copyright 2002 _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ | _ _| |__ __| | _ _| | _ | | _ | /_\ | | | |_ _ | | | |_ _ | |_| | | | | | /|_|\ | | | _ _| | | | _ _| | _| | | | | | _ | | | | |_ _ | | | |_ _ | |\ \ | | | | | | | | | |_ _ |_ _ _| |_| |_ _ _| |_| \_\ |_| |_| |_| |_| |_ _ _| _ _ __ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ | _ \ / \ | _ \| | / /| _ || _ _|| _ _|| _ _| | | \ \ / /\ \ | |_| || |/ / | | | || |_ _ | |_ _ | |_ _ | | | || /__\ || __/| / | | | || _ _||_ _ ||_ _ | | | | || __ || \ \ | \ | | | || | | | | | | |_/ /| | | || |\ \ | |\ \ | | | || |_ _ _ _| | _ _| | |_ _ / |_| |_||_| \_\|_| \_\|_| |_||_ _ _||_ _ _||_ _ _| Sanity's Requim ************************************** # By: AndurlisWrath # # E-mail: Slapshotman007@hotmail.com # # Version: 1.3 # # Last updated on: 1/19/03 # ************************************** ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ VERSIONS --------------------------------------------------------- 1.3~ Work remains slow. Continued my updating of weapons and items through chapter 5. Added at the start of each chapter in the walkthrough a list of all the items, weapons, enemies, and magick items in the level. That covers most of it. Might get to another update tomorrow, maybe not depends on what I'm doing. 1.2~ This work is slower then I originally anticipated. Started the items section, started updating small portions of the weapons section. Pretty much finished the enemies section, just have to find out what enemies appear in what chapter. Fixed some other little tiny things... that about covers it. 1.1~ Ok, I'm not bored, I'm swamped with school work. But the mind numbing effect of writing faqs seems addictive. Reformated the walkthrough. And I have decided that over the weekend I will finish up this faq. Finish the weapons section, add a character section, write boss faqs for CH. 9 red and green. Oh yeah, I fixed my NES and have played more of that then my gamecube in the past week. Gotta love games that don't rely on pretty graphics to sell them. 1.0~ Ok I have no good excuses for not fixing this earlier. Heh, now I'm done with it. Don't think I'll add anything else, and most the things are complete. So if I don't update again don't be surprised. One might come if I get really bored though (IE: I get snowed in for a month.) 0.5~ Well, most my computer problems are fixed, but my mouse still isn't functioning. That makes updating... VERY SLOW. I did chapter 11 today, and I have run out of time. I have some ideas in my head that I wanna do, but I don't know whats gonna happen. I should have the walkthrough finished by friday. And you can e-mail me again. My e-mail account... is well... its working. I lost some messages though... sorry. 0.4~ Sorry guys, I can't update for a while. I'm having some computer issues, and headin on a vacation. So I don't know when I can update. I'm really mad about this, but I can't do anything untill I get the computer fixed, and that... could be a while. Also I can't reply to e- mails untill the computer is fixed, and my account is full. 0.3~ Sorry for the long wait for an update, haven't been able to get to a computer till last night. I did chapter 10, and I have no more time today. I should get chapter 11 done tomorrow and 12 by friday. 0.2~ Did Ch. 9, and added how to beet the blue boss. Did alot to the magick section. Hopefully I will be able to beet the final chapters within a day, and write them up. I hope to finish the walkthrough before the 3rd... 0.1~ Ok, I have chapter 1 through 8 finished. I stopped work on the weapons section early, and I will be getting to it later. Spells I have quite a few of, but not all. I should do an update within 2 days. 6/30/02 ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ Table of Contents --------------------------------------------------------- 1. Story 2. Controls 3. Weapons (60% complete) A: Swords B: Ranged Weapons C: Guns D: Misc. 4. Magick A: How to Cast Spells B: Making Spells C: Runes D: Spells 5. Items (45% complete) 6. Characters (60% complete) 7. Walkthrough A: The Chosen One B: The Binding of the Corpse God C: Suspicions of Conspiracy D: The Gift of Forever E: The Lurking Horror F: A Journey Into Darkness G: Heresy H: The Forbidden City I: A War to End All Wars J: A Legacy of Darkness K: Ashes to Ashes L: Final Chapter 8. Enemies (95% complete) 9. Bosses (50% complete) 10. Praise list 11. Copyright info 12. Contact Info. (if you want to mail me read this first) ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ Story --------------------------------------------------------- From the Manual AN ANCIENT EVIL Long before humanity grace3d the universe, or planet belonged to another species- an ancient species bound by neither physics nor nature, purpose nor ethic. Through the passage of time, against the relentless advance of ice and the continental plates, and for the other inscrutable reasons, these "Ancients" were drvien deep into the recesses of our world. There, they lie imprisoned until the condiitions are right for their return. HUMANITY'S BETRAYERS Hungry for dominance and the favor of the Ancients, secret organizations seek to restore the Ancients to their former station. For eons they have schemed and plotted in the darkness, attempting to bring these evil entities into our world through arcane magicks-blood rituals, worship, and sacrifice. Of these sects, little is known: thsoe who learn their secrets perish swiftly at their hands. Their scheming works to bring the Ancients' return-and humanity's extinction-ever closer. A LIGHT IN THE DARKNESS Yet not all hope is lost. THe fate of humanity depends upon the actions of a chosen few. THey are average people, uprepared for heroic deeds, but the responsibility is theirs nonetheless. Even as their lives are torn apart by unseens evils, they must show courage in the face not only of the enem, but also of their own fears. These porr souls teeter on the brink of insanity, tortured by the horros of the Ancients. A secret war is being waged on the periphery of Humanity's perceptions-a war wreathed in the shadows and deception. THE DARKNESS COMES... ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ Controls --------------------------------------------------------- why do I put this section in here, its not like the game doesn't come with them... owell I guess for people who rent and it doesn't come with instructions. It's all strait from the manual. Start Button: Pause directional pad: *Quick spells *Zoom in on an item (when using check in the Inventory screen Joystick: *Move *Control directions of attacken when locked on enemy. Up: head Left: Arm Right: Arm Down Torso C-Stick: Rotate item (when using check in inventory) A button: Attack/Select B button: Context sensitive: a B BUTTON icon will appear on-screen whenever you can perform an actions with the B-BUTTON X button: Sneek Y button: Quick Spell Z button: Hold to reload projectile weapons L button: Run R button: *Hold to lock onto and enemy *Release slightly and click the button again to lock onto he next closest enemy ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ Weapons --------------------------------------------------------- Ok, here is a list, and the games description of the weapon. ()()()()()()()()()()()()()()()()()()()()()()()()()()()() Swords ()()()()()()()()()()()()()()()()()()()()()()()()()()()() GLADIUS (A) Ch. 1 Standard Issue among Roman centurions and legionaries, this iron sword has a short, broad, double edged blade best suited for hacking and chopping at the enemy GLADIUS (B) Ch. 12/Mansion This is a gladius, the standard weapon of the Roman army. A short double-edged sword with a sharp, triangular point, the Gladius was designed primarily for hacking and chopping at the enemy, but could be used to pierce armor as well. SHORT SWORD Ch. 2 A short sword with a wooden grip-light and durable. A small curve running from the handle makes it better for hacking rather then stabbbing. SCRAMASAX Ch. 3 A Frank and Saxon weapon, it possesses a heavy blade ideal for delivering deadly cutting and slashing attacks. It has no hand gaurd- this weappon was designed for offense, rather than defense. TWO-EDGED SWORD Ch. 3 A heavy single-handed sword with two cutting edges. It is commonly known as a "Bastard Sword" or a "Hand and a Half" for the length of the hilt, wich can fit in one hand with the other for support. TULWAR Ch. 4 The tulwar is a curved blade with a heavy chopping edge. Most tulwars had a circular hilt and pummel, making them easy to recognize. DUAL TULWAR Ch. 4 The tulwar is a curved blade with a heavy chopping edge. Most tulwars had a circular hilt and pummel, making them easy to recognize. Karim can now fight "flourintine" with a tulwar in each hand. RAM DOA Ch. 4 This is a ram doa broadsword, typified by its long, broad blade and heavy cutting edge. A formidable weapon, it enables its user to srike at several enemies and still keep his distance. With a sweep Karim can knock down enemies, and can cause great damage with his overhead attack. SABRE Ch. 5 Cavalry swords, like this Sabre, were used chiefly as an item of ceremonial dress for officers. The brass knuckle guard was a style popular with both American and English cavalry officers in the second half of the Eighteenth century. ()()()()()()()()()()()()()()()()()()()()()()()()()()()() RANGED WEAPONS ()()()()()()()()()()()()()()()()()()()()()()()()()()()() CHAKRAM Ch. 4 The Chakram was a favored throwing weapon throughout central asia during medivel times. A balanced ring of metal, sometimes beautifully decorated, it would be hurled at an attacker. Heavy Chackrams could sever limbs or heads, however, they were not designed to return to the thrower. BLOWGUN Ch. 2 An ancient weapon, the Blowgun propels a poison dart at an enemy, causing death within several seconds. ()()()()()()()()()()()()()()()()()()()()()()()()()()()() GUNS ()()()()()()()()()()()()()()()()()()()()()()()()()()()() FLINTLOCK PISTOL Ch. 5 The french flintlock pistol was in use from the 1680's. As a muzzle- loaded pistol, its rate of fire is rather low, but it packs a powerful punch. DUAL FLINTLOCK PISTOLS Ch. 5 Dual flintlock pistols for those who wish to fight "Akimbo" style. The french flintlock pistol was in use from the 1680's. As a muzzle-loaded pistol, its rate of fire is rather low, but it packs a powerful punch. SHOTGUN I'll get it just be patient Revolver The Lebele Model 1892 was introduced prior World War one. A double- action pistol with a six-shot swing-out cylinder chambered for 8mm French Service ammunation. Rifle The Lee-Einfield Mk III bolt-action rifles are legends in their own time. Completely reliable even under adverse conditions over three million were produced in Briton, India, and Australia. Elephant Gun I'll get it... ()()()()()()()()()()()()()()()()()()()()()()()()()()()() MISC. ()()()()()()()()()()()()()()()()()()()()()()()()()()()() MACE This mace feartures flanges along the head and a spike at the tip designed to focus force and power upon sriking. TORCH Ch. 3, 4 The torch, or brand, is a common source for light in ancient times. The torch can be used to light (insert name) or to set enemies on fire. Note: The only enemy that sets on fire I have found is the green zombie, and the montorok zombies. FLASH PAN This is a photographers flash pan, used to hold combustibal powders that when ignited make a large white flash. This can be used to stun some enemies. ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ MAGICK --------------------------------------------------------- ()()()()()()()()()()()()()()()()()()()()()()()()()()()() HOW TO CAST SPELLS ()()()()()()()()()()()()()()()()()()()()()()()()()()()() Casting a spell is a very simple thing to do. First you must have the Tome of Eternal Darkness. When you have the Tome of Eternal Darkness, there is another menu open to you on the pause screen. Choose the top button, and it will lead you to your spell list. Now to cast a spell, choose the spell that you wish to cast, highlite it and then select it. You should now have three options. Cast, assign, and check. Now, choose Cast, and choose your power lvl, and color. Once you have chosen those two things, you character will cast the spell. ()()()()()()()()()()()()()()()()()()()()()()()()()()()() MAKING SPELLS ()()()()()()()()()()()()()()()()()()()()()()()()()()()() To make a spell, choose New Spell on the magick pause screen. Next choose your power lvl (3,5 or 7). Choose the color of the spell (I suggest using something other than purple). Then choose two runes, if you still have places remaining, fill them up with the power rune (only necissary in 5 and 7 power spells). This is the basics for making a spell. ()()()()()()()()()()()()()()()()()()()()()()()()()()()() RUNES ()()()()()()()()()()()()()()()()()()()()()()()()()()()() Chattur'gha The red rune, is more powerfull then green magick, and is weeker than blue magick. <><><><><><><><><><><><><><><><><><><><><><><><><><><><> Ulyaoth The blue rune, is more powerfull then red magick, and is weeker than green magick. <><><><><><><><><><><><><><><><><><><><><><><><><><><><> Xel'lotaoth The green rune, more powerfull then blue magick, and is weeker than red magick. <><><><><><><><><><><><><><><><><><><><><><><><><><><><> Mantorok The purple rune, I found it to be more powerfull then all colors. All though once it didn't work... <><><><><><><><><><><><><><><><><><><><><><><><><><><><> Here is a list of all the runes, with what they translate to incase you miss a codex. Bankorok Protect Tier Summon Narokath Absorb Nethlek Dispell Antorbok Project Magormor Item Redgormor Area Aretak Creature Santak Self Pargon Power ()()()()()()()()()()()()()()()()()()()()()()()()()()()() SPELLS ()()()()()()()()()()()()()()()()()()()()()()()()()()()() Spell 1: Enchant Item Enchants an item to stun and do more damage. Try and match the color you enchant it to the enemy you are fighting for best results. Made with: Antrobok & Magormor <><><><><><><><><><><><><><><><><><><><><><><><><><><><> Spell 2: Recover Heals you, a quick spell must. Made with: Narokath & Santak <><><><><><><><><><><><><><><><><><><><><><><><><><><><> Spell 3: Reveal Invisible Reveals something that you can't see. You will usually use this when there is an emblem on a wall, it will have a color and a point amount. Make the color you choose be greater than the one you choose (or just choose purple). Also your circle of power must be equal to or greater than the one you choose. Made with: Narokath & Redgormor <><><><><><><><><><><><><><><><><><><><><><><><><><><><> Spell 4: Damage Field I don't use this spell much, it puts up a wall that enemies walk into and are dealt damage. Made with: Bankorok & Regormor <><><><><><><><><><><><><><><><><><><><><><><><><><><><> Spell 5: Dispell Magic Allows you to dispell a magic field. Use the color greater to the color of the feild, or purple. Also your circle of power needs to be greater than the Amount of points in the feild. Made with: Nethlek & Redgormor <><><><><><><><><><><><><><><><><><><><><><><><><><><><> Spell 6: Summon Trapper Gives you the power to control a trapper. Another one of those spells I just don't use, although he is fun to use. Made with: Tier & Aretak <><><><><><><><><><><><><><><><><><><><><><><><><><><><> Spell 7: Shield I use this, and it can save your life. I use it when I go into a room and see a bunch of things, it just helps you out. Try matching the color up to what you are fighting, not sure if it helps you though... Made with: Bankorok & Santak <><><><><><><><><><><><><><><><><><><><><><><><><><><><> Spell 8: Summon Zombie I've only used it mabye 5 times. Its fun, you control a zombie, but isn't it more fun to go chop the zombies heads off yourself? Made with: Tier & Aretak & Pargon & Pargon <><><><><><><><><><><><><><><><><><><><><><><><><><><><> Spell 9: Magical Attack You get the scroll in chapter 9, and then are forced to use it on the chapter 9 boss. I suggest using the 3 point to deal with enemies. Made with: Antorbok & Regormor <><><><><><><><><><><><><><><><><><><><><><><><><><><><> Spell 10: Summon Horror This is fun, commanding one of these things. He kills real good! Made with: Tier & Aretak & Pargon & Pargon & Pargon & Pargon <><><><><><><><><><><><><><><><><><><><><><><><><><><><> Spell 11: Magic Pool This spell is awesome, it restores health, sanity and magic when you use the purple rune with it. I LOVE THIS SPELL Made with: Tier & Redgormor <><><><><><><><><><><><><><><><><><><><><><><><><><><><> Spell 12: Bind Creature Lets you control a target creature. Made with: Bankorok & Aretek ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ Items --------------------------------------------------------- Here are what you can find in all the chapters, with their description from the game. {}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{} The Mansion Dresser Key This appears to be a key to a chest or drawers or a dresser. Second Floor Key This is the key to the second floor of the Rovias Mansion. It looks very old and worn. Tome of Eternall Darkness This is the Tome of Eternal Darkness, where experience, spells and enchanted items can be stored for future use. It has been made from fragments of skin and bone, and endowed with magickal powers. Gladius This is a gladius, the standard weapon of the Roman army. A short double-edged sword with a sharp, triangular point, the Gladius was designed primarily for hacking and chopping at the enemy, but could be used to pierce armor as well. Chapter Page "(insert chapter name)" This appears to be a page from the Tome of Eternal Darkness. It is entitled "(insert chapter name)" use this item to read the chapter. Message Tube An antique leather-bound message tube - the kind used to transport sealed message scrolls. It appears to be unopened. There might be something inside. Broken Second-floor Key This is the key to the second floor of the Rovias mansion. It appears to be broken. .38 Revolver Ammo A box of .38 caliber revolver ammunition. Spice Jar A firmly sealed glass spice jar. The feint aroma of arabian spices is tantalizingly emanating from it. There is a piece of paper inside. Journal of M. Rovias P.1 This is a page from Maximillian Rovias' Journal. {}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{} Chapter 1: The Chosen One Gladius Standard Issue among Roman centurions and legionaries, this iron sword has a short, broad, double edged blade best suited for hacking and chopping at the enemy Granite Block (purple) This is a sharp-edged block of granite, on one side is a curious lined design, filled with purple and tainted by black shadow. Granite Block (blue) This is a sharp-edged block of granite, on one side is a curious lined design, colored a ghostly blue. Granite Block (green) This is a sharp-edged block of granite, on one side is a curious lined design, colored an insipid green. Granite Block (red) This is a sharp-edged block of granite, on one side is a curious lined design, colored blood red. {}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{} Chapter 2: The Binding of the Corpse God Short Sword A short sword with a wooden grip-light and durable. A small curve running from the handle makes it better for hacking rather then stabbbing. Blowgun An ancient weapon, the Blowgun propels a poison dart at an enemy, causing death within several seconds. Strange Necklace A strange Necklace, fashioned from dark ancient stone and engraved with weird designs. It can be used to cast a healing spell when Ellia is standing still. Tome of Eternal Darkness This is the Tome of Eternal Darkness, where experience, spells and enchanted items can be stored for future use. It has been made from fragments of skin and bone, and endowed with magickal powers. Bronze Necklace A sweel-crafted Bronze Necklace, resplendent with glowing gems. Broken Short Sword A short sword with its blade shattered into many pieces. It is completely useless. Metal Staff This large piece of metal looks to be a lever of some kind. {}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{} Chapter 3: Suspicions of Conspiracy Tome of Eternal Darkness This is the Tome of Eternal Darkness, where experience, spells and enchanted items can be stored for future use. It has been made from fragments of skin and bone, and endowed with magickal powers. Scramsax A Frank and Saxon weapon, it possesses a heavy blade ideal for delivering deadly cutting and slashing attacks. It has no hand gaurd- this weappon was designed for offense, rather than defense. Message Scroll Message scrolls like this were often used to transfer messages secrurely. This one has a strange diagram on it consisting of a pentagonal shape with strange letters at each corner. When Anthony had opened the scroll, something strange happened. That "something" had been intended for the Emporer Charlemagne. Suspecting a plot against the Emporer, Anthongy Pledged that he would warn Charlemagne at all costs. Blue Urn This urn has been glazed with a rich cobalt blue shelluc, instilling it with an otherworldly spectral character. It has a strange sigil on its side. Broken Blue Urn This urn is broken into many fragments. Perhaps it can be repaired. Filled Blue Urn This urn has been glazed with a rich cobalt blue shelluc, instilling it with an otherworldly spectral character. It has a strange sigil on its side. It is filled with a foul-smelling fluid. Piece of Green Urn This appears to be 1/3 of a broken urn. 2/3 of a Broken Green Urn This looks like 2/3 of a broken green urn put together. Broken Green Urn Fragments of a broken urn pieced together to form a crude whole. Deep cracks mar its structure and, while it is almost complete, it is far from watertight. Perhaps it can be repaired somehow. Green Urn This urn has been glazed with an iridescent green shellac, making it shine with a disturbingly alien light. It has a strange sigil on its side. Filled Green Urn This urn has been glazed with an iridescent green shellac, making it shine with a disturbingly alien light. It has a strange sigil on its side. It is filled with a foul-smelling fluid. Filled Red Urn This urn has been glazed with a deep red shellac, giving it the sheen of a bloody heart recently torn fromits host body. It has a stragne sigil on its side. It is filled with a foul-smelling fluid. Bishops Key This is a gold, gem-encrusted Bishop's key. It's form echoes the likeness of a bishop's sceptere. This is the ky to the Bishop's room. Torch The torch, or brand, is a common source for light in ancient times. The torch can be used to light Anthony's way or to set enemies on fire. Two-edged Sword A heavy single-handed sword with two cutting edges. It is commonly known as a "Bastard Sword" or a "Hand and a Half" for the length of the hilt, wich can fit in one hand with the other for support. {}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{} Chapter 4: The Gift of Forever Tome of Eternal Darkness This is the Tome of Eternal Darkness, where experience, spells and enchanted items can be stored for future use. It has been made from fragments of skin and bone, and endowed with magickal powers. Statuette (White) A crudely sculpted statuette of a man. It seems particullarly heavy for its size. Statuette (Black) A crudely sculpted statuette of a man. It seems particullarly heavy for its size. Talisman An ancient talisman that has been in Karmim's family for many generations. It is said to bestow long life on those that have kept it. This item can be used to restore health. Torch The torch, or brand, is a common source for light in ancient times. The torch can be used to light Karim's way or to set enemies on fire Ruby Effigy A small statue of a defeated warrior, kneeling in respect to an unseen victor. It is made from a deep red ruby. Tulwar The tulwar is a curved blade with a heavy chopping edge. Most tulwars had a circular hilt and pummel, making them easy to recognize. Dual Tulwar The tulwar is a curved blade with a heavy chopping edge. Most tulwars had a circular hilt and pummel, making them easy to recognize. Karim can now fight "flourintine" with a tulwar in each hand. Ram Doa This is a ram doa broadsword, typified by its long, broad blade and heavy cutting edge. A formidable weapon, it enables its user to srike at several enemies and still keep his distance. With a sweep Karim can knock down enemies, and can cause great damage with his overhead attack. Chackrams The Chakram was a favored throwing weapon throughout central asia during medivel times. A balanced ring of metal, sometimes beautifully decorated, it would be hurled at an attacker. Heavy Chackrams could sever limbs or heads, however, they were not designed to return to the thrower. {}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{} Chapter 5: The Lurking Horror Tome of Eternal Darkness This is the Tome of Eternal Darkness, where experience, spells and enchanted items can be stored for future use. It has been made from fragments of skin and bone, and endowed with magickal powers. Medical Journal Maximillian's medical journal. Used to take notes on medical and pahtological analysis. Pump-handle This appears to be the handle of a manually driven pump. Sealed Envelope A paper envelope, sealed with a glob of melted wax. An odd rune is pressed into the was. There appears to be something heavy inside. Letter #1 A letter, written with some precision, in longhand. Letter #2 A letter, scrawled by a panicked hand, with clotted ink. Letter #3 A letter, scrawled almost indecipherably by a wavering hand. Letter #4 The letter, written in a scrowling hand. Basement Key A small, antique key, somewhat restued by the ravages of time. This is the key to the basement of the Rovias mansion. Flintlock Pistol Ammo A bag of flintlock pistol balls Note: there a six bags in the mansion Flintlock Pistol The french flintlock pistol was in use from the 1680's. As a muzzle- loaded pistol, its rate of fire is rather low, but it packs a powerful punch. Dual Flintlock Pistol Dual flintlock pistols for those who wish to fight "Akimbo" style. The french flintlock pistol was in use from the 1680's. As a muzzle-loaded pistol, its rate of fire is rather low, but it packs a powerful punch Sabre Cavalry swords, like this Sabre, were used chiefly as an item of ceremonial dress for officers. The brass knuckle guard was a style popular with both American and English cavalry officers in the