit it in time, the Black Guardian will be no more! Scroll
downwards, after Xel'lotath's Phrase 3 walkthrough, to see what happens next.


---Phrase 3: Ulyaoth Black Guardian---
Difficulty: 7/10

The Ulyaoth version is slightly less difficult to Chattur'gha, mainly becase
his attacks don't cover the same amount of area. The giant Black Guardian will
try to do what Peter what it did it Paul: smash you on the ground with its
huge feet. One of these hits will more or less spell the end for Peter, so you
will have to be quick in dodging. As long as you KEEP MOVING LEFT TO RIGHT
(Peter may start to tire, but as long as you are going at a good pace, you
should be just fine in dodging) you should be successful in dodging. After five
foot attacks (between successful hits one and two), it will begin to flash. The
MOMENT that it does, and I mean the MOMENT THAT IT DOES START TO FLASH, begin
casting your Magickal Attack Spell. If you are off dong this by a second, you
will miss your chance. The Black Guardian will slouch over towards Peter for a
second before flashing, so this gives you an extra second of response time to
start casting (which is something you don't really have against the Chattur'gha
Black Guardian).

Once you successfully hit it once, repeat what was said in the previous
paragraph. After a second successful hit, the Black Guardian will start to
stop faster and will flash for a brief few milliseconds less. After the sixth
stopming of the claw (note that it is NOT five, don't make that mistake or else
you'll  get clobbered while casting), cast the Magickal Attack right away.
Assuming you hit it in time, the Black Guardian will be no more! Scroll
downwards, after Xel'lotath's Phrase 3 walkthrough, to see what happens next.


---Phrase 3: Xel'lotath Black Guardian---
Difficulty: 7/10

Lots of people find this the most difficult third stage, however I don't really
find that. The Xel'lotath Guardian will fire vertical bolts of green magickal
energy at you that will completely drain your Sanity Meter (and Health if your
Sanity Meter is depleted) if you are hit. Keep circling around and running from
left to right and you will be fine. The Black Guardian will only be able to
fire five of these until it needs to restore its magick by resting. The
moment that it begins to slump over (which is something you don't really get
against the Chattur'gha Black Guardian), you will know that it is about to
flash, so quickly start casting your Magickal Attack when you see it doing
this. If Peter begins to tire, try walking in a north/south direction. It
seems that the Black Guardian has more difficult hitting you this way; at least
I found it like this.

Once you successfully hit it once, repeat what was said in the previous
paragraph. After a second successful hit, the Black Guardian will start to
fire the bolts faster and will flash for a brief few milliseconds less. After
the sixth firing of a bolt (note that it is NOT five, don't make this mistake
or else you'll get zapped while casting), cast the Magickal Attack right away.
Assuming you hit it in time, the Black Guardian will be no more! Scroll
downwards to see what will happen next.


***

The Black Guardian is now dead, and the Eternal Darkness has taken a massive
blow. Peter, in a way, has really been the most successful yet, as killing this
thing has given us access to the second Essence of Ancient. Three out of the
four Essences (remember that Mantorok's Essence is included in this tally) are
now in the hands of the 'light,' and only Pious holds the final one, the
Essence of his Ancient. Once the Black Guardian has been defeated, a cut scene
will start, showing the glass hiding the Essence behind where the Guardian was
shatter away. Have Peter walk over to the small alcove and examine the pedistal
with the Essence. Have Peter examine it and, when prompted, have him pick up
the Essence, which will end the playable part of his chapter. Congrats!

The final cut scene will now begin to play. Peter will reach for the Essence,
however he feels that it has very dark energies. To avoid what happened to
Pious, Peter decides to wrap the Essence in some cloth so that it never
touches his skin - what a smart man. A cut scene will now begin with the
heading of "69 years later."

Like at the end of Lindsey's Chapter, bother Peter and Edward are inside of
the Library in the Roivas Mansion, know as the "gathering of light." Peter is
now very old, probably in his 80's, but Edward has tracked him down to meet up.
The Ancient's Essence is still in Peter's possession, and it is sealed inside
of a glass that is sitting beside the two who are talking. Peter tells Edward
his story, however he doesn't expect Edward to believe him. Surprising to
Peter, Edward tells him that he has seen an artifact similiar to the one that
Peter just gave him (this is relating to what Lindsey gave Edward; the Essence
of Mantorok). Edward now has two of the four Essences, with Roberto still
holding the final one that we can get (Edward will never, obviously, get
Pious's Ancient's Essence).

Peter tells Edward that he hasn't properly slept since he picked up the
Essence. He says that it calls out to him, as the Ancient is clearly wanting
Peter to touch it so the Ancient can control Peter (ahem, Pious!). Peter
hopes that, in giving Edward the Essence, he will be able to return to a
normal life without having something call him constantly. This chapter, like
Lindsey's, will end on a postive note. Ironic, considering both Peter and
Lindsey picked up two of the most darkest objects in the game. It seem that
everyone who eventually gets to the Roivas Mansion seems to survive. This
really is the place of gathering light.

The usual Chapter Complete page will now come up, and yet another clip of the
planets moving closer together will now be shown. Once it is done, we are once
again back in the Secret Study with Alex Roivas, where we will continue the
our adventure.


~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Continued...

        ~--------------------------------------------------------------~
        |       7.2 A Death in the Family: Alex Roivas's Chapter       |
        ~--------------------------------------------------------------~

Playing as: Alexandra Roivas
Location: Roivas Family Estate, Rhode Island, 2000 A.D.
Items found: Lucky Penny, Journal Page of M. Roivas #2, Chapter Page #10

--Secret Study--
Like Peter's Chapter, this part of Alex's Chapter is fairly long, especially
when comparing to the last few sections of her Chapter that we have done
(since after Roberto's we had to walk a few steps to find the next Chapter
Page). Like always, regardless of where Alex was when she started reading
Peter's Chapter Page, she will be back in the Secret Study by the large desk.
Her Sanity is around 15% or so full, and we will have to be doing some
searching through the mansion, so you may wish to cast a few Recover Sanity
Spells if you wish to view few sanity effects (although none of them will be
dangerous yet). Alex will automatically find Peter's Lucky Penny taped to the
back of his Chapter Page right when her chapter resumes. She will add it into
her Invintory. This was probably placed here by her grandfather, Edward, who
must have collected this.

So, this Lucky Penny must have a purpose if Alex received it. Think back to
what Peter did with the Penny: he placed it in a fuse box to complete a circuit
and make all of the lights inside of the Cathedral go on again. Now, in Alex's
Chapter, think of a room or area that has no lights. Hmm... the Guest Bathroom
on the Second Floor! We will be able to restore power to this bathroom once we
restore power to the room, however we must find the Mansion fuse box first!
Be sure to save the game now (since you probably don't want to die somewhere
and have to go back and fight the Black Guardian again from your last save,
which would have been, assumingly, in Peter's Chapter right before we faught
the Black Guardian) and then leave the Secret Study and Study, back to the
Library.


--Library--
Once you are in the Library, Alex will see a rather scary sight. This IS NOT A
SANITY EFFECT! You will see it regardless of how much Sanity Alex has. Alex
will see the ghostly image of a maid who had been murdered here, probably in
the spot that she is in right now. There are slashes on her face, so she must
have died from being cut up. This is foreshadowing at something that Edward
will see in his Chapter. Anyway, the ghostly maid will drop the Basement Key,
which is something Alex will need to get into the Basement of the Mansion
(remember how the door was locked?). Once this small cut scene ends and the
ghost has faded away, head over to the Basement Key and pick it up. It will be
placed in her Invintory. Once it has been picked up, head to the Main Foyer.


--Main Foyer--
We havn't visited the Basement since Max's Chapter. Hopefully you remember
where the door is. While in the Main Foyer, head over to the rightish part of
the room and go down the small path. There is a door down here (remember that
magick sigil was down here in Max's chapter, and we had to use Reveal Invisible
to make the door appear?) that is locked. Like in Max's chapter, this door
leads to the Basement. There is no magick sigil here this time, so simply
stand by the door and go into your Invintory menu. Use the Basement Key that
we picked up from the ghostly nurse in the Library. The door to the Basement
will now be unlocked, so head on through.


--Basement--
Once in the Basement, head over to the western wall. Alex will find the
very powerful Windchester Shotgun here, with two boxes of Shotgun Shells
around the Basement. There is one on a shelf over to the eastern wall and the
other box is near the Shotgun on a crate just beside the western wall. This is
a VERY useful gun that Alex will be putting to good use later in her chapter
when she has to fight some Guardians (for those who have forgotten, a Guardian
is the final enemy that Max had to face in his chapter). Anyway, more on this
later.

There is a barrel in the centre of the room. Have Alex examine it and she will
find a box of .38 Revolver Ammunition on here which can be used in the
Revolver that she found inside of the cabinet in the Master Bedroom that
contained Max's Chapter Page. Near the barrel, over to the northern end of the
Basement, is a large vault that is fairly old. Despite it being old, it is
very strong, and there is no way into it. Edward never left us the code, so we
will have to try and crack the safe to open it. Unfortunately, there is no way
to do this unless Alex has something that will strengthen her hearing on the
lock, and we don't have anything of this nature right now. Alex will think that
if she had an item such as a stethoscope, she would be able to crack the safe
by listening to the clicks on the lock while turning it. Oh, and on a side
not, I'm sure Silicon Knights are not promoting breaking into vaults. :)

Head over to the northeast corner of the room now, near the safe, where Alex
will find the fuse box for the Mansion on the wall. Have her examine it and
she will open it up. Alex will notice that, just like in Peter's Chapter, there
is a fuse missing, and it is the fuse that gives power to the Guest Bathroom on
the Second Floor. You know what to do. While standing near the fuse box, go
into your Invintory menu and Use the Lucky Penny that Alex found automatically
at the start of this part of her chapter, right when Peter's chapter finished.
Alex will properly place the Lucky Penny into the fuse, which acts like a fuse,
just like it did in Peter's chapter. Light to the Guest Bathroom has now been
activated, so we will be able to finally search that place.

There is a door on the southern wall that leads to a small room that wasn't
here during Max's time. This is an addition to the Basement. Some family
member, either Max or someone after (probably Edward) added this addition to
the Basement after learning about the experiences Max had near the city of
Ehn'gha. There is only one thing in the room, and that is a large locking
mechinism on the ground that has completely sealed the entrance to the lower
Basement and Ehn'gha in attempt to keep those creatures out. Look up and you
will notice there is the bottom of a globe here. There is a globe sticking out
of the ground in the Observatory. It seems that we are directly below the
Observatory, and there must be something that can be done in there that will
open this up for us. We will return to this puzzle after Michael's chapter.
Alex cannot do anything here yet, so return to the Main Foyer and head up the
stairs to the Second Floor Hallway, and then to the Guest Bathroom beside the
Guest Bedroom.


--Guest Bathroom--
Light should now have been restored here, assuming you properly used the Lucky
Penny on the fuse box back in the Basement. Since that has restored electricity
to the Guest Bathroom, the light will now be on, and Alex will finally be able
to explore this room. Head through the door on the Second Floor Hallway
(remember, it's the door to the left of the door leading to the Guest Bedroom,
which is the room where we found Karim's Chapter Page) to enter the Guest
Bathroom.

This room has surely changed since Max's time, if you remember back to then.
On top of the chest on the southern wall is a Journal Page from Max's journal.
Have Alex pick it up and it will be added to her Invintory. Here is what it
says:

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

This is a short note, but it shows a sign of Max's growing mental problems. He
has tackled the Eternal Darkness and they did exactly what they wish, and that
is drive people mad so they are no longer an obsticle in their path. It is
quite clear that this letter was written before Max was sent to the mental
institution, however probably not to far from then.

Once you are done with the letter, examine the medicine cabinet hanging on the
wall. Alex will be able to open it, so do so when prompted. Inside is a
Chapter Page, one entitled "A Legacy of Darkness." The moment that Alex picks
this Chapter Page up, a cut scene with Pious will start.

This cut scene takes place right before Edward was killed. Pious stands where
Max once did; where he faught the Guardian at the entrance of the city of
Ehn'gha. There is a Guardian here aligned to Pious (as all of the ones you
fight will be), and he orders it to kill the master of the Roivas Mansion. It
isn't exactly clear who he is talking about, however it is quite clear that
Edward is the only Roivas member we know of who died in the Mansion, and it is
quite clear that it would be the work of a Guardian. Remember how Legrasse, the
inspector who Alex met at the beginning of her Chapter, said there was no sign
of break in or anything around? Well, the Guardian will transform into that
shimmering ball of magickal energy and float up the stairs towards the Mansion.
While in this ball, it doesn't interact with anything, hence the area around
Max being free of any signs of anything/anyone being there.

The scene will now shift to Pious at the summoning gate, where he will once
again cast a large Spell that will cause him to talk to the Ancient he works
for. Pious promises that he will not be very merciful with the Roivas who
currently has control of the Mansion, and that no other decendant of the
Roivas family will ever set foot inside of the Mansion again. Pious sure as
hell is wrong about this, considering Alex has been in the Mansion for quite
some time, and we havn't even faced an enemy yet! Pious will tell the Ancient
that the plants are nearly in their proper alignment, and that in a few more
years, their 2000-year preparations will finally be complete. Seems like our
time is getting low in stopping the Ancient from doing what it wants to do.

The cut scenes will now end, and we will be back in the Guest Bathroom with
Alex. She now has the Chapter Page we just picked up in her Invintory. Head
into your Invintory and select the Chapter Page titled "A Legacy of Darkness."
This is Edward's chapter (yes, we finally get to play as Alex's grandfather),
and it is a long and difficult one. Once ready, Use the Chapter Page to begin
the second last chapter!


~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

         ~------------------------------------------------------------~
         |  7.12 Chapter 10: A Legacy of Darkness - Edward's Chapter  |
         ~------------------------------------------------------------~
                                   [#5921l]

Playing as: Edward Roivas
Location: Roivas Family Estate, Rhode Island, 1952 A.D.
Items Found: Basement Key (Bottom Half), Basement Key (Top Half),
             Gun Cabinet Key, Hour Hand, Liquid Courage, Magick Pool Spell,
             Minute Hand, Roivas Family History (Volume 1),
             Roivas Family History (Volume 2), Summon Horror Spell,
             Tome of Eternal Darkness
Weapons: Elephant Gun, Enfield Revolver, Ithaca Double Shotgun, Sabre


Introduction:

 "My education in psychiatry did not prepare me. I would love to see how
 Freud's view of his mother would change with the knowledge of Chattur'gha.
 How Skinner would incorporate Xel'lotath into his behavorial theories. How
 Jung would accomodate Ulyaoth into his theory of the collective unconscious.

 Like my acnestor Maximillian, I too had an interest in my family tree. As a
 psychiatrist, I believed that science could provide answers to my family's
 sordid, bizarre past. It was with great excitment that I began my search. The
 mansion's history was filled with my colorful predecessors - everything from
 convicted and hung witches to committed madmen, each laying his or her own
 peculiar mark on its character. I intend to find their secrets..."


***

We have heard him talk at the beginning of every chapter, including his own,
and we will finally get to play out as Alex's grandfather, Edward, the
psychatrist. Edward has been helping us out by a huge amount, and we will
finally see where he fits into the story. Edward has recently become the new
master of the Roivas Mansion, and he is exploring it to see what he can find.
He is in the Library and believes that his training in psychiatry will allow
him to understand what caused his family to have such a troubled history,
which includes possible witches in his family that were hanged, and
convicted madman, such as Max. As he says in his voice-over introduction,
however, what he finds in the mansion is much more than what his training in
psychiatry could ever have made him understand. Edward will explore what Max
explored, plus a large portion of the city of Ehn'gha, so you know this
chapter will be long and full of difficulty (yes, we will be fighting several
Guardians).

This chapter is fairly intersting, mainly because a large part of the game
story will be revealed here (with the largest mystery of the game, why and how
Edward was killed, being revealed at the end of his chapter), so you must pay
close attention to what happens here if you want to fully understand the game's
story. Unlike the rest of the folk who have faught against the Eternal
Darkness, Edward is the only one who actually knows what he is up against. He
has read from Max's journals about the horrors that are inside of the mansion,
and the creatures that he had to face. All previous characters had no clue
about this, as they had no previous documents that told them about this. This
doesn't make any difference, however, as this chapter is still pretty tough.
We are heading right into the main centre for where the Eternal Darkness keeps
their troops.


~Roivas Mansion 1F, Library~
Items Found: Roivas Family History (Volume 1), Minute Hand

Once Edward's chapter introduction is over, he will become a playable character
inside of the Library, which looks the same as it does now as it does in Alex's
chapter. In fact, the mansion itself looks very much the same, considering this
is only 48 years away since Alex comes roaming around. Edward is fairly
young at this point, however he is still a rather feeble man. Since he works
with the mind, he knows how to deal with mind damage, and therefore his Sanity
Meter is fairly large. He also has a very large Magick Meter, which will be
useful thanks to all of the enemies we will be facing. His Health Meter suffers
however from being a rather puney, feeble man. Edward will begin his chapter
with a bottle of Liquid Courage (which is actually whiskey... good ol' Edward
will drink his mental pain away) in his Invintory which has a total of seven
doses. A single dose will completely refill his Sanity immediately, just like
how the Magickal Elixer refilled Peter's Magick immediately upon taking it.

Walk over to the Library fireplace, where a cozy fire has been lit. Have Max
examine the top of it and he will find the Roivas Family History, Volume 1.
Once Edward picks it up, he will be able to read the pages. Head into your
Invintory menu right now and Examine the Roivas Family History, Volume 1 book.
Edward will find the Minute Hand of a clock inside of the pages here. There is
nothing else of interest inside of the Library, so head through the door at the
end of the Library that leads into the Study.


~1F, Study~
Items Found: Magick Pool Spell Scroll

The moment that Edward walks in here he will see the ghost of Max. This is the
same figure that we saw in Alex's Chapter when she first approached the
stained-glass window, so now we know it was Max who we saw walk through that
wallpapered-over doorway. Max will talk to Edward in normal English, telling
him the pain that he felt inside of the mental institution in the final few
months of his life until his death. The last few months of pain gave him the
power needed to linger around after death, so he will remain in the Mansion
and help out the Roivas family members in every way that he can. He feels that
the Darkness that he faught must be stopped, and although he cannot do anything
about it, he can help those who can do something about it (namly Edward and
Alex). He tells Edward that he must set the grandfather clock inside of the
Study, this room, to the thirty-third minute of the third hour. He will then
vanish into thin air, making Edward playable once again.

We have the Minute Hand for the clock (which we got from examining the Roivas
Family History that we found by the fireplace in the Library), however we don't
have the Hour Hand. On the chair in front of the desk is a Magick Scroll. Pick
this up. This is the Scroll that will teach Edward the Magick Pool Spell,
however, since we don't have the Tome yet, nothing will be done right now. The
moment that Edward picks up the Tome of Eternal Darkness, he will learn this
Spell (assuming you pick the Scroll up now).

Leave the Study and go through the Library, and finally through the door that
leads to the Main Foyer (same door as in Alex's and Max's chapter).


~1F, Main Foyer~
Items Found: None

There isn't anything of great interesting in here right now, however that will
change soon. Simply explore now. The Main Foyer looks almost exactly the same
as it does in Edward's Chapter to what it looks like in Alex's chapter, but
with several differences to Max's chapter (such as no damn Horror's!). There
are doors that lead to the Library, Dining Room, Kitchen, and Second Floor
Hallway. All of these are unlocked with the exception of the Basement door,
which is currently locked tight. Have Edward explore the Kitchen first; go
over to the double doors on the western side of the Main Foyer to reach the
Kitchen.


~1F, Kitchen~
Items Found: .38 Revolver Ammunition

The Kitchen is rather bare in comparison to Alex's and Max's chapter. There is
very little furniture around, and there is no tablecloth on the table in here.
The room also has a rather weird atmosphere. Edward doesn't notice this, but I
do. There is some .38 Revolver Ammunition on the shelf in the southwest corner
of the Kitchen, so have Edward pick that up (even though we don't have a gun
that can use these... yet) and then return to the Main Foyer. Head through the
door that leads to the Dining Room once in the Main Foyer.


~1F, Dining Room~
Items Found: None
Weapons Found: Sabre

The Dining Room looks much better than the Kitchen does. There is a servant
inside of the Dining Room (who looks different to the ones that we saw in here
during Max's chapter, thanks to the change in fashion of the time), and Edward
can talk to him. The servant tells Edward that he has just set the table in the
way that Edward likes it; what a good guy. Head over to the Sabre that is
mounted on the wall to the southern side of the room. Examine it and Edward
will be able to pick it up. Be SURE to get this, as it is the only bladed
weapon that Edward will find, and it is better against Zombies than guns are.
We need to save our guns for Guardians anyway. Head back into the Main Foyer
and go up the stairs that lead to the Second Floor Hallway.


~Roivas Mansion 2F, Second Floor Hallway~
Items Found: None

Once you get to the double doors at the top of the stairs in the Main Foyer
that lead to the Second Floor Hallway, head through. There are a few changes in
the Hallway when compared to Alex's chapter (a lot when compared to Max's,
such as the red carpet on the floor instead of green), however none are really
that important. There are doors that lead to the Master Bedroom, Guest Bedroom,
and Guest Bathroom, and they are all unlocked. Turn to the left and head down
the Hallway here, towards the Guest area.


Turn down the Hallway here, towards the stained-glass window. The moment that
Edward walks down here he will hear (or at least think that he hears) the
sounds of gunshots coming from a very powerful gun, followed by some men that
are yelling. There doesn't seem to be anything that is going on, so Edward
brushes it off as being only in his head. Edward cannot examine the part of
wall that leads to the Servant's Quarters (the door leading there from Max's
chapter isn't there, it has already been wallpapered over) unlike how Alex can.
This is the second time that we have seen/heard a weird thing from this part of
the Hallway, so it only asks the question "what the hell happened here?" Head
back down the hall to the Master Bedroom.


~2F, Master Bedroom~
Items Found: .38 Revolver Ammunition, Shotgun Shells

This room looks exactly the same in Edward's time as it does in Alex's time.
The room is nicely lit. Head over to the fireplace at the foot of the bed and
examine the top of it. Edward will find a box of .38 Revolver Ammunition up
here. Head over to the dresser in the notheast corner of the room and examine
it, and Edward will find a box of Shotgun Shells. This is all that can really
be done in here with the exception of talking to the servant, who will ask
Edward if he is in good health. Head through the door to the right of the
fireplace that leads to the Master Bathroom.


~2F, Master Bathroom~
Items Found: None

Unfortunately, taking a trip in here is useless, as there isn't a single thing
that can be done in here. Unfortunately, unlike Alex, we will not see the
Sanity effect of Edward lying nude in the Bathtub filled with blood. Damn.
Edward will comment on the "spartan nature of the furnishings" in this room.
It sure has changed since Max's time: the toilet is actually not made of wood,
and it uses pipes to flush! Wow! Head out of this Bathroom and return to the
Second Floor Hallway via the door in the Master Bedroom. One there, head all
the way down the Hallway until you get to the Guest Bedroom. Enter this door.


