***********************************************************************
_______
| ____ | ______ _____ _______ __ __
| | |/__ __ | ___ || __ | | / | |
| |_|| // || \||_ |||__||||\ || //\ ||
| _ | || | _| | _ _/|| \ || / Ż ||
| | || || ||___/||| \ || \ ||//ŻŻŻŻ\||__/|
_______ | |____/| || |_____||| \|| \|| ____|____|
| |_______|__/__ ________ |__| | / ____ _____
| ____ / | __ | _| |__ | | ___|_ / / | / ___
| | //\ ||__|| | | / /|_ || | ___ | ____ | |__ |
| | | //__\ | _ _/ | |/ / ||\ || | |_ | _____ ___
| | | |/ ____ || \ | || \ || | _|
| | | ||| |||| \ | / || \|| | |___/||_____/ /|___/ /
| | / | || \| | |__| | |______|_______/ _____/
| |___/ / |___| |__| |
| /
|_______/ S A N I T Y ' S R E Q U I E M
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An FAQ/Walkthrough by CyricZ
Version 1.3
E-mail: cyricz42@yahoo.com
***********************************************************************
Table of Contents
1. Introduction
2. FAQ
3. Basics
A. Controls
B. Displays/Menus
C. Using Magick
4. Walkthrough
A. Prelude
B. Chapter 1 - The Chosen One
C. Chapter 2 - The Binding of the Corpse God
D. Chapter 3 - Suspicions of Conspiracy
E. Chapter 4 - The Gift of Forever
F. Chapter 5 - The Lurking Horror
G. Chapter 6 - A Journey Into Darkness
H. Chapter 7 - Heresy!
I. Chapter 8 - The Forbidden City
J. Chapter 9 - A War to End All Wars
K. Chapter 10 - A Legacy of Darkness
L. Chapter 11 - Ashes to Ashes
M. Finale - Gateway to Destiny
5. Autopsy of the Game
A. Weapons
B. Magickal Ingredients and Spells
C. Other Items
D. Enemies
E. Insanity
F. The Whole Story (contains info on the final ending)
G. Extra Stuff
6. Standard Guide Stuff
A. Legal
B. E-mail Guidelines
C. Credits
D. Version Updates
E. The Final Word
***********************************************************************
1. Introduction
GAAAAAWWWD!
I hope you readers enjoy the things I go through for y'all...:-P
This game has to be one of the freakiest I've ever played, (having not
played Silent Hill, or others of their ilk) so you'll have to bear with
me, cause I scare easy (heck, it took me days just to get through
Resident Evil).
Anyway, this is still an excellent game, and you've now been snared by
my trap to flay your mind with my writings of this game. For you see,
even reading about the game will chip away at your sanity. Proceed at
your own risk.
***********************************************************************
2. FAQ
Q: What is Eternal Darkness?
A: Eternal Darkness is the new action/adventure game published by
Nintendo for the Nintendo GameCube, and developed by Silicon Knights.
Q: Why is this game rated M?
A: Eternal Darkness has been rated M by the ESRB for Violence and Gore.
There is some mild language, and there's also some really freaky crap
going on. Unless you're over 17 or a real horror buff, I really suggest
against this.
Q: How many blocks on the Memory Card does the game take?
A: Fifteen. These fifteen blocks will give you six saves for the game.
Q: Is this game like Resident Evil?
A: Not really. The game's not a survival horror at all. There's
never really a feeling of desparation at, say, being low on ammo.
Although it IS a horror game, and there are a couple of "jump" moments,
but most of the horror is simply designed to freak you out and make you
question your own sanity.
Q: Speaking of sanity, what's the deal?
A: I'll say this again later on. Sanity is one of your attributes,
along with health and magickal energy. Just about any time you
encounter an enemy, you'll take a hit to your sanity. To recover the
lost sanity, you need to perform a Finishing Move on a fallen enemy.
If your sanity gets too low, you'll start hallucinating. I'll get a
bit more in-depth on this later.
Q: In Chapter 1, does it matter which color I pick?
A: Yes. I don't want to spoil it too much, but it's definitely worth
mentioning that which color you pick will affect the enemies later, as
well as the order you can find certain Runes.
Q: How do I upgrade my spells to 5 or 7 Point?
A: It's pretty simple. Just select an Alignment, then the two Effect
Runes that make up the normal spell, then toss in the Pargon rune in
the remaining spots.
***********************************************************************
3. Basics
This section describes basic stuff in the game, such as the controls
and displays in the game.
===================================
A. Controls
Following are the in-game controls:
Control Stick: Moves your character around. Down will move your
character towards the screen, and up will move him/her away from it.
A Button: This is the attack button. Pressing this will allow you to
attack with your fists or whatever weapon you have at hand. This is
also used to confirm choices on menus. Pressing A repeatedly at an
enemy will attempt to execute a combo attack.
B Button: The standard action button. This button does nothing unless
you see a B button appear in the upper-right corner of the screen.
Under it will be a description of what it will do in that situation.
Common things that will appear are "Examine", "Return", "Pick Up",
"Open Door", and "Finish Him!" Generally, nothing bad can come of
pushing B, so don't worry too much about it. The B Button is also used
to exit menus.
X Button: If you hold this button down, you can sneak around while
moving the Control Stick. This can also be accomplished by moving the
Control Stick slightly, but it's much easier to use the X Button.
R Button: Holding the R Button will focus on the nearest enemy you're
facing. While holding R, you cannot walk or turn. The Control Stick
can be used to focus on different parts of the enemy's body. Generally,
this means left/right for arms, up for head, and neutral for torso.
Quickly releasing and holding the R button again will focus on a
different enemy.
L Button: This button is the run modifier. While holding it down (any
pressure) you can run with the Control Stick. Don't run too much,
because your character will get tired and have to slow down to catch
his/her breath after a while.
Z Button: If using a weapon that has ammunition, hold Z to reload it if
ammunition is available.
START Button: Opens/Closes the Menu Screen.
Y Button and Control Pad: These are used for Quick Spells. Further
discussed in the Menus, you can assign spells to the Y Button, or
individual directions on the Control Pad.
C Stick: Not used for in-game play. The C Stick is used in the menus.
===================================
B. Displays/Menus
---
Main Menu
Choose Start Game to begin a new game.
Choose Load Game to load a previously saved game.
Choose Options to access the Options Menu.
---
Options Menu (Bet you wanted to know what was in that head of hers)
Save Settings: Choose this to save your choices to the Memory Card, in
case more than one person plays, and each like their own settings.
Subtitles: Turn on to see subtitles in cutscenes. Useful in case you
miss what someone's saying.
Widescreen: If your TV is widescreen capable, you can change this from
Standard to 16:9 to get the full theatrical feel.
Rumble Feature: You can set it to Off if you feel your hands shaking
will be enough without the controller adding its own.