second half of the Eighteenth century. {}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{} Chapter 6: A Journey Into Darkness Tome of Eternal Darkness This is the Tome of Eternal Darkness, where experience, spells and enchanted items can be stored for future use. It has been made from fragments of skin and bone, and endowed with magickal powers. {}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{} Chapter 7: Heresy Tome of Eternal Darkness This is the Tome of Eternal Darkness, where experience, spells and enchanted items can be stored for future use. It has been made from fragments of skin and bone, and endowed with magickal powers. {}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{} Chapter 8: The Forbidden City Tome of Eternal Darkness This is the Tome of Eternal Darkness, where experience, spells and enchanted items can be stored for future use. It has been made from fragments of skin and bone, and endowed with magickal powers. {}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{} Chapter 9: A War to End All Wars Tome of Eternal Darkness This is the Tome of Eternal Darkness, where experience, spells and enchanted items can be stored for future use. It has been made from fragments of skin and bone, and endowed with magickal powers. {}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{} Chapter 10: A Legacy of Darkness Tome of Eternal Darkness This is the Tome of Eternal Darkness, where experience, spells and enchanted items can be stored for future use. It has been made from fragments of skin and bone, and endowed with magickal powers. {}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{} Chapter 11: Ashes to Ashes Tome of Eternal Darkness This is the Tome of Eternal Darkness, where experience, spells and enchanted items can be stored for future use. It has been made from fragments of skin and bone, and endowed with magickal powers. {}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{} Chapter 12: Final Chapter Tome of Eternal Darkness This is the Tome of Eternal Darkness, where experience, spells and enchanted items can be stored for future use. It has been made from fragments of skin and bone, and endowed with magickal powers. ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ Characters --------------------------------------------------------- For some of the characters I just used what was in the manual. But the other half weren't in there. It will be obvious where I got it from, I should think. {}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{} Pious Augustus 26 B.C. Ancient Persia Born into a family of wealthy patricians, Pious Augustust joined the army of the Roman Empire at an early age. Pious was a centurion and commander during the empire's campaigns in Persia. He is now in his late twenties-many of his peers have retired to lives in Roman politics, but he remains a loyal soldier of the empire. Although Pious has grown weary of constant fighting, he coninues, driven by the belief that life has a greater purpose in store for him. {}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{} Ellia Angkor Thom Region, Cambodia 1150 A.D. Ellia was born into servitude and raised as a dancer in the court of Suryavarman II, the king who reunited the Khmer empire after years of unrest. After finding and reading a strange book, she yearns for adventure. Her curiousity leads her into a temple, where she uncovers secrets she was never meant to find. {}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{} Anthony Amiens, France 814 A.D. A messenger boy. One day his is given a scroll to deliver to the Emporer Charlemagne. When taking a peak at the message, he is attacked by a magick in the scroll. Fearing for the Emporer, he starts out to warn him of the plot against him. {}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{} Karim Persia 565 A.D. Karim is a brash young man of noble heritage trained in the arts of the sword. He spends his time seeking adventure and the hand of many a lady. His heart has been won by a mysterious woman named Chandra, and his life is thrust into a new perspective. He wishes to marry her, but Chandra has other ideas. She wants to make use of Karim's skill at swordcraft and adventure, and in return for her love, she asks him to lacate a lost relic. {}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{} Dr. Maximillian Rovias Rovias Family Estate, Rhode Island 1760 A.D. Maximillian, a learned medical doctor, lectures at many universities within the United States. Although not a famous scholar, he is certainly respected by both his students and peers. Maximillian is somewhat portly man in his mid-fifties. HIs wife passed on years ago, after fighting consumption for many years. His three children, themselves now adults, visit him form time to time. More often than not though, he remains alone in the family estate, left to his own devices. His children fear for his sanity - they blieve it is unhealthy for an old man to be left alone in such a large house. They may be right... {}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{} Edwin Lindsey Angkor Thom Region, Cambodia 1983 A.D. {}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{} Paul Luther Amiens, France 1485 A.D. {}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{} Roberto Bianki The Middle East 1490 A.D. {}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{} Peter Jacobs Amiens, France 1916 A.D. {}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{} Dr. Edward Rovias Rovias Family Estate, Rhode Island 1952 A.D. Edward is in his early thirties, and he has always prided himself on his rational attitude. Continueing a long family tradition of scholoarly pursuits, Edward Roivas is a practicing psychiatrist living in his family's ancestral home in Rhode Island. He has spent much time studying the works of Freud and Jung. Now, confronted by an irrational world, he finds miself privy to dark secrets his reasoning can barely comprehend. {}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{} Micheal Edwards The Middle East 1991 A.D. {}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{} Alexandra Rovias Rovias Family Estate, Rhode Island 2000 A.D. Alexandra, a student at Washington university, is headstrong and independent woman. Imaginative and quite intelligent, Alexandra is completing her graduate degree in abstract mathematics and number theory. She is stubborn, and her obstinate attitude often gets her into trouble. She has returned to Rhode Island to tend to her dedeased grandfather's estate and to find some answers about his gruesome death. ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ Walkthrough --------------------------------------------------------- What you came for... well here it is. A Death in the family Turn your character around and walk up to the little clock on the table behind you. Examine the clock and when it asks you to pick up the key, do so. Now walk to the right side of the room, and go through the door. Walk your character down the library facing the camera, go through the hallway at the end of the library. Now walk up to the grandfather clock and change the time to 3:33. Head down through the secret passage and enter the study. Walk over to the Tome of Eternal Darkness and pick it up. ()()()()()()()()()()()()()()()()()()()()()()()()()()()() CHAPTER ONE: THE CHOSEN ONE ()()()()()()()()()()()()()()()()()()()()()()()()()()()() ITEMS Granite Block (blue) Granite Block (red) Granite Block (purple) Granite Block (green) WEAPONS Gladius ENEMIES Montorok Zombies MAGICK N/A Go strait ahead and use the ladder infront of you. Go forward through this passage a couple of feet and a short little cut scene happens and a zombie pops up. Walk towards the zombie, but becareful, behind two of the torches 2 more zombies stay to ambush you. Qickly dispose of these mosters by first chopping off each of their heads. Then once they all have no heads, chop off all of there arms. By chopping of their heads first, they stop moving and can't see you anymore. Now go pick up that granite block at the end off the passage and head through the door. In this room dispose of the zombies the same as the passage, and then pick up the granite block on the pedistal. Head through the next door. In this room there are five zombies, continue with the tactics stated above, and you should be able to survive with minimal damage. Pick up the granite block, then head down the ladder. Walk a few feet forward and you will see a T junction. On the left of the junction is a zombie, kill him and take the right passage and head through the door. In this room there are 4 zombies all waiting to swarm you. Take ones head off and run a few feet away, chop anothers... When they all have no heads finish them off. Pick up the final granite block in the room. Now on the wall walk up to the blue design. Walk up right next to it so you can examine it. Select the blue granite block out of your inventory, and select use. The block with go in. Now use all of the blocks with the wall designs that match the color of the block. When all the blocks are in the wholes, go back out to the room before this. Head strait accross this room and go through the door that was bared shut before. In this room all you have to do is kill a... STATUE. Thats right, a statue. This should be the easiest thing you do in the game. Walk up to it, chop off the head, fallowed by the arms, then the torso. Go through the door it unlocks. In the next room there are 3 zombies. Continues your hit and run tactics, and kill them all off. No go press the button that is to the right of the entrance way. Now step in the pretty circle in the middle. Choose any of the three artifacts you want. Green: leads to more sanity problems. Red: Harder enemies, alot more likely to die. Blue: You lose magick when some enemies hit you. ()()()()()()()()()()()()()()()()()()()()()()()()()()()() CHAPTER ONE COMPLETE ()()()()()()()()()()()()()()()()()()()()()()()()()()()() Once you have control of Alex again, turn around and there is a page hanging inside a frame behind her in the study. Pick it up, then use it to start the next chapter... ()()()()()()()()()()()()()()()()()()()()()()()()()()()() CHAPTER TWO: THE BINDING OF THE CORPSE GOD ()()()()()()()()()()()()()()()()()()()()()()()()()()()() ITEMS Strange Necklace Tome of Eternal Darkness Bronze Necklace Metal Staff WEAPONS ShortSword Blowgun ENEMIES Montorok Zombies Ulyoath Zombies Xel'lotoath Zombies Chattur'gha Zombies MAGICK N/A Do a 180 and walk strait across the room, walk up to the statue and pick up the necklace. Upon picking it up one of the door will close, thats fine, go through the other door to the left of the statue. Walkthrough this room and into the next. In this room, you automatically step on the first lever making the swinging blades start. Time your move and make it past them. Becareful not to step on more of those trip mechanizums, or more traps will be started. Make your way down through the hallway and enter the next room. In this room you fight an annoying zombie who doesn't want to do. To kill him take off his head so he can't see you. Then his arms, then just wack at the torso till he dies. Do a finishing move on him to get back your sanity. Next pick up the bronze necklace lying on an urn in this room. Then move up next to the candles and examine them. Extingush the candle on the far right and the doors will open somewhat. Make your way back to the room where you start, and walk up to the statue that you got the healing necklace. Use the bronze necklace on the statue, and the doors will fully open. Head through the door to the right of the statue. Make your way through these rooms till you come to a room where when you enter the door shuts behind you. Kill the mummie in this room by chopping of his head, then extingush all the candles in the room. Head through the door that was just opened. Halfway down this hallway, there is an alcove with a blow gun sitting on a pedistal. Pick up the blow gun and you will be dropped down a secret passage. At the bottom your short sword will brake, pick up the peices, then save the gaurd being mauled. To kill the beasts attacking him shoot them 3 times in the chest, this will make them explode, so watch out for the shockwave. Talk to the gaurd once you have saved him and he will repair your shortsword. Head down the hallway, and through the door at the end. Make a note of this room, cause later on you will need to come back to it. Just kill the zombies for now and head through the next doorway. In this room sit back and watch the green zombie kick but. He will end up killing everyone by some shockwaves. If they don't all die just finish teh remaining up. Head through the next doorway. Run down the hallway and watch the cut-scene. Pick up the rod on the statue. Now head back to the room I told you to remember. It's about 1 room followed by a hallway. In this room, kill of the annoying guys, the find the spot to put the metal rod into. Its in the middle of the room. Once you have used the rod with the lever make your way back to Montorok. Head behind him and go through the doorway that was opened by the lever. ()()()()()()()()()()()()()()()()()()()()()()()()()()()() CHAPTER