~2F, Guest Bedroom~
Items Found: Shotgun Shells, Double Rifle Ammunition,
             Roivas Family History (Volume 2), Hour Hand

There is a good deal of interesting stuff for us to find inside of the Guest
Bedroom. The room looks quite the same now as it does in Alex's chapter, minus
all of the dust and poor cleaning conditions the room has gone through in the
time between Alex's Chapter and Edward's Chapter. There is a box of Shotgun
Shells and a box of Double Rifle Ammunition on the desk under the picture of
Napoleon that contained Karim's Chapter Page in Alex's Chapter. Head over to
the northern side of the room where Edward will find a beautiful gun cabinet.
There is a giant rifle inside of here, one nearly as large as Edward, however
there is a lock on the cabinet for safety, and Edward, unfortunately, doesn't
have the key. He also refuses to smash the glass in because he does not want to
harm such a valuable and beautiful peace of furniture. We will have to come
back to this later.


Head to the end of the bed, where you will find a shelf on the western side of
the room. There is the Roivas Family History, Volume 2 book here. Edward will
add it to his Invintory. Like you did with the first volume that was found in
the Library, go into your Invintory menu and Examine it. Edward will flip
through the pages and find the Hour Hand for the grandfather clock. We can now
do what Max's ghost told us to do in the Study, however don't head down there
just yet. After picking up the two boxes of ammunition for a Shotgun and some
other type of gun we don't have, and once you've gotten the Hour Hand from the
Roivas Family History, Volume 2, head into the Guest Bathroom via the same door
Alex used in her chapter to get there. Note that there is a servant in here,
tending to the room.


~2F, Guest Bathroom~
Items Found: None

The light is on inside of the Guest Bathroom! Yay! There is a maid inside of
here who is rather grumpy and rude. Stand in the very centre of the room and
have Edward examine it. This Bathroom's original purpose was for the servants
who used to live here back in Max's days. Edward has heard that the old
Servant's Quarters were demolished a long time ago, however it is fairly
evident that this is probably not true. The quarters have simply been hidden,
as something terrible has happened in there (you'll see what I mean later).
There is nothing else to do in here right now, so head back to the Second Floor
Hallway to the Main Mansion, and from there back to the Library and Study,
where we will continue the adventure.


~Roivas Mansion 1F, Study~
Items Found: None

Once back in the Study, head over to the grandfather clock that Max was
talking about (it is in the exact same location now as it was in Alex's time).
Stand near it and you will notice there are no minute or hour hands on it. Go
into your Invintory menu and use the Hour and Minute Hands that you got from
Examining both Volumes of the Roivas Family History books. Edward will place
both hands in the centre of the clock, and they can now be moved around, like
they could be in Alex's chapter. Just like you did in Alex's chapter, move
the Hands until they tell 3:33.

Once you have correctly done this, the secret path to the Secret Study will
open up in the exact same area that it did in Alex's time. Max's ghost will
suddenly appear and walk down the pathway here, wanting Edward to follow him.
Once you have regained control of Edward, you will notice that Max's ghost has
already gone down the passage. Follow it and go through the door at the end to
enter the Secret Study.


~1F, Secret Study~
Items Found: Tome of Eternal Darkness, Double Rifle Ammunition,
             .38 Revolver Ammunition, Shotgun Shells
Weapons Found: .38 Enfield Revolver

The Secret Study, like in Alex's and Max's time, is filled with goodies for
Edward to pick up, including the Tome of Eternal Darkness. Upon entering here,
Max's ghost will appear near the large wooden desk, and it will point towards
the Tome of Eternal Darkness. Max tells Edward to take the Tome with him and
use it against the Guardians of the Eternal Darkness and save all of humanity.
That is quite a quest placed on only two soldiers, but Edward will try his
best.

Don't pick up the Tome just yet. Instead, you should examine the Secret Study,
as there are many useful items here. There is a ****load of ammunition here for
you to pick up too. There is one box of Double Rifle Ammunition in the
southeast corner of the room. There is a single box of .38 Revolver Ammunition
over on the southern wall, and, finally, there are two boxes of Shotgun Shells
in the northwest and northeast corners of the room. Be sure to pick all four
boxes of ammunition up!

Take a look behind the desk, where Alex found Ellia's Chapter Page on the wall.
There is a .38 caliber Enfield Revolver here, which is one powerful gun. We
have already found a bunch of ammunition for it (.38 Revolver Ammunition to be
exact), and we will be using it later mainly on Trappers. Be sure to pick it
up regardless.

Once you have picked up the .38 Revolver and the four boxes of Ammunition, head
over to the large table where Max's ghost was standing before heading off back
to its invisible state, and where Alex always reads the Tome (and where she
probably is right now). Pick up the Tome of Eternal Darkness here, and the
typical scene of memory flashbacks, including the fight now against the Black
Guardian in Peter's Chapter will play; this cut scene is getting quite long
now. Now that Edward has the Tome, he is able to cast Spells (he will
automatically learn the Magick Pool Spell, assuming you picked up the Magick
Pool Spell Scroll on the chair beside the desk in the Study) like all the
characters have before him. Of course, the Eternal Darkness now knows that he
has the Tome, so they will be out in full force against him (remember what
Pious said to the Ancient in the cut scene that played after Alex picked up
Edward's Chapter Page in her chapter, where he said that they would not play
with Edward like they did with Max), so we have our work cut out for us.

Once you have the Tome, be sure to cast a seven-point Shield Spell of Mantorok
alignment or whatever alignment opposes Pious. You should also cast a
seven-point Enchant Item Spell on your Sabre and Revolver in the alignment that
opposes Pious (this is fairly important; you'll see why soon) so that they
will stand Enchanted for a good long while. It is very important to keep your
weapons properly Enchanted throughout the entire chapter, as Edward faces
tonnes of enemies, and the extra power the Enchantment gives will really help
him out. Leave the Secret Study now and return to the Study. From there, head
back into the Library. Oh, AND SAVE YOUR GAME!!!!!!!!!!


~1F, Library~
Items Found: Basement Key (Bottom Half)

Get ready for one of the most annoying parts of the game. The moment that
Edward leaves the Library, the Eternal Darkness will start hitting him with all
they have, and they will do so by making the Vampire Beast go on a rampage
around the Mansion. The Vampire Beast will appear behind the maid that was
keeping the Library clean, and it will start to drain her blood via some weird
transfer. The Vampire Beast will always be aligned to Pious, and, whenver it is
sucking out the blood of someone, the Ancient's sigil will appear below it. Now
we know why Alex saw the ghost of the dead maid near this corner in her
chapter, which is something we saw just a while ago.

The Vampire Beast will now turn completely invisible and run away after killing
the maid. Upon its running away, the Vampire Beast will hit a table further
down the Library causing a vase to fall off and smash open on the ground. A
Half of the Basement Key will fall out of the vase. Edward will now be able to
go and pick it up, however, something will happen first; Edward is about to
fight against his first enemy.

The maid's body will rise from the ground. The Vampire Beast has transformed
her into an undead creature that is now under the command of the Ancient. She
will begin to attack Edward, and I will warn you that, for some reason, these
possessed humans seem to be stronger than the ones with Bonethieves inside of
them. Her punches will damage you by a fairly large amount, so be sure to,
after hitting her, back away so that her swings miss you. She will not be
stunned by your attacks. After she swings a fist, run around behind her and
keep slashing at her head. After several hits from your Enchanted Sabre she
will fall to the ground. Remember how the ghost of the maid we saw had all of
the slashes on her face? Must have been from the sword that Edward uses against
her... Things are piecing together now!

Once you have destroyed the undead maid, head over to the section of the
Library that contains the broken vase and the Half of the Basement Key. Be sure
to have Edward pick it up. Once you have it in your Invintory, head to the
Main Foyer and go up the stairs to the Second Floor Hall.


~Roivas Mansion 2F~
Items Found: Gun Cabinet Key, Double Rifle Ammunition
Weapons Found: Elephant Gun

We must now face off against the Vampire Beast, however there will be a few
different steps that we must do first. The Vampire Beast will now appear in
several different rooms and attack the servants inside of them. It will do the
same thing to them as it did to the maid inside of the Library. Edward's job
here is to save all of the servants before the Vampire Beast is able to kill
them. For each servant that he saves, he will receive an item. If he doesn't
save them, the servant will transform into the same type of undead beast that
will haunt Edward while he is inside of the same room that they are in (no,
they cannot go through doors to run after Edward). If you are able to save the
servant, once the Vampire Beast runs off you will be able to talk to him/her
and they will give you something.

Once you are in the Second Floor Hallway, simply wait here until you see the
Vampire Beast run up from the Basement (a cut scene will show this happening)
and see which servant in whichever room it attacks. You must quickly run to
that room and attack the Vampire Beast while it is sucking the blood out of
the poor servant. Note that you must be fairly quick in doing this, as it will
take only about 10-15 seconds for the Vampire Beast to do this until it kills
the servant. You must use your properly Enchanted Sabre (be SURE to Ennchant it
to the alignment that opposes Pious) on the Beast.

The Vampire Beast will usually attack the servant in the Master Bedroom on the
Second Floor first. As long as you are already on the Second Floor when the
cut scene starts to happen, you'll be in fine position to get over there fast
enough and take out the Beast before it sucks the life out of the servant. This
room is fairly small, and it is rather easy to attack the servant by mistake.
Whatever you do, DO NOT ATTACK THE SERVANT! This will make your chapter much
more difficult. Assuming you save him, he will give you the Gun Cabinet Key,
but ONLY if he is still alive and you are able to talk to him. He will NOT
drop the key if he dies, whether by you killing him or by the Vampite Beast
turning him into the undead creature. If he is turned into the undead creature,
you have missed on a great chance to get an amazing gun.

After you slash away at the Vampire Beast (which will be invisible for a great
deal of time except when it is about to slash you, so be sure to keep moving
so that, when it materializes, you will be able to avoid its slash and slash
back at the Beast before it turns invisible again) several times, the Vampire
Beast will run off back to the Basement. You cannot destroy the Vampire Beast
right now, however you will be able to make it scurry away. A cut scene will
show the Vampire Beast (after you have harmed it) run down to the Basement and
stand before a large obelisk that has an engraving of its Ancient's sigil on
it. The Vampire Beast will take magickal energy from here to heal itself right
from the Ancient (this is what Pious does to make him more or less
invulnerable). Until you destroy this obelisk, the Vampire Beast will never
die, as it will always be able to refill its health that you take from it.

Once you have picked up the Gun Cabinet Key (if you weren't able to, don't
worry, but this small section of the guide won't mean anything to you, however
you should read it so you know what to do if/when you play through the game
again), leave the Master Bedroom and go down the Second Floor Hallway to the
Guest Bedroom. Once you are there, run up beside the Gun Cabinet and head into
your Invintory. Use the Gun Cabinet Key to unlock the Gun Cabinet which will
give Edward to the most powerful gun in the game, which is the Elephang Gun,
professionaly known as the Holland and Holland Double Rifle. This will use
Double Rifle Ammunition; you should have already found plenty of this.

The Elephant Gun is the first gun that any character will find that has more
than one 'mode.' Upon picking it up, the game will head into your Invintory
and introduce the Mode function. Select the gun from the menu and select "mode"
when you wish to change the firing option of the gun. The Elephant Gun has
two different modes. The gun will hold two bullets at once, and you will have
the option to set it to fire one or both bullets while pulling the trigger
once. Obviously firing two bullets is much stronger than firing one (twice as
powerful), however this would be a waste of a bullet against some enemies
(for example, a single bullet will often kill a Zombie, but you'll need two
bullets to kill a Horror; why waste a bullet against the Zombie?), so just use
good judgement. The gun really is that strong (it actually pushes Edward back
and makes him fall to the ground when he fires it, and it takes him a few
seconds to stand up, so you must use this Gun when there are no enemies
surrounding you or else you'll be easy pickings), but so much fun to use. It
will take Guardians out with relative ease, so not having the ability to pick
up this gun (if you didn't save the servant in the Master Bedroom quick enough
from the Vampire Beast) will make your chapter a little bit harder.

Cast additional Enchant Item or Shield Spells right now. The Vampire Beast will
appear inside of the Guest Room to try and take another stab at Edward. Attack
it with your Elephant Gun (one shot will make it run away) and it will run
back to the Basement to recharge itself. The servant inside of the Guest Room
will give you some Double Rifle Ammunition assuming you save his life; just
talk to him after the Vampire Beast has ran away. Quickly head back to the
Main Foyer after casting whatever Spells you needed to cast.


~Roivas Mansion 1F, Main Foyer~
Items Found: Shotgun Shells, Basement Key (Top Half)

After about 30 seconds, the Vampire Beast will have recharged itself, and it
will appear in the Main Foyer. It will start attacking the servant in here.
Have Edward quicly run to the Main Foyer and fire a single shot from the
Elephant Gun at it, which will send the Vampire Beast back to the Basement to
recharge itself. Note that you will have to fire at it twice if your Elephant
Gun ISN'T properly Enchanted to the right alignment. Talk to the servant,
assuming you saved him, and he will give you some Shotgun Shells.

When the Vampire Beast runs off to the Basement again, it will drop the Top
Half of the Basement Key as it runs away. Have Edward run over to where it
dropped the half key and pick it up. You should now have both top and bottom
halves of the Basement Key (the one found in this room, and the one found from
the broken vase in the Library that the Vampire Beast knocked over), meaning
that you will be able to repair the Key and gain access to the Basement.

Head into your Invintory menu once you have both halves and use the Mix
function on them to have Edward piece the two together into a single item slot
on your Invintory menu (just like Alex did with the Second Floor Key, and
Anthony did with the Urns), then use an Enchant Item spell (under any
alignment) on the broken Basement Key to turn it into one fully functional key.
While in the Main Foyer, head to the Basement Door (over to the right of the
Main Foyer and down the small path beside the stairs; the door is clearly
visible, unlike in Max's chapter).

Before going down there, I highly suggest saving your game here, as we are
about to embark on quite a journey through the City of Ehn'gha. Make sure you
cast Recover Spells for your Health and Sanity so both meters are full. You
may also want to cast another Enchant Item to the alignment that opposes Pious,
as we are about to finish that Vampire Beast off once and for all. You may
also cast a Shield Spell under Mantorok or Pious's opposition so you can take
some free shots from the Vampire Beast. Once ready, stand beside the Basement
Door and Use the Basement Key on it, which will unlock it. Head through the
door to get to the Basement.


~Roivas Mansion B1, Basement~
Items Found: .38 Revolver Ammunition, Double Rifle Ammunition, Shotgun Shells,
             Summon Horror Spell Scroll
Weapons Found: Ithaca Double Shotgun

The moment you are in the Basement, cast a Reveal Invisible Spell under the
alignment that opposes Pious's Ancient so that you will be able to see the
Vampire Beast at all times (it can no longer hide from you, yay), however if
you align it to the wrong alignment, then it will still be able to hide from
you (don't bother casting under Mantorok, as even though it will make you
invisible, the Vampire Beast has the power to see right through that Spell).
We now start the fight against the Vampire Beast (the Mansion's servants will
not be safe until it has been defeated, so we must do it now).

First, you must destroy the obelisk in the southeast corner of the Basement. If
you don't, the Vampire Beast will NEVER die, so this fight would be never
ending (well, until you died I guess). Any of your guns (don't use the Sabre,
it won't damage it) to destroy it. If your guns are Enchanted to the
alignment that opposes Pious, then this will take only a few shots. I highly
suggest using double shots from the Elephant Gun, as only two of these massive
shots will be needed (as long as it's properly aligned) to destroy the
obelisk once and for all. It will not be able to regenerate.

Well, the Vampire Beast is now on the ropes, as it will not be able to heal
itself anymore, so it has become mortal. Again, I highly suggest using the
properly-aligned Elephant Gun on this beast (you can use the Sabre, but this
will take much, much longer as Edward's arm tires rather quicly, meaning you
will have to stop swinging and run away (which will also tire you) until his
arm's stamana is back) as it is the quickest method to defeating it. Only two
shots (assuming mode is under firing two bullets at once) will destroy the
beast, and since we can see it at all times now (if you have a properly-
aligned Reveal Invisible Spell on), this shouldn't take long at all. Once the
Vampire Beast has been destroyed, switch to your Sabre and Finish it off to
recover any lost Sanity. If you lost any Health in this fight, you will also
want to cast a Recover Health Spell.

The Vampire Beast has now been destroyed, and that is the first major
obstacle that Edward had to face! Explore the Basement that the Beast was
guarding and you will find several useful items. Firstly, over on one of the
walls you will find the Ithaca Double Shotgun. If you weren't able to get the
Elephant Gun, this can somewhat take its place, however it isn't nearly as
strong as the Elephant Gun; for those with no Elephant Gun, this will be used
to fight Horrors and Guardians. You will also find some Shotgun Shells, .38
Revolver Ammunition, and Double Rifle Ammunition. You will find several boxes
of all of these ammunitions around the perimeter of the Basement, and you will
WANT to pick up all of them (especially the Shotgun and Rifle bullets, since we
will be using these guns very, very often), so search around the perimeter of
the Basement until they have all been taken.

Once the Ithaca Double Shotgun and boxes of ammunition have been picked up,
head over to the eastern wall. Look on the shelf here and Edward will see the
Summon Horror Spell Scroll. Edward will learn the Summon Horror Spell the
moment he picks this up, or, if you have already found this Spell out, it will
be identified on his Spell List in the Tome. This Spell is simply the Summon
Spell, however at seven-point Alignment. Summon Trapper, Zombie, and Horror all
go under the same Runes, however Zombie requires two Pargon Runes, and Horror
requires four Pargon Runes. We won't have to really summon a Horror at any time
in the game (with one or two exceptions), so this really isn't a huge find.
Being able to control a Horror is actually much worse than it may sound.
Anyway, head over to the ladder that is located in the well. Save your game
here, and have Edward head down the ladder to the next level of basement.


~Roivas Mansion B2, Second Floor~
Items Found: None

This room hasn't really changed since Max's time. He knows Max has been here,
however, unlike in Max's chapter, there are no enemies here (Max had to face
a Zombie). Head down the circular staircase until you get to the platform that
overlooks the giant City of Ehn'gha.

Examine the area on the balcony overlooking the city and Edward will comment on
the necropolis. Edward will realize that what Max wrote in his journals are
indeed true, and that the massive city that houses the servants of the Eternal
Darkness is directly under the Roivas Mansion. Edward will note something that
Max never did, however, and that is that there are nine massive towers along
the edges of the city that seem to focus magickal energy. For those who havn't
guessed, this is the only way for a character to cast a nine-point magickal
attack, and both Edward and Alex will be able to do this. It is difficult to do
it, however, as there is much we will have to explore. This could probably be
used against the Ancients, hell, we'll make sure this can be used against them.

Head all the way down the stairs until you reach the area where Max fought the
Guardian and eventually where his chapter concluded (at least, the playable
part of his chapter). Make sure that all of your protective (Shield, Reveal
Invisible) Spells are in order, and make sure that all of your Enchantments
(really on the Sabre and Double Shotgun/Elephant Gun) are properly in order.
If they are, head across the room to where Max found the Guardian.


~Ruins of Ehn'gha, Entrance~
Items Found: None

Head over to the high part of this section, atop the stairs, and you will see
two Horrors are guarding the entrance to the Ruins. They are of the same
alignment, so, naturally, you will have to fight against both of them. Edward
has very powerful weapons, and you should use them to your full potential.
While standing on the high part of the path, aim at one of the Horrors (make
sure they aren't about to fire their magickal attack) and blast at the heads
of the beast with your Shotgun of Elephant Gun. A double blast from the
Elephant Gun, when properly aligned, will often take the Horror down in one
hit assuming you hit its heads. Once one has been taken down, simply take down
the next. If you need to reload your guns, move backwards a bit to give
yourself some distance from the Horror. Run around until it fires a magick
attack. Once it has been fired, reload then. Head back to the high part of the
path and fire at the next Horror until it has been killed. Run up to the
Horrors and use your Sabre to Finish them off. I recommend saving your game
again, as it really will be your last chance for a little while (most of the
rooms down here won't let you save). Head through the gate leading to the
great city.


~Ruins of Ehn'gha 3F, Main Hallay~
Items Found: None

The entrance gate will lead us all the way down to the Third Floor of the
complex. We are in a large hall that connects us to various parts of the
City. For those who wonder, the Second Floors of the Ruins are the tops of
the towers that Edward noticed while on the balcony; the first floor was the
Entrance Gate where we just faught the two Horrors. We are now on the far west
side of the Main Hallway. A magickal barrier will automatically block our entry
back to the Entrance of the Ruins, so we won't be leaving anytime soon. It is
impossible for Edward to destroy this magick energy barrier. There are two
doors to the north side of the hall, and three on the south side. They are all
sealed with magickal barriers, so we cannot get through them yet either. There
is only one doorway down here that is not locked, and that one is on the far
eastern wall down the Hallway. This leads to a rather interesting room.

From this point onwards, you should always have the following Spells casted.
All of them should be cast under seven-point, and they should all be cast
under the alignment that opposes Pious's Ancient (with the exception of Reveal
Invisible, which should be cast under Mantorok so you can be invisible to
several types of enemies).

- Enchant Item on the Sabre and either the Elephant Gun or the Ithica Double
Shotgun. If you have the Elephant Gun, then I would suggest using this over
the Shotgun unless you run out of ammunition. If these are aligned properly,
they will do more damage per shot, meaning more ammunition saved.

-A seven-point Shield aligned to Mantorok or Pious's opposition, so Edward will
be able to avoid taking damage and losing Health, as his meter is fairly weak.

-Reveal Invisible aligned to Mantorok, which will make Edward invisible to
nearly all enemies he will meet down here except Guardians.

If any of these Spells runs out, such as you losing all your Shield or
Enchantment of your Elephant Gun, then you should recast the Spell immediately,
as long as it is safe to do so. Casting under seven-point makes everything last
longer, so be sure to cast under seven-point.

Once ready, head up this Hallway. Our first large battle is just up here,
where we will have to fight a Guardian and a Horror, both being aligned to
Pious's Ancient. If you come in while you are invisible, the Horror won't be
able to see you, but the powerful Guardian will. Simply run past the Horror
and focus on taking out the Guardian, as it can cause MANY more problems than
the Horror can if it survives for a while. Try your best to hit the Guardian
before it casts a Damage Field, which will usually be of five or seven-point
alignment. If it does, use a Dispel Magick under the oppositing Alignment and
under the same or greater Circle of Power. If you are using the Enchanted
Elephant Gun under the proper alignment and under double shot mode, it will
take only a few shots to destroy the Guardian. Remember that it will go into
the shimmering ball of magickal energy and move to another area after you have
shot it, so simply follow it and fire once it materializes again. Finish the
Guardian once it has been destroyed.