Volume Adjustment: You can change the generic volume in the game. You
can't change specific aspects such as Effects, Music, etc.
Brightness Adjustment: Like it says, you should fiddle with your TV
before fiddling with this. If you wanna, though, you can change
brightness from here.
Audio Mode: Stereo, Mono, or Stereo Surround. Should be pretty self-
explanatory.
---
In-Game Displays and Menus
There isn't much to see for displays while playing the game. Watch the
upper right corner for the appearance of a B Button sensitive area.
If at any time, your health, magick, or sanity meters change, you'll
see the meter pop up as it changes, then quickly go away.
All the menus are contained on the Tome of Eternal Darkness (neat,
eh?), but you can view them at any time, even if you don't currently
have the Tome in your possession. Use the L and R buttons to go to the
other Menus.
---
Inventory: This screen has your three meters, and displays all your
items.
Red Meter: This is your Health. It decreases when you are harmed.
Replenishing it isn't easy early on, and magick is generally required
to do so. If you lose all your health, you will die and the game will
end. This meter appears for viewing the first time you get hurt.
Blue Meter: This is your Magickal power. It decreases when you cast a
spell, and will steadily increase as you walk around. This meter first
appears for viewing when you learn your first spell.
Green Meter: This is your Sanity. It first appears for viewing in the
second chapter, when you encounter your first enemy. Sanity is
decreased whenever you encounter an enemy (the enemy's eyes will glow
green, and green electricity will scatter on you). How much sanity is
taken away depends on the enemy. Some enemies can drain sanity more
than once, or at will as an attack. If your sanity gets low (around
1/3), you'll start hallucinating. You'll know your going insane when
you start hearing sounds and voices you shouldn't be hearing. If your
sanity gets really low, some VERY strange things may happen
spontaneously, or when you enter another room. How strange? Well,
let's just say they don't all involve your character. To regain lost
sanity, you'll need to perform Finishing Blows on your fallen enemies.
If you can finish an enemy, you'll see the B prompt for it on the
screen. Hit B, and you'll use your weapon to kill the enemy proper.
This is not the only way to kill them, mind you. Sometimes, after
falling, the enemy will disappear on its own and you'll be stuck with
the lost Sanity. Luckily, you discover the means of recovering
Sanity through magick not too far into the game.
Items: You have no restriction on items you can carry (take THAT,
Resident Evil!). If you get more than can fit on the screen, you can
scroll down to them using the Control Stick. Above the Item List is
your currently equipped weapon. Select an item in your list and the
things you can do with it will be highlighted in the small list to the
left. If Use is highlighted, you can put the item to use somewhere.
If Equip is highlighted, the item is a weapon and you can put it in
your hand to be used later. If Check is highlighted (and it always is)
you can further examine it and get a description. Use the Control
Pad to enlarge or shrink the view, and the C Stick to rotate the view.
If Mix is highlighted, then it's possible to combine the item with
another (for example, ammunition to a gun). Mode only appears late in
the game, and is used when a weapon has more than one fire option.
---
Map
The map shows you an outline of the floor you're currently on in
whatever building you're in. Yellow flashing brackets surround the
room you're currently in.
Map Controls:
Control Stick: Move the view of the map around quickly.
Control Pad: Move the view of the map around slowly.
C Stick: Zoom in and out on the map.
A Button: Center the map view on the predetermined "center".
Z Button: Center the map view on your current location.
Y Button: Go up one floor view.
X Button: Go down one floor view.
---
Magick
This menu gives you access to all your magickal ability. This menu
won't appear until you find your first piece of magick.
Spell List: This displays the scrolls you've found in your adventure.
If a spell is complete, you can select it and Cast it, or Assign it to
a quick spell button. Even if the spell isn't complete, you can Check
the scroll to see what you need and the spell's effects.
New Spell: This will allow you to create a spell for later use. I'll
explain this in depth in a bit.
Runes: This is a listing of all the magickal objects you have. The
top row is for your Circles of Power. The next row is for your
alignment runes, which are colored to represent the entity they refer
to. The last two rows are your effect runes, which are used in
conjunction to make spells. If you only have a rune, but not the
corresponding codex, the rune will be dark. If you have only the
codex, you'll see just the stone codex listed. If you have both, the
rune will flash, and you'll see the description.
Quick Spell: This will let you view your setups for Quick Spells. Mind
you that you can't change them from here. You'll have to do that in
the Spell List.
---
Journal
This area is for info, mostly...
Cinemas: Select this to choose from any of the major cutscenes you've
seen already. Review them if ever you want to recall why the heck
you're doing all this.
Autopsy: Once you use a character who's a doctor, you can perform
autopsies on fallen enemies to get info on them. If an autopsy is
successful, it'll be cataloged here for review.
---
Options
This is a quick access to basically the same Options Menu off the
Main Menu.
Controller: This is a quick reference of the controls, and also lets
you toggle the Rumble.
Audio: This allows you to change Volume and Sound Mode.
Display: This allows you to change Brightness, Subtitles, and
Widescreen.
Load/Save: This allows you to save your current adventure to the
Memory Card, or Load another adventure.
NOTE ON SAVING: You can save at any point when you're not being
attacked by enemies. Oddly enough, people tend to forget more about
saving when they can do it whenever they want, so I'm reminding you to
SAVE OFTEN. Of course, of note, is to BE CAREFUL when you save. If
you save, for example, when your health is really low, you may be
"stuck" and not be able to finish due to dying in combat every time.
For this reason, you should take advantage of the six save files.
===================================
C. Using Magick
This is an essential part of the game so it has its own subsection.
The building block for magick is a Circle of Power, which has a certain
number of points (ie. three). One puts Runes in these points to make a
spell.
Once you have a Circle, finding Runes to use is the next step, and this
is twofold. It's absolutely necessary to find the Rune to use for
magick, but it's also in your best interest to find the matching
Codex for the Rune, which explains what the Rune represents.
Having the preceding is all well and good, and you can even make spells
just from these, but you won't know at all what the spells do until
you find a Scroll which dictates a spell and what it consists of.
When creating a new spell, you start by picking a Circle of Power.
Next, you'll fit Runes into the Circle. All spells require one colored
(not yellow) rune to determine alignment as the first step of creation,
after which, you fill in the rest of the points on the Circle with
effect runes. If the spell works, you'll hear the chant and it'll be
castable. All spells can be created with respect to any of the three
basic alignment runes, so if one spell works with red, for example,
it'll work for green, too, as well as others. Keep experimenting, for
there is no punishment for a failed magickal creation.
For half of the game, you'll be limited to using the 3 Point Circle of
Power, which is used to create your first seven spells, since only an
Alignment and the two required Effect Runes are needed. Later on,
you'll get the 5 Point and 7 Point Circles, and using them you can
upgrade your spells. To do so, simply recreate the spell as normal,
with an Alignment, and the two standard Effect Runes, then fill the
other points with the Pargon Rune to beef them up. There are also
a couple of particular spells that require higher point Circles.