TWO COMPLETE ()()()()()()()()()()()()()()()()()()()()()()()()()()()() When you return to the study, right away, some candles should light up. Go over to them and extingush the one on the right and the one in the middle. A secret compartment will open up with a message tube. Use the message tube, and you will find the next chapter. ()()()()()()()()()()()()()()()()()()()()()()()()()()()() Chapter THREE: SUSPICIONS OF CONSPIRACY ()()()()()()()()()()()()()()()()()()()()()()()()()()()() ITEMS Message Scroll Red Urn Blue Urn (several states) Green Urn (several states) Bishops Key WEAPONS Scramsax Torch Two-edged Sword ENEMIES Montorok Zombies Ulyoath Zombies (possibly) Xel'lotoath Zombies (possibly) Chattur'gha Zombies (possibly) Humans Trappers Ulyoath Horror (possibly) Xel'lotoath Horror (possibly) Chattur'gha Horror (possibly) MAGICK Circle of power 3 pt. Ulyoath Rune Magormer Rune Antorbok Rune Enchant Item Spell First off, run to the front of the church. Find the coffin, and... open it. Upon opening it, the monks will all start worrying and give you a Scramsax. Head to the back of the church and go up the stairs. At the top of the stairs something weird will happen, you will be transported to a place with lots of screaming heads. Run to the ned of it and you will find a hand with the Tome of Eternal Darkness in it. Pick up the book, and you will be returned to the normal realm. Finish going up the stairs. At the top of the stairs you should fall down and look eviler, ignore this annoying problem and pick up a blue urn on a book shelf. The grab the gold circular object on a desk in this room. This is a Circle of Power. Now walk strait past the desk and examine the shelf in the middle of the alcove. Pull on the book to open a secret passage. Go through it of course... If you haven't already, equip your weapon. Kill the zombies in this room, and collect the rune that was in one of them. In the next room you will see a monk defending himself. Save him, and pick up his torch. Equip the torch, and find the 3 broken peices of the urn. Then mix them all together. Head through the doorway. Pick up the magical codex on the floor, and then try out your new double-edged sword on the zombie with the rune in him. Make your way to the bottom of the stairs and continue your journy. Kill all these guys off, and then go pick up the red urn. Use the blue urn with the fountain. When it brakes, you will get another rune. Torch the tapestry with your torch, and go on into the next room and watch that evil guy go past. Pick up the codex on the floor, and grab that scroll on the table, now head back to the fountain. Fix up your urns that you have broken, and fill the blue and green one with water. (Check magic section if you have no clue how to use the spells...) Now head back to the room where you got the scroll. On the floor there is a design with a triangle, and circles at all the points. Use your 3 urns with this to open the secret door. Follow the passage to the room. In this room, kill that evil monk as fast as you can, then kill those annoying zombies. You should get the bishops key when you kill the monk, start heading back the way you came. On your way back there are a bunch of zombies to watch out for, and an annoying little moster called a trapper. When captured by the trapper, step into the light when it is turned purple, then walk up the stairs to the portal. When you finally get back to the ladder that lead you down to the first secret passsage stop. Enchant your sword, and save the game. When you climb up there is a big bad guy who is going to try and kill you. Chop off his arms and then go for the torso. Once you get done with him go down the stairs, and chop up the annoying zombies. To the righ of the stairs is a door that was locked before. Use your Bishops key and open it. ()()()()()()()()()()()()()()()()()()()()()()()()()()()() CHAPTER THREE COMPLETE ()()()()()()()()()()()()()()()()()()()()()()()()()()()() Head back to the entrance of the house, where you start the game. Head up the stairs to the second floor, and use the second floor key with the locked door. It broke, so repair it. Now use the key again. On the second floor, head down the hallway to your left. Enter the first door you come to on your right. On the dresser is some ammo, pick that up. Examine the picture of the old time army person. Behind it is chapter 4, do you dare read? Yeah you do, so lets keep this thing going. ()()()()()()()()()()()()()()()()()()()()()()()()()()()() CHAPTER FOUR: THE GIFT OF FOREVER ()()()()()()()()()()()()()()()()()()()()()()()()()()()() ITEMS Statuette (2) Talisman Ruby Effigy WEAPONS Tulwar Dual Tulwars Ram Doa Chackrams Torch ENEMIES Montorok Zombies Trappers Ulyoath Zombies (possibly) Xel'lotoath Zombies (possibly) Chattur'gha Zombies (possibly) Humans Ulyoath Horrors (possibly) Xel'lotoath Horrors (possibly) Chattur'gha Horrors (possibly) MAGICK Xel'lotoath Rune Santak Rune Narokath Rune Recover Spell Ok, theres a ladder leading down, so use it. Upon using it, you will be warped to that weird room with the Tome of Eternal Darkness. So get it, when you are returned kill all the zombies. Use the tried and true chop head and retreat till they are all headless then take them out. Once done, head down the ladder. In this hallway there are 4 zombies. Kill umm up real good, get the rune out of one of them, and pick up that statue. Find the ladder leading up and continue on. Head across this room and walk up to the forcefeild. It will disperse, and allow you to go down the ladder. At the bottom of the ladder, there is another statue, and 3 zombies. Its a little cramped fighting, but I'm sure you can manage. Grab the extra statue, and head back to the room that had the forcefeild. Don't forget to grab that stone codex. In this room there are buttons on the floor, put one statue on one of the buttons, and put another on the next button. Then step on the last button. Once that is done, an elivator will come up. Sneak your way onto the elivator, then have it take you down. While you walk your way down this hallway, you will find a corpse with a tulwar in its back, whatever you do, do not pull it out. It's not worth getting killed over, and you don't need it. In the next room, pick up the scroll lying next to the dead guy, and kill the zombies. When you kill one of the zombies, a blue thing will pop out. Slash at its head to kill it quickly. Head through the door without the blue emblem on it. Kill the zombies as usual, and go to the door. Don't try the forcefield, you can't get through. In this room, there is one of those big guys that you fought in chapter 3. Kill him by slashing all the heads off. I like the Chakrams here personally. Pick up the rune he drops, then pick up the stone codex. Go back out of the room, and sneak up to the force feild, when it disperses, go down the ladder. When you finally get down the ladder, save and pick up the codex. Then find the only doorway that is open. Head through it. Now go pick up the sword in the middle of the room. Prepare for a big battle, cause now 4 waves of zombies are coming at you. I suggest hit and run, and using the big sword you just aquired. If you want sanity though, use the tulwar. Now head back to the room that had the blue seal on the door. Use your enchant weapon, and use the rune with the same on the Ram Doa sword you aquired. Then go up to the blue sealed door, and select use Ram Doa off the item selection screen. This will open the door. Use your ram doa to slash through all the zombies you encounter, and find the ladder. When you get to the top, sneak your way through this room, untill you find the ruby figure, and then go back down the ladder. At the end of this hallway is some rubble you can climb over. On the other side is another one of those big annoying monsters. Use your overhead attack with your ram doa, and he will be down in around 2 swings. Head down the ladder he was protecting. In this room, I suggest saving, and healing up. To get out off the room, place the Tome of Eternal Darkness on the skeletal hand. This lifts the gate. Now head through the gate, and be prepaired for a lot of waves of zombies. Use your Ram Doa overhead attack, and don't worry much about sanity. You know you are almost done when one of the big guys drops down. Your overhead attack will demolish him. Now go up and claim the artifact for yourself. ()()()()()()()()()()()()()()()()()()()()()()()()()()()() CHAPTER FOUR COMPLETE ()()()()()()()()()()()()()()()()()()()()()()()()()()()() In the study look around on the wall, you should find a gladius hanging there. Pick it up, then head back to the room where you start the game. Head through the doors on your left. You should see a door in here with the blue emblem. Enchant your Gladius so it is blue, and use it with the door. Inside pick up the spice jar, and inside is the next chapter. ()()()()()()()()()()()()()()()()()()()()()()()()()()()() CHAPTER FIVE: THE LURKING HORROR ()()()()()()()()()()()()()()()()()()()()()()()()()()()() ITEMS Medical Journal Flintlock Pistol Ammo (6 bags, 30 shots) Pump-handle Sealed Envelope Basement Key Letter #1-4 WEAPONS Flintlock Pistol Dual Flintlock Pistols Sabre ENEMIES Humans Ulyoath Bonethief (possibly) Xel'lotoath Bonethief (possibly) Chattur'gha Bonethief (possibly) Ulyoath Horrors (possibly) Xel'lotoath Horrors (possibly) Chattur'gha Horrors (possibly) Ulyoath Zombies (possibly) Xel'lotoath Zombies (possibly) Chattur'gha Zombies (possibly) Trappers Montorok Zombies Ulyoath Guardian (possibly) Xel'lotoath Guardian (possibly) Chattur'gha Guardian (possibly) MAGICK Chattur'gha Rune Redgormer Rune Bankorok Rune Reveal Invisible Spell Damage Field Spell Head down the stairs, and go to the back left corner of the room behind the stairs. Go through that door, and walk over to the fireplace, now place the bird infront of the color that overpowers the color you with the gladiator. IE: if you chose blue choose green if you chose green choose red. Now go through the secret passage revealed. Pick up the saber, the Tome of Eternal Darkness, another pistal, and the scroll. Head back to the main room of the mansion where you see in the cutscene the mosters fall down. Kill the stupid monster, and grab the rune he drops. Now head up the stairs to the second floor. Follow the hallway to your left all the way to the stainglass window. Just to the left of the window, there is a letter hidden. Pick it up. Kill the monster who tries to jump you, and then open the letter. Follow the hallway now all the way down to the other end, go in the door, and grab the codex. Now head back down stairs. When you open the door, you are warped to the room with no color, and there is another big moster in it. Kill the stupid thing as fast as you can, and you will get another rune. After getting the rune, flash, you never even opened the door leading to the downstairs. Open the door, head down the stairs. Head over to the door on your left, go in and where alex found the spice jar, there is a pump handle pick it up. Also grab the codex in this room. Now go to the back right of the stairs in the main room. Find the mark on the wall. Use whatever color defeats the color on the wall. (green>blue blue>red red>green). Use your reveal invisible spell on it. Open the door and head to the basement. Grab the scroll and the magical codex, then use your pump handle with the well, and it will reveal another secret passage. Of course go down it. Kill the zombie, and grab the rune he drops. Then follow the stairs down... down. At the bottom you will fight a very annoying thing. To kill him, charge him with your sabre right off the bat. When he turns into a little ball of light, chase him. Chase him all over the place and beat him untill he is dead. Watch out though, if you don't charge fast enough this will be a hard battle for you. Because he can summon freinds. ()()()()()()()()()()()()()()()()()()()()()()()()()()()() CHAPTER FIVE COMPLETE ()()()()()()()()()()()()()()()()()()()()()()()()()()()() Head to the top of the stairs and take the hallway to the right. Open the door, and then cast your reveal invisible magic spell according to what color over powers the color of the artifact you chose at the beginning. Open the chest of drawers with the key you got way back in the beggining of the game. Now you will have a pistol and the next chapter. I suggest grabbing the ammo on the bed side table before you start the next chapter. ()()()()()()()()()()()()()()()()()()()()()()()()()()()() CHAPTER SIX: A JOURNEY INTO DARKNESS ()()()()()()()()()()()()()()()()()()()()()()()()()()()() You will start off this level with a fight against one of those annoying flying enemies. Once you kill this guy, go to the middle of the room. In the middle you should find a peice of ground covered in dust. Use your brush to clean it off and you will find a bracelett. Now head to the statue that you got the necklace off the first time you were in this place (chapter 2). Place the bracelett on the statue and a door will open. Once you have gone through the door, you will get the tome of eternal darkness the usual way. In the next room, kill the enemies, and head through the door. In