Now focus your attack on the Horror. Use the Double Shotgun to conserve some
Elephan Gun ammunition. It will take, usually, 2 or 3 hits to the head to
take down. Finish it off, and then head to the far east of the hallway. Go
through the door here to get to the next room.


~3F, Magickal Array~
Items Found: None

This is the room that will send Edward to all of the tower tops, and it is
the room that controls the giant magickal array that is located around the
city. There are three podiums here that looks strangely familiar to the ones
that contained the Essences of Ancients in the Forbidden City that Pious,
Karim, and Roberto saw. Edward will be able to examine them, however they
serve no purpose to us, especially since we don't have the Essences anyway.
As you can guess, this is something that will be useful when we come here with
Alex in her chapter.

Head past the podiums and you will see the massive array in all its glory.
It is surrounded by nine Rune Stones, this array acts as a giant nine-point
Circle of Power for casting Spells of strengh that is just beyond Edward's
understanding. Edward thinks that he will be able to use the Rune Stones for
casting a Spell that would be strong enough to destroy the entire city, so
that is our goal for this chapter, destroying the city of the Eternal Darkness.

In order to cast a Spell with the array, Edward must inscribe a total of nine
Runes on each of the nine Rune Stones. In order to do this, Edward must
activate a Rune Stone by simply examining it. When he does this, a portal will
open at the centre of the magical array near the Rune Stones that will
transport you to one of the nine towers surrounding the City of Ehn'gha. Once
you are on the tower, you will be able to select a Rune to inscribe on the
Rune Stone, and then you will be transported back to the Third Floor of the
Ehn'gha, however, usually, in a completely different room, so we will
essentially be exploring nine different areas over the course of this chapter.
Edward will be casting a nine-point Dispel Magick spell under the alignment
that opposes Pious's Ancient.

Stand in front of the first Rune Stone to Edward's left upon entering the
magickal array. Walk up to it and have Edward examine it, which will activate
the Rune Stone and the magickal portal in the centre of the Array. This
portal will lead to the Rune Stone's corresponding tower. Head into the
portal now. Please try to follow the same path that I take (e.g., using the
Rune Stone to Edward's left upon entering the array), or else following this
part of my walkthrough will become very confusing for you.


~Ruins of Ehn'gha 2F, Tower 1~
Items Found: None

This is the first tower that we will gain access to, and it is overlooking the
entire city. Out of all the scenes in the game, those of Edward being on top
of the tower are by far the most increadible. We are at the very top of the
spire on the tower. Have Edward head to the end of the spire where he will see
a small control panel. Examine it, and Edward will enter a selection screen.
Edward will be able to inscribe a Pargon (Power) Rune into the spire, which
will also activate a Pargon Rune back in the Magickal Array on the Rune Stone
that we just activated. A portal leading back to the Third Floor will now
appear on the spire. Head into it now. Make sure all of your Enchantments and
Shield Spells are properly done!


~Ruins of Ehn'gha 3F, Room 1~
Items Found: None

This room is located to the north of the Main Hallway. The doorway to the
south of the Third Floor, Room 1 is also the northeastern door in the 3F Main
Hallway. There is another doorway to the north, however it is sealed tight
with a magickal barrier.

There are two Horrors inside of this room. The Horrors are of opposite
alignments, so they will fight it out. As long as you are invisible while
entering this room (you enter right beside them, so if you aren't invisible,
they will turn on you) then they will simply fight it out until one of them
kills the other. These rooms are huge, so there is a tonne of room to fight,
but it is better to stand back and watch them fight (mainly so you can take
out only one instead of two; better on your ammunition reserves). Once one of
the Horrors is killed, simply fire a single shot from the Ithaca Double
Shotgun to take it down (it should take only one shot since it will be weak
from the previous fight). Finish both of them off if you wish.

Once the Horrors have been taken down, head over to the western side of this
large room beside the hot rocks. There is a switch down here that Edward must
pull. Examine it and pull the lever when prompted. This will drop the magickal
barrier to the south and will allow you access to the Main Hallway. Head up
there now and go through this now open doorway.

Once you are back in the Main Hallway, notice that one of the doorways, the one
you just came through, now has the magickal barrier dispelled once and for all.
Head to the door over to the far eastern wall and go through.


~3F, Magickal Array~
Items Found: None

Once you are back in the Magickal Array room, take a look at the first Rune
Stone to Edward's left. You will notice it is still active, and there is a
Pargon Rune inscribed in it. Head to the Rune stone beside it, to its direct
right, and have Edward activate it. This will cause the second Rune Stone to
activate, just like how the first one did when you did the same thing, and
the portal to a tower will reappear. Head over to the centre of the Array
complex and go through the portal to continue onwards.


~Ruins of Ehn'gha 2F, Tower 2~
Items Found: None

Run to the end of the spire like you did in Tower 1 and examine the small
console here. Edward will be faced with a small puzzle this time, however, as
he will have to pick a Rune from a possible selection of four. Only one of them
can be used with a Dispel Magick Spell, and that is the Redgormor (Area) Rune,
so circle around the list until you get to it and then have Edward inscribe it
into the spire.

The portal that leads back to the Third Floor of Ehn'gha will now activate at
the end of the spire, so head over there now and go through the portal.


~Ruins of Ehn'gha 3F, Room 2~
Items Found: None

There is only one doorway inside of this room, and it is to the west. It will
lead to a hallway that connects with the Room 1 of the Third Floor, which is
the room we were in after finishing Tower 1 (the one that contained the two
Horrors of opposite alignments). We will have a door leading to the north in
our faces, and there is a magickal field blocking entrance to the door, so we
must dispel this.

There is a Horror directly in front of our transport location along with three
Trappers, all creatures being of the same alignment. There is one to the south,
one to the east, and one over to the west. As long as you are invisible, the
Horror will cause no problems (even if it hears the gunshots that you fire
while dealing with the Trappers). Be sure to take the Trappers out first with
a single shot from the Revolver, as they will still be able to send you to the
Trapper Dimension if they bump into you, even if Edward is invisible! Once all
three have been taken out, pull out your Shotgun or Elephant Gun and blast away
at the Horror. Once it is down, finish it off.

We now must find the switch that will dispel the magickal barrier that leads
back to the Main Hallway. The switch is in front of the doorway in the south
end of the room. Have Edward examine the lever and pull it when prompted.
Once Edward does, the magickal barrier to the door will dispel. Head on through
the doorway. Once you are back in the Main Hall, head to the east once again
and go through the door that leads abck to the Magickal Array.


~3F, Magickal Array~
Items Found: None

Once back in the room that contains the giant Magical Array, head over to the
left and trigger the third Rune Stone from the left. The portal will appear
once again at the centre of the Array, so head over there and go on through.


~Ruins of Ehn'gha 2F, Tower 3~
Items Found: None

Head to the end of the spire at the top of Tower 3. You will be able to
inscribe a pargon Rune here, which is the only option that you will have. Once
you inscribe the Pargon Rune, the portal leading back to the Third Floor will
be activated once again. Head down the spire to the portal and go through. Make
sure all of your Enchantments, Shield, and Reveal Invisible Spell are currently
active to make your journey easier.


~Ruins of Ehn'gha 3F, Room 3~
Items Found: None

We are in the western side of Room 3, which is where the portal from Tower 3
will send us. We are to the south of the Main Hallway. There is a doorway to
the noth that will send us to the southeastern end of the Main Hallway, and we
will have to work our way to that door. Of course, it is sealed with a magick
barrier, so we will have to find the switch that dispels this.

Fortunately for Edward, there are no enemies inside of this room, however that
is the main problem with this room. The switch that removes the barrier
blocking the door that leads back to the Main Hallway is in the southern part
of this room. You know that you will have to fight enemies, and once you pull
the switch (make sure your Shield, Reveal Invisible under Mantorok (this is
very key in this room) and Enchant Item Spells are all active, and guns fully
loaded), the Horror, Zombie, and Trapper inside of the alcoves in the wall will
all break out in the southern part of the room. All of the enemies are of
different alignments (with the Horror usually being aligned to Pious's Ancient,
Zombie being aligned to Pious's weakness, and the Trapper being aligned to the
third alignment), so they will all fight each other. As long as you are
invisible, they will all avoid you. If you aren't, they will all turn on you,
which is something you don't really want. You will probably want to take out
the Trapper right away with your Revolver so it doesn't send you to the Trapper
Dimension; it's the only creature that can attack you while you are invisible.

Once all of the creatures have destroyed themselves (the Zombie will almost
always kill off the Horror, so you'll have to use your Shotgun/Elephant Gun to
take the beast down) and you've Finished them, the barrier will be dispelled.
Head on through here now to return to the Main Hallway. Once you have done
this, head to the eastern door that leads back to the Magickal Array.


~3F, Magickal Array~
Items Found: None

Three of the Ruin Stones have been activated now, so head over to the fourth
from the left and examine it. Edward will activate this one now, giving you
access to Tower 4. Head through the portal in the centre of the Array to get
there now.


~Ruins of Ehn'gha 2F, Tower 4~
Items Found: None

Head to the end of the spire at the top of the tower and examine the console.
Edward will, once again, have to place a Pargon Rune here, and it is the only
choice that he will be given, so simply inscribe it in. The portal leading back
to the Third Floor of Ehn'gha will not be activated, so head through it to
continue on with the journey.


~Ruins of Ehn'gha 3F, Room 4~
Items Found: None

I do quite enjoy this room, especially when I watch other people play it due
to the scare that is present on their face at a certain time. There are no
monsters inside of this room, and the portal will leave you in the western side
of the room. To the south is a large statue of a huge beast.

The doorway over to the north leads to the next room, however it is blocked by
a magickal barrier (what a surprise). The switch that will dispel the barrier
is over to the nothern side of the pit located at the very centre of the room.
From your first impressions, you know that this pit looks somewhat weird.
First, look at the surroundings of this room... looks kind of like the
Forbidden City, doesn't it? Head over to the lever now and have Edward pull it.

The moment that Edward does pull it, a massive red work will shoot up from the
pit in the centre of the room. This worm will not hurt him, as it acts much
like the worms that Robeto had to face in his chapter (except this one is so
damn big). The worm won't just take away Sanity, it will, more or less, make
Edward completely lose his mind. Remember the serpia tone that the screen
turned into back in Max's chapter when he fought that second Horror in the Main
Foyer (the serpia tone is that reddish hue)? Seems like the same thing is
happening to Edward now. Of course, Edward can trust his alcoholic beverage,
titled Liquid Courage, to make these mind effects go away. Once the screen is
in the serpia tone, have Edward go into his Invintory menu and Use the Liquid
Courage to make this effect go away. The room will return to normal with the
worm now gone. Did anything really happen here? Head through the door that
eventually leads back to the Main Hallway. Once there, as you have before, head
to the door on the far eastern wall and go through.


~3F, Magickal Array~
Items Found: None

We are nearly halfway done our quest to creating this massive Dispel Magick
Spell! Head to the left side of the room and activate the fifth Rune Stone
from the left. Once Edward does this, as usual, the portal will appear in the
centre of the room. Head to the Array and use the portal to get to Tower 5.


~Ruins of Ehn'gha 2F, Tower 5~
Items Found: None

Like you have several times already, head to the end of the spire and have
Edward examine the small inscribing console. This time we won't just have to
put in a Pargon Rune. We will now have to give the Spell that we are casting an
alignment! Edward is given the choise of using the Xel'lotath, Chattur'gha,
or Ulyaoth Runes here. You must choose the alignment that OPPOSES PIOUS'S
ANCIENT! DO NOT SCREW UP ON THIS! If Pious serves Chattur'gha red, choose
Ulyaoth blue. If Pious serves Ulyaoth blue, choose Xel'lotath green. If Pious
serves Xel'lotath green, choose Chattur'gha red. Simple as that. Once you have
inscribed the Rune, the portal to the Third Floor of Ehn'gha will appear at the
end of the spire, so head over there now and go through the portal.


~Ruins of Ehn'gha 3F, Room 5~
Items Found: None

There are a total of three doorways leading out of this room. The are in the
eastern, western, and southern sides of the room, and, as you probably have
guessed, they are all sealed with magickal barriers. This is about as bad as
it gets, huh? The transport portal that you just went through will take you
to the southern part of this room.

The moment that you appear inside of Room 5, you will have to face a Guardian,
regardless if you are invisible or not. Remember that they can see you while
you are invisible, so don't be careless! Be sure to blast the Guardian the
moment you see it so that it doesn't have time to create a Damage Field, which
you would have to put down with a properly-aligned and proper strength Dispel
Magick Spell, which only gives the Guardian time to cast magickal spells. None
of your weapons can penetrate the Damage Field (except weaken it, which is just
a waste of ammunition). If the Guardian summons creatures, simply ignore them
(chop off their head or something, especially if Ulyaoth Zombies so you aren't
caught in the gas explosion). A few shots at the Guardian with your properly-
enchanted Elephant Gun or Shotgun is all that this thing can take before
falling. Finish it off once it has fallen.


There is a switch over to the northern end of the room. Have Edward pull this,
which will drop the barrier on the southern doorway, which will lead you to
the northwest doorway of the Main Hallway. The barriers on the eastern and
western doors currently remain activated, and they will until we find more
switches in other rooms. You may wish to recast your Shield Spell if the
Guardian did manage to hurt you at all. One in the Main Hall, head through the
door to the far east.


~3F, Magickal Array~
Items Found: None

Our Dispel Magick Spell now has an alignment and it is currently growing
stronger thanks to all the Pargon Runes. Head over to the left and make your
way over to the sixth Rune Stone. Have Edward examine it and activate it, which
will cause the portal to appear at the centre of the room to appear. Head over
to the portal and go on through.


~Ruins of Ehn'gha 2F, Tower 6~
Items Found: None

This tower is the exact same as all the others you have visited, including no
enemies being present on it. Head to the end of the spire until you get to the
console. Examine it and Edward will notice that he has the option to place a
Pargon Rune, and only a Pargon Rune, here. Have Edward inscribe it into the
console. The portal will appear at the base of the spire now, so head back down
there and use it to get back to the Third Floor of Ehn'gha.


~Ruins of Ehn'gha 3F, Room 6~
Items Found: None

The previous portal takes us to the very centre of Room 6. We are to the west
of Room 5 right now. There is one doorway in this room and it is to the south.
Of course it is sealed with a magick barrier, so we must find the switch that
will make dispel the barrier.

There are three Trappers inside of the room. There is one to the east, west,
and south of your start position at the centre of the room. Stay positioned at
the centre and use your Revolver to take them out one by one. Once all of the
Trappers have been eliminated, pull the lever to the northern part of this
room to dispel the barrier.

Head through this newely opened door and we will be back in Room 5, the room
that we came in from Tower 5. One of the barriers that was still active when
we left this room earlier has now been deactivated (since we just came through
that said door now). Head through the door to the south, and you will once
again be inside of the Main Hallway. Head to the east and go through the door.


~3F, Magickal Array~
Items Found: None

We are nearing the end of our large spell. We have to put only three more
Runes into the recipe of our spell, and then it will be all finished. Head over
to the left and circle around the room until you get to the seventh Rune Stone.
Have Edward examine this and activate it, which will make the portal in the
centre of the room appear. Head over there now and go through the portal.


~Ruins of Ehn'gha 2F, Tower 7~
Items Found: None

Head to the end of the spire and have Edward examine the console. This is yet
another one that will only accept a Pargon Rune, so that is what you must
place in. This will cause another portal to appear leading back to the Third
Floor of Ehn'gha, so head down the spire and use the portal. Make sure your
Spells are still active (Shield, Reveal Invisible, Enchant Items).


~Ruins of Ehn'gha 3F,  Room 7~
Items Found: None

There is quite a bit to do inside of this room. There room is in the shape of a
circle to the northeast of Room 5 on the Third Floor. Edward will appear in on
the northern side of the room. The doorway to the southwest leads back to
Room 5. There is a switch in the room that will lower the magickal barrier
in front of this doorway to the southeast area of the room.

There is a Guardian over beside the barrier leading to Room 5. The moment that
you enter this room from Tower 7, it will begin casting a Spell; it knew you
were coming. It will often manage to pull it off; it will cast a five-point
Damage Field. Try to shoot it the moment you are transported into this room. If
you aren't quick enough, simply cast a five-point Dispel Magick in the opposing
alignment to the Guardian to dispel the Damage Field. You'll want to do this
the moment it casts the Damage Field, as it will hide behind it while summoning
other creatures (usually Horrors).

Taking out this Guardian is the same as taking all the others out. Simply fire
at it once or twice from your properly-Enchanted Elephant Gun to take it out,
and then finish it off with your Sabre. There is a single Zombie in the room
too, however it should provide no threat. Use the Sabre on it. Be sure to take
out the Guardian before you worry about the Zombie, as if you destroy this
Zombie, the Guardian will simply summon another (or possibly a Horror, so don't
play the chance).

There is a lever in the southeastern part of the room that will shut down the
barrier blocking access to the doorway that leads back to Room 5. Head through
this doorway now and you will be back in Room 5. Getting to know this room yet?
Once you are in this room, head through the doorway that leads back to the
Main Hallway. Once you are there, head to the far eastern door and go through
there.


~3F, Magickal Array~
Items Found: None

We only have two more of these routes to do before we are finally done. Head
over to the right this time and activate the eighth Rune Stone (the one with
the active seventh to the left of it). Don't activate the one on the far right
just yet, as we'll do that one last. Once the eighth Rune Stone has been
activated, the portal in the centre of the Array will be activated, so head on
through!


~Ruins of Ehn'gha 2F, Tower 8~
Items Found: None

This is one of the harder spire's because there are several Rune choices for
you to choose from. There is also a single Trapper near the console, and it is
very hard to see since the camera is zoomed out so much, and it is very hard to
hear thanks to the wind noise coming from the surrounding area. Use your
Revolver to take out the Trapper and then head up to the console. There are
five Runes for Edward to choose, however by knowing the Dispel Magick Spell, it
will be clear that you need to place a Nethlek Rune here. Once you have
inscribed this Rune into the spire, the portal will activate. Head down the
spire and go through the portal.


~Ruins of Ehn'gha 3F, Room 8~
Items Found: None

This room is located to the south of the Main Hallway. There is a large stone
block in the centre of this room. Examine it, and Edward will mention that it
seems like this may be the tomb for a giant beast. There are several narrow
walkways inside of this room. Edward cannot fall off of these (thankfully),
however they can make walking somewhat annoying.

When you are first transported to this room, you will be on the western side.
There are sealed doorways to the north and south of the room with the magickal
barriers. There is a Guardian over to the eastern side of this room that has
been waiting for your appearance. It will begin casting a Spell the moment you
enter, and I do mean the MOMENT you enter. Fighting this Guardian can be a bit
more annoying than previous ones, mainly because after you hit it, it will
transform into the shining ball of magickal energy and float around the room.
It takes Edward some time to move around this room, which will give the
Guardian plenty of time to cast Spells while Edward is trying to catch up with
it. Make sure your Elephant Gun is Enchanted properly, and after hitting the
Guardian, be sure to stay on its tail as it moves around so that when it
once again appears, you will be right there to blast it. Overall this fight
isn't all that bad. Finish it off once you have killed it with the Sabre.

Once the Guardian has been destroyed, head to the far eastern side of the room.
There is a lever here near the wall. Have Edward pull it which will dispel the
barrier to the northern doorway. Have Edward go through this now-open doorway
which will eventually take him back to the Main Hallway. Like we have several
times already, run to the far end of the Hallway and go through the door that
leads back to the Magickal Array.


~3F, Magickal Array~
Items Found: None

Walk over to the right and you will notice that all of the Rune Stones have
been activated except the one on the furthest right. Activating this will
finally finish the giant Dispel Magick Spell that we have been working on for
a short while now. We are nearly done the Chapter. Have Edward activate this
final Rune Stone. The transport will now appear at the centre of the array, so,
for the final time, head on through to get to the final tower.


~Ruins of Ehn'gha 2F, Tower 9~
Items Found: None

All that is left is to inscribe one final Pargon Rune into the final console.
Have Edward walk to the end of the spire and examine the console. Make him
place the Pargon Rune, which is the only Rune you can inscribe here, to finally
complete the Spell! The nine-point Dispel Magick Spell will now be cast. Don't
put down the controller yet, however, as Edward must get out of this city
right away!

Ehn'gha will start rumbling like mad now, as if it will fall apart any second.
The Dispel Magick Spell has terminated the magickal power that was located
inside of the city at the very centre, and Ehn'gha is about to collapse. The
large barrier that was created behind Edward when he entered the Main Hallway
back on the Third Floor (that has the door that leads to the Magickal Array)
will now dispel, meaning that Edward will be able to escape back to the
Mansion once he gets up there. There are giant magickal forces building up
inside of Ehn'gha now, so Edward must leave right away. Once you have
control of him, head down the spire and go through the portal. Make sure you
have a Reveal Invisible aligned to Mantorok on you right now.


~Ruins of Ehn'gha 3F, Room 9~
Items Found: None

One last room to go through. There is a bunch of fog in the low-lying areas of
this room that is just to the south of Room 8 of the Third Floor (the room we
were in that contained all of the walkways and a Guardian; this was the
previous room that we were in from Tower 8). There are a bunch of narrow
walkways inside of this room too, which will make it difficult for you to
go around this room (even though you can't fall off any of the ledges). Edward
will be transported to the southern end of the room from Tower 9. The doorway
that leads to the previous room is over to the nothern end of Room 9.

This room is completely filled with enemies, making it, by far, the most
difficult room that Edward will have to come across. There is a gigantic
Horror in the very centre of the room. A single Trapper is over to the northern
end near the door that leads out of here and, finally, there is a Guardian
to the southwest corner. The Trapper doesn't serve much harm, as the attacks
by the Horror and Guardian will probably kill it. Cross over the bridge in the
centre of the room in order to reach the Guardian, but you may wish to take out
the Horror first since it will be a sitting duck if you are invisible. If you
aren't, then this room will be a pain (but you should still take the Horror
out first, as its magick attacks will be a pain while fighting the Guardian).
If the Trapper isn't defeated, use your Revolver on it before fighting the
Guardian. Remember that Guardians will see you while invisible!

Once the Guardian and Trapper have been defeated, focus on the Guardian. Once
you have blasted at it, follow the Guardian to the new location that it
chooses. Be sure to follow it while it is in the glowy ball to take it out as
fast as you can. It will probably cast Damage Fields while you are fighting the
Horror, so dispel them if you need to.

Once all three of the enemies inside of this room have been destroyed, head
over to the southwest corner of the room (right where the Guardian was when
you first entered this room). The level that will dispel the magick field on
the door will be dispelled when Edward pulls it, so have him do that. Once the
barrier has been dispelled, head out the doorway. You will now be back in Room
8 of the Third Floor, so head through this room and go out the door that leads
back to the Main Hall.