As far as choosing an Alignment when using spells, it is generally
very important to know what's stronger than what. The thing is, the
Ancients may all have a common goal of domination, but they don't like
each other at all (this will become evident as monsters of different
alignments attack each other). Chattur'gha's power can overcome even
the wiles of Xel'lotath. Xel'lotath's mind flaying can conquer over
Ulyaoth's logic. Ulyaoth's intelligence is more than a match for the
brutal Chattur'gha. In other words. Red beats green. Green beats
blue. Blue beats red. So, when using a magick against something,
always use the stronger Alignment. Enchant a weapon red to use
against green enemies. Dispel a blue magick with a green spell, and
so on.
***********************************************************************
4. Walkthrough
You know, I could give you a big lowdown on the plot, the background,
the characters, and whatnot, right up here at the top of the guide, but
what fun would that be? Half the enjoyment of this game is figuring
out what's going on for yourself. Now, I will say what's happening as
we go through it, to maintain continuity, so from here on in, you'll be
getting SPOILERS. Fair warning.
===================================
A. Prelude
Cutscene: Enter Alexandra Roivas. A student from Washington, she's
earning her graduate degree in abstract mathematics and number theory.
We hear Edward Roivas talk about her and the destiny of the Roivas
family....
Suddenly, you're in control of her, in a black-and-white setting,
holding a shotgun. Several zombies advance on you. Do what you can to
fend them off. It's pointless really. The game's tryin' to get an
early spook in.
Cutscene: Alex will rush to the door and pound on it, hearing maddening
words being yelled from the other side. Suddenly, an apparition of
her grandfather forms, and a buzzing is heard. It turns out that the
buzzing is her phone. She wakes up and answers the phone (note the
time on the clock). The man on the other end is a police inspector
from Rhode Island, informing her of her grandfather's murder. The next
scene has her with the inspector, discussing the murder, and seeing the
grisly results. Alex identifies her grandfather by the family ring
he's wearing. There seem to be plenty of questions. No sign of
intrusion, but plenty of force exerted on the body. No evidence
besides the body. Alex is determined to stay in Rhode Island until she
finds out what's behind the murder. Two weeks later, at sunset, she
enters the empty mansion with a need for answers.
You're now in control of Alex. In your possession is nothing but a
Second Floor Key. Explore the mansion at this point, and be sure to
examine everything you can. Note the desk clock in the center of the
room. Note the time it seems to be stuck at. You can take the
Dresser Key out of the back of the clock if you wish, but you won't use
it for some time. To the northwest is a dining room, with a grand
piano in it. To the west of the main hall is the kitchen. Of note is
a door with a strange sigil on it, but you can't do anything with it.
The northeast door on this floor is locked. If you go up the stairs
and try to use the Second Floor Key, you'll find it will break.
Way to go...
Your only recourse is to head to the library to the east. There's a
door on the south wall which leads to some kind of strange observatory,
but you can't do anything with it at the moment. Your only other
option is to head north further into the library. You'll be transferred
into a study-like room. Of particular note is the grandfather clock
ticking away. You can move the hands. If you've been paying attention
to the times so far, you'd know to set the clock at 3:33.
Huzzah! The old clock/bookcase/secret passage trick. Head into the
passage and continue to the next room. This is your grandfather's
secret study. Take a minute to look around the room. You can even
grab the Gladius off the wall if you're feeling a bit vulnerable. Once
you're done, turn your attention to that odd-looking book on the table.
Ah, go for it. I'm sure it's a perfectly normal book made out of human
skin and bone.
Cutscene: Alex sits down and pores over the book. She's suddenly
struck by strange visions, a weird multi-eyed being, a giant cathedral
hall, an odd pillar, and a kooky tentacle. Shaking the visions, she
reads further...
===================================
B. Chapter 1 - The Chosen One
Cutscene: Enter Pious Augustus in the year 26 BC. He is a centurion in
the Roman Army, and a gifted tactician. We join him in Persia
discussing his orders from the emperor with his subordinates (in Latin,
no less), to find ancient artifacts in the area. After his soldiers
leave to rest, Pious hears a beckoning voice. That voice is joined by
another, and Pious cannot resist the call. He travels the desert and
eventually comes upon a strange site, consisting of a circle of five
stone pillars, one with strange runes on it. He enters the circle and
is consumed by magickal energy. He is teleported into a strange
temple.
Well, you can't leave, so you might as well do what you came for and
find some artifacts. Note that you're already armed with your Gladius.
This is all you have at this point.
Start by climbing down the ladder into the next chamber. Don't worry
about the corpses lying around here. Just walk further down the
passage. Pious will spot a curious block on the floor ahead, then a
Zombie will stand up on the far end. This is the only one that's
animate at the moment, so advance slowly, let him come to you, and
have fun with your first combat. Once it falls, finish him if you
wish. It's not necessary to do so, as Pious doesn't have a Sanity
Meter at this point.
Continue on down the passage, but be careful getting close to the
block, because two more Zombies will pop out of hiding behind the
wall. Deal with them, and take the Red Granite Block. Pass through
the door into the next chamber. Kill the two Zombies, then take the
Green Granite Block. Enter the next room. There are five Zombies
here. Kill them all and take the Blue Granite Block. Oh, don't
worry about that sound that sounds like your name being called. I'm
sure it's just the wind...:-P
Now, head for the ladder. In the next passage, there's only one
Zombie. The path to your left (north) is blocked, so take the path
to your right (south). You'll be in a large chamber, and you'll notice
symbols on the wall that suspiciously look like your blocks. Kill the
four Zombies in this room, then grab the final Purple Granite Block on
the pedestal. Now, I know this may be difficult, but you'll have to
insert the blocks below the symbol of the same color on the walls.
Once all that's done, the door to the north will open. Head up a room
and through that door. In this room, you'll face off against a statue
of yourself. They must've known you were coming. What you have to do
is use the directional attacks to chop off the statues arms and head
before finishing off the body. Do that, and the door behind it will
open.
In this next room, there are three Zombies. Once they're dead, hit
that big tempting button in the corner to activate a teleporter.
Stand in the center to be teleported to a room with a shrine and
three strange artifacts.
Now, much depends on which artifact you take. For one thing, it
changes the enemies. From now on, whenever I say "Ruling Zombies",
that means you'll face zombies the color of the artifact you chose.
Refer to the Enemies section for more info. Also, this will
determine the order in which you get Alignment Runes, and will change
the story to revolve around the Ancient trapped in that artifact.
Although I haven't completely confirmed this, the color will also
determine which attribute you'll have the hardest time keeping up with.
Cutscene: Pious steps towards the artifact he chose, and reaches out a
hand towards it tentatively. Strange electricity shoots from the
artifact and engulfs Pious with its power. He collapses to the ground.