this hallway, be carefull where you step so you don't let off the traps. Use your torch to see the floor panels that trigger traps. Halfway down the hallway, there is an alcove on your right, in it is a metal barcelett. Grab that. Also about 3/4 of the way down the hallway is a cobweb. Use your brush to clean it off and get a codex. Then make your way through the rest of the hallway. Don't worry, you don't have to fight this guy yet. All you have to do now is grab the bronze necklace laying on the urn in here. Now make your way back to the room where you start the chapter, and place the necklace on the statue that you placed the bronze bracelett on. Head through the door in this room you haven't used yet. In this room, pick up the silver bracelett on the podieum. Then replace it with the metal bracelett to make the doors reopen. Head through the next doorway. Make your way through this hallway, being carefull where you step. At the end off the hallway there is another web with a codex behind it. Once you have the codex go through the door. In this room, kill the zombies and grab the rune. Its cramped fighting so you might wanna use your shotgun. Personally I use my sword whenever I can. But once you have the rune head through the next doorway. Watch your step, and the trip panels have changed how they look. Half way through the hallway is a alcove on your left. In the alcove is a web. Clean up the web to find a scroll. Now you have the dispell magick spell, WOOT. Head finish going through this hallway. In this room, use your dispell magick according to what color defeats the color of the barrier. To kill the monster, I suggest the shotgun. Three shots to the head and he is done with. Grab the silver necklace, and head back through the door you just came through. Head down the hallway, and halfway down it on your left is a statue. Put silver necklace, and bracelett on it to reveal a secret passage. In the passage, you will find a regular zombie, a zombie with a rune in it. And one of those flying creatures we all hate. Make sure you get the rune, and at the bottom is a forcefeild. With the rune you just aquired, it will go away, and allow you to proceed. Now kill the zombies, and head down the passage with the swinging blades. In the next room, there is a 3 headed monster. Use your shotgun to dispose of him. Now, on the wall is a panel you need to push. Also there is a cobweb with a necklace behind it. Once you have all that done, use your dispell magick spell to get rid of the rune floating in the middle. Head through the next doorway. Just make your way through the hallway as quickly as possible. If a green smoke comes out on you, run as fast as you can to the end of the hallway. In the next room, dispose of the zombies, then dispell the rune. Press the secret panel, and head on to the next hallway. Make your way through the hallway, and take notice of the statue on your right about halway down. At the other end is another rune room. Once you have disposed of the zombie in this room, dispell the rune, press the secret panel. Now go over to the wash basin. Use that ugly necklace you have, and then examine the basin, when it asks you to press the button say yes. It will clean that necklace off, and guess what. It was made of gold. Head through the next doorway. Make your way through the hallway, and go through the door at the end. In this room, there is another secret panel to press. Also, there is a button in the back right corner of the room, stand on it, and the statue holding the gold bracelett will let go for a few seconds. So go and steal it from her while she lets go. Now make your way back to where I told you of the statue. Make your way through the secret passage with your torch, stopping and using whatever weapon you wan't against enemies. The main point is get to the bottom of the stairs and go through the doorway. In this hallway, just head through it. Trying not to get yourself killed. In this room, dispose of your enemies, and then clean off the cobweb in the middle of the room to show another codex. Head through the next door. In this hallway, equip your torch, and make your way through not stepping on the panels. Kill the zombie, and head on to the next room. I really hate these red zombies. Attack them by cutting off their heads, and dealing with one at a time. Be warned, there head grows back. When you are done, head into the next hallway, travel down it with your torch lit. When you make it to the next room, one of the zombies has a rune inside it. Kill it for the rune, and then go through the barrier. NOW A SECRET RUNE First off go to make a new spell. Select power circle 3, and any color rune you want. Then choose the runes for summon and creature. You just made a new spell. Alright, head back to where the statue is with the gold necklace and gold bracelett. Take a left, and go through the door, go through the room, and halfway down this hallway, there is a weird looking wall on your right. When you examine it, it says that a dog could fit through it. Now cast spell #6 (the one you just made). Lead your trapper through there, and have him go stand on the purple circle accross the bridge. A secret passage will open. Now release the trapper. Pick up your wonderfull new rune. Once you do, a 3 headed guy will pop out. Kill him with your shotgun, then go through the wall he destroyed. Kill the other 3 headed guy, and go clean off the spider web across the bridge for the codes. LIFE IS GOOD. Now head back to the place you where before, where I told you to make the spell. Look up at the paragraph above if you are confused. Go through the next hallway, and kill all the bad guys in the next room. Pick up the scroll, and then continue on. Once you get to the room with mantorok. You will watch a breif cut-scene. Then head to the back of mantorok, and finish the chapter. ()()()()()()()()()()()()()()()()()()()()()()()()()()()() CHAPTER COMPLETE ()()()()()()()()()()()()()()()()()()()()()()()()()()()() Alright, head up to the 2nd story where the stain glass window is. (remember it from chapter 5). Use the dispell spell according to the color of it or just use the rune of montorok. And you will get the next chapter. Oh yeah, stop and get the heart of montorok in the library. ()()()()()()()()()()()()()()()()()()()()()()()()()()()() CHAPTER SEVEN: HERESY ()()()()()()()()()()()()()()()()()()()()()()()()()()()() Go forward through the doors in front of you, then run up the middle of the pews. You will have a rather strange cut-scene, and you will be locked up in a room. In this room, look for a picture with a green gem in it. Get the gem out and watch yet another cut-scene. When you can finally leave, go out the door, and take the door back into the sanctuary. Follow the carpet till it breaks off in 3 directions, follow the one going to your left. Walk all the way to the wall, and you will find a door, go in. In this room, open the chest for the cross-bow, and examine the robes for the podeium key. Once you have them both, head back into the sanctuary, and head up to the podieum. Open the podieum with the key, and you will get a letter. Once you have the letter, look to the back off the podieum, and go down the stairs there. At the bottom, go strait. to your left you should find a box with some bolts on top, and to your right you should find a mace hanging on the the wall. Pick them both up. Now head back to the room where you start the game (just outside of the sanctuary). And head up the stairs on your right. Follow them all the way to the top of the belltower. When you ring the bell, the custodian will come up and give you the key to the old part of the church take it, and head back to the sanctuary. This time follow the carpet to the intersection, and follow it to the right. As you watch the monk be brutally attacked, I suggest not killing him. Do what you like, but your sanity will drop like a rock. Anyway, do whatever you want with the monk, but the next step is heading up the stairs to your left. At the top off the stairs, kill the bonetheif. The look for the bookshelf with a peice of bright paper on it. Pick up the paper, its a peice of sheet music, and then pick up the paper on the desk. Head back down the stairs. At the bottom, take a left and walk to the front of the sanctuary. Grab the scroll off the top of the desk. The start heading back to the stairs. Right before the stairs, take a right, and go through the door. Remember this guy? Owell he's back. Beat him down to the ground once, and when he falls, continue to bash his head. With some luck you should take care of him quickly. Head back to the main sanctuary. On top of the stage, there is a organ, go up to it and play the sheet music on it. A pair of doors will open revealing the five point circle of power. Go grab that, then head down the stairs back to where you got your mace. In that room take the door. First off, shoot the two trappers with your crossbow. Now tap the barrels on the right side of the screen. One of them will be hollow, when it says "tunr the spiget?" say yes. Head through the secret passage. Kill the horror in this room (I suggest enchanting the two handed sword). Pick up the jewl it drops, then use the jewls with a peice of stone with 3 points in it. It was behind the horror at the start of the fight. Once you have placed all the jewls, the coffin will move revealing a secret passage. So head down. Kill the enemies, and go through the hallway. In the next room, kill all the zombies, and pick up the rune one of them drops. Head through the door. You should see two horrors battleing now, let them duke it out till ones left. Then destory the remaining one. Head through the door near the coffin. Battle your way through the small passage, and make your way to the room. In the room, destroy the zombies, and then go up to the decorated wall opposite of where you came in. Push it, to reveal a secret passage. Go through the passage and you will come to a little room. Kill the zombie, and then grab the codex. (WOOT NO MORE CODEXES OR RUNES LEFT). Grab the peice of paper in the shrine. Now for alot of backtracking, make your way all the way to the belltower to the custodian. On your way stop by the coffin in the room you saw the two horrors fighting and examine it. Also, in the room where you get the mace, there is a little passage that goes off to the right at the bottom of the stairs, in there, is a book you need to get also. Make your way back to where the two horrors fought. On the way you will encounter some zombies, and a pair of trappers in the room where you put the jewls down to reveal the secret passage. Once you make it to the room where the two horrors fought, use the dagger with the coffin in the corner of the room to reveal a secret set of doors. Now, you are going to need to make a new spell. First take the five point circle of power, second choose the montorok rune (purple, if you don't have it choose another color). Now use the runes for area, dispell, and power twice. It does not matter what order you put them in. When you have used your new spell to dispell the barrier. Run along the ledge to the body and watch the cut-scene. Kill those two bone theifs, and leave that room the same way you came in. You will see the evil monk open a door, so follow him through it. You will go through around 3 passages. And then you will be asked "should Paul put an end to this heresay?" say yep and your done. ()()()()()()()()()()()()()()()()()()()()()()()()()()()() CHAPTER COMPLETE ()()()()()()()()()()()()()()()()()()()()()()()()()()()() Alright head to the room where maximillion moved the bird to open a secret passage through the fireplace. Now go up to the piano, and play the song that is displayed on your screen. The piano will open, and you will get the next chapter from out of it. ()()()()()()()()()()()()()()()()()()()()()()()()()()()() CHAPTER EIGHT: THE FORBIDDEN CITY ()()()()()()()()()()()()()()()()()()()()()()()()()()()() Go strait down the passage, and up the ladder. Go through this room, use the ladder, and run through the next passage ignoreing the zombie. In this next room, you are going to want to survey it. (just stand in middle and press b). Also in this room pick up the sword. Return to the passage you just came from, and gain back your sanity by killing the zombie. Now go back to the room where you got the sword and head down the next ladder. Pull the first lever to open up another gate. Kill the zombie that comes out from it, and then pull the lever that was behind that gate. Another gate will open with some more zombies. Kill them, and the pull the lever behind that gate... ok, now go to the ladder that you can finally reach. In the next room, survey, pick up the cross-bow (pick up the bolts in this room to go with it), and head to the ladder. You will get the tome of eternal darkness when you do. At the bottom, there are 3 trappers. Shoot them with your cross-bow, and make your way through the passage. You fight a guardian in this room, take care off it as best you can. When you are done, pick up the scroll in the middle of the room, and continue on. Watch the two horrors fight again, and kill the remaining. Pick up the bolts