Once there, head in the opposite direction to the one we have been doing for
the last 9 trips here and go out the door that leads back to the Ehn'gha
Entrance. The barrier will be gone as long as you have properly activated all
of the nine Rune Stones.


~Ruins of Ehn'gha 1F, Entrance Gate~
Items Found: None

We are nearly done. Once you have run out of the Main Hallway, Edward will be
back in the Entrance Gate for Ehn'gha. There are no enemies here, so quickly
run through this area and up the stairs that lead back to the mansion. Edward
has successfully completed the Chapter, and more or less destroyed the
entire Guardian population here!


***

Get ready for a rather satisfying cut scene. Edward will keep running up the
stairs until he reaches the balcony that overlooks the entire city in the
lower Basement of the mansion. The giant Dispel Magick Spell that Edward
casted causes the entire city to emplode under its own magick. The city
erupts in a huge explosion (yes, you actually see it) of pure magick that
completely destroys everything that is here, including nearly all of the
Guardians and other baddies that were living here. Edward has hurt the
Eternal Darkness in the best of ways, and that is by destroying an entire force
of them (but you know there are more of them out there). Ehn'gha seems to be
one less issue now.

The cut scene will now jump ahead 48 years, where we will see Edward inside of
the Library reading a book. He is much older now, with white hair and all
(he looks like how he does in the ghost images that Alex sees of him; with yes,
however). A glowing ball of red/blue/green light (depending on the Alignments
of the Guardians that you have been facing, which are all the same as Pious's
Alignment) will appear behind him and slowly float towards. Edward would know,
as do we, that this is a Guardian inside of its invulnerable phase. Of course,
it is very silent, and Edward does not know that it is there (he thought he
killed off all of the Guardians by destroying the city). The Guardian will now
transform into its normal self and swipe at his head. The screen will go black
the moment before it actually takes his head off. Now we know why, back at the
start of the game, Edward's body was found with no head (I guess the Guardian
ate it or took it with it). We also know the meaning to that cut scene we saw
a little while earlier of Pious near the Entrance Gate to Ehn'gha with a
Guardian, sending it up to the mansion to take out the 'master.' It is now
clear that they were taking out Edward.

The Chapter Complete screen will now display as it always does, however another
cut scene will come up once it has faded away instead of going back to Alex
in the Secret Study. Pious is near the communication gate talking to his
Ancient. He tells the Ancient of the destruction of the Guardian City, however
the Ancient doesn't give a damn about this, saying that their plans are only
delayed for a temporary while. Finally the Ancient will reveal its ultimate
plan. It wishes to destroy the Ancient that opposes it (Xel'lotath wants to
destroy Ulyaoth; Ulyaoth wants to destroy Chattur'gha, and Chattur'gha wants to
destroy Xel'lotath). Pious will once again give his allegiance to the Ancient,
and this will finish this cut scene. The vision of the plants lining up will
once again play; they are getting closer and closer to a line. The scene will
now shift back to Alex in the Secret Study, where we will go searching for our
final Chapter Page!


~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Continued...

        ~--------------------------------------------------------------~
        |       7.2 A Death in the Family: Alex Roivas's Chapter       |
        ~--------------------------------------------------------------~

Playing as: Alexandra Roivas
Location: Roivas Family Estate, Rhode Island, 2000 A.D.
Items found: Note from Edward, Journal of Maximillian Roivas Closing Notes,
             Letter From Edward, Stethoscope, Crankshaft, Essence of Ancient,
             Pickax, Chapter Page #11

--Secret Study--
There is quite a bit to do in Alex's chapter this time around, as we will be
searching all over the mansion to solve some secrets and continue progress.
We will eventually find the final Chapter Page, however there is much to do
before then. Alex will start inside of the Secret Study like always, with her
Sanity faily low. I suggest you fill it up, as Alex will finally meet up with
some enemies in this part of her chapter. Since she can now meet up with
enemies, dangerous Sanity effects will enter the picture, so be sure to keep
that meter up.

Alex will find a loose page inside of the Tome after finishing Edward's
chapter. This turns out to be another Note from Edward. Once you have recovered
Alex's Sanity, you may wish to head into your Invintory and read it:

 "Dear Alex,

 I have left you a small surprise to keep you going when everything seems to go
 awry. It was my favourite tipple, and there are several barrels of it in the
 basement.

 Please help yourself to what you can find. My guess is that I won't be
 needing it.

 Your loving Grandfather,

 Edward"

Remember back to Edward's chapter and you may remember that he had a bottle of
Liquid Courage inside of his Invintory from the very beginning of his chapter.
When taking this, which is clearly some alcoholic beverage, Edward was able to
regain his Sanity in a must faster way than casting Spells (didn't use any
magick either). This is a clue for Alex to find an important item that will
help her out in the future.

Once you have picked up and read the Hidden Note, have Alex run all the way to
the Main Foyer. From there, go through the doorway that leads to the Basement.


--Basement--
You should remember that the barrels filled with the "Liquid Courage" are
inside of the Basement. Note that if Alex's Sanity is still fairly low when
you make your way here, you will probably experience some weird effects. Alex's
meter is more or less completely depleted, so many interesting things can
happen. Once you are in the Basement, head over to the western wall where Alex
will find the barrels. Examine them and Alex will find that there is a hidden
item between them: a Pickax. Examine it in your Invintory and Alex will note
that the thing is just too big to use as a weapon, however it can be used for
breaking down walls. Hmm... There is only one place in the mansion where this
can be used. Remember the wallpapered door up inside of the Second Floor
Hallway close to the stained-glass window? Head up there now.


--Second Floor Hallway--
Once you are in here from the Main Foyer, head to the left and down the hall,
past the Guest Room and Bathroom, and eventually to the wallpapered door. Note
that this part of the wallpaper is fairly lighter than the rest, so you should
have no problems finding this. Stand in front of the door and Use the Pickax
from Alex's Invintory. Alex will swing several times at the door (she is quite
a strong woman as it seems), which will eventually give way and crumble to the
ground. Inside is the old Servant's Quarters.


--Servant's Quarters--
Once Alex finishes breaking down the wallpaper and when she takes a step
inside, a weird experience will come into her head. The scene will flash back
to Max's time, where we see him standing in the doorway where Alex just was.
Max enters the room with his Flintlock Pistols and Sabre in Invintory. This is
a cut scene, so there is nothing you can do but watch. Withouth even a warning,
Max fires the Pistols at two of the sevants who are sleeping on their beds,
with blood splattering all across the walls. He leaps over at the third
Servant, stabbing him dead with the Sabre. The fourth Servant will try to run,
however Max stabs the Sabre right through him, killing the poor servant. There
are feathers all around the room from the gunshots piercing through the
pillows on the bed.

The vision will now end, and Alex will find herself inside of the Servant's
Quarters. The mystery behind these quarters has now been solved. The Quarters
looks exactly the same today as it did back then. The windows are all barred
up, and there is a Three-point Damage Field surrounding a pile of bones on the
ground in the very middle of the room. Have Alex cast a Dispel Magick in the
opposing Alignment of Pious's Ancient to dispel the barrier. Walk over to the
bones now.

There are some ashes here which are the remains of the servant's bodies. They
have all been burned in the middle of the room. There are only three bodies
here, however; one of them is not around (remember that Max killed four
servants, not three). It is faily evident that with Max's experiences with the
Bonethief-possessed servants drove him to kill all of the servants inside of
the mansion. We still don't know what happened to that fourth body, however
(there are only three skulls accounted for).

There are some items within the ashes. One of them is a journal page from Max;
the closing pages. Another item is the Stethoscope that Alex can use on the
safe inside of the Basement. Before going there, however, read the page that we
just found:

 "As I contemplated these ideas, my suspicions of my servants grew, and I
 became increasingly fearful of them. I began to watch them carefully...

 Days ago I watched one of them stretch his neck. I could have sword I saw it
 twist in a most peculiar direction, and a bulge of muscle tissue collect and
 grew in the most incorrect of manners, as if a bone was being displaced from
 its proper location and something else moving in its place. I stumbled away
 knowing that I was surrounded by unholy creatures that wore the skins of
 mortal men and women! I had to take action!

 Dear God, let my hand be swift and merciful, lest the world see more of these
 diabolic creatures!"

Despite Max having escaped the wrath of the Eternal Darkness, it still got to
his mind. It seems he thought all of the servants were under control of unholy
monsters (Bonethieves), and he killed all of the servants so that they would
not do anything to anyone else.

There is nothing else to pick up inside of the Servant's Quarters. Examine the
beds near the walls and you will examine that there is blood still behind the
beds on the walls. Not a very nice scene. Once you have the letter and
Stethoscope, head back into the Hallway.


--Second Floor Hallway--
When you are back inside of here, save your game. Alex is about to meet her
first few enemies. Walk back down the hall and go through the double doors that
lead to the Main Foyer.


--Main Foyer--
Alex will run into five Zombies inside of the Main Foyer. These are the very
first enemies that Alex will face, and they are not the last. These are all
Mantorok aligned, so there should be no issues here at all. Don't bother using
your guns, as Alex should save the ammo for those later when she has to go
through Ehn'gha, just like how Edward did. Use an Enchanted Gladius on all of
the Zombies in here, then head through the door that leads to the Basement.


--Basement--
There are no enemies inside of here, so you don't have to worry about that.
Have Alex walk up to the vault and then go into your Invintory menu. Use the
Stethoscope here. The vault is locked tight, and Alex didn't find the
combination of the lock. A close-up view of the lock will now fill your T.V.
screen. Alex can turn the dial clockwise (and only clockwise) until she hears
a soft "plink" sound. Turn the dial very slowly until you hear this. It isn't
very obvious, so you may want to turn up the volume on your T.V. and keep very
quiet while listening. Once you hear it, start turning the dial
counterclockwise past the first number until you hear the second "plink."
Finally, turn it clockwise again until you hear the third and final "plink."
This is a walkthrough, and although you should have no problem here, I'll tell
you what the combination is for those who can't figure it out, or for anyone
who cannot hear: 59-81-47.

The vault will open once you have done this right. Inside Alex will find
several items. She will find an Essence of an Ancient. This will be the most
important Essence that you find, as it is the one that will oppose the
Ancient that Pious serves. This is also the Essence that Peter will give to
Edward at the end of his chapter, the one that Peter found after destroying the
Black Guardian.

Alex will also find a Crankshaft, which is an antique item. This will be used
inside of the Observatory after Michael's Chapter has been complete to move the
mirrors in the room. More on this later.

The third item that Alex finds is a faily long letter from Edward. Here are the
contents of the letter:

 "Dear Alexandria,

 If you are reading this, Alex, then I am surely dead. Knowing that the police
 will contact my only living relative, I made sure to leave this message to
 you.

 As I write this letter, Pious Agustus is waiting for his chance to strike me
 down for what I have done to Guardian City. I believe I have slowed
 Agustus's plans down, but not stopped them completely.

 He will still try to bring his Ancient into this world. You must continue what
 our ancestor Max has started. You must gather the artifacts and call forth an
 Ancient to combat what Agustus brings into this world. Of the artifacts there
 are four, but one of these is in the clutches of Pious himself. They are:
 The Black Heart of Mantorok
 The Claw of Chattur'gha
 The Sigil of Xel'lotath
 The Veil of Ulyaoth

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

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

 Your Loving Grandfather,

 Edward"

It is now clear what we must do with Alex. We must summon the Ancient that
opposes Pious's Ancient, as it is the only way to stop Pious's Ancient from
taking control of the world. Alex currently has two Essences of Ancients
(Mantorok and the she just found inside of the vault), but she is still missing
one. One is in the hands of Pious so we won't be able to ever get that one.

Alex will also find the final Chapter Page inside of the vault, titled "Ashes
to Ashes." One she picks it up, another short cut scene with Pious by the
summoning gate will start. He is in conversation with one of the robed
monk-looking men. Apparenly the preparations to bring the Ancient into this
world are nearly complete, as the plants are almost in alignment. Soon, nothing
will be able to stop them. Of course, nothing except Alex.

The scene will now return to Alex in the Basement. There is nothing else for
her to do now, so save your game and go into the Invintory menu. Select the
final Chapter Page titled "Ashes to Ashes." This is Michale's chapter, the
final one we will play through. Enjoy!


~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

           ~-------------------------------------------------------~
           |  7.13 Chapter 11: Ashes to Ashes - Michael's Chapter  |
           ~-------------------------------------------------------~
                                   [#5921m]

Playing as: Michael
Location: The Middle East (Forbidden City), 1991 A.D.
Items Found: Bind Scroll, Detonator, Effigy #1, Effigy #2, Effigy #3,
             Essence of Ancient, Flashlight, Gold Amulet, Plastic Explosives,
             Staff, Tome of Eternal Darkness
Weapons: Enchanted Gladius, Fire Ax, Glock 17 Pistol, OICW Special Forces Rifle


Introduction:

We have finally reached the very final chapter. Michael's chapter takes place
only 9 years before Alex steps into the scene in the fight against the
Darkness. Michael is a Canadian industrial firefighter who has been placed to
help extinguish all of the oil fires that were set off during the Persian Gulf
War in the Middle East. Edward tells us that the Persian Gulf War, like World
War I, was due thanks to the Ancienets, who can never inflict enough pain
and suffering to try and destroy each other.

As an industrial firefigher, Michael has had plenty of experiences fighting
fires, however he senses that there is something different with this one. He
says that it seems to be more powerful than any other that he has seen, as if
these are unnatural flames powered by an unseen force. Despite this, everything
seems to be going smoothly. Michael's team places explosives in the sand that,
when detonated, will smother the fire. Michael gives the order to pull his team
back to stay safe from the explosion, however something here goes horribly
wrong. A tiny bolt of yellow magick appears from the sand and ignites the
explosives, making them go off way to early. Michael and his team are caught
inside of the massive explosion that causes a deep hole to appear in the
ground. Michael and his team fall right through the disolving ground.

Michael will wake up in a large room located on the top floor of the Forbidden
City. He is beside the human piller near the base of the piller. All of the
team members that fell down the hole with him have been killed by the fall.
Michael will get up, and while he does, the spirit of Roberto will come out of
its palce inside of the piller. Roberto will make the Essence of an Ancient
appear, the same Essence that Karim gave him near the end of his chapter. He
tells Michael to take this Essence to the Gathering of Light at the Roivas
Mansion in Rhode Island, stating that this is the only way to fully destroy the
Eternal Darkness once and for all, as well as saving Humanity. He will also
receive the two Effigies that Roberto found in his chapter (hopefully you were
able to pick them both up as Roberto; remember that one of them was found in
Karim's chapter). The puzzle of the Effigies will be solved in Michael's
chapter for those who are wondering. Michael will wrap the Essence in some
cloth so that his hands do not touch it. Michael will now become playable.


~Forbidden City 1F, Room 1~
Items Found: OICW Grenades, 5.56 Rifle Ammo, 9mm Pistol Ammo, Effigy #1,
             Effigy #2, Effigy #3, Essence of Ancient
Weapons Found: OICW Special Forces Rifle, Glock 18C Pistol

Michael will begin the game with the Essence of Ancient and Effigies that
Roberto gave him. He will also have a Flashlight that he will be able to clip
onto his shirt so he can hold a weapon while having the Flashlight equipped.
He will also have a Fire Ax in his Invintory, which is a great weapon to chop
off Zombie limbs thanks to its weight and the strength of Michael.

We are at the very bottom of the Piller Room, where he and his team was sent
from the explosion triggered by the magick bolt. The giant piller is in this
room, and Michael can check it out if you wish. You will hear sounds of Zombies
echoing off of the walls. Head into your Invintory and select the Flashlight.
Michael will clip it to his shirt. Keep it on so you can always see where you
are going. Equip the Fire Ax after and destroy the five Zombies, usually
aligned to Pious's Ancient, inside of this room.

Once all of the Zombies have been destroyed, examine the bodie of a fallen
soldier in this room over to the south end. This soldier was completely loaded
with the latest in military equipment, and since he is dead, they can all be
used with Michael. Be sure to get these, as they are the only guns you will
find, and you WILL want them. Michael will pick up the OICW Special Forces
Rifle that has 30 bullets already inside of it plus five grenades in another
firing mode. He will also pick up a Glock 18C Pistol that has 17 bullets
inside of its clip. You will also get 480 5.56 Rifle AMmo bullets for the
Special Forces Rifle, plus 30 9mm Pistol Ammo bullets for your Glock. Finally,
Michael will pick up five Special Forces Rifle grenades for the grenade
function of the gun (remember you switch the Mode of a gun in the Invintory
menu).

You should learn a little bit about this powerful Special Forces Rifle, which
I will simply call the "Rifle" from now on. The Rifle has four firing modes:
single-shot, triple-shot, full-auto (continous fire), and grenade launcher.
All of these are fairly self explanitory. If you are using the two, you must
keep pressing the fire button to shoot out bullets, whereas the full-auto
will continue to fire as long as there are bullets in the clip and your finger
is on the firing button. I recommend keeping the gun at triple-shot. The Glock
can be set to auto or single-shot mode. I recommend keeping this on single-
shot. You need to be very careful with your ammunition, as Michael will find
no more ammunition inside of the Forbidden City anywhere. You have a good deal
from the start, but save for Horrors and Gatekeepers; don't waste ammo on
Zombies (use your Axe). If you get surrounded by Zombies, however, or if they
are in a large pack, use a Grenade. Once you have picked up all the weapons
and ammunition, head through the southern door.


~1F, Room 1~
Items Found: None

From the mist on the ground, you should know what is ahead. There is a single
Zombie and Gatekeeper inside of this fairly narrow hallway. The Zombie will be
of no problem at all, except if it is Ulyaoth (take off the head). The
Gatekeeper can pose a problem, mainly because there is very little room to
fight in here. After six shots (so two firing rounds) the beast will fall.
Finish it and then head into the main part of the room.

There is nothing in here except a small shrine with a ladder leading downwards
below it. It is in the very middle of the room, so head over there now and go
down the ladder.


~Forbidden City 2F, Hallway 1~
Items Found: None

This hallway will lead to several other rooms. There are three ladders in here,
all of which Michael must ascent at least once. We will enter in the northern
end of the hallway, which will spiral around in a clockwise direction (to your
right). There are a total of three Zombies and two Trappers, all of same
alignment, inside of here. Use your Glock on the Trappers and your Fire Ax on
the Zombies. We will be heading back in this hallway quite a few times, so be
sure all of the enemies are gone (especially those pesky Trappers). I recommend
standing at the end of the hall at each new turn and pressing R with your
Glock in hand to see if there are any Trappers ahead; some are tough to see.

Once the hallway has been clearned of enemies, head back to the northern end
of the hallway and climb up the second ladder located just after the one that
leads back to Room 2 of the First Floor. This will take us to the next room of
interest. Save your game now.


~Forbidden City 1F, Room 3~
Items Found: Gold Amulet

We don't have the Tome of Eternal Darkness yet, so this room could be a bit of
a pain to you. There is a single Zombie and two Gatekeepers in here. The room
is fairly small, in a rectangular shape. There isn't much room to fight, and
having to take on two Gatekeepers is never fun. We will appear in the southwest
corner of the room from the ladder that we just went up, right where Roberto
found his Crossbow in his chapter.

Since the room is so small and we can't cast any Spells, you will have to use
pure strategy here. Hopefully you have some good fighting skills, which you
should by now. Don't have the Gatekeepers trap you in a corner or else you
will be toast. Be sure to use your Rifle while on triple-shot mode and always
fire at their heads. Don't even bother to use the Grenade Launcher, as it will
barely damage these guys. The best thing to do is fire several shots at the
wings of the beasts (you can still harm them while they have their wings around
the central body, however not much), usually about 9 shots, and then run in and
fire three shots at their head to take it down. This will usually work. Once
you have managed to take out both Gatekeepers, focus on the Zombie, which
should be easy. Finish off all of the creatures to regain all of the Sanity
that the Gatekeepers took (since there are two in here, your Sanity will
initially drop twice as fast).

After they have all been destroyed, go to the eastern part of the northern wall
where you will find a Gold Amulet near some shields. Have Michael check it in
his Invintory and he will mention that there is a glass lense in the middle of
it, and it also seems that this was once attached to something else. Once you
have picked the Gold Amulet up, head over to the ladder in the northeast
corner of the room and go on down.


~Forbidden City 2F, Room 1~
Items Found: None

This room is in the shape of a cross. This room had the several gates and
levers back in Roberto's chapter. It has changed since then. There is nothing
in here except five Zombies for Michael to deal with. Use your Fire Ax on all
of them and be sure to finish them all off so you can regain your lost Sanity.
You can also use a grenade from your Rifle if they are all batched together,
but this room is small, so be sure to fire from a distance so you aren't
caught in the explosion! You aren't immune to grenade blasts, even if they are
your own (how realistic would that be?).

You will origianlly be in the southern end of the room. Once all of the
Zombies have been killed and finished off, head to the northern end of the room
and go up the ladder here.


~Forbidden City 1F, Room 4~
Items Found: None

This is a fairly large square room with a few pillers in the centre. There are
two Zombies and a Gatekeeper inside. Hopefully you are getting good at fighting
these Gatekeepers by now, as there will be many more for you to take on in the
future. See why I suggest you save up your Rifle ammunition to use on
Gatekeepers and not Zombies? The Glock and Fire Ax are very weak against these
creatures. Once you have taken out the Gatekeeper and finished it off, focus on
taking out the two Zombies, and finish them off too. This fight is much easier
than the one we faught back in Room 3 on the First Floor since this room is
larger and there is one less Gatekeeper to fight.

We will originally be in the eastern part of this room. There is another ladder
over to the western side of the room that will lead back down to the Second
Floor once again. Head over there now and climb down.


~Forbidden City 2F, Hallway 2~
Items Found: None

This hallway that has been carved out of stone is in the shape of a large
horseshoe. The ladder that we just went down will have us in the southern end
of the hallway. Have Michael walk to the north until he comes to the Green
Effigy sitting on a small pedistal near the ground. Unfortunately, it won't be
so easy for Michael to get. There is a five-point Damage Field Spell aligned
to Pious's Ancient surrounding it, and since Michael doesn't have the Tome, he
cannot dispel this, yet. We will have to come back to this in a minute.

There is no way to move past the Damage Field anyway, so we have reached the
end of the road, since the Damage Field completely blocks the hallway. Have
Michael retrace his steps all the way back to Hallway 1 of the Second Floor,
the one that contained all of the ladders. Climb the third ladder that will
lead to the fifth room of the First Floor, which is to the middle of the
hallway at the southmost point.


~Forbidden City 1F, Room 5~
Items Found: Staff (Staff with Amulet)

This is a rather large rectangular room that contains four Zombies. Thankfully
there are no Gatekeepers inside of here (yay), so simply take out the Zombies
with your trusty Fire Ax or Glock Pistol. Again, I suggest saving the Rifle,
even though I know it is so much damn fun to use it. Once all of the Zombies
have been defeated and finished, head to the centre of the room.