Some time later, Pious staggers to his feet. He'll have much less
facial hair than before. He's now filled with the power of the
Ancient whose artifact you chose.
---
We know return to Alex, and you now have the Tome of Eternal Darkness.
Now, look behind you and you'll see a piece of paper on the wall.
Take it, and you'll be able to decipher it with the Tome. Use the
Chapter Page.
===================================
C. Chapter 2 - The Binding of the Corpse God
Cutscene: We hear Alex's grandfather speak of religion at the opening
of this chapter. Enter Ellia, a dancer in the court of Suryavarman II,
in the year 1150 AD, in what is now Cambodia. We find her sitting in a
temple poring over a book. A very familiar book. She reads and we
learn of what Pious (or what he's become) has been doing since his
incident. We see him in front of a very strange and gigantic beast,
consisting of many eyes and central maw. Pious denounces the beast for
imprisoning his master, and drops several large pillars into its
mass of flesh, apparently severely hurting it. Ellia stops reading,
wishing something grand and intriguing, like these fables, could happen
to her. As we all know, one must be careful for what one wishes for...
As Ellia finishes speaking, the door of the temple closes, sealing her
in. (D'oh) You have the Tome in your possession, as well as a Short
Sword. Her Health is quite a bit less than what Pious had, and you'll
soon see her Sanity isn't all that great compared to other characters.
Now, you can cross the room over to the statue. You are not required
to take the Strange Necklace from the statue, but there's no real
penalty for doing so. This necklace can heal you. Just be sure you're
standing still while using it. It has ten charges.
Taking the necklace causes the door to the north to close. Well, it
doesn't matter. The door to the south is still open, so go that way
anyway, even if you didn't take the necklace. You'll enter a room and
Ellia will notice several fallen Zombies on the floor. Don't worry.
None will attack. Take note of the design and candles nearby. Head
west into the passage.
Ellia will automatically step on a pressure plate on entering. Hey,
what ancient temple would it be without traps, eh? Carefully time your
running between the blades, and look for other pressure plates and
don't step on them. Cross to the other end of the passage. Don't
worry. The Zombies won't attack here either.
In the next room, however, you'll meet your first Doomed Zombie (note:
Doomed means that it is the color that can be defeated by the color
Pious selected), and you'll take your very first hit to your Sanity.
Don't worry, Finishing will be more than enough to replenish it. Take
out the bad guy and take a look at the candles. Note the design of a
bright sun on the floor, and on the wall you'll see a sun high in the
sky. Set the candles so that only the middle one is burning. The door
to the north (and another door) will open part way. Also, take the
Bronze Necklace on the urn nearby. Now, head back to the main room.
Careful of the blade traps on your way. When you enter the room with
the Zombies on the ground, three of them will stand up and attack, so
be careful.
In the Main Hall, put the Bronze Necklace on the statue, if you've
taken the Strange Necklace, you'll reopen the way north. Head to
the next room. Again, note the candles and the position of the sun.
Head west to another trapped corridor. This one has dart traps along
the walls. Just avoid the pressure plates and you should be fine.
In the next room, you'll see an Opposing Zombie (the color that can
defeat the color Pious chose). Take him out quickly. Now, turn your
attention to the candles. No sun on the wall engraving. That means
you should extinguish the lit candles. Once that's done, the doors
leading to the west corridor will open. Watch the traps in the
corridor. In a side alcove, you'll see a Blowgun. Seems kinda
conspicious just sitting there, but take it anyway. Whoops! WHEEE!
Ellia will slide down a secret chute, and drop her sword, breaking it.
Way to go. You'll see two Ruling Zombies here (the color Pious chose),
advancing towards what appears to be a human guard. Use your Blowgun
on them while trying to avoid their swinging. Once they're dead, go
back to where you fell and pick up your broken sword. If the guard's
still alive, he'll offer to repair the sword. Go for it. Now, proceed
down the trapped corridor. There's one pressure plate you can't miss
(Ellia never heard of this strange concept of "jumping") and it
activates a crusher thingy. Time your run past it.
In the next room, there are two Zombies. Take them out however you
wish. Note both the mural on the wall, and a strange slot in the
middle of the room. Leave by the eastern exit. In this next trapped
corridor, there are more pressure plates you can't avoid. Time your
way past the traps and into the next room. In there, you'll find an
Opposing Zombie and three Ruling Zombies. Apparently, they don't like
each other. Let these guys work out their aggression, then finish
what's left. Look at the mural in this room, as well. Leave by the
north exit.
Follow the passage and you'll see an interesting sight. Apparently,
this is the temple where Mantorok resides, who Pious challenged in the
"fable" that Ellia was reading. Sure. Walk right up to him...
Cutscene: Ellia edges closer. Two guards appear from behind her,
telling her not to go further. Tentacles whip out from the mass that
is Mantorok and drag the guards to their deaths. Pious himself enters,
carrying a bone staff and wearing a fetching skirt, but still clothed
in his armor. He mocks Mantorok for feeding on humans, and tells Ellia
to leave. After Pious wanders off, a purple energy comes from the
statue in front of Mantorok and zaps Ellia. She collapses to the
ground. As she stirs to consciousness, a strange man speaks to her,
telling her she's a chosen one. He gives her her life in exchange for
carrying one of Mantorok's hearts within her, Mantorok's essence. The
heart is absorbed into her, and the man leaves.
Now, go up to the statue in front of Mantorok and take the Metal Staff
in its hands. Retrace your steps to the room before. In that room,
you'll face off against three Ruling Zombies. Take them out. Proceed
back along the trapped corridor. There will be Zombies here (I think
three), so finish them as they get cut apart by traps. Return to the
room with the slot and you'll fight four Ruling Zombies. Once they're
all dead, stick the Metal Staff into the slot in the center of the
room. This opens up a door behind Mantorok. Go aaaaalll the way back
to Mantorok's room, and enter the door in the back. Walk up to the
statue.
Cutscene: Pious shows up behind Ellia, telling her she should have run.
He demands to know the location of the Mantorok's essence. When she
refuses to tell, he fills her with lightning, killing her.
---
Resuming now, as Alex. Note your Sanity's not completely full. Unlike
other characters, who only hallucinate if their Sanity's real low,
Alex can see minor things even with a little Sanity lost. Don't worry
about that now, though, since you won't be going far.
Note that the candles have now lit. The etching on the back wall
depicts a sunrise. Set the candles so that only the left one is lit.
You'll find a Message Tube inside. Open it, and you'll find the page
for the next chapter. But first...
Cutscene: Pious stands before his master, one of the Ancients (which
one depends on which artifact you chose). They discuss the Ancient's
coming to the world. They speak of Mantorok, and how he is powerless
now, and also of Charlemagne the Frank (yes, THAT Charlemagne), and
how he is more of an issue at this point.
Now, read the page you just found to start Chapter 3.