near the ladder, and continue on into the next room. See that zombie who just turned into mush? You don't want that to happen to you. So instead use that new spell you just go off that scroll. Summon zombie. Make the zombie walk to its death instead. When its done its job, go through the gate it opens for you. Just run through this hallway as fast as you can, you lose sanity every second you are in this hallway. When you get through the hallway, you will see a cool cut-scene (IMO). Pick up the artifact, and return to the room where the zombie squishing block is. Don't forget to survey the room before you leave though. Go through the door you haven't gone through yet (the one to the left of the zombie squisher). Kill the zombies, then go through the door on the right. In this room, survey. Then run like hell outa there. Don not fight, I repeat, do not fight them. Head down the ladder to the right of the door you just came out of. Kill the trappers in this hallway, and then go into the next room. Ok,theres already some battles going on, first off take the zombies just wandering. Then kill the horror from behind thats in battle. Finish anything else up and clean the room. When thats done, look at the center of the room, see the five pointed emblem? Use a reveal invisible spell (5 point) with the color wich defeats the emblems color in the center. Pick up the key, and then go back to the hallway with the ladder you came down. There should be a figure in a little alcove in this room, pick it up, and then climb up the ladder. There is a set of double doors you haven't used yet. Use the key you just aquired to open them. Walk a little ways forward, and you will come to a turn where all the ground is dirt. Now, make a 5 point spelll, and run the length off it. As you do, you will be attacked by the floor with electric bolts. If you run the whole distance you will not be injured. In this room look for the rope going up to the ceiling. Target it, and do an over hand swing to cut it. Then walk across the bridge that droped. Halfway across two worms will pop up. Just swing at them each once to kill them. Survey this room, and pull the lever on the other side of the bridge. Your surveys should be complete, so head back up to the surface. If it doesn't say your survey is complete, look on your map for the room with an X in it, go there, and survey. ()()()()()()()()()()()()()()()()()()()()()()()()()()()() CHAPTER COMPLETE ()()()()()()()()()()()()()()()()()()()()()()()()()()()() In the study, there is a picture of a giant monument (the one in the chapter before). Have Alex go look at it, and she will find a chapter page behind it. ()()()()()()()()()()()()()()()()()()()()()()()()()()()() CHAPTER NINE: A WAR TO END ALL WARS ()()()()()()()()()()()()()()()()()()()()()()()()()()()() Head up to the front of the sanctuary, and go to the podieum. There is an envlope on it. Pick it up, then examine it. Now go to the entrance of the church. (back where the stairs are to the belltower). You should see a gaurd in the room with the stairs, give him the envelope, and he will run off to fight. Go into the door he was gaurding, and pick up the revolver laying in the room. When you do, a bomb will knock the power off. Go to the door, and try and use it. It will send you to the place where you get the tome of Eternal Darkness. Grab the toom, and stop, do not go through the door yet. Now charge up your revolver for the color wich overpowers the color of the artifact you chose in chapter one. Head through the door, and kill the bone theif. Go back into the sanctuary, and make your way up behind the beds on your right. there are 2 bone theifs in this room, try and make it past them till you can get up to the podieum. Next to the podeium is a table with a rifle on it. Use it to blast there heads off, then head down teh stairs behind the table. Head to the winecellar (remember?) When you get in the winecellar, on the left side of the screen is a door. Go in it, and make your character turn the wheel on the boiler. Once you exit this room, go through the door opposite the one you just came out of. Find the circuit box, and have him use his lucky penny with it. Then pull the lever on the generator. The lights will now be on. Now head back to the room where you turned the wheel. Summon a trapper, and have him go through the little whole that is in the wall. In the next room you should see a man lying against a doorway. Target him with your trapper, and attack him to make him disappear. Now go into the room that the man had been blocking with your body. Pick up the 7 point circle of power sitting on the box. Now you should have all the magical components that you need. Head back out off the winecellar, and pick up the ammo lying around in the room where the organ parts are. Head back towards the stairs, and take a right down that hallway. Go through both doors, and pick up the ammo lying around. Head back up to the sanctuary, and make your way to the organ (they haven't moved it). The missing button on the paper is a "Y". Go to the cubbard it opened, and pick up the door handle. Now make your way to the old sanctuary (you should remember this from previous chapters...). Watch out for the bonetheifs on your way... Use your rifle two kill the two bone theifs, if one of them succesfully gets in the nurse, ignore her. Don't kill her. When you have delt with those two, go up the stairs near the door. In this room pick up the ammo, and the sword. Head back down. Go into the bishops room (where you fought with the monk with the guy from chapter 3). Kill the zombies, and then grab the ammo, and the torch. Head back to the main sanctuary. Now run directly across the sanctuary. When you get to the otherside, you should see a seven point emblem on the wall. Now make a seven point reveal invisible spell (absorb, area, 4 power). When the door appears, use the handle with it, and go through the door. Pick up the ammo laying around, then go down the whole in the closet. Make your way through the passage, and you will enter a room with 4 zombies. The two medium sized ones both have bone theifs in them. Kill them off, and head through the next door. The next room you come to has a horror, and 2 zombies. Take the zombies heads, and then deal with the horror. Finish up the zombies when you are ready. When you have cleared the room, go through the door that is opposite the door with the emblem on it. Watch out in this hallway for the two trappers. Use your revolver to get rid of them and make your way through. In the next room, there is a bone theif. If you are fast enough, you can blow 'is head off with a shot from your rifle, if not attack with your revolver. When you finish with him, go through the secret shelf (the one you went through with the monk). In the hallway is a trapper, dispose of him. In the next room is a zombie and a trapper, hit the trapper with your revolver, and then teach the zombie what it means to have a four foot long blade. Pick up the key, and make your way back to the room that had the emblem on the door. Go through the only door you haven't gone through in this room that does not have an emblem on it. In this room be ver carefull, there are about 3-4 trappers, and they are almost impossible to see, take it slow, and kill them off. When you make it to the sacrifice table, there is an elixer on it. Grab it, and now head back to the door with the emblem on it. Use your key and open the emblem door. Head through the passages, killing zombies as you go. At the bottom of the stairs, look at the wall. You should find a scroll hanging on it. Grab the scroll. NOW SAVE YOUR GAME. Up next is the chapter 9 boss, he is evil... I warned you. Oh yes, if you don't have this spell already I recommend this for beating him. Use the summon and area runes to make an awesome spell, its #11 Use the purple rune with it for best results. THE BLUE BOSS Before you go in the room, cast the number 11 spell, 7 point, purple. Then open the door. Here is where the fun begins. Stage 1 He will start off by making 3 balls of energy come up. So dodge them while making your way up to his front. When all three off the balls have been used, he should recharge. At that time, cast a 7 point magic attack of the color green. That will end stage 1 Stage 2 Now he summons zombies. I suggest waiting for him to start summoning them, while they are being summoned, run around them so they see you and start chasing you. Make your way to the back off him. The second his body starts to move towards you, stop and cast a 3 or 5 point spell. This will destroy the zombies, and deal him damage because he starts to recharge when he gets you in his sights. Enough hits and this stage ends. Stage 3 This is easy. Merely walk in a circle untill he stomps at you 5 times, he will then stop. Use your green magic attack 5 or 3 point to kill. It Should take 2 or 3 hits. NOTES FOR THE BATTLE When your #11 spell wears off, cast it again, and use a magic elixer to regain your power. #11 spell is area & summon ()()()()()()()()()()()()()()()()()()()()()()()()()()()() CHAPTER COMPLETE ()()()()()()()()()()()()()()()()()()()()()()()()()()()() Go to the Library, and you will see an old maid. Talk to her, and she will give you the basement. Now head to the basement (The doors in the same spot as it was for maximillions). In the basement, there should be a shotgun hanging on the wall, pick it up. Then look around for ammo just sitting around. When you have found the ammo, look for the electric box. Use your lucky penny, and then press "B" once it is jammed in. This will fix the lights in the upstairs. ()()()()()()()()()()()()()()()()()()()()()()()()()()()() CHAPTER TEN: LEGACY OF DARKNESS ()()()()()()()()()()()()()()()()()()()()()()()()()()()() Strait in front of where you start on the mantle, is a book. Pick it up, then check it to find a hand of a clock. Now head to the grandfather clock (it is in the same place). In this room, watch the cut-scene, and then pick up the scroll that is on the chair. Make your way to the entrance of the house where the two stairways lead to the second floor. Go into the kitchen, and you will find a box of ammo on a shelf, pick it up. Now go to the room with the piano in it. In here is a sabre, so grab it, and go to the second floor. Take a left down the hallway, and go into the spare bedroom. In here you should find a box of shells, another book, and be able to see the elephant gun. Check the book for the hour hand. You can't get the elephant gun yet. Now go to the master bedroom on this floor. Pick up the shotgun shells, and the revolver ammo in this room. Now go back to the grandfather clock. Use the two clock hands you have found to make the time 3:33. The secret pasage will open. Before picking up the Tome of Eternal Darkness, go around the room and collect the 2 things of shotgun shells, the revolver ammo, the elephant gun ammo, and the revolver. Then pick up the Tome of Eternal Darkness. Now save the game. Head back to the library, and one of your maids gets the life sucked out of her. You should see a vase fall in the cut-scene, and half a key was hidden inside it. Run and pick up the key as soon as you gain control, ignoreing the maid. When you have the key, run strait to the master bedroom. Outside the door, stop and enchant your sabre according to the color of the beast. Right before you go in the door, a cut-scene should show a butler being attacked by the beast. Storm in and save the buttlers life. Attack the beasts head with your sabre, and the butler must live. When the beast runs off, talk to the butler to get the elephant gun key. If the butler dies, go load the game right after when you get the Tome of Eternal Darkness (I did tell you to save). After getting the key, head to the spare bedroom with the elephant gun in it. Get the elephant gun, and then sit in this room waiting for the beast. Pick up the elephant gun ammo on the desk while waiting, and make sure you keep your sabre enchanted. He will come, and when he does, give him hell. If you saved the butler, he will give you some elephant gun ammo, if he didn't, owell just go on. Wait for the beast one more time, this time at the bottom of the stairs. He will eventually show his face, when he does chase him off again. He will drop part of a key. Mix the two halfs of the key, then enchant it. Head to the basement door, and use the key to go down. Make sure to enchant your weapon again. Ignore the creature at first, and go for the stone monument thing you keep seeing him retreat to in those cut-scenes. It takes around three hits to destroy. When its done, take the beast out for good. Now look at all the friggen ammo about the basement. There are... well alot. Pick them all up, and find the scroll on the shelf, and pick up the shotgun. Once you have everything in the room, head down the well. STOP NOW AND SAVE! Ok, go down the stairs, and you will come to the entrance of the city. Two horrors will be waiting for you. I suggest casting a seven point magick pool with the purple rune before engaging them. To kill them, use your elephant gun and there heads. The shotgun can also do some good damage if you are close enough. When you have