There are no other entrances or exits in this room except the one we used to
get in here. The only thing that we must do in here, aside from clearing it of
Zombies, is to pick up the old Staff on the piece of round stone in the middle
of the room. Once Michael has picked it up and added it to his Invintory, you
may wonder what this thing is good for. It took me some time to figure this
out, however the answer is quite simple: Mix it with the Gold Amulet that we
found back in Room 3 of the First Floor. Mix either piece together to create
the Staff with Amulet. This item has no use yet (no, it isn't used to cast
Spells, and it isn't used as a weapon), so keep it in your Invintory until
later. Make sure that you assemble this item, however; it will be used soon.

Go back down the ladder in this room that we used to get in here. Once you are
back in Hallway 1 of the Second Floor, which will be the room you'll get to
via the ladder in Room 5 of the First Floor, head to the far western end.
There is another ladder here that will lead to the next room.


~1F, Room 6~
Items Found: None

This room contains one of the more interesting puzzles in the game, and it is
one that you must remember, as Alex will be doing something very similar
inside of the Observatory in the Roivas Mansion once this chapter is finished.
There are no doors or ladders in this room aside from the one that Michael
used to come in here from the Hallway 1 of the Second Floor. This seems to be
a dead end, however it is far from it.

In the eastern end of the room near the ladder we were just on contains a small
replica of the Forbidden City made out of either sand or stone, I can't quite
tell. Some of the buildings here have a reflective gaze on them, so this is
probably a stone. That gaze will also be put to great use soon.

Over in the western end of the room you'll find a large column of light that
shines down on the floor from a hole in the ceiling. This obviously has
something to do with something. This may be a stretch, but anyone who has
played the Spirit Temple inside of The Legend of Zelda: Ocarina of Time may be
able to pick up on what will be done here: we must reflect some light to
activate a switch! We don't have a Mirror Shield, however, but Michael has
something of equal use: a Staff with Amulet on it! The Staff will fill the
hold in the middle of the room here. Stand near it and Use your Staff with
Amulet (the items must have been Mixed in your Invintory to become one for this
to work), Michael will place it inside of the hole. The lense will focus the
light, however Michael must direct it somewhere.

The camera will switch to a view that is directly behind the model city. You
can have Michael turn the Staff until it reflects light off of one of the
gazed buildings on the model city. There are a total of three buildings with a
golden top on them. The one in the centre has flat sides and will reflect
light you project onto it.

The gold-topped buildings on either sides of the centre one are shaped in a
dome. If you focus the beam of light on these domes, you will notice a small
puff of smoke start to appear, which gets heavier and heavier. After you keep
it here for a while, a panel on the side of the room will reveal itself. This
panel has a reflective surface on it. Open both panels by burning away both of
the domes. Once both panels have been activated, focus light on the centre
building (this one won't burn away, thankfully). This will reflect a beam of
light to the two panels on the walls of the room, which looks pretty damn cool
if you ask me.

This will open up a secret passage with a ladder leading downwards to the
west of this room. Head over there now and climb down the ladder. When Michael
tries to do this, he will be transported to the Hall of the Tome of Eternal
Darkness. This is the final time that we will be in here (well, somewhat), so
take a final look at all of the statues. There will be several in here,
including a statue of Edward (which is weird, as he hasn't been killed yet,
since he was killed in 2000, and this is the year 1991). Like we have before,
pick up the Tome and watch a long flashback of memories. Once that is done,
we will be back in the Forbidden City in the reflecting room beside the hidden
ladder. Head on down now.


~Forbidden City 2F, Room 2~
Items Found: None

This room looks pretty sweet. It is a long corridor that contains four Trappers
and nothing else at all except some cool arches and lighting. Use your Glock on
all of them. Now that we have the Tome, you should always keep a Mantorok-
aligned Reveal Invisible Spell, Mantorok-Enchanted Rifle, Pistol, and Ax, and
a seven-point Mantorok Shield Spell. This will make the chapter a little bit
easier. We will enter this room at the southern end. Once all of the Trappers
have been killed, head over to the northern end and climb up the ladder that
leads back to the First Floor.


~Forbidden City 1F, Room 7~
Items Found: None

This is a fairly large rectangular room. There is a ladder in the eastern end
of this room that leads back down to the southwestern end of Hallway 2 of the
Second Floor. Before we go there, however, you should take out all of the
enemies inside of this room.

Michael will face his first Horror in here, well, two of them actually. They
are of the same Alignment so he must fight both of them. Be sure to use a
properly-aligned Rifle on these beasts (you may also want to cast a three-point
Damage Field so you can stand still and fire at the beasts while avoiding their
long range magick attack; it is also easier to reload inside one of these.
You may wish to use your Rifle on full-auto, which will take out the Horrors
fairly fast, however you will go through a full two-three ammo clips. Once
you have killed both of them and finished them off with your Fire Ax, head
over to the eastern ladder and go down.


~Forbidden City 2F, Hallway 2~
Items Found: Effigy #3 (Green)

We couldn't get here before, as the Damage Field was blocking our way (the
Field that was around the Green Effigy). You can hear it in the centre of the
Hallway, so head down there now (which is to the north). You will pass by a
ladder that leads upwards, however simply ignore this for now; we will come
back here in a moment.

Right when you reach the Damage Field, three wormlike creatures, which look
exactly the same as the ones that Roberto had to fight near the end of his
chapter, will pop up from the ground. Like in Roberto's time, these worms will
not hurt Michael (assuming he still has Sanity, otherwise they will leach life
from him), but they will drain your Sanity fairly quickly. Take a few steps
back from the hole in the ground that has spawned them and fire a single
grenade at them to blow them all away. Easy, wasn't it? One properly aimed
grenade will take them all out, but be sure to stand far enough away so you
aren't caught in the radius of the explosion.

Once they are gone, cast a five-point Dispel Magick Spell in the alignment that
opposes the one you see on the Damage Field (so, whatever alignment that
opposes Pious) to destroy it. Once the Damage Field has been dispelled, pick
up the Green Effigy from the small tablet in the centre. We now have all three
Effigies, which are all that he will find, however what the hell do we do with
them? This puzzle will be solved soon.

Head back to the ladder that we passed by earlier in the nothern part of this
hallway. Save your game here if you wish and then head up this ladder.


~Forbidden City 1F, Room 8~
Items Found: None

This room is rather small, and there are several enemies in here, however it
isn't quite as bad as it may sound. Finally there is a room that contains
several enemies however they are of different alignment, meaning less work for
Michael. There is a Horror and a Zombie in here, so they will battle it out.
The Horror will almost always win, so get ready to blast it in the face with
an Enchanted Rifle. If the Zombie wins, simply chop it away with your trusty
Fire Ax. Finish both of the enemies off to take back some Sanity.

There is nothing else inside of this room, except a ladder that leads back
down to the Second Floor in the middle of the room. Recast any Spells that have
faded away (Reveal Invisible, Shield, Enchantments, etc.) before going down
here. You may also wish to save your game if you didn't in Hallway 2 just
before.


~Forbidden City 3F, Hallway 1~
Items Found: None

This ladder will take us right by the Second Floor and all the way down to the
Third Floor of the Forbidden City. This room will run in a straight path to
the southwest. There are two Zombies and a Gatekeeper, all of the same
Alignment, inside of this Hallway. Use your Fire Ax on the Zombies and the
enchanted Rifle (now that it is Enchanted, it should take less shots,
especially to the head, to take Gatekeepers down) on the Gatekeeper. Once all
of the enemies have been killed off, finish them. Once done doing this, simply
head to the far southwest part of this room, where you will find a door leading
to the next room.


~3F, Room 1~
Items Found: None

Ah, the Sanity room from Karim's time, the Zombie-crushing room from
Roberto's time, and the Granite Block room from Pious's time. We come back to
this horseshoe shaped room once again with Michael. Many years have passed
since Roberto was in here crushing summoned Zombies. In fact, much of this
room is starting to collapse; the Zombie crusher has collapsed completely, so
it can't even be used anymore (and no longer a threat). There are beams
blocking several passages in here. There is only one door that Michael can go
through, and that is over to the southeast corner of the room.

There are four Trappers in here, so use the Glock on all of them to make this
room safe to go through. Once they have all been killed, head through the door
over to the southeast corner.


~3F, Hallway 2~
Items Found: None

This is a small hallway that you probably remember, all three previous
characters who have searched the Forbidden City have been inside of this tiny
room. There are five Zombies in here. Four of them will be right beside the
door that you just entered from, so use your Ax to chop off their heads, and
then reposition yourself to take them out one by one. Once you have killed all
five of the Zombies and finished them off, head to the southern wall of the
room.

There is a obelisk blocking the ladder that leads downwards to that large
circular room on the fouth floor where Pious placed all of the Granite
Blocks. This obelisk cannot be damaged regardless of what you do, not even
grenades will destroy this strong stone. We will have to return to this later.

Over on the eastern wall, where the doorway that leaded to the Forgotten
Corridor once as, will be nothing more than a vague outline of the door on the
wall, which looks like a blackened arch burned into the wall. This is weird.
There is no decoration on this part of the wall, so something is clearly
being hidden here. There isn't anything we can do about it yet, however, so
we must go through the doorway to the right of it.


~3F, Room 2~
Items Found: None

If you remember back to Roberto's chapter, he surveyed this room, and there
were also several guards in here who had Bonethieves inside of them. Back in
Karim's time, there was a Horror in here, which was difficult to take down
since the room is so small. In Michael's time, there are three Zombies in here,
which you should chop down easily with your Fire Ax. Once you have chopped them
down and finished them off, examine the room.

There are three large portraits on the walls in the circular part of the room.
There is one of a red warrior (in a Roman army dress), one of a green female
scholar, and, finally, a third portrait of a blue sorcerer. Each of the
pictures is said to be "dominating" its own area of the room, and you know that
these portraits must have something to do with something. Under each portrait
is a ledge in which Michael can place an item. Hmm, I wonder what we will use
here?

The Effigies! Go into your Invintory and examine the three Effigies you have.
One is red, one is green, and one is blue. All of them seem to resemble
something that is seen on the portraits. If you don't have all three Effigies,
then you have mucked up on a very important part of the game. If you don't
have them, you don't really have to worry, as your game can still be completed.
Of course, the final battle against Pious has just become 100 times more
difficult if you don't have the Effigies.

If you do have all three, then read on. You must place the Effigies under
each portrait, however you must place them correctly! If you don't, a Horror
will be summoned and will start attacking you (which you really don't want).
You must place the effigy that opposes the portrait. For example, stand
in front of the red warrior portrait and place the blue Effigy under it. While
in front of the green scholar portrait, place the red Effigy under it. Finally,
while in front of the blue sorcerer portrait, place the green Effigy under it.
Once you have done this correctly, a secret stairway will open up in the
northwestern part of 3F Room 1, giving you access to a hidden room beneath this
one, a room that contains a very useful item. Head back there now and go down
the staircase.


~Forbidden City 4F, Room 1~
Items Found: None
Weapons Found: Enchanted Gladius

This is a fairly small room, however it contains a very special weapon: the
Enchanted Gladius. This Gladius, which resembles the one both Pious and Alex
have, is Enchanted to the alignment that opposes Pious's Ancient. This sounds
great and all, but what is the use? Well, this weapon will STAY Enchanted!
You don't have to cast Spells to keep it like that, making it damn useful
against Pious (Alex will get this Gladius in her chapter once Michael's is
finished). Simply pick up this weapon and head back up the stairs to Hallway 2
of the Third Floor.


~Forbidden City 3F, Hallway 2~
Items Found: None

There is a large obelisk in this room, which has a on it that is similar to
the three-point Circle of Power. If you look closely, you will see small
engravings of both the Tier and Aretak sigils above and below this Circle of
Power. There is only one Spell that requires a three-point Circle of Power,
Tier, and Aretak Runes: the Summon Trapper Spell!

Head into your magick menu and cast a Summon Trapper Spell (the alignment in
which you cast the Trapper doesn't matter). Once the Trapper has been summoned,
scurry it over until it is in front of the obelisk. Have the Trapper target the
obelisk and have it trap it. We did something similar to this in Peter's
Chapter. If properly cast, the Trapper will send the obelisk to the Trapper
Dimension, giving you access to the ladder leading down. The Trapper will also
be killed automatically after casting the trap Spell. Once you have control of
Michael again, head down the ladder.


~Forbidden City 4F, Room 2~
Items Found: None

This is the cross-shaped room that took Pious to the room that had a statue of
him, as well as to the giant room that has the Granite Blocks inside of the
wall. There are two Trappers inside of this small room that should be dealt
with via your Glock. They are both in the eastern corner of the room when you
first enter, but will walk around. There is a ladder over here that leads
even further down, to the Fifth Floor.


~Forbidden City 5F, Room 1~
Items Found: Bind Spell Scroll, C4 Plastic Explosive

The Fifth Floor contains only one room, however it is quite large. This is the
lowest floor in the Forbidden City, so we won't be going any deeper into the
ground (thankfully). Once Michael reaches the bottom of the ladder, you will
notice that this is the room that contains the pedistal of bones where Karim
placed the Tome of Eternal Darkness in his chapter to open the gate that led
him forward to the Ancient's Essence area. In Michael's chapter, there is an
item of significance here: the Bind Spell. Pick it up and head to the west.

Eventually you will get to the part of the room that, in Pious's time,
contained the three Essences of the Ancients. Karim has long been gone (he
left after he gave the Essence and Effigy to Roberto), and this area now
contains two Horrors. There is a large barrier between Michael and the Horrors
(they are inside of the room that had the Essences), so they won't be able to
get you. There is no way to pass the barrier, and there is also no way to hurt
the Horrors. This seems like a bit of a puzzle. Remember the Bind Spell we just
picked up? The Horrors will be of the same alignment, however if you cast a
seven-point Bind Spell of the alignment that opposes the alignment of the two
Horrors, you will be able to Bind one of them. This basically means it will
cause it to attack the other Horror. Do this now, and both Horrors will fight.

Eventually one will fall. Whether it is the one you bound or the one that the
bound one was attacking, kill the winner and finish off both of the corpses.
Head over to the pedistals that once contained the Essences. There is a pack
of C4 Plastic Explosive on top of one of the pedistals. Have Michael pick it
up. Once he does, Michael will get a mental vision of a bridge that Roberto
fought the worms on near the end of his chapter. A voice calls to Michael,
telling him to "destroy this." We must head to this room, which is the very
base of the Forbidden City, and plant the newly found C4 Explosive there.

You must now backtrack to Hallway 2 of the Third Floor, which is only a few
rooms back.


~Forbidden City 3F, Hallway 2~
Items Found: None

Head over to the far wall that once contained the double doors that lead to the
Forgotten Corridor, which eventually led us to the room with the bridge in
Roberto's time that Michael must destroy. There must be a way to reveal the
door from the wall. You may think to use the plastic explosive, however there
is no detonator, so we cannot use it here. You have probably guessed that the
wall is nothing more than a mere illusion (you could be tricked since there is
no sigil on the wall this time telling us that it is an illusion). Cast a
seven-point Reveal Invisible Spell under the alignment that opposes Pious's
master (it must be seven-point) to make the illusionary wall disappear,
reavealing the doors that lead to the Forgotten Corridor. They are unlocked, so
Michael can walk on through.


~Forbidden City 3F, Forgotten Corridor~
Items Found: Detonator Caps (C4 Bomb)

There isn't much difference in here from Roberto's time. It looks pretty much
the same, and the yellow magickal field is still on the majority of the
ground in here, and it does the same damage that it did back in Roberto's time.
Fortunately, Michael can cast a seven-point Shield (you may wish to do this
under Mantorok, but it doesn't really matter) that will allow seven zaps from
the floor until they start to hurt you. If Michael runs across the barrier
without stopping, he will have more than enough in the Shield to get across
unharmed. If you do have problems, simply cast a Recover Health once you are
on safe ground.

Right before the magickal field is the corpse of a dead soldier who had made it
rather far in the Forgotten City, however this room proved to be his last.
Examine the body and Michael will find some Detonator Caps. Once Michael
picks them up, he will get another vision of the bridge at the end of the
Forgotten Corridor, and the same voice will call to him telling him to
"destroy this." Go into your Invintory menu and Mix the Detonator Caps with the
C4 Plastic Explosives. This will make a C4 Bomb, the item that will be used to
destroy the Forbidden City once and for all.

Cast a seven-point Shield, or recast if it isn't at full strength from a
previous casting. Once you have seven orbs around you, run down the northern
part of the Hallway over the magickal field. Since Michael has a stronger
sheild and more stamina (you could cast only a five-point Shield in Roberto's
time), he will be able to make it across this field without any trouble at all.
If you do suffer some health loss, simply cast a Recover Health when it is safe
to do so. Head through the doorway at the end of this passage that leads to the
next room, the one that must be destroyed.


~Forbidden City 5F, Room 3~
Items Found: None

This room looks quite similar to what it did in Roberto's time. Unlike in
Roberto's time, no iron gate will drop beside the door blocking access back the
way we came when we enter the room (I'm talking about the doorway that leads
back to the Forgotten Corridor). The walkways that go around the central pit
are now blocked by large stones.

Head across the bridge which has been fixed up since Roberto's time (seems like
his surveys did do something after all). As Michael walks across the bridge,
several red worm creatures will come up from the pit, and they will start to
eat away at Michael's Sanity. One hit from any weapon will send the worm back
into the pit. I recommend using the Glock to take them out quickly. Once you
have killed them all off, cast a Recover Sanity to refill your meter (you will
want to do this, trust me).

Once your Health and Sanity bars have been filled, cast a seven-point Shield
Spell to refill it from what was lost inside of the Forgotten Corridor. Once
all of this has been done, examine the very centre of the bridge. Michael will
find out that thousands of humans have been thrown down this pit to feed the
Ancient's needs (its plan). One blast from a bomb will destroy this pit, as
well as the entire Forbidden City that is starting to cumble apart. It has been
here for over 2000 years, after all.

The C4 Bomb is powerful, however not powerful enough to destroy the entire
city. Save your game here and then cast a seven-point Enchant Item Spell on
the C4 Bomb (remember that you must have mixed the C4 Plastic Explosives and
the Detonator Caps to create this item) in the alignment that opposes Pious's
Ancient. Note that you MUST cast under seven-point, and it MUST be under the
alignment that opposes Pious's Ancient. Once you have done this, Use it in the
very centre of the bridge. Michael will activate the timer, and we now must
start the hardest part of his chapter: the escape.


~Escaping the Forbidden City~
Items Found: None

Once the bomb has been put in place, Michael will be given only three minutes
to escape the Forbidden City. This isn't a lot of time, so we must hurry.
If he doesn't escape, he will be caught in the explosion, or at least in the
crumbling of the city. The path that leads out of the city has now been
changed, and therefore we will have to follow a specific route. It isn't hard,
however it is FULL of enemies, and I really mean that. The trip back is fairly
short, and this path will take Michael directly out of the Forbidden City.

First, set your Rifle to full-auto, as you'll be wanting the nonstop firing
of it sometimes. Hopefully you already casted the seven-point Sheild. If you
havn't, do so now and run through the magickal field on the ground inside of
the Forgotten Corridor.

There is only one path to follow, so you shouldn't have much trouble. Backtrack
all the way to Room 1 of the Third Floor (Zombie crushing room from Roberto's
time), destroying monsters you see on the way. You don't have to kill all of
them, only ones in your way. Shoot Zombies in the head, but run by any Horrors
or Gatekeepers (especially these) as you make your way back here. You will
start losing Sanity like mad, however this doesn't really matter. Michael, on
average, won't suffer any Sanity Effects. If your Health starts to get effected
from losing Sanity, then you may wish to cast a quick Recover Sanity or Health
Spell.

Eventually you will get to Room 1 of the Third Floor. This room is the only one
that has really changed so far. The northeastern door that leads to Hallway 1
of the Third Floor has been blocked by rubble, so you must take the southern
door that leads to Hallway 3 of the Third Floor. Michael has not yet been in
this area in his adventure. Simply run down this hallway until Michael reaches
a ladder at the end of it. Climb up this ladder.

We will now be in the southern end of Room 5 of the First Floor. This room
didn't have this entrance when we came by it before, so this is completely
new. This room is very dark when you enter it, so you should equip your
handless Flashlight (it should have already been equipped) so you can see where
you are going and what you are doing. Cross this room and climb down the
ladder on the northern end of the ground that leads to Hallway 1 of the
Second Floor.

This will take us to the western end of Hallway 1 on the Second Floor. There
are two Horrors in this hall, however they will fall faily quickly to some
well placed shots from your Rifle (which should be on auto mode) to the heads.
All of the ladders in this hallway (there were quite a few before) have been
destroyed, except for the one that we used the first time you came into this
Hallway. This is over to the northernmost point of the hallway. Take out the
Horrors if you wish and quickly run back here and go up the only ladder to the
next room.

The northern door in this room, which is Room 2 of the First Floor, has been
blocked by fallen rubble that Michael cannot move. The door over to the south
is open, however, so you can go through it to reach the next and final room.
We are almost there!

This is a faily small room that contains nothing except a ladder that leads
upwards. Since we are already on the First Floor of the Forbidden City, it is
faily evident that this ladder will lead us up to the surface! Have Michael
climb up it and breath a sigh of relief. The chapter is now complete, as he
escapes the Forbidden City. We don't see it explode, unfortunately, however
this is another giant block in the Ancient's plan. Both Edward and Michael have
slowed things down, which gives Alex time to finish things.

***

The ending cut scene will now play. Edward is shown first (he is an elderly
looking man now) and he is standing on a street corner in a part of town that
he surely doesn't feel very nice being in. Michael approaches him from behind,
holding a sealed package. The two will get in conversation.

Edward tells Michael that he doesn't know who he is or what he wants, however
Michael quickly interrupts him. Michael gives Edward the package that he was
holding and tells Edward that is must be opened in private, as the Ancients
will be able to sense the contents of it. Surely the Essence that the ghost of
Roberto gave Michael at the start of his chapter is inside of this.

Edward is amazed at this, and he asks Michael if this is one of the ancient
artifacts. Michael doesn't say anything about this, however he tells Edward
that the Ancients have caught up with his location and he probably won't last
the night. Michael won't be able to protect Edward if the Ancient's guards
find them here, so Michael will walk off into the darkness of night.
Suspiciously, an unknown creature will start howling, with the sound drifting
through the air. Michael's time is surely up, and the chapter will end here.
We have finally completed all of them, of course, except the remaining few
parts of Alex's!

The Chapter Complete scene will come into view and eventually fade away.
Michael's chapter is now complete. We will continue the game back in Alex's
chapter.