===================================
D. Chapter 3 - Suspicions of Conspiracy
Cutscene: Edward speaks some more, speaking of how the Ancients stifle
the efforts of humanity. Now, enter Anthony, a page to the court of
Charlemagne, in Ancient France, the year 814 AD. He is given a
message for the Emperor Charlemagne, and told that the words there are
only for him. Anthony's curiosity gets the better of him, and he
peeks at the scroll, where magicks placed there react and zap him.
It's not apparent what happened, but he must tell the Emperor about
it, since the spell was intended for him...
You start with Anthony in the monastery where Charlemagne currently is.
You have only the foul Message Scroll in your possession. Anthony's
three meters are all pretty large, but he has more Sanity than anything
else.
NOTE: It's worth it to note that the spell Anthony is enchanted with
makes him invulnerable, among other things. If you die, you'll get
right back up...
Talk to the monks to learn that the Emperor is in the visiting chamber
with the Bishop. That's the door on the north wall. Wouldn't ya know.
Locked.
Talk to the rest of the monks to learn about a recent death of one of
them. Fell from a high tower, eh? Check the casket. Unless he fell
on a raging hell-beast when he landed, I don't think that's a falling
death. A nearby monk will tell you that the Bishop needs to be
informed of what's going on. He'll give you a Scramasax for your
protection. All the monks will depart, leaving you with the dead body.
Hey, thanks guys!
Anyway, the only course now is up the stairs. Head up and....whooooa!
Take a look at the statues flanking the walkway. See anyone you know?
And why is Pious' smashed, hmm? More questions than answers. Proceed
along the path and, uh... well, try to ignore the screaming faces on
the floor... Take the Tome of Eternal Darkness from the skeletal
hand and take your place among the chosen ones. Oh, and you'll get
some flashbacks to review for the test later...
Whee! Back we go! Head up the stairs. In the upper room, Anthony
will experience some of the debilitating effects of the spell he got
zapped with. Poor guy. Look at the shelf against the far wall. Take
the Blue Urn there. Use it. Whoops. Butterfingers. You'll pick up
the broken pieces AND the Magickal Rune that was inside! This is your
first Alignment Rune. This rune is different depending on the artifact
Pious chose. If Pious chose Red, you get a Green Rune. If Pious chose
Green, you get a Blue Rune. If Pious chose Blue, you get a Red Rune.
Anyway, there's another cool thing in this room. Take the 3 Point
Circle of Power on the desk. Magick's cool. Now, head to the
bookcases in the back of the room and check the middle case. Ah,
Routine #4, the old book moving the shelf trick. Prepare your sword
and head down the ladder.
One of those three Green Zombies has a rune in its tummy. Quickly kill
it, and claim the Rune. Kill the other two Greens and move on.
Hey, a monk being attacked. Run to his aid by killing the two Zombies.
Grab the Torch the monk dropped and use it if you wish. If you save
the monk, he'll tell you the Bishop ran through here, looking all evil,
and causing the monk to drop an urn he was carrying. The monk will
give you a Two-Edged Sword for helping him.
Now, Equip the Torch and use it to light the room so you can pick up
the pieces of the Green Urn lying around. Use the Mix command in the
Inventory to put them in one item spot. That'll have to do for now.
Head to the next room (which was behind a curtain that a flaming
Zombie ran into, mind you).
You'll see (with the remote camera, apparently), a Zombie below you
down the stairs with a Rune. Walk down the stairs and pick up the
Codex, then take out the Zombie. Once its dead, you'll get the Rune,
which was the very one for the Codex you just picked up: Magormor, or
Item. Exit by the door at the bottom of the stairs.
Uh oh. More decomposition for Anthony. In this next room, you'll see
two Zombies and a Ruling Zombie. Finish them all. On the stone in the
middle of the room is the Codex for the Alignment Rune you picked up
earlier. Also on the far end of the room is a Red Urn filled with foul
water from the fountain nearby. Grab it. Now equip the Torch and burn
the tapestry on the far wall. Go through the door behind.
There is but one Zombie in this corridor. Kill it and move on. In the
next room, you'll see the Bishop move through the door on the far wall,
then it'll close behind him. You'll need to weigh down the switch in
front of you to continue. This is where your Urns come in. Fill them
with water from the fountain two rooms back and place all three on the
switch. What? Your urns are broken? Well, let's pick up that Codex
nearby (Antorbok, aka Project), and that spell scroll on the table,
which is the Enchant Item Spell. Wouldn't ya know it, you have all
the components necessary to make the spell. Follow the instructions
the game gives you to assemble the spell. Now, cast it on the Green
Urn and the Blue Urn to repair them. Now, fill them and set them all
on the switch. Head on through the secret door. Continue through
the corridor to the next door.
You'll find the Bishop in this room. He'll thank you for returning
the Tome and attack. Kill him and the two Ruling Zombies in this room.
He'll drop the Bishop's Key, and now you can head aaallll the way back
to use it. There are plenty of enemies on the way, though. Two
Zombies in the next corridor, two Zombies in the Bishop's secret study,
a Trapper (new enemy) in the next corridor, a Trapper in the fountain
room, three Zombies in the stairwell, and nothing until you climb up
the ladder to the second floor of the Monastery. There, you'll meet a
Horror (another new enemy). Finish him and move on. Finally, you'll
find three Zombies in the main hall of the monastery. Open the door to
the audience room using the Bishop's Key.
Cutscene: Anthony stumbles in, almost completely gone, only to find
Charlemagne is already dead. He feels the last of the power of the
spell and keels over next to his lord. The monk in charge insults
Anthony's faith and his efforts, saying that all will feel the power of
the Ancient. Then, a spindly clawed creature bursts from his chest.
---
Hey, guess what. Now that Anthony knows the Enchant Item Spell, so too
does Alex (and all others who possess the Tome). Use the spell to
repair your broken Second Floor Key. Now, you can go to the second
floor. You're a bit insane at this point, so don't be surprised if you
hear knocking, or see blood seeping from the wall. Just roll with it.
In the second floor hallway, you'll see a bust following your moves.
If you go to the east part, you'll find a bedroom. Scattered around
the second floor are bullets for a .36 Revolver. If only you had one.
Dang. Anyway, you can go into the bathroom, too, from here. There's
a page of the journal of your ancestor, Maximillian. Check out the
bathtub, too...
BOO!
Heh heh... Anyway, head back to the hall, as there's nothing to do
here now. Go back to the west wing, and you'll see an apparition of
your forefather, Maximillian Roivas, head into a wall. It's a secret
door, duh, but you don't know how to open it. At the far end of the
hallway is a strange barrier in front of a stained glass window. Can't
do anything with it yet, so check the other doors. One room is too
dark to see in (and you'll be damned if you go stumbling around a dark
room in this place). The other is another bedroom. Behind one of the
paintings on the wall, you'll find the page of the fourth chapter. Go
ahead and use it.