finished them off, head through the next doorway. In this room, there is a horror, and a guardian. Kill the horror off quickly, and the go down near the guardian. Use a 5 point dispell magick spell with the color stronger then that off the guardian. Then pump him full of lead with your shotgun. He should run away for a little. Just keep following him and don't let him cast any spells. When you finish him off, go through the doorway he was guarding. In this room, there is a cool teleporter. It looks like this. _____ /4 5 6\ T=Teleporter /3 T 7\ #=Order to touch \2 8/ wall panels \1 9/ | | D=Entrance |D| Touch the panels in the order listed above, for no other purpose than this is how I am doing the walkthrough. And it is the easiest way for me to keep track off what ones I am doing. PANEL 1 When you get to the tower, go up to the front of it, and enscribe the rune. Then go back to the teleporter. Once you have teleported, you should see two horrors. Retreat back behind the torches, and with a little luck the two horrors will begin fighting. Wait till one of them is dead, then finish off the remaining. Run up the stairs and pull the lever, go through the passage it opened up. You are back in the room before the main teleporter, go back to the teleporter and choose the second panel. PANEL 2 When you get to the tower, choose the rune Redgormor (area). Then go to the teleporter. You will face a horror right off the bat, kill him with your shotgun, and elephant gun. Now watch out for the 3 trappers. Use your revolver and pick them off. Pull the lever that is across the bridge, and make your way through the passages back to the main room, then go back to the teleporter. PANEL 3 Scribe the rune on the tower, then head back to the teleporter. When you get down, the room looks clear. Find the lever off to the right of where you start, and pull it. Now a horror, a trapper, and a zombie should smash through the glass and come after you. When they do, make a dash for the door that is on the opposite side of the room from the lever. You should get out the same as you went in. PANEL 4 Do the rune thing, and jump back in the teleporter. Pull the lever, watch a weird sanity affect, then go through the doorway leading back to the main room. Back to the teleporter. (heh thats my favorite panel) PANEL 5 Watch out for the trapper while going up to the rune panel. When you get to it, choose the rune with the color that beats the rune you chose with pius in chapter 1. (IE: if you chose blue in chapter one, choose green) Then go through the teleporter. Blast the guardian right off the bat, and then chase him around blasting him till he dies. Pull the lever, and go through the passage to the main room and... PANEL 6 Do the rune at the tower, when you get back in the teleporter, you will be put in a room with 3 trappers. Use your revolver to take them out. Pull the lever, then follow the passages back to the main room. PANEL 7 Do the tower, and then teleport. In the room, if you hit "B" it says it was a gladiators arena. Well I don't know about you, but I like doing things the easy way. So off to the left of where you character starts is the lever. Pull it, and then just run for the exit. Fight the enemies if you like. I found it easy to just run and use recover to regain sanity. PANEL 8 Watch out for the trapper on top of the tower, and choose the rune Nethlek (dispell). In the room, go find the guardian. Use dispell magick, and shoot him. He should run off after that. Ignore him now, and go up the stairs he was blocking off and pull the lever. Then make your to the exit. Now back to the main room. PANEL 9 Inscribe the last rune, and jump back in the teleporter. In this room, kill the horror and trapper. Make your way over to the guardian. Dispell him, and then shoot him. As he runs around, pull the lever he was gaurding, and make a run for the door. At this point, ignore all enemies unless you can't get past them. Make your way back up towards the Rovias house. Go as fast a possible. ()()()()()()()()()()()()()()()()()()()()()()()()()()()() CHAPTER COMPLETE ()()()()()()()()()()()()()()()()()()()()()()()()()()()() Go down to the basement, and find the barrels. Examine them, and you will find a pickaxe in them. Head up to the 2nd floor now, and go to where the old servents room is. If you don't know where that is, take a left down the hallway, and find the weird colored spot on the wall. Use your pickaxe to open up the old doorway. Inside you will see a weird cutscene, when its done, dipell the magick barrier, and pick up the stethescope and paper inside. Now make your way to the basement. On your way to the basement, you should encounter 2 bonetheifs and a trapper on the second floor. And 3 zombies in the entrance to the house. Once you make it to the basement. Go to the safe and use your stethescope to open it. The combo on mine is: 60,81,46 I have no clue if they change from game to game. Inside is some good junk. Pick them all up and use the next chapter. ()()()()()()()()()()()()()()()()()()()()()()()()()()()() CHAPTER ELLEVEN: ASHES TO ASHES ()()()()()()()()()()()()()()()()()()()()()()()()()()()() Start off by equiping your flashlight, and your axe. Make your way to the right, and find the door. Infront of the door is a soldier with a bunch of weapons. Pick them up, and go through the door. Hack your way through that room, or shoot your way, and go down the ladder. In this hallway, there are alot of trappers and zombies. When you get down the ladder, follow the hallway till you come apon a ladder on your left. Its not very far. When you get to the top of the ladder, locate a golden amulet, then climb back down. The amulet should not be to hard to find. Follow the hallway along, and go up the first ladder you come to on your right. In the room, there are 4 zombies, and a staff laying down in the middle of the room. Kill the zombies, grab the staff, and go back down the ladder. Follow the hallway the rest of the way, and go up the ladder. Mix the staff and the amulet, and go to the circle at the other end of the room where the light is coming in. Use the staff, and you can aim the light. Aim it so that it lands on one of the two golden domes, they should smoke when it hits them. A secret alcove will open after a few seconds, then shine it on the other dome. Once both alcoves are opened, shine it on the golden tower in the middle. A secret passage opens. Go down it, and get the Tome of Eternal Darkness. In this room, make your way past the trappers, and to the other side where the ladder is. In the next room, there are 2 horrors. I suggest the assult rifle with the 3 shot mode. Kill them off, and make it to the next ladder. Follow this hallway till you come to a whole in the floor where 3 snakes pop out at you. Kill the snakes, the get the statue they were guarding. Backtrack a little ways, and find the ladder hidden in the shadows. Go up it of course. Kill the horror and 2 zombies in the room, and go down the ladder in the middle of it. This next hallway is just annoying, hack your way through to the doorway on the other end. In the next room watch out for the 4 trappers. Once you have disposed of them with your trusty sidearm, go through the doorway. In this next room, blast your way through the zombies, and go through the doorway. In here, kill the 3 zombies waiting for you. Now place the statues on the shelves under the paintings. Put the green statue under the red painting. The blue statue under the green painting. And the red statue under the blue painting. A secret passage will open. Go to it, and grab the sword hidden inside it. Then make your way back to the room outside the room with the paintings. (Note: Its ok if you don't have all the statues, its just gonna be harder on you) Summon a trapper, and target the big block that is in the room. When it disapears, a ladder will appear under it. Follow it down, and keep going untill you get to the room with a weird shrine behind the ladder with a spell spell lying on it. Grab the spell then head through the doorway. Use your new bind spell 7 point with the color greater than the horrors. They will start to fight, one will die, and the shield will fall. Kill the remaining one, and grab the C-4 that was on the ground behind them. Now make your way back up the ladders to the top. Use a 7 point reveal invisible spell now with the color greater than that of the artifact you chose in the start of the game. Go through the doorway it reveals Pick up the detonator lying on the floor. Mix it with the C-4. Cast a 5 point shield, and then run accros the spell attack area. On the other side is the bridge go out on it, then kill the snakes that pop up. Now stop and cast a 5 point shield. (Stop and save now) Then cast a 7 point weapon enchant on the C-4 bomb. Use the bomb, and you will have 3 minutes to hall ass out of this place. You should have no trouble getting out. The paths have changed, but the last time I did it I had about 2 minutes left on the clock. ()()()()()()()()()()()()()()()()()()()()()()()()()()()() CHAPTER COMPLETE ()()()()()()()()()()()()()()()()()()()()()()()()()()()() Now make your way to the observatory. In here use the handles to make the light reflect of the next mirror. When you have finished it, a door in the basement will open. Head down to the basement. On your way, a package should come in the front door. Pick that up, and finish makeing your way to the basement. Follow the path that was just opened down into the city. The final chapter has begun. ()()()()()()()()()()()()()()()()()()()()()()()()()()()() CHAPTER TWELVE: THE FINAL CHAPTER ()()()()()()()()()()()()()()()()()()()()()()()()()()()() {I've finally comeback to complete this faq, heh. Owell if my writing sounds like bad its cause I haven't written in like months.} In the room with the yellow floor that attacks, cast a 7 point shield. Run across the floo all the way to the final stairway on the right and go up onto it. At the top the floor won't damage you. Know cast a 7 point dispell damage spell, according to the color you chose at the beggining of the game. When the barrier is down, run through the door. Look around on the floor in this room, there are 2 pieces of a pedestal top in this room. When you find both peices, mix them. Then enchant them. Use the pedestal top with the pedestal without a top. Now put the three essences on the top of the pedestals. The lights will turn on and the teleportal will be powered. _____ /4 5 6\ T=Teleporter /3 T 7\ #=Order to touch \2 8/ wall panels \1 9/ | | D=Entrance |D| Engage the array where the #1 is in the diagram then go through the portal. (follow the order of this diagram for walkthrough) Watch out for the trappers, scribe the rune in and jump back in the portal. In this room, you should see a big pit of hot magma at the top of some stairs. Simply cast a 7 point reveal invisible spell for the ground to appear. Now make your way back to the teleportal room. Use the sheild to walk on the yellow floor. Engage the 2nd array and jump in the portal. At the top enscribe the creature rune. Get back in the portal. Now in this room, just watch out for the trappers. Pick them of carefully with your revolver. Make your way to the door. Then keep going to get to the room with the yellow floor. Do the third array, enscribe the rune. In this room, you have to fill back up their museum. You should see pedestals with a creature and a color on them. Summon the creatures necissary, and use the correct color of them. When you do all three, the force field will go down. Follow it back to the yellow floor. In the fourth tower, watch out for the trapper on it. Enscribe the rune, then to a fun room. Just press X and walk accross the purple part of the floor... (I just spent 10 minutes remembering how to do that room.) Now in the 5th tower, choose the rune more powerfull then the one you chose in ch. 1. When you portal down to the room, just shoot the trappers. Nothing hard in it. Just make your way to the door. Watch out for the trapper on the tower. In the room, cast a reveal invisible spell, then sneak your way out of the room. Follow the short line of rooms back to the yellow floored room. Enscribe the rune as usual, then portal down. In this room cast a 7 point magick attack. Then go through where the shield was. Make your way back to the yellow floored room and... Ok, on the tower enscribe the summon rune. Portal down. You are gonna need to use a 7 point dispell magick spell to get to the exit. Then use a shield to walk on the yellow floor. Go through the exit and make your way back to the main portal room. Enscribe the final rune, and you will see a short cutscene. When you go down to the portal, you will see 3 horrors. Cast a 7 point bind spell to capture one of them, then gain your magick back. Cast it again, and they will gang beat the other one. When they are gone, the shield will dissapear. Run through the room to the exit. In this room, cast a shield to walk accross the floor. When your back in the main hallway make your way back to the main portal room. STOP SAVE The walkthrough is basically over now. Just the final boss awaits you. Final Boss Ok this is it, and it isn't difficult if you know