~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


            ~-------------------------------------------------------~
            |       7.14 The Darkness Comes - The Final Fight       |
            ~-------------------------------------------------------~
                                   [#5921n]

Playing as: Alexandra Roivas
Location: Roivas Family Estate, Rhode Island, 2000 A.D.
Items found: Brown Paper Parcel, Essence of Ancient
Weapons Found: Enchanted Gladius


~Roivas Mansion 1F, Secret Study~
Items Found: None

Finally, the main part of Alex's Chapter will now come into play. Two
cut scenes will play after Michael's chapter has finished. The first one will
show the alignment of the plants in our Solar System. They will all appaer in
one long line, followed by a very blinding solar flare in the distance. This
is the moment that Pious and his Ancient have been waiting for. The time for
Pious to summon his Ancient into this universe has come, so Alex doesn't have
much time.

Another cut scene will show a beam of light shooting into the large telescope
inside of the Observatory (finally we will be able to solve the puzzle in this
room). The telescope has been positioned, probably by Edward, so that it would
be ready for use when the planets had moved into Alignment. He has helped out
Alex once again.

We will begin the chapter back in the Secret Study, just like we always have.
Alex's Sanity is completely depleted, and since she can witness bad Sanity
Effects now, and since we will be playing as her from now on, be sure to fully
heal her Sanity Bar with some Recover Sanity Spells. We will be travelling to
Ehn'gha now, and going down there with a depleted Sanity Meter is a very bad
idea.

Once you have done this, head out of the Secret Study for the final time and
go through the Study to the Library. Once there, head straight through the
Library and go through the door at the end of the hall. This will take you into
the Observatory.


~1F, Observatory~
Items Found: None

Since there is a ray of light entering this room, we will now be able to solve
the puzzle of the Observatory. Alex should have the Crankshaft that she got
a little while back. She will be able to use this to position the mirrors in
the room so that the beam of light reflects down onto the globe on the ground.
If you remember, we are directly above the room in the Basement that leads
down to Ehn'gha (it was blocked by a giant metal object acting as a lock). This
beam of light must be the key to open the lock, but we must find a way to get
the beam from the telescope into the globe.

Start with the mirror that is closest to the telescope. Adjust it so that the
light will bounce off of the mirror and over to the next mirror. This is farily
simple to do, but it can take a little bit of time getting it where you want.
Once you have done this, move over to the next mirror and position it so that
the ray of light bounces off this mirror and onto the third mirror. Once this
has been done, head over to the third mirror and position this so that the ray
of light bounces off this mirror and onto the globe on the ground. Once you
have done this correctly, you will hear the click sound. A small cut scene
will start playing showing the mechanism in the Basement come to life. The
mechanism will slowly start to open, making the giant iron cap over the hole in
the floor move away. This hole leads down to the second floor of the Basement
and, eventually, to Ehn'gha.

Head out of the Observatory once this has been done to the Main Foyer.


~1F, Main Foyer~
Items Found: Enchanted Gladius*

Some interesting things will happen here. When Alex first enters the Main
Foyer, she may see some Zombies. These will usually be Sanity Effects
(especially if you havn't fully refilled your Meter like I told you to do
before), however, whether they are or not, you must destroy them with your
Gladius.

The doorbell will ring. A package will appear beside the doors that lead out of
the mansion. Have Alex head over to this door and pick up the package, which
is actually a brown paper parcel. Check it in your Invintory and Alex will
unwrap it. Alex will find the Essence of an Ancient that Michael gave to
Edward, as well as the Enchanted Gladius. Alex will only get the Enchanted
Gladius if Michael found it in his chapter. Whether you get the Gladius or not,
Alex will always get her third Essence in this package. Since Michael is dead,
and Edward is too, I wonder who dropped this package off at the door. Since
Edward got it 9 years earlier, wouldn't the package be inside of the mansion?
This is kind of weird, but regardless, it doesn't matter.

From here, head down the staircase that leads to the Basement.


~Roivas Mansion B1, Basement~
Items Found: None

Head down the stairs that are after the door from the Main Foyer. There is
nothing that can stop Alex from heading into Ehn'gha now and destroying Pious
and the Ancient's once and for all. Unfortunately, in order to reach Pious,
Alex must go through all of Ehn'gha in order to cast another giant Spell, just
like how Edward did (although, of course, we will be casting a different
spell). Once you are in the main area of the Basement, head into the new
addition room that contained the large iron thing that blocked us access to
the second level of the Basement a while ago.

Once you are in here, you will notice that the beam of light from the
Observatory is shining right down the hole that we must climb down. The pathway
down is now clear, as the beam has activated a mechanism that made the large
gate move away. You may wish to save your game here while you still can. Alex
will be fighting a lot of enemies in the near future. When ready, have her
climb down the hole.


~Roivas Mansion B2, Staircase~
Items Found: None

Alright, we have been here already as Max and Edward, so you should know what
to do. Have Alex walk or run down the stairs until she reaches the balcony that
overlooks Ehn'gha. It sure looks different now to what it did in both Edward's
and Max's chapters. The centre of the city is no longer very bright, and the
majority of the city looks rather destroyed. It seems that Edward's Dispel
Magick Spell really did do wonders here. Just because he made the city blow up
doesn't mean that there are no enemies here, as you will see soon. This is
still the stronghold for the Eternal Darkness, really their final one. Once
you are done at the balcony, keep running down the stairs.


~Ruins of Ehn'gha 1F, Entrance Gate~
Items Found: None

We have been here several times before. This is where both Edward and Max
finised their chapters. Unlike in Max and Edward's chapter, there are no
enemies that Alex must fight here. No Guardians or Horrors, so you simply have
to run from one end of the room to the other. Once you get to the large gate
at the end of the room, which is still open, head on through to enter the
Third Floor of Ehn'gha, which is the long room that contains several doorways
and the single doorway that leads to the Magickal Array.


~Ruins of Ehn'gha 3F, Main Hallway~
Items Found: None

This room looks quite a bit like it did in Edward's chapter, however there is
one major difference. Firstly you will probably notice that each of the
doorways that Edward cleared by pulling a lever (there was a green magickal
barrier blocking each one) are now back, so Alex will have to dispel these once
again when she can. Each of the doorways has these, so you cannot go through
any of them now. And no, Alex cannot dispel these.

The major change is very immediate. Take a look at the floor and remember back
to the Forgotten Corridor of the Forbidden City that both Roberto and Michael
had to cross. Remember the yellow magickal field that was on the ground? Well,
nearly the entire floor of this room has that yellow magickal field on it, so
Alex will have to constantly cast Shield Spells in order to get by it. This
gets annoying as hell, however she must do it in order to cross this long room.
The only places that don't have the field are small areas in front of each
door, including the one that leads back to the Entrance Gate (however you have
no reason to go back to the mansion, as there is nothing left to do there). If
you don't place a Shield Spell on Alex before running across the floor, she
will surely die, as her Health meter isn't large enough to take the zaps from
the ground until she gets through the door at the end of the hall.

Like in Edward's chapter, a barrier will block access to the door that we just
came through that leads back to the Entrance Gate and Roivas Mansion, so there
is no going back now. Have Alex cast a seven-point Mantorok-aligned Shield and
run all the way across this room to the east until you get near the door that
leads to the Magickal Array. There is a seven-point Damage Field Spell that has
been cast in front of the door, so Alex will have to dispel this. Of course,
her Shield is probably very low now, so quickly head to the easternmost door on
the south side of the room to the safe part of land in front of the barrier.
Recast your Shield here and then head back to the Damage Field. Cast a
seven-point Dispel Magick in the alignment opposite to Pious's Ancient to
destroy this Damage Field (it MUST be seven-point, and it MUST be in the
alignment that opposes Pious). Once the Damage Field has been dispelled, have
Alex head through the door that leads to the Magickal Array.


~3F, Magickal Array~
Items Found: Pedestal Fragment x2

The entire Magickal Array is in ruins, just like the rest of Ehn'gha, however
it still does work once we have done a few things to power it up again. When
Alex first enters the room, head over to the pedistals that are just in front
of the Array. There are a total of three (they look identical to the ones Pious
saw at the end of his chapter); we saw these in Edward's time. Funny how the
way the game started will also be the way how the game nearly ends, by placing
the three Essences we have on the pedistals. Step up to one of the pedistals
and go into your Invintory menu. Select any of the three Essences; the order in
which you place the Essences and which pedistal you put each one on DOES NOT
matter. Once you have placed one on a pedistal, head over to the other
pedistal and place another Essence there.

Alex cannot place the third Essence down because there is no top of the third
pedistal - it has been blown off by the explosion from Edward's Spell. If you
look on the ground near this pedistal you will see a Pedestal Fragment near it.
Head over to it and have Alex examine the area, which will make her pick it up.
This is only half of the pedistal top, however. The second piece is located
over by the Magickal Array itself, near the back part of it. Search around here
and you will eventually find it. Have Alex pick this second Pedestal Fragment
up and then go into your Invintory menu. Use the Mix function to mix the two
Fragments together to make them into one item. The pedistal is still broken,
however, as Alex has only mixed the two pieces together. Cast an Enchant Item
Spell (under any Circle of Power, and under any alignment) on the Top of a
Broken Pedistal item to fix it up. Head over to the broken pedistal bottom and
Use the newely fixed top on it. Alex will place the top on the pedistal bottom.
Go into your Invintoy menu again and place the third and final Essence on it.

The entire Magickal Array will now light up and it will be fully operational
once again! We will now have to do roughly what Edward did. Activate a Rune
Stone, be transported to a Tower Spire, place a Rune here, be transported to
another room in Ehn'gha, and work our way back to the Magickal Array; rinse and
repeat eight other times and we will then get to Pious!

Like in Edward's chapter, let's start by the Rune Stone over to the left of
the Array. Stand in front of this Rune Stone and have Alex examine it which, in
turn, will have her activate it. This will make the transporter in the centre
of the Magickal Array activate. Walk over to it now and go into the portal.


~Ruins of Ehn'gha 2F, Tower 1~
Items Found: None

We will now basically repeat what Edward did. Alex will visit each of the nine
towers and place a Rune inside of the console in each one. She will cast
another nine-point Spell. Edward casted a Dispel Magick Spell, however Alex
will not be doing this. If you remember back to a letter that we got from
Edward not to long ago, Alex will have to cast a summoning Spell that brings
the Ancient that opposes Pious's Ancient into our universe. This is the only
way that Alex will be able to destroy the Eternal Darkness and stop Pious and
his Ancien't plans. We will be placing several Pargon Runes and whatever
alignment opposes Pious, plus the Tier and Aretak Runes into towers.

This first tower contains three Trappers. Whip out your Revolver and shoot
each one so that they don't get in your way. They will almost always sense you
if you try to get by them on your way to the top of the spire, so don't even
bother, kill them. The whole purpose of the Revolver is to use on Trappers.
Once they are gone, head up to the end of the spire and examine the console.
Alex must inscribe a Pargon (Power) Rune into this spire, so do that. Once this
has been done, the portal at the far end of the spire will activate. Walk down
to there now and use it.


~Ruins of Ehn'gha 3F, Room 1~
Items Found: None

Alex won't be seeing all that many monsters in her journey, and she won't be
finding any inside of Room 1 of the Third Floor of Ehn'gha. There is a giant
pit of very hot boulders in the centre of this room, and it blocks your path
to the southern doorway that leads back to the Main Hallway of the Third
Floor. The green magickal barrier that is in front of that doorway will
automatically be dropped once you enter this room, meaning that Alex won't
have to pull any levers inside of each room in order to drop the barriers. This
makes things a little bit easier.

The pit of coals is actually a giant illusion, it isn't really there at all.
Alex will not be able to cross over the pit until she is able to see what is
really there, however, so we must help her do that. Cast a seven-point Reveal
Invisible Spell under the alignment that opposes Pious's Ancient. Yes, it must
be seven-point, and it must be under the alingment that opposes Pious. Any
other combination will not work. Once done correctly, the illusion of the hot
rocks will fade away, revealing a normal piece of floor that Alex can walk on.
Walk over it now and head through hte door that leads back to the Main Hall.
If you look in this room a bit, you will find the level that Edward pulled back
in his chapter when he was in this room; it is still pulled down!


~3F, Magickal Array~
Items Found: None

Once you are back inside of the Main Hallway, recast your Shield if you need
to. Alex must run over the yellow magickal barrier on the ground until she
gets to the far eastern door that leads back to the Magickal Array. Cast
another Shield if you need to and run to that far eastern door and go through.

Now that you are in the Magickal Array room, head to the second Rune Stone on
the left and examine it. Alex will actiavte it (remember that we are going
clockwise around the room starting from the left of the Array itself) and the
portal will appear back in the centre of the Array. Go through it.


~Ruins of Ehn'gha 2F, Tower 2~
Items Found: None

There are no enemies here, so you can simply run right to the top of the spire
to the console. Alex must inscribe an Aretak Rune here because it is one of
the required Runes for casting a Summon Spell. Once Alex chooses the Aretak
Rune, the portal at the end of the spire will be activated. Run down the spire
and go through the portal.


~Ruins of Ehn'gha 3F, Room 2~
Items Found: None

There is only one doorway in this room, and it leads back to the Main Hallway
of the Third Floor of Ehn'gha. The moment that Alex is transported here via
the portal from Tower 2, the green magickal barrier that is blocking the door
will be dispelled, so she will be able to go through once she gets there. There
are a total of five Trappers that Alex will have to kill in this room, all of
which should be dealt with your Revolver. Once you have killed all of them off,
run directly across the room and go through the door. You will now be inside of
Room 1 of the Third Floor, the room we were in after we finished Tower 1.
Simply run right across this room through the door that leds back to the Hall.


~3F, Magickal Array~
Items Found: None

Once you are back in the Main Hallway, you will probably have to recast your
Shield Spell. Do so now and, once Alex is protect, run across the yellow magick
barrier on the ground and go through the door at the far east that leads to the
room that contains the Magickal Array.

From the left, still going clockwise, examine the third Rune Stone which Alex
will activate while examining it. This will cause the portal inside of the
Magickal Array to activate. You know what to do.


~Ruins of Ehn'gha 2F, Tower 3~
Items Found: None

There are no enemies here that Alex will have to face, so simply walk forward
until you get to the console at the end of the spire. Examine it and have Alex
inscribe a Pargon Rune into the console, adding more strength to the Spell.
Once she does this, teh portal at the end of the spire will be activated as it
always does. Run back down the spire and go through the portal so we can get to
the next room.


~Ruins of Ehn'gha 3F, Room 3~
Items Found: None

This is a rather interesting room, one that will require you to use some
Spells that we never use very often: the Summoning Spells. This is really the
only time in the game when you have have to use the Summon Horror Spell, and
you will also be casting a Summon Trapper and Summon Zombie Spell, however
there is, obviously, much more than just casting the Spells and summoning the
creatures. When Alex enters the room, she will see that there are three
golden circles on the ground, each of them with a small picture of a different
creature on it (a Trapper, Zombie, and Horror). The icons are also either red,
blue, and green.

The magickal barrier blocking the door out of here will not dispel when Alex
first enters the room, so we must do something that will dispel it. Of course
those circles on the ground have something to do with this. Take a look at each
circle and see the picture and colour of the picture. If, for example, you see
a picture of a red Trapper, cast a Summon Trapper Spell under the alignment of
Chattur'gha. If you see a blue Zombie picture, cast a Summon Zombie Spell
under the alignment of Ulyaoth. If you see a green Horror picture, cast a
Summon Horror Spell under the alignment of Xel'lotath. Walk each creature onto
the circle that it corresponds with. Note that you must do each creature
seperately. Once all of the appropriate creatures are placed properly, the
barrier blocking the door will be dispelled. Have Alex go through the door now
that will lead her back into the Hallway.


~3F, Magickal Array~
Items Found: None

You will probably have to recast a Shield Spell here. Upon going into the
Hallway, have Alex cast a seven-point Shield Spell under any alignment and
walk across the magickal barrier on the ground to the east. Head through the
door to get to the Magickal Array.

Nothing really new to do here, as I'm sure you know the game by now. Head over
to the left and examine the fourth Rune Stone. Upon doing this, Alex will
activate it, making the portal in the centre of the Magickal Array activate.
Head through it now.


~Ruins of Ehn'gha 2F, Tower 4~
Items Found: None

When you are first transported to this tower, stand still. There is a Trapper
directly in front of you and it will be ready to release its trapping attack if
you move just a little bit. Quickly use your Revolver on it to take it down,
making this spire secure. Run to the console at the end of the spire and
examine it. You will have to inscribe yet another Pargon Rune here to power up
your Spell even more. Once this has been done, the portal at the end of the
spire will activate. Run back down the spire and go through the portal.


~Ruins of Ehn'gha 3F, Room 4~
Items Found: None

This is a very crafty puzzle that took me quite a while to figure out when I
played through this game the first time. This large rectangular room has a
giant pit in the centre that is surrounded by a giant glowing purple pattern
on the ground (Alex can only walk on the pattern, this is the only way she
can get around the pit in the centre).

If Alex walks onto the purple centre, a HUGE red worm (just like the ones both
Roberto and Michael saw in their chapters) will storm out of the pit, scaring
Alex to death. Well, she doesn't actually die; the worm doesn't take off any
health at all. She will lose about three-quarters of her Sanity, however,
making Alex go partly insane. She will begin to hallucinate. The classic
serpia-tone colour pattern will now fill the room. Max experienced something
like this, as did Edward at one point in his chapter.

There are two ways to get out of the serpia-tone Sanity effect. You can either
wait for Alex to regain her head, or you can cast a few Recover Sanity Spells
on her, which will get rid of these effects immediately. This will place her
back in the exact same spot that she was on when she first entered the room via
the portal from Tower 4. So, if Alex cannot walk across the purple thing on the
ground, how in the hell will she be able to get through the room? It's actually
very simple.

Alex will be able to walk anywhere on the floor, however she MUST be sneaking
around. This is something that you probably havn't done very often, with the
exception of avoiding Trappers in Anthony's chapter. Before walking onto the
purple part of the floor, press and HOLD DOWN the X Button to have Alex walk
very slowly, despite how hard you are pushing the Control Stick. While
sneaking, walk around the room until you get through the door that leads out
of here. Eventually you will get back to the Hallway.


~3F, Magickal Array~
Items Found: None

Recast your Shield if it is low and then run all the way to the far east as
fast as Alex can run. Once you get to the door, head through to get back to
the Magickal Array.

Alright, we are somewhat half done, only five more to go. Head over to the left
of the Array and walk clockwise until you get to the fifth Rune Stone. Examine
it and Alex will activate it, making the portal appear in the centre of the
Magickal Array. Walk into it once it has been activated.


~Ruins of Ehn'gha 2F, Tower 5~
Items Found: None

There are no enemies that Alex will have to face here, so she simply has to
run to the far end of the spire and examine the console. This is a very
important tower, as you will be placing the alignment of the Spell here. You
can choose between Xel'lotath, Chattur'gha, or Ulyaoth (green, red, and blue,
respectively). You MUST choose the alignment that OPPOSES PIOUS'S MASTER! If
you don't do this, then the Spell will not work, and you will have to redo
Tower 5 later in the game, which is something you probably don't want to do.
If Pious is under Ulyaoth, choose Xel'lotath. If Pious is under Xel'lotath,
choose Chattur'gha. If Pious is under Chattur'gha, choose Ulyaoth. Once you
have done this, the portal will be activated once again. Head down the spire
and go through the portal.


~Ruins of Ehn'gha 3F, Room 5~
Items Found: None

There are four Trappers in this room, all of which must be killed to make your
journey in this room a bit easier. Simply shoot them all out with your
Revolver. You must go through the southern door to get back to the Hallway.
Simply kill the Trappers, go through the southern door, and you will be there.
Once back in the Hallway, recast your Shield Spell if you need to and run all
the way east until you get to the door that leads to the Magickal Array.


~3F, Magickal Array~
Items Found: None

You should know what to do now. Run over to the left of the Magickal Array and
keep going clockwise until you get to the sixth Rune Stone from the left.
Have Alex examine this and she will activate it, giving you access to the next
tower via the portal in the centre of the Magickal Array. Go through it now.


~Ruins of Ehn'gha 2F, Tower 6~
Items Found: None

There is a single Trapper that Alex must take out with her Revolver here. The
Trapper isn't really close to Alex like it was in Tower 4, however you should
still shoot it down the moment that you are transported here from the Magickal
Array. Once you have killed it, head up the spire until you get to the console,
which Alex must examine.

There is no option here except for placing a Pargon Rune into the console.
Simply do this and the portal will appear at the base of the spire. Head down
to the base of the spire and go through the portal.


~Ruins of Ehn'gha 3F, Room 6~
Items Found: None

This room can be a giant pain in the ass if you don't know what to do. There
isn't really any puzzle in here that makes it a pain, there are a total of
10 invisible Trappers that will reck havoic on Alex unless she is able to
destroy them. Since they are invisible, you are probably wondering how in the
world you will be able to take them down (no, pressing R will not do anything,
as Alex cannot see them herself). You must cast a Reveal Invisible Spell to
the alignment that opposes the Trappers (this is usually the alignment that
opposes Pious, however this isn't always the cast, so you may have to cast a
Reveal Invisible Spell a total of three times; casting under Mantorok will not
make them visible) in order to see them. Once you have casted the proper Spell,
all of the Trappers will come into sight. When you first enter this room, you
might as well stand completely still; as long as you do this, even if the
Trappers walk into you, they will not cast their trapping Spell as they will
think that they just hit a wall or something.

Once all of them are visible, start taking them out one by one by using the
Revolver. You will have to reload this once in order to take them all out, but
that should be no issue. If you have no more ammunition left for your
Revolver (either you were careless with it or you didn't pick up all of the
ammunition inside of the Roivas Mansion), you can always try sneaking around,
or casting a Magick Attack Spell (which will sometimes work, sometimes miss).
Once they are all gone, simply exit out of the doorway to reach Room 5 of the
Third Floor. From there, simply go through the open doorway that leads back to
the Hallway. As you know by now, recast your Shield if you need to, and run
all the way to the east and go through the door here to get back to the Array.


~3F, Magickal Array~
Items Found: None

Only three more to go. Head over to the left and go clockwise until you get
to the seventh Rune Stone. As you have six times already, examine this to have
Alex activate the Rune Stone, making the portal appear in the centre of the
Magickal Array. Go on through to get to the next tower.


~Ruins of Ehn'gha 2F, Tower 7~
Items Found: None

There are no enemies to be found here, so you can simply run right up the spire
until you get to the console. Examine it to enter the Rune selection screen.
Well, the only Rune you can place here is a Pargon Rune, so you will have to do
just that. Inscribe the Pargon Rune into the console and the portal will once
again appear at the end of the spire. Run back down to it and walk in.