===================================
E. Chapter 4 - The Gift of Forever
Cutscene: Edward speaks again, about dreams and nightmares. Enter
Karim, a Persian from the year 565 AD. He trudges wearily through
the desert. As he looks to the sun, he recalls of what brought him
there. He recalls his fawning over an exotic lady, Chandra. He wants
her love (or something to that effect), and she wants an ancient
artifact. We get back to him in the desert, being called by a voice.
He comes to a familiar-looking circle of stone pillars, and is
teleported to a temple.
Now, Karim is a bit more decked out than some of these previous folks.
He's armed with a Tulwar (a Persian sword), 19 Chakrams (sharp metal
rings), and a Talisman that can heal him five times. His Health is
very high, and his Magick and Sanity are only slightly less than
average.
He starts in a temple. Fallen Zombies litter the ground. There's a
more solid corpse nearby that you can examine. Head for the nearby
ladder going down.
Wheeeee! You're in a familiar place now. There's a new statue here.
As before, walk to the end and grab the Tome of Eternal Darkness from
the skeletal hand.
And we're back. Now, the five Zombies in the area are awake and
hungry. Give them a Tulwar sandwich. Head down the ladder.
Down in this tunnel, you'll find several monsters lying around. Once
you close in, two Ruling Zombies will stand up and attack. Kill them
and take the Statuette on the pedestal. Proceed along the tunnel and
another two Ruling Zombies will stand up. The furthest one has a Rune.
Once you kill both and have the Rune, head up the ladder.
There are no enemies in this room. You'll see a shrine in the middle
with braziers on it. There are three circular pressure plates.
Standing on one will light a couple of braziers. You need to weigh
down all three switches. Use your Statuette on one. Now, head towards
that Rune Barrier at the other end of the room. The way these work is
that the Barrier will dissipate if you have the proper Rune in your
possession. Yes, you do, so walk right up to it and head down the
ladder.
Down here, you'll hear a voice calling you, and once you reach the
end of the little passage, you'll see a room with three Ruling Zombies,
another Statuette on a pedestal, and a Codex against the wall. This
Codex is for your second Alignment Rune, and the one you get is the
same as the color of the artifact you selected way back when. Once
you've taken and killed all there is, head back.
Place your second Statuette on one of the two remaining plates, and
stand on the third. This will raise the shrine, like an elevator.
Unfortunately, there are four Trappers on it. Sneak past them and
activate the elevator to take you down.
In this next passage, you'll see three dead bodies. The one furthest
along the passage has a Tulwar sticking out of it. Take it, and now
you can use both at once. Head for the door. Uh oh. Apparently, the
dead soldier liked the Tulwar where it was... The soldier moves
decently fast for an undead, but only punches. Once you cut him up
enough, a shrieking Red Bonethief bursts from the body and attacks.
Destroy it, and enter the next room.
In this room, are two Ruling Zombies, and a Bonethief's inside one of
them. Dispose of them, and take the scroll from the nearby the dead
man. This is the Recovery Spell, just what you needed... ^_^ Of
course, you're still short a Rune. Note the door with the lock on it.
It needs a big blade, and there's an inscription on the lock, which is
the same color as the Ancient released. You don't have that Alignment
Rune yet, though. Head through the other door.
This room has three Ruling Zombies in it. There's also a Rune Barrier,
that you won't be able to pass now. Exit by the other door. You'll
face a Doomed Horror in this next room. Enchant your weapon if you
feel necessary, and attack. You'll receive a Rune upon defeating it,
and there's a Codex behind it, which tells you about the Rune you got
some time back: Santak (Self). You can now complete the Recovery Spell
(even though you don't have the Codex of the Rune you just got).
Anyway, go back into the preceding room. There's a Trapper here. Take
advantage of it if you're short one of your meters. With the new Rune
in your possession, the Rune Barrier will dissipate. Head down the
ladder.
NOTE: At this point, your Sanity may be tanking. Don't be alarmed if
you get a cutscene with Edward Roivas' spirit consoling Alex, telling
her he'll bail her out if her mind starts to give out.
In this room, you'll see a Codex. This is the Codex for the Rune you
have, Narokath (Absorb). This officially completes your Recovery
spell. Head out the door not blocked by rubble.
Heeeey... Check out that sweet piece of metal in that block. That's a
Ram Dao broadsword. Make it yours, and enjoy the opportunity the game
gives you to try it out. Seven Zombies will attack. This is followed
by four Zombies, then three Ruling Zombies, then another three Ruling
Zombies. One will be big, stronger, and have an Alignment Rune in its
chest (this is the same Rune for the Codex you've had for a while, and
the same as the Ancient you've released). The other two have
Bonethieves in them. You're free to leave once all are dead. Oh, and
note the markings on the walls. This place look familiar yet? Turn
around and head back out. Retrace your steps all the way to the door
with the strange lock on it. Make an Enchant Item spell with your new
Alignment Rune, and enchant your Ram Dao with that spell. Now, use the
Ram Dao on it and you'll open the lock.
In the next room, you'll face off against three Doomed Zombies. These
guys are weak to the power of your enchanted weapon, so have fun dicing
them up. Go up the ladder you'll soon encounter. In the next room are
three Trappers. There's also a Ruby Effigy in the middle of the room.
Take it. Head back down the ladder and over to the rubble. Yes, climb
over it.
In this next room, you'll face off against a Doomed Horror. Charge up
your Enchant Item spell if it wore off and smack him around. Climb
down the ladder. In this room, just drop the Tome on the skeletal hand
to open the gate. Grab it, and head through.
You're now in the same room Pious was ages ago. As you advance, a
barrier will close off the way behind you, and you'll be set upon by a
horde of bad guys. Seven Zombies, eight Ruling Zombies (one with a
Bonethief inside) and a Horror (of the same color). Fight your best and
retreat to heal if necessary. Once all are gone, an artifact will
appear on one of the pedestals (the only one left, apparently). Try
to take it.
Cutscene: Karim reaches out to touch the artifact, but is distracted
by Chandra's dead spirit. She tells how she bedded with a nobleman,
but he had a jealous mistress, who ravaged Chandra with knives (and we
get a visual aid). She says that she needs a sacrifice of Karim
before they can be together, that he must guard the artifact against
dark things that will come to claim it. He feels betrayed, but
agrees to her terms.
---
Back to Alex. Head over to the kitchen (west off the main hall). The
door is locked with another one of them enchanted locks. Enchant your
Gladius with Enchant Spell that matches the color on the lock, and use
the Gladius on it. Open the door. Mind the rat. Examine the shelves,
and you'll find a Spice Jar. Check it and take the chapter inside.
Cutscene: Pious prepares the final rituals that will bring his master
into this world.
Use the chapter page.
===================================
F. Chapter 5 - The Lurking Horror
Cutscene: Edward speaks again, talking of his own ancestor. Enter Dr.