how to do it. First things fist though, when you hit him your gladius has to be enchanted, if its not it won't do anything. When the battle starts, enchant your weapon. To damage him, wait for him to start walking towards you. When he does that, charge right at his sides and run by him. He will swing, and miss if you run right by him. It will take him a few seconds to regain balance, while he is doing that, hit him in the back with your gladius. At this point, a burst of magick should shoot out of him. Go to the direction it pointed, and one of the essences should be there. Hit it with your sword. Now run by him again and do the process over again. After damageing the essence 3 times, and cut scene should pop up. Now, hit him again as alex, and damage the essence. When you damage the essence, one of the former characters should turn into you as a spirit. At this point look for the essence, go to it without being hit, and attack it. You will turn back into alex. Do this all over again untill you have gone through all the former characters. When you see a cut- scene where the essence you have been fighting is destroyed, your left to just a battle with pious. Use your charge by him tactics to kill him. The more you damage him the slower he will be. When you kill him the game is over (except one little thing). Final part of game, you will be brought back to one of the towers, use the rune for absorb. Game Over ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ Enemies --------------------------------------------------------- Here is a list of enemies, discription, and how to kill them. <><><><><><><><><><><><><><><><><><><><><><><><><><><><> Montorok Zombie Descriptoin: Your basic one, slow stupid, and nothing special about it Killing: Take off the head, that will leave it blind. Then take an arm or two off. If you are swarmed, take of a head or two, retreat, take another head or two. Game Info: A living human corpse, it has no special attributes or weaknesses. It is very weak-composed of dried sinow and skin. Seen in Chapters: 1,2,3,4,5 <><><><><><><><><><><><><><><><><><><><><><><><><><><><> Ulyaoth Zombie Description: They have a blue tint to their skin. Watch out for them exploding. Killing: I suggest taking the head off first so they can't explode on you. Then taking the arms. Make sure to take the head though so they can't explode. Game Info: Severing the head will prevent it from singing. Accumulation of gas in the abdome resulting from decomposition is a serious threat, watch out for explosions! Seen in Chapters: 2,3,4,5, <><><><><><><><><><><><><><><><><><><><><><><><><><><><> Xel'lotaoth Zombie Description: They kinda look like green mummies. When you take off a limb, they grow a spectral limb you can't hit. Killing: The torch is a one hit kill against these guys. Try taking arms of first. They are pretty week. Game Info: Limbs regrow as "phanton enteties" when severed causing deep rooted insanity in the observers. Wrapping of the mummy are highly combustible and catch fire easy. Seen in Chapters: 2,3,4,5, <><><><><><><><><><><><><><><><><><><><><><><><><><><><> Chattur'gha Zombie Description: They look like they have lost all their skin but still have their muscles. They can regenerate their limbs when you take them off. Killing: They usually are in groups, take off the heads, and then deal with them one at a time. Make sure to pay attention though, because they grow their limbs back. Game Info: Firm musculature means a resilint organism. These thing can take more damage then others. Limbs regrow unless creature itself is destroyed. Seen in Chapters: 2,3,4,5 <><><><><><><><><><><><><><><><><><><><><><><><><><><><> Trapper Description: They look like scorpions. They can't do any physical damage to you themselves. Killing: The only way to kill them is with a ranged weapon. IE: Pistol, crossbow, Chakrams. If you get taken to their dimension, go through the portal depending on what you need. While it is green you get sanity, while it is blue magick, and red health. You can also do purple. Game Info: None Seen in Chapters: 3,4,5 <><><><><><><><><><><><><><><><><><><><><><><><><><><><> Ulyoath Bone Thief Description: They look like a insect. And they are annoying as hell. Make sure they don't go down your throat when they jump on you because that is an instant kill. Killing: Take the head off. Game Info: Severing the kneck kills the creature instantly. The creature wears the skins of people to protect itself. Seen in Chapters: 4,5 <><><><><><><><><><><><><><><><><><><><><><><><><><><><> Xel'lotaoth Bone Thief Description: They look like a insect. And they are annoying as hell. Make sure they don't go down your throat when they jump on you because that is an instant kill. Killing: Bah, I hate this kind, go for the heads. Gam Info: The creature wears the skins of people to protect itself. Seen in Chapters: 4,5 <><><><><><><><><><><><><><><><><><><><><><><><><><><><> Chattur'gha Bone Thief Description: They look like a insect. And they are annoying as hell. Make sure they don't go down your throat when they jump on you because that is an instant kill. Killing: Take the head off. Game Info: Sever the kneck kills the creature instantly. The creature waers the skins of people to protect itself. Seen in Chapters: 4,5 <><><><><><><><><><><><><><><><><><><><><><><><><><><><> Humans Description: Could be anyone, they are people with bone theifs inside of them. They don't do alot of damage to you, so I suggest ignoreing them because they deal alot of insanity loss to you when they die. Killing: Nothing seems to work good against them, just hack away. I don't recommend killing them though... Game Info: None Seen in Chapters: 3,4,5 <><><><><><><><><><><><><><><><><><><><><><><><><><><><> Ulyaoth Horrors Description: BIG! They have 3 heads, and can shoot electricity at you. BEWARE THESE THINGS Killing: If you can get all three heads off that works well. Personally I like using a ranged weapon and shooting their heads off. Hacking the arms off also works well I found. Game Info: Although the creature ahas no eyes, it is far from blind. The horrors latent energy causes an electrical dishacrge if it comes close. Seen in Chapters: 3,4,5 <><><><><><><><><><><><><><><><><><><><><><><><><><><><> Xel'lotaoth Horrors Description: BIG! They have 3 eyes, and can shoot electricity at you. BEWARE THESE THINGS Killing: Go for their eyes, use ranged weapons if you have them. As a last resort go hacking away. Game Info: Its eyes are its weakness. The creature is highly dependent on sight, rather then sound. Seen in Chapters: 3,4,4 <><><><><><><><><><><><><><><><><><><><><><><><><><><><> Chattur'gha Horrors Description: BIG! They have 3 heads, and can shoot electricity at you. BEWARE THESE THINGS Killing: If you can get all three heads off that works well. Personally I like using a ranged weapon and shooting their heads off. Hacking the arms off also works well I found. Game Info: The knecks of the horror are its weakest points. Thick chitomous armor plates and sturdy muscles protect this creature. Seen in Chapters: 3,4,5 <><><><><><><><><><><><><><><><><><><><><><><><><><><><> Ulyoath Gaurdians Description: They fly, heal themselves, and summon creatures. Lets just say I HATE THEM. Killing: I like swords against them. Sometimes they ball themselves up so they can't be hurt, but if you go behind them you can hack at their head. Beware them summoning trappers and zombies. Shotguns work well too when they aren't balled up... Game Info: This creature bears no relation to anything in my experience. No obvious vulnerability. Seen in Chapters: 5 <><><><><><><><><><><><><><><><><><><><><><><><><><><><> Xel'lotaoth Guardian Description: Well, its go 6 arms/legs, and is green. Killing: I dunno, I just kinda go at them attacking. No real strategy. Game Info: A curious lack of internall orans means no way of inflicting critical damage. No obvious vulnerability. Seen in Chapters: 5 <><><><><><><><><><><><><><><><><><><><><><><><><><><><> Chattur'gha Guardian Description: Hard to describe, but you should be able to recognize him by the large red thing that looks nothing like anything else in the game. Killing: Heh, just go for the body like all the other guardians. Game Info: Massive jaws on underside of body. Armored shell prevernts physical damage. No obvious vulnerability. Seen in Chapters: 5 ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ Bosses -------------------------------------------------------- CHAPTER 9 BOSS THE BLUE BOSS Before you go in the room, cast the number 11 spell, 7 point, purple. Then open the door. Here is where the fun begins. Stage 1 He will start off by making 3 balls of energy come up. So dodge them while making your way up to his front. When all three off the balls have been used, he should recharge. At that time, cast a 7 point magic attack of the color green. That will end stage 1 Stage 2 Now he summons zombies. I suggest waiting for him to start summoning them, while they are being summoned, run around them so they see you and start chasing you. Make your way to the back off him. The second his body starts to move towards you, stop and cast a 3 or 5 point spell. This will destroy the zombies, and deal him damage because he starts to recharge when he gets you in his sights. Enough hits and this stage ends. Stage 3 This is easy. Merely walk in a circle untill he stomps at you 5 times, he will then stop. Use your green magic attack 5 or 3 point to kill. It Should take 2 or 3 hits. NOTES FOR THE BATTLE When your #11 spell wears off, cast it again, and use a magic elixer to regain your power. #11 spell is area & summon {}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{} Final Boss (Pious) Ok this is it, and it isn't difficult if you know how to do it. First things fist though, when you hit him your gladius has to be enchanted, if its not it won't do anything. When the battle starts, enchant your weapon. To damage him, wait for him to start walking towards you. When he does that, charge right at his sides and run by him. He will swing, and miss if you run right by him. It will take him a few seconds to regain balance, while he is doing that, hit him in the back with your gladius. At this point, a burst of magick should shoot out of him. Go to the direction it pointed, and one of the essences should be there. Hit it with your sword. Now run by him again and do the process over again. After damageing the essence 3 times, and cut scene should pop up. Now, hit him again as alex, and damage the essence. When you damage the essence, one of the former characters should turn into you as a spirit. At this point look for the essence, go to it without being hit, and attack it. You will turn back into alex. Do this all over again untill you have gone through all the former characters. When you see a cut- scene where the essence you have been fighting is destroyed, your left to just a battle with pious. Use your charge by him tactics to kill him. The more you damage him the slower he will be. When you kill him the game is over (except one little thing). Final part of game, you will be brought back to one of the towers, use the rune for absorb. ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ Praise List -------------------------------------------------------- CJayC- for making gamefaqs Elisha Lacourse- For pointing out some errors I made in my faq. Thanks ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ Copyright info --------------------------------------------------------- This faq was written by Frank "AndurlisWrath" Gamsby. It is my property. It can only be posted at Gamefaqs.com Ign.com If anyone sees it somewhere else please notify me immediatly. ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ Contact info --------------------------------------------------------- First things first, when you send me an e-mail with a question or a comment, the subject needs to be ~ED~. If the subject is not ~ED~. I will just delete it. I am doing this in hopes that people will look through the faq and look for answers before just getting my e-mail off the top. Well with that said... MAIL THATS READ QUESTIONS: are welcome, BUT LOOK THROUGH THE FAQ FIRST. If I don't reply, its in the faq. Don't send the question twice. COMMENTS: This basically is anything from mail that says good job, or something that you found helpfull that you think makes it easier than in the faq. YOU SEE MY FAQ SOMEWHERE OTHER THAN Gamefaqs.com IGN.com DELETED MAIL HATE MAIL: Better make the first sentence count cause I won't read anything past that. And you will be blocked. Also ANY mail that doesn't contain ~ED~ as the subject. ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ END --------------------------------------------------------- ok... why are you still reading?!?! Its over go home... shoo! Fine if you won't leave I will bore you with annoying quotes. A new terror born in death, a new superstition entering the unassailable fortress of forever. I AM LEGEND I found it hard, it was hard to find, owell, whatever, nevermind...~Kurt Cobain 4ever Just cause your paranoid, it doesn't mean there not after you! Copyright 2002 Frank "AndurlisWrath" Gamsby ~end~