~Ruins of Ehn'gha 3F, Room 7~
Items Found: None

This is a fairly interesting room. There is a good puzzle in here, but no
enemies. There are a total of three obelisks, looking much like the one that
gave the Vampire Beast eternal power before we destroyed it. Each of them has
a different sigil on it representing an Ancient: Chattur'gha, Ulyaoth, or
Xel'lotath. If Alex attacks any of these obelisks with any object or weapon,
not only will they not be destroyed, but a Horror of the same alignment of the
obelisk you attacked will be summoned out of thin air, and this is something I
doubt you really would want. The obelisk will draw energy from its sigil (from
the Ancient) to repair any damage that you object or weapon did to it, so you
will not be able to destroy them this way. Of course, the only way to dispel
the barrier on the door will be to destroy these obelisks.

The answer to this puzzle is faily simple - you must think to your magick.
YOu must attack the three obelisks at the exact same time with a Magickal
Attack Spell. Once you have done this, the obelisks will all dim, and the
magickal barrier that is blocking access to the one and only door out of this
room will flicker away. Once it is gone, run through this doorway to get to
Room 5 of the Third Floor. From here, go through the door that leads to the
Hallway. You will have to recast your Shield Spell most likely in order to get
across the magickal barrier on the ground here. Do exactly that, run east, and
go through the large door to get back to the Magickal Array.


~3F, Magickal Array~
Items Found: None

You know what to do here. You might as well just walk over to the right this
time and activate the second Rune Stone from the right, which is the eighth
in our situation. Examine it and Alex will activate this Rune Stone, meaning
the portal in the centre of the Magickal Array will now become activate. Walk
into it to get to the next Tower.


~Ruins of Ehn'gha 2F, Tower 8~
Items Found: None

There are no enemies that Alex will have to face here, so simply run to the
far end of the spire and examine the console. Alex has a choice of five
different Runes to place here. The Rune that you will need to place is the
Tier Rune, also known as the Summon Rune (since we are casting a Summon Spell,
having the Summon Rune might be useful). Once you find the Tier Rune from the
list, inscribe it and the portal at the far end of the spire will be activated
once again. Walk back down there and go through the portal.


~Ruins of Ehn'gha 3F, Room 8~
Items Found: None

This is one hell of an annoying room. Nearly the entire floor, which consists
of relatively small passage ways, is covered with the same yellow magickal
field on the ground as in the Main Hallway and in the Forgotten Corridor back
in the Forbidden City. There is a Damage Field of seven-point aligned to
Pious's Ancient in front of the northern doorway that leads back to the Main
Hallway, so this must be dispelled.

Stand right on top of the northern stairway that leads down to the floor that
is covered with the yellow magickal field. You will probably be able to see the
Damage Field from here over to your far left. As long as you are able to see
it, you will be able to cast your seven-point Dispel Magick under the alignment
that opposes Pious (if you can't see it, then the Dispel Magick Spell will not
hit the Damage Field). Once you have dispelled the Damage Field, cast a
seven-point Shield Spell of Mantorok alignment and run across the floor so that
Alex does not take any damage. Run to the now open door and head on through,
which leads back to the Main Hallway of the Third Floor. You will probably
have to recast your Shield Spell to get back to the far eastern door since
some of it will have been eaten up by the magickal field in Room 8. Once you
have recast the Spell, run east and go through the large door that leads back
to the Magickal Array.


~3F, Magickal Array~
Items Found: None

This is it, this is the last time that we will need to be here and activate a
Rune Stone. Head over to the right and activate the only unactivated Rune
Stone (this should be the furthest Rune Stone to the left, and first one you
see on the right if you have been following my walkthrough). Have Alex examine
it, which in turn will have her activate it. The portal will be activated once
again in the centre of the Magickal Array, so head through it to get
transported (hopefully for the last time) to the final tower.


~Ruins of Ehn'gha 2F, Tower 9~
Items Found: None

There are no enemies on the spire, so Alex simply has to walk to the far end
and examine the console. The only Rune she can place here is a Pargon Rune, so
have her do exactly that. This will complete the Summoning Spell (ONLY if the
Runes you have placed have been correct), as all nine Rune Stones have been
activated and have a Rune inscribed into them. The nine towers will send a
large dose of magickal energy to the centre of the Magickal Array, making
another portal, the final one, open up. The Spell won't be cast right away. If
you made any mistakes, then the Spell will not be cast, and Alex will have to
reactivate the incorrect Rune Stone and inscribe the proper Rune into the
tower. As long as you have been following this walkthrough, however, you should
have made no mistakes.

With the final Pargon Rune in the Tower 9, the portal at the end of the spire
will be activated once again. Head down to it to be transported to the final
room.


~Ruins of Ehn'gha 3F, Room 9~
Items Found: None

This is one of the more interesting rooms that any character will have to go
through in a game. Alex will appear in a large room that contains nothing
between her and the door that leads out of here, minus a giant Damage Field
that she cannot dispel with three Horrors inside of it, all of them being
aligned to the same alignment (usually that of Pious's master). As you know,
no weapons can get through a Damage Field, and none of Alex's weapons will be
able to break through this one. You could be stuck here for quite a while
wondering what to do. The answer is actually faily simple, as the answer is
within one of your Spells: the Bind Spell.

Alex will need to cast a seven-point Bind Spell to the alignment that opposes
the alignment of the Horrors inside of the Damage Field (it must be seven-point
and it must be to the opposing alignment). This will cause one of the Horrors
to change alignment, making the other two attack it. Of course, it will fight
back, however it almost always loses. Once the Horror has been taken down,
there will be two more Horrors inside of the Damage Field, and it still won't
dispel. Cast yet another seven-point Bind Spell in the alignment opposite that
of the Horrors to Bind another Horror, causing the remaining two to fight it
out. Bind Spells take a large tole on Alex's magick, so you will probably have
to run around in a circle until you can recast the Bind Spell for the second
time. Once the second Horror has been killed and there is only one remaining
one left, the Damage Field will automatically be dispelled. Simply destroy this
remaining Horror under any method and finish it off if you wish. The doorway is
now free, so run through it.

You will be back inside of Room 8 of the Third Floor, the one with all the
small passages and yellow magickal barrier on the ground. Recast your Shield
and run directly across the magickal field until you get to the doorway that
leads back to the Main Hallway. Once there, cast yet another Shield to get
through to the large door to the east that leads back to the Magickal Array.


~3F, Magickal Array~
Items Found: None

The final battle is about to begin. Firstly, the moment you get into the
Magickal Array room, SAVE YOUR GAME!!! I cannot stress that enough, SAVE! As
long as you used the correct Runes on all of the Rune Stones, the giant
Summoning Spell will be complete, and it will be activated the moment Alex
walks through the portal that should be present at the centre of the Magickal
Array. Your preparations are now complete, however so are Pious's. Oh, and be
SURE to cast several Recover Sanity and Recover Health Spells so that both
meters are full. Stepping into the final fight will be murder if either of
these meters isn't full from the start.

Once you have saved your game, equip your Enchanted Gladius. Take a deep breath
and walk into the portal at the centre of the Magickal Array to take on the
final fight against the Eternal Darkness...


                 ~--------------------------------------------~
                 |       The Final Battle: Pious Agustus      |
                 ~--------------------------------------------~

It all has come down to this, the light vs. the dark: Alex vs. Pious. Alex
will appear on the small platform that she has seen several times when Pious
communicates with the Ancient (throughout the walkthrough I have called this
the Summoning Gate). There is an upper and lower area, seperated by a short
flight of stairs. Alex will be on the lower part of the platform, with Pious
being at the top part near the summoning gate; he has been waiting for you.
Pious says that Alex is just in time to be the first batch of food for his
lord, followed by all of humanity to be the dinner at the banquet of the
Ancient finally coming into this realm of the universe. Alex fights back,
saying that humanity will never allow itself to slip into the Darkness.

The scene will now shift to a place far above, in the very depths of the
universe, where Pious's Summoning Spell that has taken over 2000 years to
complete will finally take effect. Out of nowhere, his Ancient will break
into our universe (you can finally see what it fully looks like). Doesn't
look like things are very good, however things aren't over yet.

At the same time, Alex's Summoning Spell will take effect as well, and right
across from Pious's Ancient will be the Ancient that Alex summoned, which will
be the one that opposes Pious's Ancient. Note that you will always summon the
Ancient that opposes Pious, as the Magickal Array will not activate until you
place the proper Alignment Rune into the certain console. They will now face
against each other in space, and back on earth, Pious and Alex will face off
against each other as well. I wish you good luck!


~~Phase 1~~

Before giving strategy, I should let you know a little bit about what you
should expect. Firstly, this is by far the most difficult fight in the game,
even more so than the Black Guardian battle (despite Pious being so much
smaller, shows that size isn't everything). Pious has been practicing magick
for over 2000 years, so he knows everything there is to know about Spells.
In other words, he will always be able to beat you out on casting, so there is
NO point in casting any Spell during this fight with the sole exception of
a three-point Recover Health Spell. Any other Spell will be useless against
him. He will see you if invisible, he will automatically dispel a Shield, and
he will automatically dispel a Damage Field. If you cast anything larger than
a three-point Spell, Pious will stop it by hitting you with a Magick Attack
Spell (he DOES have to cast this, but he is able to cast faster than you).

Pious will always cast under the alignment of his Ancient, that and only that.
He has several attacks that are completely devistating, and you must have Alex
avoid all of them if you want to stand any chance at this fight. Pious is able
to cast Magickal Attack, Shield, and Enchant Item Spells (his giant mace will
always be Enchanted, and this does a TONNE of damage if you are hit by it,
usually killing you in one or two hits, so stay away from it), usually of
five or seven-point strength. He will be able to dispel any Enchant Item Spell
that Alex casts (except the enchantment on the Enchanted Gladius; see why this
item will be so damn useful?), so there is no point in starting this fight by
Enchanting any weapon (if you have the Enchanted Gladius then you shouldn't
have to do this anyway; if you don't have it, keep a gun out but don't enchant
it). Pious's staff will be used only as a melee weapon, so as long as you stay
far enough away, it won't be an issue, but if, while enchanted, it hits you,
then say bye-bye to about 80% of Alex's health in one hit. Pious will also
be able to drain Alex's Sanity, however this is done at a fairly slow rate,
but constant at the same time.

Pious is able to draw all of his strength from his Ancient's Essence. Each time
that Alex hits Pious with an attack, he will simply heal himself automatically
from the Essence, just like how the Vampire Beast did in Edward's chapter.
The Essence will stay invisible until you hit Pious with an attack, and until
the Essence has been destroyed, Pious will be invulnerable. You can't hurt
Pious right now at this stage of the fight, so don't bother trying to do that;
focus your attacks on the Essence.

So, we cannot hurt Pious, however his Essence is completely undefended as long
as it is visible. The Essence will be invisible until you hit Pious, and it
shows up to heal him. While healing him, the Essence is competely ungarded.
You must hit Pious with your Enchanted Gladius, or gun (DON'T use the normal
Gladius, he will hit you with the long staff before you hit him, STAY AWAY
FROM PIOUS AT ALL TIMES), which will hurt him. Once you hurt him, the Essence
will appear right away somewhere on the platform you are fighting on (it will
appear in a certain area randomly, either on the upper or lower platform).
If you are using the Enchanted Gladius, you can have it act as a handy
boomerang. Equip it and stand a few steps away from Pious. Press R to target
him and then press the A button to attack. Alex will throw the Enchanted
Gladius at him and it will hit him (if you are too far away from him it won't
hit), and the Gladius will reappear right in Alex's hands after it hit! How
handy is this?! Any gun will do the same thing, however you have limited
ammunition doing it this way, so you could be in a real bad situation if you
don't have the Enchanted Gladius or much ammunition.

Pious is over 2000 years old, and although his Ancient made him immortal, he
is rather slow. Pious cannot run; in fact, he barely walks at the speed that
Alex normally walks at, so staying away from him should be fairly easy. Don't
have Alex run through this battle, as if she starts to lose stamina (meaning
you will have to stand still to recover it), Pious will have free hits at you
with his Magick Attack Spell (and he WILL do this if you get tired). If he
gets close, run away. While far from him, simply walk to keep up your stamina.
Pious cannot teleport. If you are close to Pious, he will telegraph every
single swing of his Staff, so being able to dodge them should be easy as long
as you run away in time.

Pious will cast many Spells at this point of the battle while always following
you. Remember that if he starts to corner you, simply run to the upper or lower
area of this platform. Never be in the same area as he is. If you are in the
lower area and he catches up, run up the stairs to get to the higher area.
If he starts casting a Spell, start running around so that you are able to
dodge the Magickal Attack Spell. Pious will never cast Spells that summon
enemies, thankfully, so you don't have to worry about that. Pious will almost
always cast seven-point Magickal Attacks when casting a Spell, so KEEP RUNNING
to avoid it (you cannot stop Pious from casting a Spell, even if you hit him).
If you get hit, about two-thirds of Alex's health will be taken away. So, if
you do the math, two hits from the Magick Attack Spell will kill you (assuming
you don't cast any Recover Health Spells, which should always be of three-point
so Pious cannot counter-attack while you are casting). Always cast a Recover
Health when Pious is far away (aka, he is on the upper area when you are on the
lower area), and when he is NOT casting a Spell, unless he is just starting to
cast a Spell. Pious will very rarely cast Spells of less than seven-point,
which take a time to cast. If you get a three-point Recover Health Spell off
right when he starts casting a seven-point, you will finish your Spell before
he is able to finish his (meaning you have time to run around to avoid the
Magick Attack).

Once you hit Pious with your Enchanted Gladius or a few gun shots, his Essence
will randomly appear somewhere on the upper or lower areas of this platform
(it never appears on the small staircase). If it appears where Pious is, you
may wish to let it heal him and wait until you can hit him again just to play
it self. If you are using the Enchanted Gladius, you can hit him as many times
as you wish without having to worry about ammo; if you are using a gun, try to
hit the Essence each time it appears, even if it is somewhat close to him. When
it is in a safe position, run over to the Essence, target it, and smash it with
your Enchanted Gladius or gun. The Essence will still heal Pious and then go
invisible again. Simply damage Pious again to make it appear once more. Again,
hit the Essence a second time. You will have to do this a total of three times
before the fight moves onto the second phase.


~~Phase 2~~

the second phase of the fight is issued in with a cut scene showing the Hall of
the Tome of Eternal Darkness. The camera will zoom in on Ellia's statue, where
her blue ghostly spirit will step out, ready to finish her fight against the
Eternal Darkness by attacking Pious. Ellia will now become a playable character
once again, except in ghost form (meaning she cannot get hurt). Walk Ellia down
the Hall until she gets to the bone hand that holds the Tome of Eternal
Darkness. Pick it up and she will be transported to the platform where Alex
and Pious have been fighting. She will only be transported here once she picks
up the Tome.

She will replace Alex in the fight, so you will now control Ellia's spirit in
the fight against Pious. Although Ellia is a ghost and cannot be hurt, if Pious
hits her with ANY attack (be it a Magickal Attack of a slash from his Staff),
Ellia's ghost will vanish, and you will return control of Alex. Alex will need
to hit the Essence once again to gain control of Ellia's ghost, so this
process can be very time consuming and annoying if you aren't careful. As
Ellia, you must run around in roughly the same fashion as you did with Alex to
avoid Pious's attacks. The Essence will stay visible (but it will transport
itself around the platform you are fighting on if it stays in one place for a
long period of time, so you may have to follow it around if you aren't fast).
Attack the Essence with Ellia's sword in the same way that Alex hits it with
her own weapon. Once Ellia hits it once, her spirit will finally go to rest,
and you will regain control of Alex right away.

Phrase 2 of the fight isn't even close to being over yet, however. Alex will
be temporarly replaced by ghosts of characters that were killed by the Eternal
Darkness (and have statues in the Hall of the Tome of Eternal Darkness), a
total of six ghosts. There are eight statues in the Hall, however Alex will
control the spirits of only six of them (Ellia, Anthony (before Zombification),
Karim, Max, Paul, and Roberto; Edward will not show up until later on in the
fight against Pious, and Pious will obviously never show since you are
fighting him right now). Some characters, those not killed by the Eternal
Darkness, will not be controlled at any time (Lindsey, Michael, and Peter
being those).

After hurting the Essence with Ellia, Alex must damage Pious again with use of
her Enchanted Gladius or a few more shots from a gun, just like she did in
phase 1. Assuming Ellia hit the Essence, Anthony will show up next. Hit the
Essence and Alex will be returned. Next up is Karim, who will be using his
giant sword to hit the Essence. Max will be next, who is the only character
who will give you problems. Max, like in real life, is VERY slow, meaning if
you are close to Pious he will hit you nearly every time. Hope that the Essence
is near Max when this happens so you can hit it right away. Paul will come up
next, and you should have no problems with him. Finally, Roberto will show up.
He is like Max, slow with little stamina, but still not quite as bad. Note that
none of the ghosts can attack Pious, and all of them will be using a melee
weapon (for example, even though Max had guns, he will be using his Sabre).
Despite the ghosts not being able to hurt Pious, he cannot hurt them either,
so the fight is fairly equal in fairness. Of course, as mentioned before, if a
ghost is hit, you will have to regain control of Alex and hit Pious again in
order for the ghost to show up. Note that after hitting the Essence with Karim,
a cinema will play in deep space showing your Ancient starting to take control
of the fight against Pious's Ancient; your Ancient will always win as long as
you are winning the fight against Pious.

After about 10 more hits between Alex and the ghosts, the Essence of Pious's
Ancient will shatter apart, meaning Pious is no longer immortal! Once you have
destroyed the Essence, another cut scene will play in deep space showing the
battle between the two Ancients. Now that the Essence of Pious's Ancient has
been destroyed, the Ancient starts to lose any edge it had against your
Ancient. After this cut scene ends, the final phase of the battle will begin.


~~Phase 3~~

This is it, the final stage of the fight. The game is nearly done, and this is
actually (in my opinion) the easiest stage out of the three. Now that the
Essence of Pious's Ancient being destroyed, and Pious knowing that his Ancient
is starting to fair poorly in battle, Pious will come down to his final tump
card. Pious knows that he is vulnerable now, as he no longer can repair his
health from the Essence; he is now mortal. The age of Pious's body will now
catch up to him. He is 2000 years old, very slow, and now has a limited amount
of health.

Pious will now start doing something that you won't like: he will cast the
odd nine-point Spell. We saw him do this several times in the game, such as
when he Binded Mantorok, and when he summoned the Black Guardian. Pious will
cast nine-point Magickal Attack Spells that will kill Alex in one hit if they
hit her. Don't think that Pious will start to fade away in this fight just
because his health is now finite, as he will battle very differently now. He
will cast Magickal Attack after Magickal Attack, meaning Alex will have to keep
running around. Of course, if she starts to lose stamina, Pious will take
advantage of this.

Simply stay as far away from Pious as possible. If he is casting a Spell, try
to run away from him while weaving in a "s" pattern to avoid his attack. Don't
run in one direction or else the attack will always hit you. You can attack
Pious with your Enchanted Gladius from afar over and over again, or a gun if
that is all you have. While casting a Spell, Pious can no longer be hit, so you
should spend that time either resting for a brief amount of time, and then
running around after the eigth and ninth Runes are shown on the ground.

After you hit Pious about five times, his health and body will start to catch
up with him. Pious will start to limb fairly noticeably. He will eventually
start to move at the pace that Anthony did near the end of his chapter when
he was nearly completely zombified. After Alex his him with a total of about
seven to ten long-range slices with the Enchanted Gladius, or quite a large
quantity of bullets, Pious will finally fall to the ground. The battle is over.


                       ~--------------------------------~
                       |       The End of Darkness      |
                       ~--------------------------------~

Pious has now been defeated, at least, for now. Like in most games, a closing
cut scene will now start up, giving you the conclusion to the game. I
personally think Eternal Darkness has one of the best closings in any game,
especially after you have beaten a game file three times under each Ancient.
The ending cut scene you get depends on how many times you've beaten the game.
You may be somewhat confused over what this means.

When you complete a game and start a new game, the game will give you an
option to carry your previous game data over to your next file. So, let's
say that in your previous play through you had Pious choose to be under the
rule of Chattur'gha (red). When you play through a new game with data that
has been carried over, when Pious gets to choose with Ancient he serves, he
will only have the option of selecing Xel'lotath or Ulyaoth. If you play
through a game file a third time (let's say, for this example, Pious chose
Ulyaoth the second time), you will only be able to select Xel'lotath. In order
to get the final conclusion to the game, you must complete the story under one
file under each of the three Ancients. Here is an overview of what happens
when you beat the game one or two times, and when you beat the game a third
time.


**SPOILER WARNING***
NOTE: There are heavy spoilers here, as I will give away the final game story
here. If you wish to find this out for yourself, do not read further in this
small section (skip ahead to the next chapter, Sanity Effects, if you wish to
continue reading on this document).


~~Beating the game for the FIRST or SECOND time~~
When Alex brings Pious to his knees on the ground, the Ancient that Alex
brought into this universe to destroy Pious's Ancient will finally do so.
Alex's Ancient will destroy Pious's Ancient limb by limb, meaning that the
battle against the darkness has finally been put to rest - or has it?

Alex will stab Pious in the chest with his own large Staff, killing Pious once
and for all. The moment that both Pious and his Ancient die, Alex gets a
mental vision of a very large mistake that she made. Alex gets a vision of her
very own Ancient doing what Pious's ancient was going to do: feast upon all of
humanity. She sees the Ancient appearing on Earth and inslaving everyone,
turning humanity into nothing but utter darkness, pain, and mad. The Ancient
will feast on all of the souls of the people, just in the way that Pious's
Ancient would have done. Alex didn't save the world! She destroyed an Ancient,
but her Ancient could still do just as much damage as Pious's! Alex seemed to
have forgotten that none of the Ancients had any love for humanity.

The ghost of Alex's grandfather, Edward, has a different idea in mind, however.
He doesn't believe that humanity is gone just yet, and if they act quickly,
they will be able to Bind the Ancient that Alex summoned so that it will be
send back to the universe that it came from. Edward appears on one of the
towers, at the top, right on one of the large spires (Tower 8 to be specific).
Alex had placed a Tier Rune here to summon her Ancient, and now Edward believes
that only this Rune must be changed to bind the Ancient.

You will be able to control which Rune Edward inscribes into the console. You
cannot choose the wrong Rune here, as if you do, Edward will say "mmm, no, this
isn't it." Remember that, aside from a bunch of Pargon Runes, Alex placed a
Tier and Aretak Rune on two of the towers. Edward says the Aretak Rune can
stay in place. The only other Spell that has use of the Aretak Rune is the
bind Spell, which also uses the Bankorok (Protect) Rune. Circle through te
choices available to Edward and select the Bankorok Rune and press A to
select it. Edward will place this Rune in the console, and the giant nine-point
Circle of Power will be activated for a third and final time.

The scene now shifts to the spot in the universe where Alex's Ancient was
fighting Pious's. The Ancient is about to spread its destructive wrath on all
of humanity, however the giant Bind Spell catches it just in time. The Spell
will surround the Ancient, and the Ancient will be pulled back into its home
dimension. Humanity, Earth, and even our Universe have finally been saved.