Maximillian Roivas, in this very mansion in Rhode Island, in the year
1760 AD. He writes in his journal that the mansion is now his,
following the death of his father, and its secrets are now his.
Max is a little portly, so he can't run as much as the more athletic
folks of the other eras. He has good amounts of all three meters, and
only slightly lacking in Magick. He starts with his Medical Journal,
and a Flintlock Pistol (with one stinkin' shot).
Hey, just search your desk and you'll get five more shots. Head out
into the second floor hallway. Enter the door to screen left and
you'll find a servant working away. Grab the ammo here, too. You
won't be able to enter the servant's quarters, nearby, though (The
placement of that door does seem familiar, though). There's some more
ammo in the hallway near the east side. Enter the east bedroom and
take the Letter on the nightstand, as well as the Codex for translation
later. Enter the bathroom and take some more ammo. Now, head
downstairs (you can talk to servants if you want, too).
There's ammo in the hallway, as well as a Letter on the center
table, and an engraving of the Ancient that was released, and some other
neat pictures. Note the lack of a library. Head into the kitchen.
There's another Codex here, as well as some ammo, and in the pantry is
a Pump Handle.
Now, head into the Dining Room. Note the stuff above the fireplace.
Your task is to move the raven statue in front of the "Master's"
greatest enemy. By that, you need to move it in front of the emblem
that points to the Master's emblem on the painting. If the Master is
Red, for example, move it to the Blue Emblem. Ta dah! Secret passage.
Notice that the servant doesn't seem to care about all this.
Somehow squeeze your massive frame through the passage. There are
several things to take here. Take the Sabre off the wall. Take the
Spell from the chair nearby. Take the other Flintlock Pistol off the
opposite wall, and, of course, take the Tome of Eternal Darkness from
the desk. You'll find a Letter in the Tome.
Hey, looks like we got company. Once you head back to the Dining Room,
one of your servants will attack you. There's a Bonethief in him.
Chop him up quickly, and don't forget to autopsy it before you kill it.
Keep an eye on all your servants, because they may start to come after
you at any time, with the Bonethieves taking them over.
Now, it's worth noting what you can autopsy before you finish this
chapter. You can autopsy the Zombie, Horror, and Bonethief of the
Ruling Alignment, as well as a normal Zombie later on. Also, you can
get a Trapper, but it's not easy. Load your pistols, and head to the
kitchen. As soon as you get there, shoot the Trapper, then immediately
run up and autopsy it. Done.
Deal with the Ruling Horror in the main hall. Once it's dead, you'll
get the Redgormor Rune, and automatically make the Reveal Invisible
Spell with the current Ancient's alignment. You can go stalking
through the house, killing possessed servants if you wish, but it's not
necessary. There's a Trapper in the Kitchen if you want to take a trip
to the Trapper Dimension for some reason.
Anyway, if you read the third Letter, you'll know about help in
"the light". Go upstairs and check out the stained glass window.
There's a letter behind an endtable. Take it. CRASH! Deal with the
Bonethief that just popped up. Now, read the Letter. You'll get the
Basement Key. Head back to the main hall.
Eh? Weird situation... Head down the stairs and attack the Opposing
Horror with the Rune. You can't tell the color, but it's the color
that's the last Alignment Rune you need. Kill the Horror and take the
third Alignment Rune.
Seems like it was an Insanity Effect, but you have the Rune
nonetheless. Use that Rune with Redgormor and Nathorak. Now, go to
the corner with the strange symbol on the wall. You need to use the
Reveal Invisible Spell you just made (the one of the Master's enemy).
Unlock the newly discovered door with the Basement Key, and head down.
Two Ruling Zombies down here. One has a Bonethief inside. Take the
ammo down here, as well as the Codex for Bankorok (Protect), and the
spell of Damage Field. Use your Pump Handle to lower the water level.
Climb down the ladder. Down here, kill the Zombie and take the Rune
it has. That's the Bantorok Rune and now you can cast Damage Field.
Head further down into the depths. Once you reach the bottom, you'll
face off against a very nasty thing. This is a Guardian, and you must
kill it (Check the Enemies section). Once you do, this chapter will
end.
Cutscene: Max realizes he has little chance of destroying these
creatures on his own. He goes to get help. Soon, we see him in an
insane asylum, ranting and raving to his own devices. Yes, we all
know you're right, Max... The Darkness is coming...
---
Note that Alex has the Guardian in Autopsy, even though Max didn't
officially document it. Oh, and you can also listen to Max's ravings
as you view the Autopsies.
If didn't get the Dresser Key, you'll get a Note from the Tome telling
you how to.
Now, head upstairs and to the master bedroom (y'know, the one on the
east side). Oh, and be sure you've collected all the ammo there is to
collect around here. There are two boxes. Use the stronger Reveal
Invisible Spell (the one with the Alignment greater than "the Master")
to see the lock in the dresser. Unlock it with the Dresser Key.
Inside, you'll find a Revolver, and the next Chapter Page.
Cutscene: We see Pious again speaking to his Master. He tells about
the Guardians having found the ancient city and are proceeding to
eliminate its inhabitants. The Master tells Pious to find Mantorok's
essence.
Use the Chapter Page.
===================================
G. Chapter 6 - A Journey Into Darkness
Cutscene: Edward speaks of the Ancients' influence on the world. Then,
of the finding of a very familiar temple in the Angkor Thom region of
Cambodia. Enter Dr. Edwin Lindsey, an archaeologist, in the year 1983
AD. When the government refuses to finance his expedition, he receives
the necessary funds from a collector, Paul Augustine (uh oh). As the
two find the temple, Paul pulls a gun on Lindsey, who uses his natural
archaeologist agility to swiftly dodge behind a pillar. The two
exchange shots, then Paul turns into (who knew) Pious. He declares
that this place will be Lindsey's tombs, and summons a monster to deal
with Lindsey.
NOTE: Since this temple is long and linear, I've divided it into
floors, since no backtracking is required (but some is encouraged).
---
First Floor
Now, here's someone prepared. Lindsey has an Archaeologist's Brush,
a Torch, an Automatic Pistol with 56 total bullets, a Shotgun with 37
total shells, and a Kukiri knife. He has meters comparable to Max:
decent Health and Sanity, and only slightly lacking in Magick.
Of course, you're starting out in danger. This Reaper is bearing down
on you something fierce. Once you take it out, use your Brush on the
dust on the center of the floor. You'll uncover a Bronze Bracelet and
a familiar engraving. Use the Bracelet on the statue, and leave by the
south door that just opened.
Whee! Bet you're used to this by now. Faces. Hand. Tome. Take it.
In this next room, you'll find a Zombie and a Ruling Zombie. Kill
them and move to the famous trapped corridor. The pressure plates are
a little tougher to see now, but try to proceed, and watch the Trapper
get killed if you set off the blades. It's fun. Halfway through,
turn right and take the Metal Bracelet off the pedestal. Near the end
of the corridor, use your Brush on the cobweb to find the Tier (Summon)
Codex. Head to the next room.
Hmm... A Ruling Horror... And what's that it's standing in? Looks
like a Damage Field. You can't disrupt it now, so just take the Bronze
Necklace and leave the way you came in. Make your way back to the
main room and put the Necklace on the statue to open the north door,
and the other door near where the Horror is standing.
Once through the north door, take the Silver Bracelet out from under
Naga, then pull an Indiana Jones and put the Metal Bracelet in its
place. Fortunately, you have better luck than Dr. Jones. Take the
west exit. Proceed through the trapped corridor, and take out the
Zombie. Dust off the cobweb in the corner and take the Nethlek
(Dispel) Codex.
In the next room, kill all four Ruling Zombies, and collect the Nethlek
Rune that was in one of their stomachs. Head south. Mind the traps,
but kill the Ruling Zombie. Use your Brush on the cobweb across from
the statue to get the scroll for Dispel Magick.
Now, continue south so that you're back to the room where the Horror
was. Create Dispel Magick based on the stronger alignment, and use it
near the Damage Field. Now, kill the Horror. I suggest shots instead
of your knife. Behind the Horror, grab the Silver Necklace. Now,
head north to see the statue. Put the Silver Bracelet and Necklace
on it to open a door behind you.
Take out the Ruling Zombie. Proceed down the steps and kill the next
one, which has a new Rune in it. Next, you'll find a Reaper. Destroy
it and move on down the stairs.
---
First Basement
This area has the fourth Alignment Rune: Mantorok's. You don't have
to get it, and it involves some backtracking, so if you don't want to
you'll not need to dispel any magicks.
NOTE: In each of the four corner rooms, there is a panel you can press.
Once you do this, you'll hear the moving machinery stop. These panels
will deactivate the traps in the corridors for ten seconds. It's not
necessary to press them, and I didn't even know about them until being
told by several people...
Also of note: The trapped corridors in this area have some new
surprises. One is a larger blade, and the other is a poison gas that
slowly drains your health. Tread carefully and watch for the telltale
pressure plates.
You'll start in the western corridor. There are three Zombies in here
to activate traps for you. Head south. In the southwest chamber,
you'll see two statues, one in the middle of the room, and one on the
wall. Step on the nearby button, and the guard statue will rotate,
lifting the hand on the other statue. Quickly run over and snag the
Gold Bracelet. Retrace your steps north all the way to the next
chamber.
There's a Doomed Horror here. Kill it, and use the Blue Dispel Mgick
on the red barrier here. Dust off the web, and take the Necklace
there. Not very pretty, is it...? Head east through the corridor, and
watch out for the Ruling Zombie there.
In the northeast chamber, you'll find two Opposing Zombies. Activate
Red Dispel Magick to get rid of the green barrier. Head south along
the corridor. In this corridor, there are another three Zombies.
In the southeast chamber, you'll find but one lonely Zombie. Use the
Green Dispel Magick to get rid of the blue barrier. Now, the energy
field in front of the wall in the south corridor will be gone. Sadly,
you can't fit through the opening under it...
Also in the southeast chamber is a bowl. Pressing the button will fill
the bowl with acid. Put the Necklace in the bowl and press the button.
Man, they could make a fortune with this stuff... You'll take the
Gold Necklace. Go back to the east corridor and put the Gold items on
the Statue and you'll open up the way to the second basement.
Cutscene: We see a vision of Alex and her grandfather tells her how
much she means to him and she tells him the same.
In this stairwell, you'll find two Opposing Zombies, and an Opposing
Horror. Take them out, and you'll enter the second basement.
---
Second Basement
This is the place that'll look familiar. Ellia took the fast way here.
Proceed north through the trapped corridor. In this area there are
four Zombies. Take them out, then dust off the web to find the Aretak
Codex. You can also look at the mural (the untold chapter of Mantorok,
I suppose).
Head west along the corridor. There's a Doomed Zombie here to make
life difficult. In the next room, you'll find four Red Zombies, and
a mural. Head south and you'll reach a room with three Green Zombies,
one with the Tier Rune. Walk up to the Rune Barrier to remove it.
Continue through the next corridor east and you'll find six Blue
Zombies and the Summon Trapper Scroll. Now, you have an option. You
can go all the way back to the first basement to get Mantorok's Rune,
or you can continue on. If you decide not to go back, skip the next
paragraph.
Run your little tush aaaallll the way back to the first basement, to
the south corridor. That wall was the one you removed the barrier from
by Dispelling Magick in the three corners. Summon a Trapper with your
spell and send him underneath the wall. In this room, don't worry
about the Ruling Horrors, just step on the button across the bridge.
The wall behind Lindsey will open and you can grab the Rune.
Unfortunately, one of the Horrors won't be too happy about it and bust
through the wall. Teach him a new definition of pain and suffering and
go through the now-open wall. Cross the bridge, dust off the web, and
take the Mantorok Codex. Now, head aaaallll the way back downstairs.
Head east to Mantorok's famous tomb.
Cutscene: Lindsey approaches the Corpse God, Mantorok, still dying
after all these ages. Pious interrupts him, and commands two Reapers
to attack. The statue in front of Mantorok shimmers, and purple light
engulfs the Reapers, and knocks Pious back. He remains defiant, but
teleports his boney butt out of there. Light continues to flow from
the statue, and opens the door in the back.
All you have to do now is make your way to the back room...
IMPORTANT NOTE!!!!! There's a glitch in this game that they forgot to
take care of at this point. If, after the door opens, you do anything
to leave the room (walk out of the room through the first door, or save
and quit the game here), you'll return to the room and the door will
be closed, and you won't be able to continue. As soon as the door
opens, immediately go to the back room.
Cutscene: Lindsey enters and finds what's left of our friend, Ellia.
To his utter horror, the dried corpse speaks to him, telling him that
she kept Mantorok's heart hidden from them, and that she now has to
entrust it to him, lest Darkness triumphs. Next, we see the heart in
a glass case, as Lindsey hands it off, to a Dr. Edward Roivas. Edward
puts the heart in a bookcase, and closes the secret compartment behind
a book labeled "The Demon of the Khmer". Lindsey has now earned the
dubious honor of being the first to "survive" an encounter with the
bad guys.
---
Now that Alex has the Dispel Magick spell, she can go upstairs and to
the stained glass window with the magickal barrier. Cast the opposing
Dispel Magick to remove it, and take the chapter page.
Cutscene: In a large cathedral, Pious summons a huge monster. Pious
commands it to guard the last remaining artifact (the one that wasn't
left for Karim).
Use the Chapter Page...
===================================
H. Chapter 7 - Heresy!
Cutscene: Edward speaks this time about
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