The scene now shifts back to Alex on the summoning gate platform where she
faught Pious. Edward's ghost appears for the final time. The two get into
conversation, and he tells her how proud he is of her. He says that he wishes
he could have given Alex a better inherittance, but there was so little time
he had to resort to this final measure. Fortunately, he made the right choice,
as if Alex was never brought to this mansion, then Pious and his Ancient
surely would have had no match. Edward tells Alex that he knows her parents
would have been very proud of her, and with that, he vanishes, his soul
finally being able to rest.

Alex gives a final narration to conclude the game. She looks down at the Tome
of Eternal Darkness that is lying on the ground, and the final Chapter
Complete screen comes up, saying "The End." If you listen closely to what
Alex says in her final narration, however, then you may pick out that something
doesn't seem quite right. Alex mentions that it seems her work is unfinished,
and that there maybe something else that she must do. This gives the hint to
plaything through the game another one or two times, depending how many times
you have played through the game with data that has been carried over.

The credits to Eternal Darkness will now start to play. The credits are given
in a rather interesting way. There are several still pictures in the
background, with a strong blusish-white hue to them, of various locations and
events in the game.

Once the credits have finished playing, you will return to the Main menu of
Eternal Darkness. The game will ask if you wish to save your settings. If you
want to be able to carry over data, then you must select yes, otherwise you
won't be able to carry over data unless you play through the game again. If you
select yes to saving, then go to the Load screen. On top of your character's
picture, you will see the sigil of the Ancient that Alex had defeated (there
will be two sigils here if you have completed the game twice and carried over
the data). You will be able to start another game and, when you get to the
room where you choose the Ancient that Pious will serve, you will have only
one or two options instead of the normal three.


~~Beating the game for the THIRD time~~
Once you beat the game for the third time (you have defeated all of the
Ancients that Pious could serve; remember that Pious will never serve Mantorok,
so you can only beat the game a total of three times before having to start a
whole new file), there will be a different concluding cut scene. You will
know if this is the third time beating the game if Pious had only one choice
of Ancient when he played though his chapter.

You have now destroyed all three Ancients: Chattur'gha, Ulyaoth, and
Xel'lotath. This may seem like a bit of a paradox to you, though. How could
each of the Ancients destroy each other if only two face off against each
other at the same time? How could Alex summon Ulyaoth if she had Xel'lotath
defeat him in a previous time playing the game? Edward, who does the voiceover
of this extra cut scene, says that all three Ancients defeated each other at
the exact same time in different time streams (string theory, anyone?), so
that is how all of the Ancients are now destroyed. You may not be able to
understand this, but it does make sense, although in a purely fictional
situation.

You will go through the same process that you did when you beat the game for
the first and second time (seeing your Ancient defeat Pious's, having Edward
pick the Bantorok Rune, seeing Alex and Edward in the final conversation), but
instead of seeing the staff credits, you will get a bonus cut scene. Edward is
the voiceover, who reveals that Mantorok, even from its tome at the bottom of
the Cambodian Temple so far away, managed to bring fate into the lives of the
Roivas family members to turn all of the Ancients against each other. It knew
how much the Ancients hated each other, and it must have known that all of them
would end up destroying each other.

Mantorok was the great Ancient, the one that was able to control all of the
others if it hadn't been for Pious's binding. Mantorok was the most powerful
Ancient by far (remember how, in a very small wave of magick, it was able to
vapourize two Gatekeepers and nearly kill Pious back in Lindsey's chapter).
The binding from Pious slowly ate away at its power, and Mantorok is slowly
dying inside of its room in the Cambodian Temple.

Xel'lotath, Chattur'gha, and Ulyaoth have now been destroyed at the hands of
each other, and now Mantorok is also rendered powerless, slowly dying inside
of the Cambodian Temple that has been forgotten to all of humanity, the earth
and humanity is finally free from the Ancients, and humanity will now be able
to make its own path through history. This is the final ending to Eternal
Darkness, the story now being complete.

Thanks for reading this walkthrough. I hope it has aided you in every way
possible. Continue playing through the game now if you wish!


~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

                       ~-------------------------------~
                       |       8. Sanity Effects       |
                       ~-------------------------------~
                                    [#61189]

Firstly I want to mention that I placed this section after the walkthrough
because, in most cases, people will read this after the walkthrough. I don't
want to fully spoil these unique effects that will happen to your character
while you are playing the game with medium to low Sanity, as that would take
most of the enjoyment out of them. These effects are best when you witness
them first (however a few of them will still trick you even after you've
witnessed them several times). I have already explained what Sanity is, and
if you have played the game now and been through Ellia's chapter, then you
should also know what Sanity is and what can happen when the Sanity Meter
(the green one) starts to drop.

Your character will experience a Sanity loss each time they are seen by a
monster, with the exception if you are invisible OR if you have a shield up.
As your Sanity drops, your character will begin to go through hallucinagins,
most of them being things that are more or less impossible in the physical
world. This section of the FAQ will give you a list of some of the more common
Sanity effects that nearly any character will be able to witness during their
chapters.

Of course, these are better if you witness them before reading about them, so I
will warn you one last time to stop reading right now if you don't wish to
spoil the effects for yourself.

There are very few effects in the game that are considered "dangerous."
Basically, I find that Sanity effects break down into a few different
categories. There are those that are just alter the physical area around you
(such as blood dripping from the walls). There are those that make you jump
back, or make you say "hmm, didn't see that coming!" There are those
that are considered dangerous, such as walking into a room and having to face
many more enemies than you normally have to face. Finally, there are some that
will deal directly with your character, such as having their arms fall off.

Most Sanity effects will start and end in the same way. For example, you walk
into a room and there are a bunch of pieces of ammunition that you can pick up.
Obviously, no room in the game would give you access to over 100 boxes of
ammunition, so this is a Sanity Effect. After you are in the room for a little
while, picking up the boxes, the screen will flash white and your character
will be right outside the door that they used to enter the room that had the
effect. Normally when you enter the room again, things will be normal. Some
Sanity Effects will stay around for the entire time that you are in a room,
such as the blood dripping from the ceiling effect. I will indicate in the
list below which effects will cause the white flash, and which effects will
stay in the room as long as you are in there. Note that the effects that stay
in the room for as long as you are there, on the most part, aren't dangerous.

I would also like to note that when you play as Pious, you will witness none
of these effects, considering Pious doesn't even have a Sanity meter.


~~Character-Specific Effects~~
These Sanity Effects can be a bit of a pain in the backside, however most of
them are completely harmless. Most of these will place your character in a
situation that couldn't be possible. Some of these effects completely defy
physics, as well as the gameplay mechanics. You will witness most of these
effects if your Sanity Meter is around the middle or lower section.


1. Ammo, Ammo, Everywhere!
Dangerous Effect: No
White Screen Flash: Yes

This is one of the more interesting ones, especially the first time you see it.
When your character enters a new room, he or she will see a bunch of ammo
boxes on the ground. All of them are actually illusions. Your character can
pick them up, however there will be no addition to your ammunition total
inside of your Invintory menu (unfortunately, in most casts). This effect is
completely harmless, as it doesn't effect your character in any way. After you
have picked up several ammo boxes, or after you have just been wandering
around in the room for a short amount of time, the screen will flash white and
your character will be in the room that he or she was in before the Sanity
Effect happened.


2. Walk on the Top
Dangerous Effect: No
White Screen Flash: Yes

This is one of those effects that completely defies the nature of physics.
When you walk into a room, whether you have been in there or not before, you
will notice something weird: you are on the ceiling? You may not notice this
at first, however after a short amount of time it will become clear to you that
the room has actually been flipped over. This is nothing more than a simple
act of the mind in your character's head, and after a few seconds, the screen
will flash white and you will be in the room that he or she was in before the
Sanity Effect happened.


3. Off With Thar Heads... and arms!
Dangerous Effect: No
White Screen Flash: Yes

This is the first Sanity Effect that I actually ever experienced, when I was
playing in Ellia's chapter for the first time so many years ago. When your
character enters a new room, each of their limbs will start to fall off. The
head will usually be the first to fall, which will bounce around on the ground
before fading away. After the head, your right and left arms will break off
too, eventually followed by the torso of your character. The moment that the
torso falls off, the screen will flash white, and you will be in the previous
room that you were in before the Sanity Effect happened.


4. I... I Can't Hit Them!
Dangerous Effect: No
White Screen Flash: Yes

This would could be considered a dangerous effect, however only if the screen
wouldn't flash. When you enter a new room, you will be faced with several more
Zombies than normal, however, despite how hard you try, you will never be able
to hit them with any weapon. Be it a sword, gun, fists, anything. Sometimes you
will be fighting very small monsters, mice, large ones, and every swing of your
sword or shot that you fire will completely miss. This would normally be
horrible, as you would probably fall to them, however it is simply a Sanity
Effect. After putting up with this for a few seconds, the screen will flash
white, and you will be in the previous room that you were in before the Sanity
Effect took place.


5. Excuse me, where's the exit?
Dangerous Effect: No
White Screen Flash: Yes

This one made me think the first time I saw it, considering it stays around for
longer than normal (however it is completely harmless). When you enter a room,
despite how many doors are inside or how many doors have been unlocked the
last time you were in this room, they will ALL be locked now. No matter how
hard you try, you will not be able to open any of the doors. You can search
around and you will find now key to open any of the doors on the ground or
furniture in the room. After a few seconds the screen will flash white and you
will appear in the previous room.


6. Bad Magick
Dangerous Effect: No
White Screen Flash: Yes

I love this one, as it completely fooled me the first time I saw it. When you
cast a Spell, your character will do it normally. The moment that all of the
Ruens have been placed on the ground, unlike what will normally happen with a
Spell (which is getting the desired, good effect), your character's torso will
explode! This is just a plain trick in the mind, and the second after your
torso explodes, the screen will flash and your character will be in the exact
same position inside of the room that they were in before they cast the Spell.
You will not return ot the previous room that you were in when this happens.


7. Zombies, Zombies, Everywhere!
Dangerous Effect: Yes
White Screen Flash: No

This is really the only dangerous Sanity Effect in the game, and it is also
very rare to experience. In fact, in all of the time that I've played this
game, I can only recall this effect happening to me once. When you walk into a
new room, you will see many more Zombies that are normally there. For example,
a room that may normally contain two Zombies now has ten. Fortunately for you,
most of them are pure hallucinations, and after hitting them once, whether on
the arm or head, will simply vanish into thin air. This effect is dangerous
because those phantom enemies will still do damage to you! They can still take
off health and still steal Sanity (which you can't replace, since they vanish
after being hit, meaning you cannot finish them off) from you. Also, you may
not realize that some of the enemies inside of the room are actual enemies.
The best thing to do in this situation is simply run around and target one
enemy at once. If you are in a small room, simply swing your sword without
targeting anything to make fake ones vanish. This effect will usually happen in
a room that doesn't normally contain any Zombies.


8. Shrinkin'
Dangerous Effect: No
White Screen Flash: No

When you enter a new room, your character will start to get smaller and smaller
with each step that you take. If you stand still, your character will not get
smaller, and the Sanity Effect will never end. Eventually you will become so
small that the white screen will flash in your face and you will be in the
previous room that you were in before experiencing this effect.


9. Shrinkin' v.2
Dangerous Effect: No
White Screen Flash: No

This one relates to Sanity Effect number 8, however, your character won't
shrink down this time. Instead, the room will be filled with a bunch of Zombies
or other monsters that can simply be destroyed by stepping on them since they
are very, very small. Unfortuantely, this is only a Sanity Effect, and after a
few seconds of taking your foot to them the screen will flash white and you
will be in the previous room.


10. Uhh, Hello... Who's There?
Dangerous Effect: No
White Screen Flash: Yes/No

This is probably the most common effect that you will witness, as it will start
coming into play even if you've lost a tiny amount of Sanity. You will notice
that, when your Sanity Meter gets low, the soundtrack in the game will start to
change to a bucnh of weird musical chords or weird soudns alltogether.
Sometimes you will walk by a door and you will hear knocking from the other
side (this is especially spooky if you have surround sound). There is nothing
on the other side of the door, and nothing will ever charge in to get you.
Sometimes you will hear the stomping or growling or a Horror that isn't in the
room. Other times you will hear whispers or footsteps. The odd time your own
character will start muttering to him or herself, saying all sorts of weird
things.

Some characters will witness their own unique version of this effect. I won't
go over all of them with the exception of one example. When in the Main Foyer
of the Roivas Mansion, Alex will hear the phone ringing once. If she picks it
up, she hears the voice of her dead grandfather Edward on the other side, and
the screen will flash white after she hears this. Normally, however, the
screen won't flash when you witness any audio effects, such as knocking on
doors.


11. Down and Down We Go
Dangerous Effect: No
White Screen Flash: Yes

When you enter a new room, your character will think that the ground is
actually quicksand. The more that you walk around, the futher your character
goes into the ground, deeper and deeper and deeper. If you stop moving, your
character will not sink, and this effect will stay around for quite some time.
Simply keep walking into your character's head is nearly inside of the ground.
Right at this time, as you can guess, the screen will flash white, and you will
be back in the previous room.


12. I Don't Feel That Good...
Dangerous Effect: No
White Screen Flash: Yes

After entering a new room, your character will automatically be transformed
into a Zombie of the same alignment of Pious. You are able to walk around while
in Zombie form, even attack (which you won't have to do, since there will be no
enemies inside of the room when this happens). This Zombie controls in the
exact same way that a summoned Zombie via the Summon Zombie Spell controls.
Of course, this effect is not permanent, and after a few seconds of walking
around at a painfully slow pace, you will be transformed into whatever
character you are playing as in the previous room.


~~Environmental Weirdness~~
All of these Sanity Effects are not dangerous. Instead, they are simply here to
make you question what is going on, and, in the odd case, give you a small
giggle. All of these effects will directly effect the environment around you,
such as pictures on the wall, the walls themselves, and so on. These effects
do not directly interfear with the character, and none of these will cause a
white screen to pop up, as the game is still fully playable when these effects
take place. You will usually know that you are seeing these effects if you are
witnessing odd things happening in the area around you. Most of these effects
will happen if your Sanity has dropped just a small bit, all the way until you
have no Sanity left.


13. Uh.. look somewhere else please?
Dangerous Effect: No
White Screen Flash: No

This is only available in Alex's chapter (although this unique thing can also
be seen in Paul's chapter, it won't do this effect) on the Second Floor
Hallway while walking towards the Master Bedroom. There is a greenish bust of
a head on a table here. If Alex has lost any Sanity, even just a bit, the head
of the bust will follow her around as she walks down the hallway. Assuming
this is only a Sanity Effect (since it won't look at Alex if she has full
Sanity), it will do nothing to impact your gameplay and will just give you a
bit of a laugh.

Addition Note: I have been informed of an error in my previous explination of
Sanity Effect 13. I mentioned that the busts's head will not move in Paul's
Chapter if he is low on Sanity, however, upon futher inspection, this is not
correct. The head will move as long as Paul has lost some Sanity. Sorry. :)


14. Attack of the Blood
Dangerous Effect: No
White Screen Flash: No

This will happen when your Sanity is around or below the half-way mark. Your
character may start to hear dripping sounds. If you look around, you may see
giant blobs of blood dripping from the ceiling and pooling on the ground. This
will keep dripping until you exit the room. This effect has no meaning, even
if your character stands under the blood, nothing will happen; it's all in your
character's head.

Another version of this is to see blood oozing down the walls, eventually
vanishing before seeing another bunch of blood oozing down the wall in the
same spot. Sometimes you will see blood oozing out of paintings, such as family
portraits inside of the Roivas Family Mansion (this was one hell of a weird
effect the first time I saw it). This effect will continue as long as you are
in the room and will usually vanish when you re-enter the room.


15. Where did that picture go...?
Dangerous Effect: No
White Screen Flash: No
Cool as Hell?: Oh yes

This is one of my favourites, mainly because it foreshadows the events at the
end of the game perfectly. If your Sanity is very low (and I mean very low, it
has to be nearly completely depleted), take a look at some of the paintings
around (this is only possibly in the Roivas Mansion, really) and you will
notice that they have probably changed. This Sanity Effect is completely
harmless, but it looks pretty damn cool.

For example, when you first enter the Second Floor Hallway form the Main Foyer
in the Roivas Family Mansion, you will see a large picture on the wall in front
of you. This is normally of a lush mountain valley. When witnessed under low
Sanity, it is a hellish mountain landscape willed with burning trees. This
references perfectly to the ending cut scene that you will see when beating the
game for the first or second time.


~~Tricking the Mind~~
These effects are probably the most dramatic and interesting in the game. They
don't directly play with your character; they are meant to play with you.
Some of these will make you rush to your T.V. and make sure that everything is
connected properly, or make you take your Gamecube in for cleaning after you
get an in-game error or Gamecube error. Remember that these are only here to
trick you out, and NONE of them are actually in relation to the actual status
of your Gamecube or television set. Your Sanity has to be faily low, usually
around one quarter or less left, in order for these to take place, so they are
rather rare, however they are damn fun to witness, especially for the first
time.


16. Blue Screen of Death
Dangerous Effect: No
White Screen Flash: Yes

How could you not have this Sanity Effect in the game? You are playing your
game just fine, chopping Zombies up with your Two-Edged Sword, and all of the
sudden, out of no where and with no warning, you get the infamous Blue Screen
of Death, similar to the ones that you would see if your PC crashed. Of course,
there is nothing actually wrong with your game, and after a few seconds of
seeing this, the screen will flash and the game will continue as normal in the
same room and some position that you were in before the effect happened. Oh,
and no, while this effect is going on you cannot get hurt and you cannot
control your character.


17. Infestation
Dangerous Effect: No
White Screen Flash: No

Sometimes you will be walking through a hallway and out of no where you will
start to see bugs crawling across the screen. You don't actually see them in
the room that your character is in, they are actually crawling on the inside of
your television screen! After a few seconds of seeing one or two crawling on
the screen, dozens more will start to show up, eventually until most of your
screen is taken up by the small critters. This effect is a pain in the ass
because it stays around for qutie a while, and there is no white flash to make
it go away. You will simply have to wait this one out, and this won't be fun
if you don't like bugs (they look surprisingly real). This effect is completely
harmless otherwise.


18. Damn Controller
Dangerous Effect: No
White Screen Flash: Yes

This one really got me the first time I saw it. You enter a new room and it is
COMPLETELY filled with Zombies, possibly too many to count with proper
accuracy. A message will come across the centre of your screen saying that
your controller has been disconnected from the Gamecube Controller 1 Socket
and that you must put it back in to resume control. Even if you do this, take
the controller out and in or your socket, you will not be able to control your
poor character that is being destroyed by the Zombies (even your health is
going down). After a few seconds, the screen will flash white, and you will be
in the previous room. You will have lost no health (otherwise this Sanity
Effect would be deadly and quite unfair), and you will be able to contorl your
character normally.


19. Muting
Dangerous Effect: No
White Screen Flash: Yes

Everything will be going alone fine, and all of the sudden the game's volume
will start to go down and down until there is no audio left. You will see a
volumn meter at the bottom of the screen, standard to most televisions, drop
towards the left. It is as if you sat on your television remote and it is
pressing the volume down button. Sometimes, instead of seeing the volume drop,
you will see the words "MUTE" across the screen, as if you hit the mute button
on your remote (but pressing it will do nothing, as will pressing on your
increase volume button). After a few seconds the screen will go white and the
volumn will return to normal, assuming you havn't played with it. *snicker*


20. "Deep into that darkness peering"
Dangerous Effect: Yes
White Screen Flash: Yes

This one is dangerous because it may have you turn off your Gamecube, as it has
to some of my friends. When your character enters a new room, the screen will
suddenly go black. After a few seconds of this, it seems as if your Gamecube
has rebooted, as the poem that you see at the beginning of the game will start
to read out, just as if you had pressed the Reset button on the Gamecube, or
if the power had gone out for a brief moment of time (hense the black screen
for a few moments before the poem starts to read).

Whatever you do, don't panic and turn off the Gamecube, as this is only a good
Sanity Effect. After a few seconds of the poem being read, the screen will
flash white and you will be wherever your character was before the Sanity
Effect happened.


21. Eternal Darkness: Sanity's Redemption
Dangerous Effect: No
White Screen Flash: Yes

This one REALLY got me the first time, mainly in anger. It usually comes up
after you finish Karim or Max's chapter (which is fairly early in the game).
As you are playing through the chapter or finish one, you will get a message
on the screen that says "To be Continued..." This message tells you that you
have completed the game and the fight against the Darkness will return in
Eternal Darkness: Sanity's Redemption. This is purely fictional (for now, at
least), and the game isn't actually over. After a few seconds of seeing this
screen, the screen will flash white, and you will be in the previous room that
you were in before this effect happened. If it happened at the end of a
chapter, you will be in the Secret Study with Alex.


22. Bad Video Connection
Dangerous Effect: Yes
White Screen Flash: Yes

This one can be titled dangerous because it may actually have you play around
with your television of Gamecube if you don't know better. This one is much
like the no volume Sanity Effect (#19). The screen will suddenly go black and
the text "VIDEO 1" will appear at the top right of the screen, as if your video
component cable had fallen out of the television of Gamecube. There is another
version of this Sanity Effect that will make it appear as if your television
turned off all together, as no sound comes up, the "VIDEO 1" is gone, and so
on. Wait a few seconds and the screen will flash white and continue as normal.
This will be dangerous if you actually take out your video cable!


23. Item Variance
Dangerous Effect: No
White Screen Flash: No

This will happen often when your character has fairly low Sanity, especially
if there is none left. If you go into your Invintory menu, don't expect to see
normal things here. The Invintory menu is usually effected the most. For
example, weaposn that you had just Enchanted are no longer actually Enchanted
(however, if you equip them, they will still be Enchanted in your character's
hands). Your Health, Sanity, and Magick bars may be completely messed up.
For example, you may have no Health left in your Health meter!

Probably the best varience of this Effect is when you go to save your game.
The game will start saving, but then start deleting your file too! While
saving, it may delete another game file. You may not be able to create new
Spells or cast any Spells from your menu. Your ammunition may be in an
incorrect count (such as seeing 500 bullets for your Rifle).

All of these effects don't change your game at all, however they can be pretty
annoying and frustrating.


~~Character-Specific Events~~
Some Sanity Effects will only happen to individual characters, such as the
dead hanging man in the Dining Room for Alex, or the flying book in the
Library of the Roivas Mansion, also as Alex. All of the effects that I have
mentioned so far are common to all characters. Most of these effects in this
category will only happen if your character has low Sanity, and they will only
happen once (for example, Alex will only see the dead hanging man once). I am
not going to outline those said effects here, as they have already been
outlined to death in the Walkthrough. Of course, these effects are best if you
see them first without reading about them...



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                     |       9. Timeline of Events       |
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                                    [#72394]

The events of Eternal Darkness actually fit into th